Wednesday, August 31, 2005

Seebo the Knife: A Life in the Day of . . .

Have you ever had one of those days where you wake up knowing its going to be a great day? You open your eyes and the sun is shining brightly through the window, bathing you in its warm glow. You revel for just a moment, basking in the warmth, slowly drifting in and out of that place between asleep and awake, the place where the world stops spinning for just a moment and you understand what true happiness is. That most likely isn't what happened to me this morning when I woke up. In fact, I don't even remember what happened to me this morning, but that's just how my life is.

So there I was, standing atop a hill with five complete strangers being charged by a horde of goblins. I did the only thing I could; I jumped into the fray and saved these wayward travelers. There was an elven wizard, a noble man; he stepped in front of me to shield me from the goblins. I nodded and told him it was a courageous gesture but not to underestimate me just because of my stature. He took two javelins for me; he is one of the bravest wizards I have ever met. A human, bald with some frightening tattoos came to aid the wizard. Seeing that he would be alright I charged a mass of goblins with no regard to my own safety. I engaged them and a fierce battle ensued. In the end, I stood proud before my fallen enemies.

What was that? The beginning? My friends, this was the beginning, but I'll go back a ways to help explain a few things. I promise it won't help though.

I was standing on a hilltop unsure of where I was. Those five lost travelers were with me on the hill, just as confused. Being the cool and controlled person that I am, I immediately took stock of the situation at hand. I had somehow ended up here on this hill in the middle of a circle of worn stones, almost pillars. I don't remember how I got here, and actually I don't remember what I was doing before. I remember the basics, who I am, my home, my fam-.

Anyway, we were a group of lost souls, brought together for some purpose unknown to us. I immediately knew there was something sinister at work, some malevolent force bent on an equally malevolent goal. That force must have been what brought us here. It was time to figure out what was going on and I stepped up. There was another Halfling, Neil he said his name was. He said these were the Stones of Heakun, some god or something. He started muttering to himself, said he was talking to Heakun, he couldn't have been quite right in the head; the gods don't care about lowly insignificants like us. The human woman, Casey, was nice, she seemed very down-to-earth, a trait I highly respect. I just abhor people who think too much of themselves. There was the noble elven wizard, Rumus. He had his nose stuck in a book, just like all of those scholarly types, furiously writing note after note. There was of course the frightening healer, bald with a tattoo of a dragon on the top and back of his head with the tail wrapping around his neck. It was absolutely grotesque; I can't understand why anyone would want to deface themselves in that way. The last of the wayward travelers was a big fellow, mostly quiet though. He had a very, very large sword strapped to his back; he spoke of honor and respect. Hmph. He called me 'little knife.' Where's the respect in that? He's lucky I'm such a nice guy.

So we're wandering around trying to figure out what's going on and why we're here and so on and so forth when all of a sudden BOOM! There's this voice that's speaking in my head. I fought it back, I didn't let it take me over, but then it spoke and I knew it wasn't malicious. I let the voice through, tentatively, listening for any signs of deceit. It was the voice of a woman; she spoke of regrets and an equinox and a battle or something and to find the sword of Starkweather John. I don't know what any of it was, what it meant, I figured it wasn't meant for me. She finished her little speech and then BANG! That's when the goblins attacked.

Are you all caught up now? See I told you, you're just more confused now than ever. A strange force brings six people together for an even stranger quest shrouded in mystery and secrecy. It sounded like fun so I offered to help.

To be continued . . .

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Tuesday, August 30, 2005

Chronicles of Rygorh: A Dilemma in the Mist

This is the first (hopefully of many to come) PC point-of-view narrative of the events of this game.

Where am I? What happened? Glancing around I see only mist swirling in a hypnotic pattern and along with 5 others who appear confused and disoriented. How did I get here? The reoccurring question continues to drum in my head. I was last . . . hmm, where was I? The only memories seem to be of my distant childhood . . . memories best forgotten. I know who I am and can still feel the Strength and Warrior presence of Mighty Firinna within me. By war and flame, what has happened to me and who is responsible?

We all seem to be standing on a rocky hill surrounded by this mist; looking around I can see some pillars that seem to be circling the hill with some figures on them I cannot make out. My companions seem to be overcoming their own confusion I can hear the Elf casting detect magic, haughty and arrogant as most of his race with his nose stuck in a book. The female seems inquisitive and doesn't seem to care for the elf too much at all; I noticed her hand fly to her sword hilt as soon as he began casting. On the other hand we seem to have two of the small folk with us. One glides around gracefully looking everyone over with a practiced eye, while the other wearing some kind of priestly robes continually yammers about something incoherent *just my luck*. The large human next to me seems by his look to be from some barbarian tribe; he seems simple minded as most of his people but he has a gleam of something deeper in his eyes. The woman has decided to play hostess and began introductions while the elf ignores everyone to write in his flaming book. I learn that the woman's name is Casey, the barbarian Tilk, the irritating small one is Neil, the small one with a dangerous look in his eye wishes to be called The Knife (That's interesting!), and the Elf takes his face out of his book long enough to give his name as Rumus.

Suddenly a voice . . . in my head? Not that of Fiery Firinna, no but a soft, gently comforting voice. My Children, she calls us? The stars; I am not a star? Starkweather John's Sword, who is this? By war and flame more questions and nothing more than a promise of answers . . . Whats that . . . goblins Attacking! Rumus has been hit several times and is ready to fall; the divine power of Firinna will keep him on his feet, while the others dispatch the Goblins. Humph, this group seems to be handy in a fight. Neil stopped his muttering and yammering long enough to cast some spells. Casey fights with elegance and grace while spinning daggers fly from the hands of The Knife. Rumus casts some spells, and of course Tilk bellows and fights as only a barbarian can. Oddly enough with the death of the Goblins "who seemed to have vanished" the mist begins to rise leaving no trace of the battle and showing us nothing but a trail to be followed.

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Monday, August 29, 2005

Skills and Languages Part II

Copy of Email re: Skills and Languages

Everyone please review your character sheet. Discuss with others (on this email thread) who will concentrate on which skills. Bear in mind that at least one person in the party should try to have max ranks in nearly every skill that exists. Currently the group is lacking a couple of knowledge skills and decipher script. Hopefully the two new characters (a bard and a rogue) can help fill those holes.

Also, everyone that has bonus languages that you have not taken yet, please take your bonus languages now.

See here for skills/languages: Skills and Languages.

Skills in which no one has ranks: appraise, decipher script, forgery, knowledge (architecture and engineering), knowledge (local).

Skills that EVERYONE should consider putting ranks in if you have some to spare: listen and spot.

Skills that someone has ranks in but it would be nice to have more: bluff, diplomacy, gather information, heal (?), knowledge (dungeoneering), knowledge (geography), knowledge (nature), knowledge (religion), sense motive, survival.

I will allow you all to modify your character sheets this one time only to better suit party needs with regard to skill selection and language selection.

Update your character sheet and send it to me this week. I would like to review them this weekend so that I'm not pressed for time before the next game on next Friday (9/9).

