TrickyHalfling
2015-09-26, 04:46 PM
Hunting the Red Dragon IC (http://www.giantitp.com/forums/showthread.php?445903-Hunting-the-Red-Dragon-IC)
Hunting the Red Dragon OOC
http://i.imgur.com/4QBuqHV.jpg
After decades of warring, the five city-states of the Old Furnace Volcano's area were forced to forge an alliance to defeat a common enemy: the old red dragon Baliarth's recent rampage and assaults put the whole war in halt.
A truce has been called and each city is to name a champion to, along with the others, slay the terrible beast and unite the land in the name of peace.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
DnD 3.5
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Standart fantasy. The setting is a homebrew world (Cosmology is the Great Wheel).
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Anyone may join as a Mercenary at any time. Kingdoms are limited to 3 Champions per Ruler so excess players may play as a Mercenary.
Looking for 5 or 6 players, no alternates.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
This forum.
5. What is the characters' starting status (i.e. experience level)?
Standart 8th level
6. How much gold or other starting funds will the characters begin with?
Standart WBL (27k for 8th level characters).
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No homebrew anything. Please dont ask for it.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
No race with LA or RHD.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Roll 4d6b3 six times and take out the worst and the best result and add a 18 and 8 to the set.
Any value below 6 will become 6.
10. Does your game use alignment? What are your restrictions, if so?
No evil characters (but no need to be good, just not evil).
11. Do you allow multi-classing, or have any particular rules in regards to it?
Your character can have up to 3 classes (prestiges or base). No multiclass penal.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
My rolls will be secret (always).
I'll roll Initiatives and Listen, Spot, Search, Knowledge, Sense Motive, Bluff and similar rolls.
If you want to actively do something, add a spoiler with.
Knowledge History for the War of the Seven Sons? or something like that.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
You can have up to two variant class features (from any allowed book).
No flaws, no traits.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. It must be tied to one of the cities in the game (which will be explained below).
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
It will have hack & slash, some dungeoncrawl sometimes, a couple puzzle solving, roleplaying of course and some mysteries. But mainly hack & slash
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Yes. Only things from the books below are allowed:
PHB I & II;
Monster Manual I;
DMG I;
Magic Item Compendium;
Spell Compendium;
Races of Destiny, Stone and Wild;
Complete Adventurer, Arcana, Champion, Divine, Mage, Scoundrel, Warrior (no psionics);
Looking for players for a standart fantasy game.
Each player will be the champion of one of the five nations of this part of the world.
Each city will grant its champion with some special benefits.
The Blackstone Keep.
Military city-state where all are trainned for war and combat.
Blackstonians are usually lawful, but that isnt a rule.
Being the champion of Blackstone you get proficiency with all simple and martial weapons, with all kinds of armor and shields (including tower shields).
In case you already have acess to Martial Weapons you gain instead Weapon Focus in one such weapon of your choice.
In case you're a caster, you get the Armored Mage (light armors and shields) feature.
You also count as fighter of your base attack bonus level to fulfill feat requisites.
(So a wizard 8 can get weapon specialization, for example).
The Azure Coast Harbor.
A city of sailors: both merchants and pirates and corsairs.
The azurites are usually chaotic, but it isnt rare for lawful azurites.
Being the champion of the Azure Coast Harbor grants you trainning in Balance and Swim skills: they're treated as class skills or you get a +4 bonus if they're already a class skill for you.
You also get the swim speed equal to half your land speed (which grants +8 bonus on Swim as well) and can hold your breath for five minutes before having to worry on suffocation and drowning.
The Deep Halls
A city that is half underground and half above surface.
The deep dwellers or dwellers of the deep are known for being serious, almost stony, with almost no chaotic citizens and more evil than standart, but is by far an evil city.
Being the champion of the Deep Halls grants you the Climb and Use Rope as class skills or +4 bonus on they if they're already class skills.
Being used to the dark caverns of their homeland, the dwellers of the deep can see normally in the dark. You get darkvision 60ft or the ability to see even in magical darkness (if you already have darkvision). They also know how deep in the ground they are at all times.
The Foggytown
A city full of lakes and marshes that live in an almost eternal fog.
The wisps, as they're known, are people of mystery and secrets, being ussualy neutral or chaotic in alignment.
Being the champion of Foggytown grants you the Hide and Spot as class skills (or +4 if they're already class skills) and the benefit of the Blind Fight feat.
Being used to fogs, haze and mists, they known how to blend themselves and navigate in it.
Whenever you get concelament, you add 10% to it (so a wisp with the effect of a Displacement spell would have 60% miss chance instead of 50%) and you threat people in fogs farther than 5ft as with concealment instead of total concealment despite the distance.
