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  1. - Top - End - #1
    Troll in the Playground
     
    Planetar

    Join Date
    May 2009
    Location
    Perth, West Australia
    Gender
    Male

    Default A Gathering Storm [OOC Thread]

    Welcome to the OOC thread for A Gathering Storm! Feel free to discuss anything within the context of the game (or not so related to the game) right here in this thread.

    The IC thread can be found here.

    This thread will be updated as time goes on. Go ahead and post up!

    Player Name Character Race and Class
    DrK Njal "Stormcaller" Glacier Dwarf Druid 3
    Toliudar Verglas Ulizgrant Ice Gnome Wizard 3
    Riggdgames Roland Parnum Human Crusader 3
    Novabomb Ramiro Sanda Unarmed Swordsage 3

  2. - Top - End - #2
    Troll in the Playground
     
    Planetar

    Join Date
    May 2009
    Location
    Perth, West Australia
    Gender
    Male

    Default Re: A Gathering Storm [OOC Thread]

    About the Setting
    Spoiler
    Show

    Here are some things you need to know about the world and its people:
    Spoiler: The World is Ancient
    Show
    The world is old, and its one great empire has fallen. The elves, cruel and inhuman rulers over the world, fled through their portals to places unknown fifteen hundred years ago … but their ruins and secrets remained, hidden away by the great storms and snows that covered the land afterward. Though humanity has learned some of what was forgotten of their once-slavemasters, much more is unknown.


    Spoiler: Even the roads are dangerous
    Show
    Humanity rebelled against their elven slavemasters fifteen hundred years ago, and with the elves’ disappearance through the portals, the climate changed, quickly, irrevocably, warmth draining out of the world in a matter of days. Mankind only survived by clumsily manipulating the elven portals long enough to escape to the world’s equatorial archipelagos, where the elves had their summer residences and retreats. Those who remained perished or hunkered down in empty elven ruins or hastily-built refuges. And there they strived mightily for survival as the menagerie of beasts and horrors the elves kept ranged freely across the frozen continent, tearing at civilisation from all directions. Today, civilisation is slowly recovering. But even within the borders of kingdoms like the Highmark, travel is precarious, and few people travel more than a few days from where they were born. Those who do travel don’t do so lightly. For leaving aside the screaming wind and the bitter cold of the mainland, many dark dangers lurk between the fortified lights of civilisation in the icefields.


    Spoiler: It is a Human world
    Show
    The elves abducted a myriad of species from hundreds of worlds via their portals. The storms that raged across Horizon after their retreat consumed all but the strongest; most were not equipped to deal with a sudden and major change in climate. Humanity adapted best and therefore survived: the majority, by going south to the archipelagos; the minority, who remained behind, by seeking shelter in old elven ruins. This minority were helped by the dwarves – the mining slaves of the elves, freed and whose bodies were adapted to live in their tunnels. There is a strong bond of respect and friendship that remains between dwarves and Horizon folk as a result. That said, dwarves breed very slowly and rarely, so they too are rare; sheer attrition and the fight for survival has whittled down their numbers to small clans. The other nonhuman faction are Illumians, bred by the elves, who were used mainly as servants in the elven houses of the archipelagos. There are tiny minorities of halflings and gnomes that survived; they live in humanity’s shadow, also declining. The dwarves and illumians who travel into human lands are unusual among their own races; those raised in or alongside human communities might be considered outsiders by their own people.


    Spoiler: There are Gods and Spirits
    Show
    Five deities there are, placed in keeping over the world by the Creator who moved on: The Father, the Mother, the Firekeeper, the Wild Man, and the Exile. It is whispered that the freezing of the world was caused by the elves wounding the Firekeeper in their arrogance, rather than human insurrection. It is known the Gods maintain the world, ensuring the sun rises and sets and that the tides come and go. But while they have great power over the world, they rarely exercise it unasked. People may pray to the gods to watch over them and with the proper reverence and the right offerings, they will, but the gods have their own matters to attend to. Even so, the Gods have special places in their hearts for mortal beings, even if their personalities vary, their concerns differ, and their relations with mortal beings are distinct.

    Then there are the Spirits, who are not gods, but rather spirits of the world itself, of its plants, animals, and locations. It is said they are as old as the world and are the Creator’s true cornerstones of the world, with the five gods only caretakers and builders. Their ways are the ancient ways of the world. And they remain powerful wherever the light of civilization has yet to shine. Those who respect them do not worship them as gods. Instead, they are treated as companions or threats. For not all care for humankind. Some were made as breakers and thus malevolent from their inception; some were corrupted by the elves in their mastery of the world.

    The dwarves revere only two gods: the Father and the Hearthkeeper. But they believe their ancestors serve in the hall of the Father, or at the forge of the Hearthkeeper, so most dwarven clans revere their ancestors as spirits and raise shrines to them.


    Spoiler: Faith is important, but not everything
    Show
    No one doubts the existence of the gods or the spirits. Their power is everywhere. It’s evident, especially where one falls afoul of an evil spirit. Most people don’t argue about whether the gods or the spirits are more important or about the dwarves’ ancestors, as there isn’t much point. That said, most people in the civilised world revere the Gods. They celebrate holidays, maintain shrines, make offerings, ask for guidance, pray for aid. But they know the gods have their own things to think about. Even so, people often keep a superstition or little ritual in their back pocket for the spirits too … just in case the god they are speaking to isn’t available.

    Revering of the Spirits is much rarer on the archipelagos than on the mainland. In the Horizon wild you need all the help you can get … or at least need to avoid making enemies. Thus the need for supplication or appeasement of any spirits who you might think are hanging around.


    Spoiler: Magic is known, but rare and controlled
    Show

    Magic is woven into the heart of the world. There is the great magic of the gods that, if it did not actually create the world, does keep it going. There is the magic of life and death, light and dark, good and evil, and order of chaos that buffet the mind and soul of all mortals. There is magic in the very elements of the world, and there are even various creatures – great and small – born of magic. Magic is an undeniable part of life. But it is tightly controlled in its knowledge, in the case of the gods’ magic and that of the arcane. The five Gods have established temples of worshippers with their headquarters on the archipelagos, and do not permit knowledge of the higher mysteries of their faiths without considerable commitment and sacrifice by anyone who would walk high in his deity’s path.

    The masters of the arcane are few, based in one place in the world, and jealously guard their knowledge, only granting it at great price and bearing with it an ongoing physical cost. And even then, neither clerics nor wizards can really say how magic works … only that it is, and it does. Truly powerful magical beings are rare. Magic is not exactly feared, but it is another of those things that people prefer to keep at a distance, for no one knows what it is really capable of and there are lots of stories of what happens when magic goes wrong. Thus, most practitioners of magic are careful not to be too obvious about it.