Also, everyone that participated in the first game should also create a level two character sheet and bring it to the next game; also email it to me. It is likely that we will complete chapter one of the campaign early in the evening next week and will begin chapter two. I don't want to spend game time updating character sheets, so have them ready. We'll use the level one character sheets until the conclusion of chapter one of the campaign, and then pick up the level two character sheets shortly thereafter.

John, meet the group. Group, meet John.

John, can you copy Mei on this email so that she can participate in the conversation, or let her read your email and respond thus, please?

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Sunday, August 28, 2005

Skills and Languages

Here are everyone's scores in important skills that at least one of you needs a good score in:

  Tilk Neil Rumus Rygorh Seebo Casey Maximum
Appraise 4 1 4 1 3 2 4
Bluff 0 0 -1 2 5 2 5
Decipher Script x x x x x x x
Diplomacy 0 1 -1 4 1 2 4
Disable Device x x x x 5 x 5
Forgery 2 1 4 1 3 2 4
Gather Info 0 0 -1 2 5 2 5
Handle Animal x x x x x 6 6
Heal 0 2 0 5 0 -1 5
Intimidate 6 -4 -1 2 1 2 6
Know: arcana x 2 10 2 x x 10
Know: arch/engxxxxxxx
Know: dungxxxxx33
Know: geoxxxxx33
Know: histxx82xx8
Know: localxxxxxxx
Know: naturexxxxx33
Know: nob/royxx8xxx8
Know: religionx4x3xx4
Know: planesxx82xx8
Listen4443636
Open Lockxxxx7x7
Search2161767
Sense Motive02034-14
Sleight of Handxxxx7x7
Spellcraftx484xx8
Spot0243034
Survival4203034
Use Rope3320525

So, as you can see, the party needs some one to step up in Decipher Script, Forgery (no one has ranks, but it's not THAT important), Knowledge (Architecture and Engineering), and Knowledge (Local). I would encourage you all to discuss who will take ranks in which skills so that as a group you can cover all bases.

Jeff knows a couple that will likely be joining the game next time we play. They will probably be playing a bard and a rogue . . . so, both of them will have lots of skill points to dump into skills you all do not have covered.

You should also think about languages spoken and seeing that the group covers as many as you can:

  • Tilk: Common plus two bonus languages not yet chosen
  • Neil: Common, Halfling and Gnome
  • Rumus: Common, Elven, Draconic, Infernal, Celestial and Goblin
  • Rygorh: Common plus one bonus language not yet chosen
  • Seebo: Common, Halfling, Elven, Gnome, and Dwarven
  • Casey: Common, Elven plus one bonus language not yet chosen

I would recommend that someone pick up Giant, Orc and, if you can justify it, Undercommon. Abyssal and the elemental languages will be less useful.

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Chapter One: Bronce (background)

This post is to provide details of background information that the party knows (based on knowledge checks) about the things they have encountered thus far.

Chillhame

This small island is notable only for being the place where a massive Drow army was defeated one thousand years ago, at the end of the last Equinox of the Heroes. It is independent, though the kingdom of Caldraza has long considered it a part of itself and is keen to recover it. The capital of Chillhame is Saragost, a walled city that boasts a fortified harbor.

Blediwesse

BlediwesseBlediwesse is the flower-maiden of spring rain. She is the special patron goddess of unmarried maidens. She brings life to the earth after the ravages of winter, blessing the earth with the waters that cause plants to ripen. She is also a goddess of wells and rivers, who sends the waters of the natural springs for the good of men. Priestesses of Blediwesse must be virginal and often go crowned with flowers as part of their regalia.
Domains: Good, Healing, Earth, Water
Alignment: Neutral Good
Favored Weapon: Sickle

Most of the people of Bronce worship Blediwesse as their patron deity.

Equinox of Heroes

The Equinox of Heroes is a time of great derring-do on the part of chosen heroes who fight for the forces of good. The last Equinox of Heroes occurred approximately 1,000 years ago. During this time a massive drow army invaded Chillhame and many other lands. The actions and valor of the heroes of time won the day, but at great cost. All of the heroes of the time, including Starkweather John, died in defense of the lands against the drow.

Some believe that the Equinox of Heroes is a repeating cycle that recurs every 1,000 years, although there is no one around to vouch for this fact. In fact, there is no one left alive today that remembers the last Equinox . . . only legends and tales of the past speak of this time. Some scholars and sages speak of other times even farther in the past when champions of good rose up to face a great evil . . . but they know no details, and only smatterings of the legends and rumors of great deeds remain.

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Saturday, August 27, 2005

Chapter One: Bronce (metagaming)

Begin Rant

Yes, I railroaded you . . . get over it!

I have a fairly simple philosophy when it comes to playing games: have fun! While I can appreciate your concern or aggitation about the way the campaign began . . . sorry, that's the way it is. I want to present interesting challenges and situations for your characters to overcome. I want everyone to get into the spirit of this campaign and enjoy the epic storyline that's going to unfold. I do not want to spend hours trying to figure out how to cater to each character's personal likes/dislikes and such. There will certainly be opportunities for each of you to pursue personal goals on occassion. These personal goals will not be the focus of the campaign.

The time and effort required to bring a group of diverse PCs together to engage in an epic campaign just isn't worth it to me at this time. I play Dungeons and Dragons (and any other game) to have fun. Yes, I enjoy role-playing a well-conceived character with personal goals and history. Yes, I like the possibilities of inter-party intrigue and conflict. Here's the deal though: I have a pre-published campaign that I want to play. This pre-published campaign requires the PCs to cooperate and get along and to be heroes. Please do so. I'm not ever going to force you to do anything again . . . but there will be times when you have a very clear choice before you. Make your choice and enjoy the game that is prepared for you.

You will not survive if you engage in petty bickering and and arguing among yourselves (as players and characters). You will not succeed if you don't work together to discover what's going on and why. Please find a way for all of you to get along and enjoy the game. There are opportunities for everyone's character to shine. I will not allow anyone to hog the spotlight. You don't have to push your "character personality" on the game to have fun when it's not your turn in the sun. Just be patient, and you'll get your chance.

End Rant

Begin Advice/Guidance

Work together. I don't care what it takes, figure out a way for your character to accept all of the other characters as friends and comrades. You were brought together for a purpose. While that purpose is not entirely clear you do have goal: find the sword of Starkweather John. Pursue your goal. Accept that a "higher power" is at work.

Be heroic. Again, I don't care what it takes, but you need to be the good guys. I think I was pretty clear before the game started, but if I wasn't I'll try again. Your characters are destined to be great heroes of destiny. You're not villains or anti-heroes. You are the good guys. If you don't want to play a good guy and "save the world" then you need to make a new character or drop out of this game because that's what this campaign is about.