The City of Minnerva
A millenial city (if the tales and legends are true), this city is hidden deep in the evergreen forest of Minnerva.
The minnervans are known for their kind heart and if there is a handful of evil minnervans in their wole story it would be too much. They're natural hunters and adepts of nature.
Being the champion of Minnerva grants you the Survival, Ride and Handle Animal as class skills (or +4 if they're already class skills).
Having lived their lives in the forest trainned them to avoid roots and other natural obstacles. A minnervan get the ability to ignore difficult terrain caused by natural obstacles (be it forest or not) but not magical ones.
Their attunement to nature also make their companions (familiar and mounst as well) more powerful.
You're considered 2 level higher to determine your companion, familiar or mount benefits (or considered full level in case of a Ranger's Animal COmpanion, just like a normal druid of the same level).
The Foreign Lands
It isnt rare that people form diferent lands appear in the Old Furnace Volcano's area and for being foreigners much of them are hated or seen as suspicious.
Being a foreigner allow some diferent background and all kind of people roam the world, so any alignment can be found in foreigners.
Being a forever, you're not a champion, but there is nothing to rule you out on dragonhunting. You can add a book to your allowed sources and you get a bonus feat from that book. You must have a prestige class or some feature of relevance in such book to be allowed to play a foreigner.
A foreigner is seen with suspect and that gives them a-2 penal to Cha and Cha-based skills to the people of the region.
This penalty may disappear as the game goes and the character get reknown.
Ask for the book before making a sheet to avoid wasting your time.
I may apply some houserules or bans in some material from the book you choose, so bear that in mind.
The Staff:
Player
Character
Classes
Affiliation
Trasilor
Jorric Silverhalf (http://www.myth-weavers.com/sheet.html#id=502665)
Warblade 8
Foreigner (Tome of Battle)
Khador Green
Lash Mul (http://www.myth-weavers.com/sheet.html#id=558940)
Fighter 8
Azure Coast
Simba
Giallin Skarnath (http://www.myth-weavers.com/sheet.html#id=558896)
Dwarven Fighter 1, Wizard 4, Runesmith 3
Deep Halls
Tjallen
Darr Alot Barkbiter (http://www.myth-weavers.com/sheet.html#id=559999)
Druid 8
Minnerva
Kolosan
Lamoo Goodbarrel (http://www.myth-weavers.com/sheet.html#id=569895)
Rogue1/Cleric 4/ Shadowbane Stalker 3
Foggytown
The Land:
http://i.imgur.com/zu5Ihkc.png
Hunting the Red Dragon OOC
http://i.imgur.com/4QBuqHV.jpg
After decades of warring, the five city-states of the Old Furnace Volcano's area were forced to forge an alliance to defeat a common enemy: the old red dragon Baliarth's recent rampage and assaults put the whole war in halt.
A truce has been called and each city is to name a champion to, along with the others, slay the terrible beast and unite the land in the name of peace.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
DnD 3.5
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Standart fantasy. The setting is a homebrew world (Cosmology is the Great Wheel).
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Anyone may join as a Mercenary at any time. Kingdoms are limited to 3 Champions per Ruler so excess players may play as a Mercenary.
Looking for 5 or 6 players, no alternates.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
This forum.
5. What is the characters' starting status (i.e. experience level)?
Standart 8th level
6. How much gold or other starting funds will the characters begin with?
Standart WBL (27k for 8th level characters).
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No homebrew anything. Please dont ask for it.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
No race with LA or RHD.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Roll 4d6b3 six times and take out the worst and the best result and add a 18 and 8 to the set.
Any value below 6 will become 6.
10. Does your game use alignment? What are your restrictions, if so?
No evil characters (but no need to be good, just not evil).
11. Do you allow multi-classing, or have any particular rules in regards to it?
Your character can have up to 3 classes (prestiges or base). No multiclass penal.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
My rolls will be secret (always).
I'll roll Initiatives and Listen, Spot, Search, Knowledge, Sense Motive, Bluff and similar rolls.
If you want to actively do something, add a spoiler with.
Knowledge History for the War of the Seven Sons? or something like that.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
You can have up to two variant class features (from any allowed book).
No flaws, no traits.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. It must be tied to one of the cities in the game (which will be explained below).
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
It will have hack & slash, some dungeoncrawl sometimes, a couple puzzle solving, roleplaying of course and some mysteries. But mainly hack & slash
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Yes. Only things from the books below are allowed:
PHB I & II;
Monster Manual I;
DMG I;
Magic Item Compendium;
Spell Compendium;
Races of Destiny, Stone and Wild;
Complete Adventurer, Arcana, Champion, Divine, Mage, Scoundrel, Warrior (no psionics);
Looking for players for a standart fantasy game.
Each player will be the champion of one of the five nations of this part of the world.