    In the case of the Spirits, it is not easy to acquire knowledge of greater powers. It is not that the knowledge is centralised – only that it is both costly and difficult to find someone who knows more and whose mind has not been broken by the primal powers of the world. There is something about a man who lives his life mainly by the Spirits, known as a druid: it is believed the Spirits follow him. After a certain point, and eventually, if he grows strong enough, he truly does grow to be feared and shunned by the world ... which is what drives him further into the wilds.


    Spoiler: You are an Adventurer
    Show

    You are an unusual individual. Life in Horizon is centred around the family, the settlement, and the clan, around close allegiance to those refuges and fortresses that hold back the cold. You were likely born or at least raised somewhere in Horizon, but you are not, for whatever reason, tied to a family or clan, and thus an outsider, exile, or even outcast. You eschewed the normal life of a hunter, smith, merchant, or carpenter and early marriage and family in favour of a life of travelling the world, confronting challenges, plumbing the depths of ancient ruins, and doing battle with villains or monsters. Why? That is for you to decide. But you and your accidental allies – which you will come to call friends – will face a variety of challenges in the Valley of the Spear. And you cannot choose not to face those challenges.


    Spoiler: An Adventurer is not a Hero
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    You were not born a hero. No one is; heroes are made, not born. Heroes are made by their choices, not their skills. You are not exceptional. There are many out there who can fight better than you, many horrors in the wilds stronger than you … at least at the start of your career. If you wish to be a hero, you must make yourself a hero. Survive. Grow. Earn respect and glory and friendship. But always pick your battles with care, because there is always someone stronger than you.


    More Stuff About the Setting

    Spoiler: More About the Gods
    Show

    In terms of alignments and favoured weapons, it would essentially be:
    The Father: Lawful Good, the Quarterstaff
    The Mother: Lawful Good, the Sickle
    The Firekeeper: Neutral Good, the Maul
    The Wild Man: Chaotic Good, the Longbow
    The Exile: Chaotic Good, the Greataxe

    In terms of the focus and concerns of these gods:

    The Father's predominant concern, at least for our purposes is fate and justice. He embodied the mind of the world, abstract concepts, and the need for evil to be punished. Knowledge is one of his domains since the greater the knowledge, the greater the discernment. The Father is generally seen as an old man in fine robes, his eyes covered with a scarf, his staff of judgment in hand.

    The Mother's predominant concerns are compassion and security. She embodies the material world, earthly concepts, and concerns the need for forgiveness and compassion to others, but allied with the need for safety and security of all. Thus why Protection, Healing, and the Earth are part of her concerns. The Mother is generally seen as an elderly woman with her hair hidden behind a cowl, arms opened to the world.

    The Firekeeper's predominant concerns are community and civilisation. She (like her proud historical sisters, Athena and Brigid) embodies advancement, civilisation, progress, and the gathering of people to advance them all; for, especially now, people are together around fireplaces, and it is in fire that are forged the tools to survive. Fire brings light, awareness, warmth, to all corners where it is taken. She also understands the need for armed resistance against threats, that war sometimes advances men, even if at great cost. And, as goddess of all fires, hers it was to ensure the greatest fire of all, the Sun, would remain reliable and burning for all her peoples. The Firekeeper is a tall woman of no age with flaming red hair working at a forge.

    Spoiler: Dogma and sayings of the Firekeeper's Faith
    Show

    Basic Creed:
    "The strong can overcome the cold,
    the strong must help the weak.
    Prove your strength,
    bring the Firekeeper's radiance to the darkest places."

    "The Firekeeper keeps us safe through the long nights at the end of these frozen days. He keeps the fires within our homes lively and warm, safe and protected. However, The Firekeeper is like a fire - he is not content to stay put, and will expand throughout the world so long as there is wood to keep him. Clerics of him are a feisty bunch, never content to stay still, wait things out, nor accept things just the way they are. Best to stay out of their business, if you ask me."
    -Usmok Padon, Lumberjack


    The Wild Man's predominant concerns are the wilderness and freedom. There must always be a balance between civilisation and the wilds; there can be no security without freedom, and the wilds are what support men; thus the Wild Man is closest to the Spirits of the world, the anima that inhabit animals, plants, places. The Wild Man walks as a young, brown-bearded man, leaves and branches tangled in his hair, in rough green robes.

    The Exile's predominant concerns are the advancement of the individual and the importance of free will against fate. No matter how cohesive the people, no matter how much of one will, there are always the outsiders, the individuals: the people who make leaps forward where consensus does not allow. The Exile, better than any of the other Gods, understands the need for unpredictability, for chaos. He is closest to magic as he is closest to the primal, powerful forces of magic. He walks as a young, clean-shaven man with flowing, straight black hair, clad in black with silver trimmings, eyes sparking yellow. The Exile committed no particular sin against his fellow gods; the Exile willingly chose his separateness from the other gods just as his brother the Wild Man did, and wanders the world alone.

    The different faiths have different versions of how the world came to be, but the one generally recited is this:

    The Creator left the Father, Mother, and Hearthkeeper to watch over the world: the Father embodied the mind of the world, the Mother its body, and the Hearthkeeper the flame of life that flickered within it. As the world’s custodians, they cooperated once to create the first race: the elves. The Father gave his intellect to them, the Mother gave them their graceful forms, and the Firekeeper gave their spirit and and strength.

    The elves used their power to create, and explore; they found other planes, other worlds, and began to exert dominion. They opened doors and enslaved other worlds' creatures. They twisted some of the Spirits, and let other ones in. Father, Mother, and Firekeeper could not agree upon the fate of the elves. The Father wanted them eliminated, but the Mother could not bear it, and the Firekeeper could not withdraw her fire from the elves without the consent of the other two.

    Eventually, the Firekeeper acted alone. She created two sons: the Exile and the Wild Man, brothers both, who went forth into the world and began to teach the enslaved people of the world some of the secrets the elves knew.

    The Wild Man taught humanity to whisper to the spirits of the world who slept, and the Exile taught humanity to reach for the power – magic – that flowed within the world. Eventually, humanity and the dwarves rebelled against the elves. And the elves withdrew through their portals to other worlds, beyond the reach of the gods. When they did, they did terrible damage to the world, dropping its temperature cataclysmically and leaving only normal the equatorial archipelagos. Thus it has stood for fifteen hundred years.

    Alone among the faiths, the Firekeeper's Temples propound the account that the elves wounded the Firekeeper with a mighty magic, out of spite for creating the Exile and the Wild Man, and that this was what froze the world. But there is no one left who can testify to the truth of the matter, other than that it is certainly the case that when the elves fled through their portals, the world changed.