Have fun. This game is not a competition. It's not you against me or you against another player. The entire campaign has tons of appropriate level challengs for your characters to overcome. I will adjudicate them fairly. I'm not going to kill your character although your character might die if s/he's not up to the challenge. If you have an idea that you think will work . . . try it! Don't over-analyze the game. Don't try to find a way to "win" because it's not necessary. Do what you do and have fun.

Wait your turn. No one at the table should do anything to take away from anyone else's fun. We have warriors and wizards and clerics and skill-monkeys. We've got all of the standard slots (except bard) covered. Everyone should have a chance to do his/her thing. When it's someone else's turn to take the lead then let them do it, please. Don't compete with each other. No one at the table is superior to anyone else. Don't try to be.

End Advice/Guidance

Begin Request for Comments

I have a pretty thick skin. I'm also a conceited, arrogant bastard with a monstrous ego. You are incapable of hurting my feelings by criticizing my DM style.

Please tell me what you did and didn't like about the first game session. I want to know what I can do to make the game more fun. If you tell me what you liked then I will know to do more of that. If you tell me what you didn't like I will work to avoid that. If the pacing was bad, let me know. If you feel like I didn't "manage" the game and the players appropriately, tell me about it. If you want me to be more forthcoming with riddles and information, just say so. If you don't like the toys and technology or you don't like how I used it, speak up.

If you have a criticism I would appreciate it if you also offer a proposed remedy for the problem.

This is absolutely not an attempt to fish for complements. If no one says anything then I will assume last night's game was perfect, and I'll keep it up. I happen to know it was not perfect, so I'm going to make a few adjustments with or without comments, but I would prefer to do things you want me to do to improve the game so that everyone has fun.

End Request for Comments

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Chapter One: Bronce

Goblins Attack!

The campaign opened with a nice little technique that I like to call "Roll Initiative!" The players had no idea what was going on, but each knew that s/he was one of several people standing in a group when a handful of goblins attacked.

The group managed to stay alive and dispatch their foes, although it was a bit touch and go for Rumus, the elven wizard, as he bore the brunt of the attacks from about half of the goblins. Had Rygorh, the human cleric of Firina, not been there to keep him alive, Rumus would likely have died.

The goblins fell to bow and blade and vanished in whisps of smoke or fog into the chill morning air . . .

Flashback: Arrival

Each of the PCs arrived on the Tump at the Stones of Heakun. These massive monoliths represent the sacred stars of the sky. The PCs have no memory of what they were doing or where they were before the moment that they realized they were standing in a fog . . . the fog slowly thins a bit and each can see the others and the massive stone megaliths.

For a few minutes they investigate their surroundings and each other. Names are exchanged and expressions of puzzlement at their sudden appearance in this strange, but familiar place. There is a sense of peace and comfort . . . almost like a baby must feel in the arms of his mother.

Voice of the Goddess

A voice rings out clearly in the minds of each of the PCs as they stand among the stones. The voice is achingly familiar, but none has ever heard it before. It is comforting and calming and reverberates in their minds as if the stones are amplifying the voice inside their heads:

The time of the Equinox is come. My children . . . I am sorry. I have done what must be done. You deserve answers. I am far . . . too far from you. You must learn who you are. The land is yours. The people are yours.

This place is sacred to you. Sacred to the stars that you are. There are other places like this. From the time when people remembered. Heed me now. If any of you should fall, then bear him to the stones, and the soul will be able to enter the flesh . . . once again. But make haste, for flesh that is spoiled can never be made whole.

Know this. There is a force against you. Already it gathers, already it senses your return. Seek the sword of Starkweather John… it lies near, waiting to be claimed . . .when that is found, you may begin to understand, to remember.

Shortly after the voice speaks to the PCs, goblins begin to materialize in the mist and attack . . .

To Bronce

After the attack the PCs discover that they are on a hill on a tiny island. To the south is a small land bridge leading to a larger land mass. Casey determines that they are on the north end of the island nation of Chillhame. The group heads south towards the tiny village of Bronce which they can see among the hills and sheep pastures on the larger island.

In Bronce the PCs are met icily by most of the villagers. With a bit of determination and smooth talking they learn a great deal about the place:

  • The village of Bronce has fallen on hard times since the failure of the gold mines nearby. This happened many years ago and since that time people have moved away and village has dwindled to the tiny, miserable place that it is now.
  • Starkweather John was a great hero of the ancient past. He died from poisoned wounds suffered in a clamatic battle against an evil elven wizard among the Stones on the Tump. His body was buried nearby.
  • The village headman is Murphy Goodchild. The PCs met him, and he seems an unremarkable, but likeable fellow that does his best to keep order in the village.
  • The local priest is Father Tobias Bronson, an outsider who moved to town about four years ago. He seems most friendly and offered the PCs help and information while they are in town. He expressed his gratitude for the gifts of gold that the PCs gave him to help rebuild the sanctuary in the Temple of Blediwesse, his patron and that of most of the inhabitants of Bronce.
  • No one goes to the mines anymore . . . they have been haunted for years by the dead spirits of miners who drowned when the mines collapsed. Some of the PCs suspect that this is not entirely true . . . some of the villagers seemed evasive about the mines.
  • Before he died Starkweather John asked the villagers to keep his sword in town . . . his sword would provide them protection after his death. It seems that this is true. Other towns and villages in the area suffer semi-regular attacks by goblins, orcs and worse, but Bronce has always avoided this fate.
  • Starkweather John's tomb is an unimpressive affair of stone blocks laid over his buried body on the outskirts of town. There is an inscription on the tomb (see below).
  • Jim Oakenbough and his friends (Hal Batram, Tom Cucksmere and Jacko Fenn) bully other people in town. They are often drunk and don't ever seem to work at anything. Several weeks ago Jim stopped allowing people to use his windmill . . . he said he didn't have the time. About the same time Jim and his boys began to drink and carouse more than usual.
  • Davan Gaskell, an older man of fifty-five or so, is the town constable. His duties consist primarily of poking about and making sure "everything's alright." No one really expects him to do much if things are not going well. Morton Gimbert is Davan's deputy. He is a young, gawky boy of sixteen or seventeen that seems more of a joke than a deputy constable.
  • Starkweather John's sword is not buried with his body. He said that his successor will come for it one day but until then, the village will be safe so long as it stays here.
  • The stone circle on the Tump is old and very powerful. Nobody is quite sure what it is for but they think that the elves put the circle there, long ago, to watch the stars. The townspeople leave it alone, because Starkweather John told them to.

The inscription on Starkweather John's tomb:

Stranger, trouble not xxxxxxxxx
xxxxxxxxxxxxx beneath these stones
xxxxxxx one of mortal xxxx
xxx held xxxxxxxwithin his xxxx
xxxxxxxxxxxxxxcome that came before
xxxx Stars shall fall to xxxxxxxxxxxxx
xxxxxxxxxx against Her might xxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxx conspirators assail
xxxxxxxxxxx then these xxxxxxxxx
xxxxx cast from his exxxxxxxxxx
xxxxxxxx bears a dead king’s xxxxxxx

The Temple of Blediwesse

The PCs investigated the Temple of Blediwesse several times. The first time Neil, the halfling priest of Old Heakun, and Tilk the barabarian entered to poke around. The place is badly in need of repair. The roof has collapsed, the windows are all broken out and the furniture has rotted into ruin. While in the temple Tilk felt a sense of belonging and peace . . . like he had found something that he never knew he had lost. He spent a long time in the temple contemplating this feeling.