Each city will grant its champion with some special benefits.
The Blackstone Keep.
Military city-state where all are trainned for war and combat.
Blackstonians are usually lawful, but that isnt a rule.
Being the champion of Blackstone you get proficiency with all simple and martial weapons, with all kinds of armor and shields (including tower shields).
In case you already have acess to Martial Weapons you gain instead Weapon Focus in one such weapon of your choice.
In case you're a caster, you get the Armored Mage (light armors and shields) feature.
You also count as fighter of your base attack bonus level to fulfill feat requisites.
(So a wizard 8 can get weapon specialization, for example).
The Azure Coast Harbor.
A city of sailors: both merchants and pirates and corsairs.
The azurites are usually chaotic, but it isnt rare for lawful azurites.
Being the champion of the Azure Coast Harbor grants you trainning in Balance and Swim skills: they're treated as class skills or you get a +4 bonus if they're already a class skill for you.
You also get the swim speed equal to half your land speed (which grants +8 bonus on Swim as well) and can hold your breath for five minutes before having to worry on suffocation and drowning.
The Deep Halls
A city that is half underground and half above surface.
The deep dwellers or dwellers of the deep are known for being serious, almost stony, with almost no chaotic citizens and more evil than standart, but is by far an evil city.
Being the champion of the Deep Halls grants you the Climb and Use Rope as class skills or +4 bonus on they if they're already class skills.
Being used to the dark caverns of their homeland, the dwellers of the deep can see normally in the dark. You get darkvision 60ft or the ability to see even in magical darkness (if you already have darkvision). They also know how deep in the ground they are at all times.
The Foggytown
A city full of lakes and marshes that live in an almost eternal fog.
The wisps, as they're known, are people of mystery and secrets, being ussualy neutral or chaotic in alignment.
Being the champion of Foggytown grants you the Hide and Spot as class skills (or +4 if they're already class skills) and the benefit of the Blind Fight feat.
Being used to fogs, haze and mists, they known how to blend themselves and navigate in it.
Whenever you get concelament, you add 10% to it (so a wisp with the effect of a Displacement spell would have 60% miss chance instead of 50%) and you threat people in fogs farther than 5ft as with concealment instead of total concealment despite the distance.
The City of Minnerva
A millenial city (if the tales and legends are true), this city is hidden deep in the evergreen forest of Minnerva.
The minnervans are known for their kind heart and if there is a handful of evil minnervans in their wole story it would be too much. They're natural hunters and adepts of nature.
Being the champion of Minnerva grants you the Survival, Ride and Handle Animal as class skills (or +4 if they're already class skills).
Having lived their lives in the forest trainned them to avoid roots and other natural obstacles. A minnervan get the ability to ignore difficult terrain caused by natural obstacles (be it forest or not) but not magical ones.
Their attunement to nature also make their companions (familiar and mounst as well) more powerful.
You're considered 2 level higher to determine your companion, familiar or mount benefits (or considered full level in case of a Ranger's Animal COmpanion, just like a normal druid of the same level).
The Foreign Lands
It isnt rare that people form diferent lands appear in the Old Furnace Volcano's area and for being foreigners much of them are hated or seen as suspicious.
Being a foreigner allow some diferent background and all kind of people roam the world, so any alignment can be found in foreigners.
Being a forever, you're not a champion, but there is nothing to rule you out on dragonhunting. You can add a book to your allowed sources and you get a bonus feat from that book. You must have a prestige class or some feature of relevance in such book to be allowed to play a foreigner.
A foreigner is seen with suspect and that gives them a-2 penal to Cha and Cha-based skills to the people of the region.
This penalty may disappear as the game goes and the character get reknown.
Ask for the book before making a sheet to avoid wasting your time.
I may apply some houserules or bans in some material from the book you choose, so bear that in mind.
The Staff:
Player
Character
Classes
Affiliation
Trasilor
Jorric Silverhalf (http://www.myth-weavers.com/sheet.html#id=502665)
Warblade 8
Foreigner (Tome of Battle)
Khador Green
Lash Mul (http://www.myth-weavers.com/sheet.html#id=558940)
Fighter 8
Azure Coast
Simba
Giallin Skarnath (http://www.myth-weavers.com/sheet.html#id=558896)
Dwarven Fighter 1, Wizard 4, Runesmith 3
Deep Halls
Tjallen
Darr Alot Barkbiter (http://www.myth-weavers.com/sheet.html#id=559999)
Druid 8
Minnerva
Kolosan
Lamoo Goodbarrel (http://www.myth-weavers.com/sheet.html#id=569895)
Rogue1/Cleric 4/ Shadowbane Stalker 3
Foggytown
The Land:
http://i.imgur.com/zu5Ihkc.png