    Spoiler: More about the training of wizards
    Show
    All wizards initially learn their art from a master, with whom they apprentice. This suffices for the lower levels of spells, through which a wizard may progress freely. A few do first learn at the Mountain, but the vast majority apprentice to a wizard somewhere in the world.

    However, the Mountain must be attended if the wizard wishes to access power of a higher level (in game terms, fourth level spells and above.) Wizard spells of fourth level cannot be learned except at the Mountain, and there the price for doing so is high in material costs ... as well as physical, at the upper levels of spells. This is where I'd vary the normal progression of spells, i.e. for wizards (and clerics, for whom it's similar) it's a lot like E6: further levels gain additional feats, HP, caster level ... but no increase in higher level spells, not even the 'automatic' ones, unless one travels to the Mountain and trains there. And the gold piece cost for this training is high. The mages of the Mountain are exceedingly good at controlling the spread of arcane magic, meaning scrolls of higher level spells (or indeed higher level spellbooks) are either unavailable or at such exorbitant cost it is simply better to go and train at the Mountain ... if that is what the mage wishes.[/quote]



    About your Character
    Spoiler
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    At the start of the game, you’ll have a character who comes from some corner of Horizon. You’ll decide some basic details about where you were born, how you were raised, and what you want out of life. You are taken to be a member of a small adventuring company (i.e. the party), but your background isn’t as important as what you do in the game.

    Choosing a race, class, and background details are about more than choosing game mechanics and abilities. It's about deciding the person you want your character to be. Dwarves are very different from humans. Clerics face challenges that are very different from wizards. And the world will treat you differently depending on who you are. Here are some basic details you can think about to get you started.

    Races
    Spoiler
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    Most people in Horizon are human. Halflings and Illumians are also common. Dwarves and gnomes are rare and unusual. If you choose not to play a human, you will have to figure out why your character is traveling in the human lands and dealing with human problems with human allies. And you will be treated as unusual by both the humans of the world and the other members of your own race. Perhaps you were an exile, suffered from a disaster, a member of a family of traders who lived near humans or was orphaned and adopted by humans. Or perhaps you left home for another reason. One that makes it very difficult to go back.

    Spoiler: Human
    Show
    Humans are the most numerous, populous, and diverse people of the world. If you’re a human, you’ll have to decide whether you come from one of the two central kingdoms of the Highmark or Chalice, from the more windswept, coastal kingdom of Gullcry, from the nomadic armed caravans of Lithui, the dwarf-influenced city of Thandar, or possibly from the softer islands of the Archipelagos. I’ll help you pick an appropriate origin for the type of character you want to play.


    Spoiler: Dwarf
    Show
    Dwarves are stout, hardy mountain people who dwell in clanholds deep in the heart of the world’s most formidable mountains. They are a proud, honorable people who live in large, monarchal clans steeped in ancient tradition. Dwarves are generally serious, stern, honorable, and proud, but they are hardy drinkers, and they have a reputation for greed. While most dwarves do have a weakness for material goods, it is usually more the craftsmanship they appreciate than the wealth itself. And the status it represents. There are several ancient dwarven clanholds in the Dragontooth Mountains, close by the mountainside human city of Thandar.


    Spoiler: Halfling
    Show
    Halflings are a small, nimble, optimistic, and cheerful people who are quite at home living alongside humans. Halflings are known to enjoy the comforts of home, family, and kin. But they are also curious to a fault and strangely fearless. They are not, surprisingly, natural wanderers and tend to esconce themselves very firmly in the cities where they live. They have a reputation for thievery that isn’t entirely unearned, and they are also known to be incredibly lucky. Halflings dwell among the humans of Chalice, Gullcry, and are more concentrated than anywhere else in the capital city of the Highmark.


    Spoiler: Gnome
    Show
    Gnomes are the descendants of an ancient race of faerie folk who were enslaved by the elves in the long distant past. Gnomes retain their fey origins, being mercurial, moody, flighty, impulsive, and sometimes even amoral. As such, the other races tend to have a hard time getting along with gnomes. All gnomes have a natural talent for magic. They are known to dwell in the hills of the Gullcry hinterland.


    Spoiler: Illumian
    Show
    Illumians are the descendants of the victims of experiments that the elves conducted on some of the first humans they abducted from their homeworlds. After several grotesque failures, the elves succeeded in breeding the Illumian: a human with a manner more pleasing to graceful, cruel elves and far more suited to the regimented, high-skilled but nonetheless drudgery of work in elven mansions and resorts. Paleskinned, taller than average, more than half are bald, and all have luminous sigils floating around their heads. Illumians are orderly, cleave to a code of honour, and seek to increase culture and prioritise learning wherever they are. They are nowhere near as common in Horizon as they are in the archipelagos, but Illumians are often involved in efforts to uncover and reveal old elven secrets in particular. They tend to congregate in small cabals away from human settlements where possible. In Horizon, Illumians are most found in Chalice and the Highmark.


    Spoiler: Other Races
    Show
    In this age, intermarriage between the races is rare – and is often seen as taboo. As such, half-orcs are extremely rare, and there are no half-elves by dint of the fact there are no elves. Half-orcs are looked at askance even more than nonhuman races are, and very frequently the subject of discrimination or outright hate. Beyond that, many other mortal races do exist, but they are either dangerously uncivilised – such as orcs or goblinoids – or else rare, insular, and private.



    Classes
    Spoiler
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    Your class defines your adventuring profession. It is the sum total of what you can do as a result of your various skills and talents. Some classes are professions in their own right. Others are merely a handy designation for game purposes. For example, a wizard is a wizard, but a fighter might be a soldier, mercenary, gladiator, scout, or even a blacksmith with a talent for combat.

    The classes available are Bard, Cleric, Crusader, Druid, Fighter, Ranger, Rogue, Swordsage, Warblade, and Wizard. Other classes may be made available later, but don’t fit the general theme of the game at this time.

    Spoiler: Bard
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    Bards are lorekeepers and storytellers, but what really defines them is the art of bardic magic. Bards have mastered a form of magic that is woven into song and story, almost always through an apprenticeship with another bard. Bards might be storytellers or sages, wandering performers, sages and advisors to nobles and leaders, oracles, or would-be heroes obsessed with being the stars of their own stories. By their nature, bards are dabblers and learn a little bit of everything.


    Spoiler: Cleric
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    A Cleric is an individual whose devotion to one of the gods of the world is so great that have chosen to work that god’s will in the world. And who has been rewarded with the magic of the gods themselves. Not all clerics are priests, and very few priests are clerics, but often, the two go hand-in-hand. A cleric is defined by their devotion to a single god and a willingness to give their life over to serving that god. And that devotion has earned the blessing of the gods. But it is not freely given. A cleric who goes against their god may be stripped of their powers or suffer fierce retribution. Clerics combine combat training and divine magic to serve as the soldiers of the gods in the world. But to learn greater power takes time and expense in the archipelagos, where the great churches are based.