Later the entire party approached the place in the company of Father Tobias Bronson. He showed them about the place and told them about the previous priest who left Bronce to its own devices after the mines failed. Father Bronson took up the mantle of village priest when he heard that these people were without a sheperd. He has lived here for several years and often tries to get money from the villagers to repair the temple. He holds services in his home for now. He was most appreciative of the party's donations to repair the church.

In addition to Tilk, Rygorh and Seebo the Knife felt the sense of well-being and belonging while in the temple. This seemed to irritate Seebo to no end, and he fled the place shortly after arriving. (note Raj has changed Seebo's star from the Reaper to the Great Wolf.)

Discoveries

Later that day the party gathered in one of their rooms at the Golden Nugget Inn to discuss matters. They began to realize that their mysterious appearance at the Stones was not a random thing. Each of the PCs has a birthmark that represents the star under which s/he was born. They further realize that Tilk and Rygorh , Rygorh and Seebo all share the same star . . . and all both of them felt the sense of belonging while in the sanctuary.

The group determined that they were brought together for a purpose . . . and while it is mysterious and frustrating not to understand there is little doubt that the purpose is one of good. The message from the voice said to retrieve the sword of Starkweather John. They believe the sword is in town . . . and they think it might be in the temple of Blediwesse.

Children Missing

Early in the evening as the PCs eat dinner a young lady rushes into the Golden Nugget crying hysterically. Her two sons, Jed and Callum, have gone missing. They were picking berries on the edge of the eastern forest and have not come home. Several search parties form up, including one made up of the PCs, to find the lost boys.

Casey manages to find the boys' tracks near some berry bushes that have been picked clean. She also finds booted tracks of some others that the group follows towards the abandoned mine. They inform Constable Davan of their intentions to follow the tracks to the mines. The constable will not go with them and seems most apprehensive about anyone going to the mines.

The Abandoned Mines

As the party reaches the mines the weather turns bad and a light rain begins to fall. They briefly investigate the fallen outbulidings around the mine and then plunge in to find the lost children.

In the mine they discover a working cart track that leads deep underground. They wisely avoid taking a ride on any of the mining carts and make their way on foot. They find a sleeping and drunk hobgoblin that Seebo ensures will not awaken anytime soon with a couple of well-placed blows to the head with his sap.

Deeper into the mines they find and bypass a trio of hobgoblins that seem to be standing guard . . . poorly. Beyond the guards they find a ghost! The ghost does not speak, but seems to want them to go deeper into the mine. As this was their plan all along, they oblige the spirit.

At the extreme depth of the upper mine level the party finds a working lift. They decide not to use the lift and instead climb into the shaft.

The Lower Level

Much to the halflings' dismay the heroes discover that the lower level of the mine is flooding. As they progress deeper into the mine the water gets deeper . . . Casey and Tilk each take one of the halflings on their shoudlers to see them through.

Not far from the lift Tilk trips over a dead body in the water. The PCs quickly determine that this is the body of the ghost they met above . . . the body bears the same gaping wound on his throat as the ghost. They also discover a badge that indicates this man was a tax collector from the city of Saragost. They decide to take his body back to town with them after they find the children. For the time being they tie the body off to the lift.

As they progress through the flooding mines Rumus manages to drop a hobgoblin guard that appeared ready to make off to warn others. The PCs make haste and discover an area that is not completely flooded and is inhabited! A quintet of hobgoblins stands ready . . . one of them holding a small child with a knife to the boy's throat. The hobgoblin demands 2,000 gold pieces as ransom for the boy.

The PCs attempt to bluff and Tilk and Neil manage to get close to the hobgoblins. Rumus casts sleep on the hobgoblin leader, but only manages to put the boy to sleep. The heroes join battle with the hobgoblins and manage to dispatch them. Luckily the leader dies before he can execute the boy.

Casey, Rumus and Seebo head farther north seeking the other missing child. Tilk, Neil and Rygorh stay behind to guard a pair of hobgoblin prisoners and console the child, Jed. To the north Seebo discovers a passasge that goes underwater. Rumus follows this passage alone where he finds the other lost boy, Callum.

While in this chamber Rumus hears muttered and whispered voices which the boy Callum says have scared him all the time he was here. Callum holds tightly onto Rumus and sobs pitifully. Rumus does not recognize the language, but the voices are fairly clear from the other side of the east wall.

While Rumus is consoling Callum a wall in one of the side passages below breaks, and the water begins to drain away in a rush. Seebo is nearly swept away, but Casey manages to hold on to him. The heroes wait for the water to drain away and begin making their way out of the mines with the two boys, the body of the murdered tax collector and two hobgoblin prisoners . . .

XP Award (per PC): 300

Treasure

  • 20 sp; studded leather armor, light wooden shield, longsword, 2 javelins (hobgoblin drunkard)
  • 450 sp; studded leather, light wooden shield, masterwork greatsword, 2 javelins, dagger (hobgoblin leader)
  • 80 sp; 4 suits of studded leather, 4 light wooden shields, 4 longswords, 8 javelins (hobgoblin guards with leader)

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Wednesday, August 24, 2005

Current Character Roster

Updated Sunday, February 19, 2006

  • Chris: Tilk, chaotic good human barbarian (2)/wizard (transmuter)(3) from Boskendale; struggling to survive; not an adventurer by choice.
    • Star: the Reaper
    • Deity: Wohoon (CN)
    • Homeland: Boskendale
    • XP: 10,182 (15,000)
  • Jeff: Cornelius "Neil" Stringfellow, neutral good strongheart halfling cleric (6) of Old Heakun from Verd; traveling the world to explore.
    • Star: the Wave
    • Deity: Old Heakun (N)
    • Homeland: Verd
    • XP: 15,443 (21,000)
  • Josh: Alevonius "Alev" Talon, lawful neutral human warmage (5) from Jehannum; seeking experience to one day lead a military outfit.
    • Star: the Rose
    • Deity: Aranu (LN)
    • Homeland: Jehannum
    • XP: 10,421 (15,000)
  • Matt G.: Rumus Nightstar, neutral good sun elf wizard (5) from Xoth Sarandi; seeking magical power and knowledge.
    • Star: the Firedrake
    • Deity: Lumiya (NG)
    • Homeland: Xoth Sarandi
    • XP: 13,690 (15,000)
  • Mike: Rygorh, chaotic good human cleric (4)/fighter (2) of Firinna from the Scarred Lands; scratching along in life to survive.
    • Star: the Reaper
    • Deity: Firinna (CN)
    • Homeland: the Eagle Nations
    • XP: 15,366 (21,000)
  • Raj: Seebo "the Knife", chaotic good (mostly) strongheart halfling rogue (3)/Ranger (2)/Whisper Knife (1) from Verd; traveling the world to satisfy wanderlust.
    • Star: the Great Wolf
    • Deity: Arosi (CN)
    • Homeland: Verd
    • XP: 16,055 (21,000)
  • Rozanne: Casey Straton, chaotic good human fighter (2)/ranger (3)/dervish (1) from Kahoor; fleeing her responsibility as the daughter of a Kahooran noble.
    • Star: the Satyr
    • Deity: Hombel (LG)
    • Homeland: Kahoor
    • XP: 15,193 (21,000)
  • Mei: Larien Ar-Feiniel, choatic good elf rogue (2) from Xoth Sarandi; impulsive traveler seeking adventure for its own sake.
         Star: the Delver; Deity: Arosi(CN); Homeland: Xoth Sarandi
  • John: Celegorm Amandil, chaotic good half-elf bard (2) from the Eagle Nations; travels the world to satisfy wanderlust.
         Star: the Spectre; Deity: Melmoth (CG); Homeland: the Eagle Nations
  • Matt E.: Argo D'morr, neutral good (?) human fighter (2) from the Empire of Visk.
         Star: the Satyr; Deity: Yosa; Homeland: Empire of Visk

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Wednesday, August 17, 2005

House Rules

Character Creation

The following rules apply to character creation for player characters. Note that these rules do not apply to cohorts if a character has the leadership feat.

  • Ability scores are generated using a point buy with 28 points
  • All PCs should choose a "star sign" from the player packet
  • All PCs have action points

Skills

  • Knowledge checks to identify creatures based on hit-dice are modified as follows: the base check is hit dice plus ten (or more depending on the rarity of the creature). For every two points above the base check the character learns one additional fact about a given creature type.
  • Diplomacy skill checks will follow the rules found here.

Spells

  • Divine casters have access to all spells in the Player's Handbook. Spells from other sources are available to research, and some may be made available otherwise. Arcane casters may choose spells known from any source with DM approval.
  • The alter self, polymorph, etc. class of spells are modifed as outlined here and here.

Magic Items

  • The magebane ability is too powerful as a +1 weapon enhancement. It is now a +2 weapon enhancement. There is a lesser version that is a +1 weapon enhancement that works only against critters with actual arance spell casting (wizards, dragons, etc., but not demons, devils, drow).

Character Retraining

On gaining a new level a player may make changes to his/her character using the character retraining options from Players Handbook II.

Tuesday, August 16, 2005

Pre-Production Plans

It's like a movie . . . sort of.

For this campaign I'm going to try a few things that I have never tried before and concentrate more on some things I have not done so well. First, I'm going to use my computer to communicate information to the players via sight and sound. I will use a "soundtrack" for many scenes when I can find appropriate music. I will also show on screen photographs and/or drawings appropriate for the current scene. I have never used either of these effects in game . . . we'll see how it works. I do not want to allow the technology to distract me from my main job of adjudicating the game and helping to tell a story. So, if it doesn't work out . . . oh, well, it was worth a shot.

I'm also thinking about doing voice characterizations. I'm not a good one for doing voices, but I'm going to try. I have used this technique in the past with some success, but I fear that most of the time I use a very few select "voices" which eventually all kind of blend together. Again, we'll see how it works out. I will not let it distract me from my main job.

I'm also going to prepare more. I have been quite successful in the past with impromptu encounters, characters, and even plotlines. While I feel that it has worked for me in the past I want to try something different this time. I have a completely prepared campaign ahead of me. It's not necessary to ad lib much, so I should, in theory, be able to prepare completely for the anticipated events of a game session. I will use this preparation to make the events seem more real.

Finally, I'm going to try out lots of new tools for having information available at my fingertips. I will use books and my computer as a data source for characters, descriptions etc. I have done a lot of this in the past, but I will be spending more "prep time" to get all of these things ready, thus smoothing the flow the game sessions and making them more interesting.

Anyhow, my plan is for this to be the most successful campaign I have ever run. That's a fairly tall order, if I do say so myself. I consider myself an above-average DM, maybe even a great DM. So, this campaign is to be my master work. Hope you all enjoy it.

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Sunday, August 14, 2005

Player Character Creation Part IV

Alignment

Let's talk about alignment . . .
So far most of you that have indicated a preferred alignment have carefully avoided good alignments. Don't do that, please. While I will not force anyone to choose a specific alignment, I am going to flat out deny anyone the option of playing an evil character for now. I also would like to encourage you all to play good characters.

The story of The Drow War is an epic (in scope and in level) struggle of the forces of good vs. the forces of evil. If you're not playing a good guy then it's going to be hard to get your character on the right side . . . mostly. Please consider playing a good character. You don't have to be saints. You don't have to be perfect incarnations of good. You do need to have a least a modicum of concern for the well-being of others and a genuine respect for the lives of innocent people. You also need to be willing to sacrifice yourself for the good of the world or to at least understand and appreciate the fact that you are something special in the world and your actions will have a great impact on the world at-large.

Again, I'm not going to force anyone to do anything . . . I am trying to encourage you to be good though.

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Player Character Creation Part III

Some important points to remember when creating your character:

  • Action Points: everyone begins the game with five action points unless you take the Heroic Spirit feat (which gives you three extra action points at each character level). Action points replenish at each character level, and you will have five plus character level divided by two (rounded down) action points to spend each level. Action points cannot be saved from level-to-level.
  • Regional Feat: don't forget to choose a Regional Feat from the Player's Guide to Faerûn book. The feat should be one that is clearly related to your character's culture and/or background.
  • Homeland: please choose a homeland from the Player Information packet that makes sense for your character. I'm going to try to push each of you to be from a different land (if possible). Your character's homeland will help determine some of his/her outlook on life as where s/he comes from will certainly influence how s/he feels about certain other lands/cultures.
  • Zodiac: it is important that you choose a sign from the Zodiac that I included in the Player Information packet. This zodiac sign has a minor game effect and character personality suggestions. There's also some potential storyline stuff tied in with each zodiac sign.
  • Birthmark: each of your characters has a birthmark that indicates the Zodiac sign under which the character was born. This birthmark may be visibile or not as you decide. Please indicate in your character background what your birthmark looks like and where it is on your character's body. The birthmark should take a form that clearly indicates your character's Zodiac sign.
  • Deity: it is important that all of you choose a patron deity from one of the two pantheons detailed in the Player Information packet. Your deity can have significant impact on character outlook/personality as well as role-playing potential as you interact with NPCs.

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Character Backgrounds

OK, things are starting to come together on characters . . . now I want to talk a little bit about character background and personality.

I will apologize in advance for the first game session. Your characters are all going to be railroaded into working together, so diverse backgrounds are way cool. In fact, it will make the game more interesting if none of you have anything in common. Basically, you can anticipate being the archetypical reluctant heroes thrown together in a time of adversity to face the great evil that is threatening the world.