    - Only the following domains from the PHB are available. There are five gods between whom the domains are divided as follows:

    The Father. Domains: Knowledge, Law, Death
    The Mother. Domains: Earth, Protection, Healing
    The Firekeeper. Domains: War, Sun, Fire, Strength
    The Wild Man. Domains: Animal, Plant, Travel, Water, Air
    The Exile. Domains: Trickery, Magic, Destruction, Chaos

    - All gods have the Good domain.




    Spoiler: Crusader
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    A Crusader is the shadow of the Cleric: an individual whose devotion to the gods of the world is so great their god fuels them to undertake acts beyond the power of ordinary men. A Crusader is not magical, but his body is fuelled by his faith such that he achieves acts that normal men cannot. He is not blessed by the gods as such – he cannot be stripped of his powers if he loses faith – for the gods trust the Crusader’s simplicity and singlemindedness to eventually bring him to do their will, even in a roundabout way. The crusader is a soldier in his martial training as much as the cleric is in his divine magic. Crusaders can be found in many parts of the world, but most commonly in the mainland of Horizon.


    Spoiler: Druid
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    Druids are similar to Clerics, but concerning the Spirits, rather than the Gods. Druids may be found wherever the old ways are strongest, such as close to the Dragontooth Mountains, or among the Lithui. Druids are individuals who have learned to commune with the spirits of the world to such a degree that they can call upon their magic. And even eventually, take on their forms. Unlike clerics, druids aren’t devoted to a particular figure, and they don’t see themselves as the swords of their gods. Instead, they live alongside the spirits of the world and seek their own way with the spirits as their companions. While some see themselves as protectors of the wild world and will fight against poachers and the incursions of evil creatures, they do not count themselves as the enemies of civilization nor do they see the gods as enemies. Druids are skilled survivalists, able to ally themselves with natural animals and to call upon nature magic.


    Spoiler: Fighter
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    Fighters are combat experts, pure and simple. They come from every walk of life, from guardsmen and generals to street thugs, raiders, mercenaries, and gladiators. And no two fighters are precisely alike. Each has their own combat style. The only thing that unites fighters as a group is their skill at arms. All fighters are masters of weapon and armor. And, except for enchanted relics and magical items, fighters do not use magic.


    Spoiler: Ranger
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    Rangers are survivalists and wanderers who dwell on the fringes of civilization. They are a broad group, encompassing guides, trackers, hunters, and thief-takers. Some are connected to a clan or family or house; some are not. Some simply live alone, off the land, protecting travellers who wander into their land. Others see themselves as protectors of the civilized people of the world. Regardless, they are experts in traveling the wilds of the world. And eventually, every ranger who lives long enough in the wilds learns the ways of the spirits and gains a small talent for natural magic. Rangers are also skilled skirmishers or archers. Rangers can be found along the fringes of both civilised and uncivilised lands, from the shores of Gullcry to the edge of the Highmark to the caravans of the Lithui.


    Spoiler: Rogue
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    Like fighters and rangers, rogues are a broad group. Anyone who lives by guile, cunning, and expertise might be a rogue. Some are criminals – thieves and assassins – while others are spies, scouts, skirmishers, or diplomats. Every corner of the civilized world has its rogues, and no two rogues are precisely alike. Every rogue has a carefully honed skill set.


    Spoiler: Swordsage
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    The swordsage is the master of the blade, the inheritor of a line of knowledge that originates beyond the world itself. For some humans kidnapped from other worlds had certain powers, powers unrelated to magic, powers to control their bodies and harness their very lifeforce to use. These powers remained in the transit across to their slavery under the elves. They were hidden, secret, passed down from master to apprentice over millennia until at last the elves fled the world, and humanity was free. The Swordsages concentrated on perfection of form, building monasteries and small temples on the archipelago. Thus their art was passed down and flowered, the Art they called White Hand. Swordsages can be found out in the world seeking perfection in their form, challenging the world to surpass it. Typically they come from monasteries on the Archipelagos, but there are small schools to be found in Chalice and the Highmark.


    Spoiler: Warblade
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    The warblade practices a similar art to that of the swordsage, but with a different emphasis. When Horizon went cold, some of the adepts did not flee into the south with the remainder of humanity. Some remained behind, and sought to strive with this new world. Over hundreds of years, until the first ships came back from the archipelagos, they sought to strengthen the warriors who remained in Horizon, make them stronger and better able to meet the fierce challenges of the world. Thus the art of the fighter mingled with the art of the swordsage to create a different form of martial perfection: the Red Hand, sister art to the swordsage’s White Hand. Warblades can be found in many places – as soldiers, warriors, guardsmen, wanderers, exiles, and all they have in common is knowledge of the Art. Few if any Warblades come from the soft lands of the archipelagos; indeed they are most found in the wilder regions of the world, some of the strongest being among the Lithui. However, there are well-respected schools in Chalice in particular, and it is not difficult to find a teacher in the Art. Many kings’ guards count warblades among their numbers.


    Spoiler: Wizard
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    A wizard is an individual who has learned the ancient art of arcane magic, the rudiments of the power the elves wielded to enslave nations and wound a god. Magic infuses the world and everything in it. And an individual who knows how to channel and shape the magical energy of mana can bend the world to their will. And, though wizards are rare, there are a few in every corner of the world. Some offer their services to kings and lords, such as those in Chalice and the Highmark. Others live in quiet, out-of-the-way corners on the coast in Gullcry or in Thandar. Wizards must learn their art from other wizards. Many never progress to the heights of great power. For those who would, there is only one place they can do so: the Mountain, a school of magic on the side of an active volcano in Chalice, where magic alone holds back the caldera’s fiery wrath. Here, and only here, can magic of a greater kind be learned, and then at great cost. And most people are happy about that. For magic makes people nervous. The Necromancy School is not available as a specialization. As Necromancy disrupts the natural cycles of life and death, it is inherently evil.



    The Big 16:
    Spoiler
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    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.)?
    D&D 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.)?
    This is a homebrewed setting. It is an initial adventure, with a view to growing into Something Bigger™ later on.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    6. Alternates may be called for in due course.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Right here on OOTS!

    5. What is the characters' starting status (i.e. experience level)?
    Level 3.

    6. How much gold or other starting funds will the characters begin with?
    Standard WBL for level 3. However, the world is low-level magic, so no one item you have (at least to start with) can be worth more than 1,000 gp. And even then, there are some reasonably tight restrictions on sourcebooks set out below.

    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. We are generally playing core only in classes at least for the time being, subject to some exceptions set out below. No prestige classes outside PHB or DMG at this stage, though at level 3, I doubt that’ll be a problem. In particular, no Barbarians, Monks, Paladins or Sorcerers. However, Warblades, Swordsages, and Crusaders from Tome of Battle are available. Further classes may become available as the game proceeds, but don’t fit the general theme of the game at this time.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    No homebrew. Races out of the PHB only, with the following exceptions: no elves or half-elves, but Illumians from Races of Destiny are okay. Again, consider the setting notes below before going nonhuman.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    For each stat, roll 4d6 and drop the lowest result, just in case the dice gods have something delightful in store. If that doesn’t appeal, 32 point buy; for hitpoints, maximise your first hit dice, then straight rolling for levels 2-3.
    On the subject of flaws: you may take one flaw and accordingly one flaw feat. Additionally, you may have one additional feat for free, but the feats still must accord with the sources below.

    10. Does your game use alignment? What are your restrictions, if so?
    Yes, the game does use alignments. No evil alignment characters.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Clerics and wizards cannot multiclass to one another, and you cannot multiclass –into- wizard or cleric; these are professions taken early in life or not at all, and once left, cannot be taken up again. Beyond that it’s fine and there are no multiclassing penalties.

    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?
    Die rolls for players are to be made on OOTS. To speed up posting I reserve the right to roll offline, but generally if it’s significant I’ll advise the outcome of the roll down to the number.

    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.
    I do have some variations on how I handle wilderness travel and the passage of time, which I set out further down. Otherwise any variants or homebrew rules I would ask players’ consent to introduce rather than impose unilaterally.

    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)?
    The common element to all partymembers is that you are houseless adventurers, people without a family or clan, and therefore compelled to survive by this way of life. Ideally, you’re a recently formed adventuring company. That said I don’t really require a large character background on this. Your character will develop as you adventure in the world. If there’s anything I’m interested in, it’s punctual replies to updates, and that ideally your response has more length and complexity than a Tweet, unless it’s really warranted.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I anticipate a fair amount of hack and slash and wilderness exploration. There’s some roleplaying. This is not an intrigue adventure or a puzzlefest.

    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?]
    Here’s where it gets restrictive - you’re down to the following sources:
    - PHB 1 (In particular note the PHB domains are the only ones available)
    - DMG 1
    - Frostburn is available for spells, feats, and equipment (but not domains or deities.) You still must meet the prerequisites of the feat in accordance with the sources named, e.g. if a feat requires access to the Cold domain, you can’t get it.
    - Tome of Battle (everything allowed, but you still have to meet prerequisites to take it, e.g. no Eternal Blade because there are no elves).
    - Complete Champion (only Devotion Feats.)

    - Special exception #1: Fighters – or any build that includes at least 1 level in Fighter – are also permitted feats from any official WOTC source (i.e. 3.5 first-party book, Web article, or Dragon Magazine) which are specified by the text to be takeable as a bonus fighter feat. You still must meet the prerequisites of the feat in order to take it. I still reserve the right to overrule a feat selection if I deem it is inappropriate.

    - Special exception #2: Rogues – or any build that has at least 1 level in Rogue – can take the feat Craven from Champions of Ruin, which otherwise is off limits.

  3. - Top - End - #3
    Troll in the Playground
     
    Planetar

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    Default Re: A Gathering Storm [OOC Thread]

    About the Houserules
    Spoiler: Overland Travelling
    Show
    For the purposes of overland travel, the default is that you can cross 24 miles in a full day’s travel, regardless of whether the party has mounts or not. That’s based on the rough idea that you’re travelling about 8 hours per day, at 30 feet per round (travel can be pushed into the twilight/nightfall hours for another 4 hours or so). While mounts help you maybe have more carrying capacity or assist in combat, because you’re generally in trackless if not rugged wilderness they generally don’t help that much to increase the party’s overall travelling rate. Think of it as similar to why despite an Enlarge Person spell your movement rate doesn’t change ;)

    As said, the default is that you can travel about 24 miles in a day. However, terrain factors may affect whether you actually cross a full 24 miles in the day. As such, journeys are better thought of in terms of the number of days taken to reach the intended destination.

    When you travel from one place to another, your group gets to pick a travel pace for the day: fast, normal, or slow. Each has benefits and drawbacks as follows:

    FAST:
    o The party gains 1.5 days on the route.
    o The party can’t forage for food at all on the way.
    o The party takes -4 penalty on all checks to perceive dangers and on navigation checks.
    o Hostile creatures get +4 on checks to detect or track the party.

    NORMAL:
    o The party gains 1 day on the route.
    o The party can forage for food on the way, but at a -4 penalty.

    SLOW:
    o The party gain 0.5 days on the route.
    o The party can forage for food normally.
    o The party gets +4 to all checks to perceive dangers and on navigation checks.
    o Hostile creatures get -4 on checks to detect or track the party

    Notice, then, that terrain factors may affect your pace. For example, due to heavy snowfall, a route that normally takes 1 day to cross in fact takes 2 days (heavy snow halves movement). The party could still elect to counter this increased time by travelling at a fast pace, but they ultimately still only gain 1.5 days on the route, they only travel 1.5 of the 2 days required to cover the distance. Conversely, if they travel at a slow pace in this terrain, then they’ll only get about one quarter of the way to their destination.
    As for foraging and navigation and how they work:

    Foraging:
    At the end of a day of travel, everyone rolls a Survival check against the appropriate Resources DC of the terrain:
    5: Coastal or urban areas
    10: Forests or hilly regions
    15: Grasslands, swamps, open sea, and underwater
    20: Arctic tundras, mountains, or the underdark
    25: Deserts, and most planar locations

    If a character fails their check, the player marks off one use of their rations. If the players have no food, they can survive (3 days + their Con mod) travel days without food, or twice that if they decide to spread their food thin. After that time runs out, they start taking starvation.

    If at least one player succeeds on their foraging roll, all players obtain water and can refill their waterskins. If a player has no water or are starving, they become fatigued (-2 STR, DEX, can’t run or charge.) and start taking nonlethal damage. They remain fatigued until they find water, no matter how much they rest. (Certain spells creating food or water or similar are adjudicated case by case.)

    Navigation:
    Each day, whoever has the best WIS check, or someone with a good navigation ability (i.e. survival), makes a navigation roll. This is against the Navigation DC of the terrain they’re passing through on that day, which is checked in secret. Failing a navigation roll means the party is off target from its destination, i.e. got lost at some point, whether in a totally wrong direction or just a few degrees off course (which can still mean you're miles off course).