All PCs need to have a core kernel of goodness. Although evil PCs are possible, I'm not going to allow them at this time (maybe after I kill your first character your second one can be evil). Selfish neutral PCs will work just fine as long as there is some room in the personality/background for the PC to come around and join the good guys.

Please feel free to put as much effort as you wish into your background and motivation, but bear in mind that this adventure has a fairly clear-cut path. I will make some effort to tie in character backgrounds to the events of the adventure, but there will be little, if any, adventure hooks based on specific backgrounds that you invent.

It is not necessary for any of you to work out how/why you're going to be "at the adventure site" as I will have that covered for you. The only thing you need to worry about is making up a character that can be swayed to join the side of good when push comes to shove.

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Saturday, August 13, 2005

Player Character Choices

OK, things are starting to come together. I haven't gotten character sheets from anyone yet, but this is what we're looking like so far:

  • Rozanne: human ranger
  • Mike: human cleric
  • Raj: halfing (or human) rogue
  • Matt: sun elf wizard
  • Jeff: strongheart halfling cleric

Mike sent me a message about another potential player. I've sent him an email. We'll see what he says. If there is anyone else any of you know that might want to play let them know about the game and point them towards this 'blog and/or give them my email.

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Player Character Creation Part II

Everyone will begin play with 300 gp worth of gear. Do not save your cash. You should have no more than 15 gp left over after buying your starting gear.

If you have the scribe scroll feat you may create scrolls at 75% of the market price (instead of 1/2 market price plus XP).

If you have points in a craft skill you can attempt to use your craft skill to craft an item at 1/3 of the market price. See the SRD or PHB for rules on crafting items and the DCs. It is unlikely anyone could successfully craft a masterwork item (although it is possible). You could, however, save cash on normal weapons/armor if you wish.

I highly recommend buying mundane adventure gear in quantity, especially skill items (masterwork thieves tools, healer's kit, etc.) to assist you in the early levels of the game. Everyone should buy at least one light source; sunrods kick ass at first level!

I also recommend that everyone buy a potion of cure light wounds or two each to give the cleric a break on burning all of his/her spells for healing.

Basically, outfit your character as if you were going on a short overland journey to a dungeon of some sort. Your characters will not know what is going on when the adventure starts, but I won't penalize you by telling you nothing about the beginning of the game.

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Nostalgia Part II (Second Edition, et. al.)

This is a continuation of the previous message about my history as a player/DM and my style. None of you need to read this, but it might give you a bit of insight as to where I'm coming from and why I'm going to kill your character about once every six months . . . just kidding . . . mostly.

Second Edition, et. al.

So, during my senior year of high school TSR released Advanced Dungeons and Dragons Second Edition. My memories of this time are not as clear as my childhood times with the Basic Set and AD&D 1st Edition . . . or maybe I just liked the childhood years better and don't care to recall my "tweens".

For a couple or four years I played AD&D 2nd Edition with high school friends, college friends and anyone I could get to play. I think it was more out of habit than real fun. I tried. I tried alot, but I could never really get interested in anything, and no game ever lasted more than six months or so. I think mainly I had lost my wonder about the game. Eh, whatever. We played games here and there, but I have no really fond memories of anything gaming-related until about 1993.

I got married in the spring of 1993, and my wife gave birth to our first child shortly thereafter. About the same time I posted a "looking for gamers" notice in a comic/game shop in my home town. We got a decent-sized group, and I started running an irregular game on Saturday mornings. It was an absolute blast for a while. That campaign ran for about a year or so and was a lot of fun.

In 1994 a fellow D&D player, and one of my best friends, introduced me to Vampire: the Masquerade. Oops! For the next year or so I did nothing but play Vampire and eventually got into LARPing. Of course, I was not content to play . . . eventually my friend and I started up a LARP, and we were the ulitmate Storytellers. No horror idea was too evil, and no subject taboo. That game was a blast for about a year. I then moved out-of-state.

In my new home I eventually found some fellow gamers and joined the Camarilla, White Wolf's LARP fan club. For most of the next six years I played Vampire: the Masquerade live-action almost exclusively. I kept up with D&D, and even bought the Player's Option books when they came out, but I didn't play very much D&D during this time.

During my years of playing Vampire I adopted the "role-player not roll-player" snobbery that was common among the anst-ridden goth wannabe vampire players. I sneered at D&D and other pen-and-paper games as silly mechanics-based exercises that couldn't compare to "true" role-playing . . . live-action vampire. For all those people that I offended during this time . . . eh, get over it. I was enjoying myself, immersing myself in story and character development. It was cool for a while.

Eventually, I moved back home and called my old D&D/Vampire buddies . . . "Hey, we're puttin' the band back together" . . . sort of. It turns out the Vampire game that started in my apartment in 1994 was still running in 1999 (and would continue until about 2001). My buddy who had taken over most of the Storytelling duties told me about D&D 3rd Edtion, and I was hooked. We bought the books, he dropped the Vampire game, and we started playing D&D again . . .

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Thursday, August 11, 2005

Character Builds: Some Game Mechanics Thoughts

Just so everyone knows: this campaign is intended to take the PCs from level one to level thirty! That's right, I said level thirty! So, what to do about character creation . . . I would strongly advise everyone to think very carefully about the future. While it is extremely important to create a good character personality and psychology, it is also important to build a strong character that you will enjoy playing for the long-haul (or at least until I kill you).

With that in mind, think carefully about feat choices and character progression. A weak feat early in the character's career that is useful at low levels (like toughness) will be a serious detriment at high levels. Also, since we will definitely go epic it's important to think about class progression to ensure that your character can acquire cool epic feats starting at 21st level. How do you do that? The easiest way is to pick a core class and run it up for 20 levels. Beginning at 21st level all classes get bonus epic feats every 2 to 6 levels. If you multi-class you have to wait longer for epic feats because you must have 20 levels in a core class (or ten levels in a single prestige class) to get the epic bonus feats.

In addition you should be aware that Base Attack Bonus and Base Saves do not increase after 20th level. Instead all characters get a +1 Epic Attack Bonus every odd level and a +1 Epic Save Bonus to all saves at every even level. What does this mean? Well, if you want four attacks per round you must have a Base Attack Bonus of +16 or greater at 20th level.

Finally, spellcasters should pay careful attention to spell casting progression. There are lots of cool epic feats that require that ability to cast spells at maximum efficiency (as a 20th level core spell-casting class). If you intend for your character to qualify for these feats be sure that you do not delay spell-caster level progression too much with multi-classing and/or prestige classes.

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Nostalgia Part I (Ancient History)

For those of you that have never played with me as the Dungeon Master, I thought a few words about my history with the game and my play style would go far in helping you prepare for dealing with me as the DM. It is certainly not necessary for anyone to read this, but you might find it interesting or amusing.

Ancient History

I started playing Dungeons and Dragons in the summer of 1981 with the Moldvay red (pink?) box set. My parents were recently divorced, and I spent every other weekend at my dad's place with my sister. One weekend while looking at stamps in a stamp/coin shop in the mall (I can't remember which one), I saw some D&D miniatures and the D&D Basic and Expert sets in the window. I was fascinated. I stared longingly through the window at the box, and left with my stamps . . . but no D&D.