    Of course, you might be able to realize you're lost before the navigator passes a roll.
    - If there is a major landmark, like a river, that your character is aware of, you might run into it and realize you’re going the wrong direction.
    - If your days spent travelling exceed the planned days of the route, you’ll certainly figure out you’re lost. For example, if you're expecting to reach a location in three days given the pace you set but the journey stretches into four for no reason, you would immediately deduce that you're off target if not outright lost.

    Once you know you’re lost, you have three options:
    - Pick a direction and travel that way until you hit a landmark (river, edge of forest, etc)
    - Find high ground and try to locate a landmark you can orient yourself by
    - Backtrack until you hit a landmark you know.

    No matter what option you choose, it’s treated as a new journey.

    In summary: every day spent travelling, you all roll a forage check and at the end of the day your navigator rolls a navigation check. This determines whether you’re on course for the destination you're going to and whether you get fed that day.

    Wait, what about wandering monsters and other encounters?
    Encounters may well occur even if you're totally on course. Your choice of route to the destination – and there are always more ways than one to get somewhere – may affect the frequency, and depending on where you want to go and how fast, you might choose to accept the risks of such a journey. And of course the pace you move at will have an effect on your capacity to meet those encounters as they arise (if they are combat encounters at all.)

    Spoiler: The Complication Pool
    Show
    Time flies, and waits for no orc. This rule is essentially a way of reflecting the time and to some extent the risk and danger that might be taken on a task.

    Whenever players spend a meaningful amount of time on a task, a d6 die is added to the Complication Pool. These are an abstraction for time passing; they could represent anything between 5 and 15 minutes, or indeed hours in the case of travel, or even months, depending on the situation.

    But the dice also serve as the relentless advance of ill fortune, or karma; as such, a dice may be added by the DM if a party member does something that in the DM’s view is reckless or risky.

    When there are 6 dice in the Complication Pool, the Pool is rolled and cleared. If any of the dice roll a 1, there is … a Complication. A random encounter might happen, your horse might step in a hole and break his leg, your torches might blow out, you might discover a mouse has eaten all your rations.

    Also, the DM may in his discretion add a dice and roll the pool before it contains 6 dice, if a character does something exceptionally risky. In these circumstances the pool is not cleared. One ill turn deserves another, as someone once said.

    Time and tide wait for no man. You are always against the clock, always daring Lady Luck. Your only grace in this respect is that you always know how many dice there are in the Complication Pool.

  4. - Top - End - #4
    Titan in the Playground
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    Default Re: A Gathering Storm [OOC Thread]

    Njal the dwarven druid riding through the snow with his survival gear and his pet husky. Njal speaks in bold (as that's the easiest to cope with on my phone)

    Looking forward to the game. Thanks Saintheart.
    Thanks to Emperor Ing for the nice Avatar

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: A Gathering Storm [OOC Thread]

    Thanks a lot for picking me! I am really looking forward to this game.

    Maxis would like to speak in firebrick.

    Spoiler: Stat Block
    Show
    NG Human Cleric, Level 3, Init 1, HP 29/29, DR -, Speed 20 ft (30ft base)
    AC 18, Touch 11, Flat-footed 17, Fort 5, Ref 2, Will 6, Base Attack Bonus 2
    Maul +5 (1d10+2, x3)
    Breastplate, Heavy Shield, Steel (?) (+5 Armor, +2 Shield, +1 Dex)
    Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 12
    Condition None


    I will finish the character tonight, the only things missing are equipment and description.
    Last edited by Niobaran; 2020-04-28 at 02:49 AM.

  6. - Top - End - #6
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: A Gathering Storm [OOC Thread]

    oh, thanks this is sooner than expected. I need to buy her gear...

  7. - Top - End - #7
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Thanks Saintheart. Definitely looking forward to this adventure and hopefully many to follow.

    Hello all! Roland would prefer steel grey as it's the color you're most likely to see sinking into the snow under the weight of his full plate orange since it's a nice, warm color and grey doesn't pop in the slightest.

    Spoiler: Stat Block (Roland Parnum)
    Show

    Male NG Human Crusader, Level 3, Init 2, HP 36/36, Speed 20
    AC 21, Touch 11, Flat-footed 20, Fort 6, Ref 3, Will 1, Base Attack Bonus +3
    Maul (Masterwork) +7 (1d10+3, x3)
    +1 bonus to climb; -2 attack if martial weapon Ice Axe +4 (1d6+3, x4)
    Full Plate, Steel, Heavy (+8 Armor, +2 Shield, +1 Dex)
    Abilities Str 17, Dex 14, Con 16, Int 13, Wis 7, Cha 15
    Condition None
    Last edited by Riggdgames; 2020-04-28 at 05:55 AM.

  8. - Top - End - #8
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: A Gathering Storm [OOC Thread]

    I'm roling my hp

    (1d6)[6]
    (1d6)[5]
    EDIT: This is nice! I have been extra lucky with hp rolls lately...

    Mundstock is going to carry a wand as her best skill is use magic device and without splatbooks, it is very difficult to get damage output for a bard.


    Can Mundstock revere both the Wildman and the Exile? she has a dual nature as a huntress and a bard.

    I picked Animal devotion, but air devotion or water devotion are also very flavourful for her...
    Last edited by Auranghzeb; 2020-04-28 at 06:57 AM.

  9. - Top - End - #9
    Troll in the Playground
     
    Planetar

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Auranghzeb View Post
    Can Mundstock revere both the Wildman and the Exile? she has a dual nature as a huntress and a bard.

    I picked Animal devotion, but air devotion or water devotion are also very flavourful for her...
    No harm in that. You're not a cleric committed to one god in particular, and the brothers are not jealous of one another anyway.

  10. - Top - End - #10
    Ogre in the Playground
     
    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Here is Ethron, who will speak in Medium Blue

    Spoiler: Statblock
    Show
    Ethron
    Male LN Human Fighter, Level 3, Init 2, HP 28/28, Speed 30' Land
    AC 15, Touch 12, Flat-footed 13, Fort 5, Ref 0, Will 1, Base Attack Bonus +3
    +2 STR, Masterwork Composite Longbow +7, or +5/+5 (1d8 + 2, x3)
    Normal Stones Sling +5 (1d3 + 2, x2)
    One-Handed Club +6 (1d6 + 2, x2)
    Masterwork Studded Leather (+3 Armor, +2 Dex)
    Abilities Str 15, Dex 15, Con 14, Int 13, Wis 11, Cha 12
    Condition None


    Additionally, here's a list of gear that I've bought that's avaliable to the rest of you for use (say if you want to try an idea for a problem but don't have the tools; you don't have to ask before grabbing this stuff from me IC)
    Spoiler: Party Gear
    Show
    -Heavy Horse x2
    -Ice Sled-Wagon***
    -Riding Saddle x2
    -Spare Waterskin
    -Spare Cold Winter Outfit + Fur Clothing
    -Portable Hut
    -Everburning Torch
    -Healer's Kit, 10/10 uses
    -Climber's Kit
    -Masterwork Artisan's Kit*
    -Flint & Steel
    -Average (Lock) Manacles
    -Oil x10
    -Piton x10
    -100' Silk Rope
    -Sack x9
    -Trail Rations x60**
    -Potion of CLW x2
    -Potion of Protection from Evil x2

    *This is a general +2 to crafting checks afaik. If not, I'll be reserving them to make arrows for myself (as for craft(bowmaking)?)
    **This was supposed to be 30 units for myself, and then 30 units to share, but most people are packing 10 units so I 'prolly ought to share all of it
    ***Most of the gear is carried in here. For questions like "How ARE you carrying all of THAT??", it's mostly in the wagon and I acknowledge that should it ever break and we can't load it onto the horses, I will have to leave some of it behind . I considered packing misc "spare wagon parts", Oregon-Trail style, but that's a bit too paranoid, even for Ethron.
    Last edited by Goaty14; 2020-04-28 at 09:03 AM.
    Spoiler: List of Things You Don't Need To Know
    Show
    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  11. - Top - End - #11
    Troll in the Playground
     
    Planetar

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Goaty14 View Post
    ***Most of the gear is carried in here. For questions like "How ARE you carrying all of THAT??", it's mostly in the wagon and I acknowledge that should it ever break and we can't load it onto the horses, I will have to leave some of it behind . I considered packing misc "spare wagon parts", Oregon-Trail style, but that's a bit too paranoid, even for Ethron.[/SPOILER]
    This is actually fine, other parties I've run use wagons. I presume the mounts are being harnessed in it.

  12. - Top - End - #12
    Titan in the Playground
     
    BlueWizardGirl

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    Default Re: A Gathering Storm [OOC Thread]

    Here's Verglas, the Ice Gnome Cold-Based Wizard Who Somehow Has No Resistance to Cold. I look forward to hiding behind all of you and cackling occasionally.

    Verglas will speak in run-on sentences, full of loops and ellipses, that seem like they are driving towards a point but then take a right turn and end up on 'purple.'

    Oh, Saintheart: I've tentatively priced a rolling insulated chest (like a rolling camping cooler) at 20gp. It's for her Snowcasting - she CAN cast without it, she just sucks a bit. Is this acceptable? I couldn't find anything equivalent, so am making stuff up.
    Last edited by Toliudar; 2020-04-28 at 10:21 AM.
    Despair favours the status quo. It is a luxury we cannot afford. ~ Andrew Nikiforuk

    Quote Originally Posted by jakarta View Post
    I'm an English teacher. You are misapplying the concept of "singular they".
    If you want the full lecture we can do it in private.

  13. - Top - End - #13
    Ogre in the Playground
     
    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Saintheart View Post
    This is actually fine, other parties I've run use wagons. I presume the mounts are being harnessed in it.
    Yup, and if the wagon breaks, they can still serve as mounts (hence the saddles) and carry whatever is salvageable from a broken wagon. Now, an intelligent enemy would know to go for the horses and not the cart...

    During character creation I considered getting a warhorse and switching out Self-Sufficient/Weapon Focus for Mounted Combat/Mounted Archery, but that didn't really fit with my background (we're the Bay of Seals guard, not Canadian Mounties! ), but it may come up later if I start running out of appropriate fighter feats to pick up. I do still have ride as a maximized skill, but that's more because fighters have a limited skill list to choose from, barring CC skills (I have 4 SP/level, but there are only 7 skills fighters get, and 3 of them are movement-based (climb, jump, swim)).
    Last edited by Goaty14; 2020-04-28 at 12:09 PM.
    Spoiler: List of Things You Don't Need To Know
    Show
    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  14. - Top - End - #14
    Titan in the Playground
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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Goaty14 View Post
    Yup, and if the wagon breaks, they can still serve as mounts (hence the saddles) and carry whatever is salvageable from a broken wagon. Now, an intelligent enemy would know to go for the horses and not the cart...
    Well its handy that Njal has a pet heavy horse and a strong little husky
    Thanks to Emperor Ing for the nice Avatar

  15. - Top - End - #15
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: A Gathering Storm [OOC Thread]

    I'll have everything finished tomorrow morning. I have a deadline for some work on Friday and I want to finish today. I hate to do turn things in at the deadline.

  16. - Top - End - #16
    Titan in the Playground
     
    BlueWizardGirl

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    Edmonton, Canada

    Default Re: A Gathering Storm [OOC Thread]

    Goaty, if you're buying a wagon, Verglas would definitely ride in it! I suspect she would find horses kind of baffling, and it'd be great to not have to deal with one if she could avoid it.
    Despair favours the status quo. It is a luxury we cannot afford. ~ Andrew Nikiforuk

    Quote Originally Posted by jakarta View Post
    I'm an English teacher. You are misapplying the concept of "singular they".
    If you want the full lecture we can do it in private.

  17. - Top - End - #17
    Bugbear in the Playground
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    Default Re: A Gathering Storm [OOC Thread]

    I think I had overseen this before: Am I correct that we do get 1 bonus feat? (I did not pick any flaws)

  18. - Top - End - #18
    Ogre in the Playground
     
    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Toliudar View Post
    Goaty, if you're buying a wagon, Verglas would definitely ride in it! I suspect she would find horses kind of baffling, and it'd be great to not have to deal with one if she could avoid it.
    Sure! There's no problem in that, especially considering that she weighs less than half of what the food weighs!
    However, I'd like to start the game not knowing of the aversion to horses (presumably out of a lack of knowledge concerning gnomes), leaving room to expand on that IC, yeah?

    Also question: Why do you only spend 1k gold in your character sheet? We start out with 2.7k, right? 1k is just the limit maximum of magic item prices, but not the starting gold

    Quote Originally Posted by Niobaran View Post
    I think I had overseen this before: Am I correct that we do get 1 bonus feat? (I did not pick any flaws)
    Yup! See:

    Quote Originally Posted by Saintheart View Post
    9. By what method should Players generate their attributes/ability scores and Hit Points?
    On the subject of flaws: you may take one flaw and accordingly one flaw feat. Additionally, you may have one additional feat for free, but the feats still must accord with the sources below.
    You should have three feats total (Free feat, level 1, level 3), plus those from being a human, class feats (ie fighter), and the one optional flaw.
    Last edited by Goaty14; 2020-04-28 at 01:45 PM.
    Spoiler: List of Things You Don't Need To Know
    Show
    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  19. - Top - End - #19
    Bugbear in the Playground
    Join Date
    Aug 2018

    Default Re: A Gathering Storm [OOC Thread]

    Yeah, nice! So I have taken Extra Turning so I don't burn (haha) too fast through my fire devotions.