Two weeks later when I showed up at my dad's place there was the Dungeons and Dragons basic set! I was ecstatic, and I spent the entire weekend reading and drawing dungeons and begging my sister and dad to play. Alas, there would be no games for me that summer. Although they tried to humor me, neither my dad nor my sister could get interested in the ramblings of a 10-year old kid trying to learn the rules and explain them at the same time.

When Fall arrived that year I met some kids at school that I managed to wrangle into playing D&D. What a blast! Ten year old boys have vivid immaginations, and we were quickly burning through all of the challenges in the Basic Set including The Keep on the Borderlands and looking forward to the blue box Expert Set.

I don't know when or how I got it (maybe for Christmas), but eventually the Expert Set was mine. Before the following summer we had exhausted the full contents of both the Basic and Expert sets and had 14th level heroes storming around simple, nonsensical dungeons crushing and blasting everything in their paths.

Within a year or so I got turned on to Advanced Dungeons and Dragons by another kid at school. He had the Monster Manual with the bare-breasted female demons and devils and the gynosphinx! I had to get it. I later found out I also had to get the Player's Handbook and the Dungeon Master's Guide . . . ah, yes, the joys of reading Gygax at his best . . . or worst. While the DMG was absolutely one of the worst organized books ever, it was probably my favorite RPG book. You could pick up this book, turn to a page at random and be almost guaranteed to see something you had not seen before. Random encounters in the city? We got 'em; complete with street harlots and vampires! WTF?!?!

Years of fun followed . . . later came Fiend Folio, Deities and Demigods, Monster Manual II, and many others. Eventually my play time slowed as I entered high school and begin to think I might want to meet girls. Oops. Senior year . . . second edition . . .

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Characterization Made Easy

Please fill out this survey about your character:

Characterization Made Easy

  1. Background
    • Where was your character born?
    • Who raised him?
    • What was happening in the region when your character was growing up?
    • Does your character have any relatives?
  2. Motivation
    • What are your character’s immediate goals? What would he like to do in the coming year?
    • What are his long-term goals?
    • What type of person would be his ideal mate?
    • Who is his patron deity? Is he a devout worshiper?
    • Is he a devout member of any nonreligious cause?
    • Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
    • What is his greatest fear?
    • What is the one task he absolutely refuses to do?
  3. Idiosyncrasies
    • What is your character’s motto or favorite saying?
    • What is his favorite color?
    • Describe what he would wear if money were no object?
    • What is his favorite food? Drink?
    • What is his favorite animal?
    • What habits of his friends annoy him most?
  4. Traits: rank each trait from 1 to 10
    • Courtesy
    • Valor
    • Self-sacrifice
    • Generosity
    • Sobriety
    • Calm temper
    • Optimism
    • Curiosity
    • Forgiveness
    • Cheerfulness
    • Patience
    • Honesty
    • Helpfulness
    • Loyalty
  5. Miscellaneous
    • What well-known media figure from sports, movies or politics most closely resembles your character?
    • What would be his theme song?
    • If his friends were to write his epitaph, what would it be?
    • What would be his job in modern society?

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Player Character Creation Part I

So, the players are starting to make some choices about characters:

  • Rozanne: human fighter-type.
  • Mike: elf cleric . . . maybe.
  • Raj: halfling rogue . . . probably.
  • Matt: wizard or sorcerer?
  • Jeff: no response yet
  • Others: unknown at this time, but we may have some more players; a bard would be nice.

Hopefully we'll start getting some details worked out in the next week or so, and I can post some character sheets and backgrounds.

I'm not going to post any background preamble about the adventure as there is very little to say. The start of the adventure is a bit of rail-roading of the PCs . . . so there's not much to say until it's happens.

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Wednesday, August 10, 2005

Player Introduction Part II (rules and stuff)

Character Progression
You should expect to level up fairly quickly in the first few levels, somewhere around once every two or three sessions. By the time we reach fourth or fifth level things will slow down to leveling up about once every three to five game sessions.

If you anticipate going for an interesting prestige class, feat, or something from some book other than the Player's Handbook or the Dungeon Master's Guide let me know ahead of time so that you don't waste your efforts in reaching for something I won't allow in the game.

Character Mortality
You should anticipate a very dangerous game/game-world. Spells that return characters to life (raise dead, resurrection, true resurrection, wish, etc.) do NOT exist/work. If your character dies then s/he is dead for good. Keep that in mind when you're planning to do something that might get you killed.

The Zodiac
Each player should choose a sign from the "zodiac" (detailed in the player pack) for his/her PC. The sign under which a PC was born has a minor game effect available once per game session (not game day) as well as some role-playing hints and story ties.

Action Points
As introduced in the Eberron Campaign Setting, this game will grant to the PCs action points. See here.

The Beginning
None of the PCs know each other at the start of the campaign. You may make as detailed or as sparse a background as you wish. I would strongly recommend that each of you complete the Characterization Made Easy survey to flesh out your character's personality. Also, you should choose a home from the lands of Ashfar (see player pack) and a deity (also in the player pack).

The Gods
There are two distinct pantheons of deities to choose from. Most people/races worship the Avillon pantheon. Most elves worship the Callistan pantheon. You can find the details in the player pack I sent out if you're playing in the game. If not, buy the freaking book!

Victory Points
During these adventures the party can earn victory points. I will not tell you when you have earned victory points, how many you have, or even exactly how to achieve them. What I will tell you is that during each adventure in this campaign there are opportunities to earn victory points. These victory points will have a significant effect on certain elements of the story as it progresses.

Game Style
Expect a fair amount of role-play, hack-n-slash and mystery-solving/suspense. The campaign I have in mind covers a lot of ground, and there is room for all types of play in it. I will do my best to emphasize role-play over roll-play, but there is no guarantee that I can live up to my end of the bargain. I've become a very weak role-player over the last few years, but I'm working on remedying that problem.

It is extremely important that the PCs get along and work together as a team. The campaign I have planned is an epic quest to "save the world," and it pretty much requires that the PCs work together. I would prefer that everyone play a good-aligned character, but I will not require it. The moment that a PC becomes troublesome and/or disrupts the game is the moment that PC's personality changes or the player gets a new character or (last resort) the game loses a player.

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Player Introduction Part I (character creation)

So, here's a new Dungeons & Dragons campaign run by me. I want to lay a few ground rules for everyone before we get started. This document is intended to introduce everyone to the game world and to give instructions for character generation. You will also find information regarding the available books and such that we will use.

Books and Such Allowed
Only material from the Dungeons & Dragons 3.5 core books (Player's Handbook, Dungeon Master's Guide, and Monster Manual) will be allowed initially. I will allow limited access to spells, feats, prestige classes, etc. from the Complete series of books and the Miniatures Handbook on a case-by-case basis. If there's something from one of these books you want (especially a prestige class) let me know now so I can see if it will work.

Ability Score Generation
We will use a 28-point point buy system for character ability score generation. This is significantly less powerful than what we have been using (16, 15, 14, 13, 12, 10 ability scores), but it is also slightly more powerful than the standard ability score array (15, 14, 13, 12, 10, 8). See the Dungeon Master's Guide for a description of how to do a point buy. Note that racial modifiers to ability scores apply AFTER the point buy.

Races Allowed
All Player's Handbook races are allowed. Additionally, anyone can petition me for the right to play a character of another race from some other source. If the race makes sense for the game I will allow it. As we are starting at first level I will impose the following rules on races with ECL greater than 0:

  • No races with greater than ECL +2 will be allowed.
  • Characters with an ECL greater than +1 will suffer a semi-permanent negative level for each point of ECL. Basically, an ECL 1 race (such as Aasimar or Tiefling) will build a normal first level character. All attack rolls, skill checks, saves, etc. (any d20 roll) suffer a minus one penalty on the roll AND if the character is a spell-caster s/he loses one spell from his/her highest spell level. For an ECL 2 race the penalty is -2 on all d20 rolls AND a loss of two spells from the highest spell level. When the character achieves second level s/he does not gain a new level (or Hit Die), but instead removes one negative level. Repeat again at third level for ECL 2 races.
  • Characters with Level Adjustment 1 or 2 races may use the Unearthed Arcana rules for buying off the racial level adjustment. An LA 1 character can spend current character level times 1,000 XP after gaining three class levels to permanently remove the LA penalty. Typically an LA 1 character will spend 3,000 XP on achieving character level three to permanently get rid of the LA penalty. An LA 2 character can spend current level times 1,000 XP after gaining six class levels to remove the first point of LA. That same LA 2 character can remove the second point of LA no earlier than three class levels after removing the first level. Typically an LA 2 character will spend 6,000 XP on achieving character level three and 9,000 XP on achieving character level nine.
  • Note that it is not possible to buy off racial hit dice in this way. If you choose an ECL 1 or greater race that has one or more racial hit dice then you will always suffer by not having a class level for the racial hit die level(s).

Classes Allowed
All of the Player's Handbook classes are allowed. Base classes from the Complete series or the Miniatures Handbook may be allowed if you can convince me it's a good idea. I would strongly recommend a party of four (or five if we can find the players) iconic characters. That is, I think we should have one fighting type (barbarian, fighter, paladin, or ranger), one skill character (bard, ranger, rogue, scout or spellthief), one arcane caster (sorcerer or wizard) and one divine caster (druid or cleric). If a fifth player is available then that character could be pretty much anything. A ranger (or someone with the Track feat) will be very useful throughout the campaign. I would suggest that the fighting type person look at having a level or two of ranger to go along with whatever s/he plans to do. In my opinion, wizards make better campaign characters than sorcerers due to wider spell selection, but if someone wants a sorcerer instead of a wizard it is certainly allowed. A druid will definitely work, although the party will suffer from lack of healing at mid levels and lack of turning ability at all levels if there is no cleric. A rogue, scout or spellthief would be the best bet for the hidey/sneaky/locksmith type, but a bard or wizard can do in a pinch if s/he is willing to put skill points in cross-class skills or take the Able Learner feat from Complete Adventurer and a level of rogue, scout or spellthief.

Spell Lists
For divine casters that have access to all spells on their spell lists only spells from the Player's Handbook will be available initially. As the campaign progresses additional spells may become available. A PC may research any spell from the Complete series and the Miniatures Handbook (using the standard spell research rules), and I will consider allowing access to spells from other sources on a case-by-case basis.

Wizards, sorcerers and bards can choose as spells known from the Player's Handbook and the Complete series and the Miniatures Handbook. Why the double standard? Divine casters are WAY too powerful when they have dozens of spells per spell level from all of those sources. Even with access to all spells from six different books the arcane casters have a limited number of spells available to them as they have a limited number of spells known. Wizards could theoretically learn all of the spells in the books, but it would take an incredible amount of cash that they will never have.

Skills
I would strongly recommend that at least one member of the party have a few skill points in each of the social skills. That is, someone should have bluff, someone should have gather information, etc. If there is a bard or other "face-man" type PC that covers all of these skills that's fine, but if there's not then everyone should put a few points in one or two of the social skills so that at least one person in the party has a few points in all of them.

Spellcraft checks made to understand or recognize non-standard spells (that is, spells not in the Player's Handbook) will require a DC 25 + spell level instead of the standard DC 15 + spell level. This check applies to all spells that are not in the Player's Handbook excepting those that a PC has already learned.

Regional Feats
All PCs will begin with a single regional feat (in addition to their normal feat(s)) at first level. Choose a feat from the Player's Guide to Faerûn that makes sense for your character. All regional feats must be approved by me.

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The Plan

So, the plan is to get my regular group of fellow gamers together and run the entire Drow War series from start to finish. The campaign will be published in three books covering levels 1 to 30, at 10 levels per book. The first book is available now, and I have a PDF copy of it from Drive Thru RPG, an online store that sells electronic copies of pen-and-paper RPG material. Book two is supposed to be available in October 2005, and there's no date yet on book three.

If you read my review you know that I think this book kicks ass! I assume the 2nd and 3rd book will be as good.

The current incarnation of Dungeons and Dragons assumes four players and the Dungeon Master. I intend to have at least five players and hopefully seven or eight. Assuming I get the bigger group I will need to modify the Drow War to properly challenge the players. Why would I do this? Because I'm a masochist. OK, not really . . . it's because I have very fond memories of the "good old days" of playing Dungeons and Dragons with ten or twelve people at one time, and I want to try to recapture some feelings from my youth. I'm also an egomaniac, and I love to have as many people under my power as possible; the bigger the group, the more PCs I get to kill.

So, in the next three weeks or so I will spring this idea on the players and beg them to all make up cool characters to play in this game. I will post the characters, as well as my "house rules" for how the game will run.

I intend to post full "game day" reports of what happens in each game as well as some fiction to capture the feel of the game in a short-story or novella format.

Anyhow, that's enough for now. I'll post character creation rules shortly.

Next Post

Getting Started

Well, it's my first blog and my first "Campaign in a Box" Dungeons and Dragons game. I am notorious for not finishing things, so I hope that this blog will help me focus on running a good Dungeons and Dragons campaign to its successful conclusion.

For those of you unfamiliar with Dungeons and Dragons . . . what the Hell are you doing here? OK, seriously, here's a link to Wizards of the Coast, the publisher of the Dungeons and Dragons game.

For those of you unfamiliar with the Drow War campaign here's a link to Mongoose Publishing, the company that published the Drow War.

Here's a link to my review of Drow War I on EN World, a message board and news site for role playing games. My players, do not read this review! It will spoil some of your fun in the game.

Next Post

Monday, August 01, 2005

Profile Picture


So, this is my profile picture. It's amazing how well South Park art can represent me. Heh!