    As far as magic/unusual items, I got the following:
    • An continual flame cast on a sun-shaped pendant, a parting gift of my mentor (I payed the normal price for an everburning torch)
    • A wand of Cure Light Wounds for the obvious reasons
    • A wand of Endure Elements for not as, but still obvious reasons
    • A Darkwood Shield, assuming that the material still exist (maybe some still grow inside the Elven green houses?)


    Now, I am down to 268 gold and need to get some normal adventuring gear.

  20. - Top - End - #20
    Ogre in the Playground
     
    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Niobaran View Post
    Now, I am down to 268 gold and need to get some normal adventuring gear.
    Well, some general items you'll probably want include
    -Cold Weather Outfit (+Fur Clothing, if you think you can handle the additional -2 ACP)*
    -Backpack (I have le wagon, but just in case you need something immediately/le wagon breaks, you'll have this)
    -Rations (For when you fail a foraging check/we don't forage)
    -Waterskin (As above, but thirst is more dangerous than hunger)
    -A sling/ranged weapon (All of my characters pack one; free ranged weapon when melee looks unfavorable)

    *Then again, Endure Elements probably covers this, unless we travel to reigons under -50 degrees (and at that point, what's the DC to survive, exactly? )
    Spoiler: List of Things You Don't Need To Know
    Show
    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  21. - Top - End - #21
    Bugbear in the Playground
    Join Date
    Aug 2018

    Default Re: A Gathering Storm [OOC Thread]

    Yeah, I need to check Frostburn for equipment. I mean, I generally know what to buy for my characters, but in such a particular environment, it's good to have a look at the splatbook.

    Other than that, I would always get a backpack. I mean, I love the wagon idea, but after all, there are so many scenarios where you might need to leave the wagon behind (and be it for some time).

    Thirst, btw., is less severe for clerics than hunger, as they can summon it. And presumably we could melt snow. Food might be the scarcer resource. Also something to keep in mind for mounts/pack animals, I guess.

    Edit: Equipment finalized for now. Is there still carrying capacity in the wagon? Otherwise, I either need to buy some mules or just get rid of some stuff again. Mostly firewood.
    Last edited by Niobaran; 2020-04-28 at 03:15 PM.

  22. - Top - End - #22
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    BlueWizardGirl

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    Edmonton, Canada

    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Goaty14 View Post
    Also question: Why do you only spend 1k gold in your character sheet? We start out with 2.7k, right? 1k is just the limit maximum of magic item prices, but not the starting gold
    Oh, thank goodness, and thanks! I just misread the guidelines, I guess. 2.7 sounds like all the money in the world now!

    ...and now, two minutes later, that money is spent.
    Despair favours the status quo. It is a luxury we cannot afford. ~ Andrew Nikiforuk

    Quote Originally Posted by jakarta View Post
    I'm an English teacher. You are misapplying the concept of "singular they".
    If you want the full lecture we can do it in private.

  23. - Top - End - #23
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Niobaran View Post
    Is there still carrying capacity in the wagon? Otherwise, I either need to buy some mules or just get rid of some stuff again. Mostly firewood.
    If I recall correctly, the vehicle carrying capacity is determined by the drag capacity of the animals pulling it. Goaty's got us covered with 2 heavy horses that have a heavy-load carrying capacity of 600 pounds max each, translating to 6000 pounds for the wagon. If we figure out how to get 3 tons worth of stuff into that wagon, I think we skip the adventure and enter the fantasy equivalent of the Tetris world championship.

    I wasn't able to verify with a quick look at the SRD, but it does look like a wagon weighs 400 pounds by itself so we've only got 5600 pounds to work with.

    I'm going to dump some rations and tools into the wagon as well...update pending :)

    Edit:
    Character sheet updated with items listed in the wagon. Thanks Goaty! Anyone is welcome to items I've got marked as "Location: Wagon" if they have a need, though I don't have as much in there as others. Some trail rations, an extra pair of furs and cold weather outfit, extra waterskin, etc.

    Which reminds me...did Saintheart clarify whether we've known each other at all before the events in his intro? I believe we all arrived at Hardwalker's Hold independently, but I'm not 100% sure. I ask because I bought some wands of cure light wounds, endure elements, and pass without a trace with partial charges that I'd like to essentially gift to my fine caster friends, but I don't know if that's appropriate yet. If we haven't met, Roland will have had no reason to buy a wand so I'll probably RP that they were used as payment for a service, which would've been frustrating since Roland has zero magical aptitude.
    Last edited by Riggdgames; 2020-04-28 at 04:24 PM.

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    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Niobaran View Post
    Edit: Equipment finalized for now. Is there still carrying capacity in the wagon? Otherwise, I either need to buy some mules or just get rid of some stuff again. Mostly firewood.
    snip
    What Riggdgames said, mostly. However, the Sled-Wagon only has cargo space for two tons (or 4,000 lbs; Frostburn pg 82), which is still a lot, and certainly more than enough. It's also notable that dragging is a Heavy load (afaik), so while pulling the wagon, they'll only go 35' instead of 50' as the SRD monster entry says. It won't affect our daily travel speed, but it will affect our chances of escaping anything that wants to kill us.

    Quote Originally Posted by Toliudar View Post
    Oh, thank goodness, and thanks! I just misread the guidelines, I guess. 2.7 sounds like all the money in the world now!

    ...and now, two minutes later, that money is spent.
    Well er, this time you overshot. While your spending is under 2.7k, the Artificer's Monocle goes above the 1k limit for magic items, so you can't start with it.
    Last edited by Goaty14; 2020-04-28 at 04:23 PM.
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    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

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    BlueWizardGirl

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    Default Re: A Gathering Storm [OOC Thread]

    If it comes to having the wagon needing to outrun a monster, just push the annoying gnome out the back.

    Thanks, Goaty! I'll figure out something else to add.
    Despair favours the status quo. It is a luxury we cannot afford. ~ Andrew Nikiforuk

    Quote Originally Posted by jakarta View Post
    I'm an English teacher. You are misapplying the concept of "singular they".
    If you want the full lecture we can do it in private.

  26. - Top - End - #26
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: A Gathering Storm [OOC Thread]

    I decided to go back and add a heavy horse as well. Roland isn't much of a rider, but it can basically serve as an extra. If one of the wagon horses goes down or the wagon breaks, we'll have more options to keep the baggage train moving. I suppose if (when!) we find Lyssa Hardwalker, she'll also want one of the horses for herself or a ride in the wagon next to our silly gnome friend. If that happens Toliudar, I'll make sure she doesn't push you out the back for no reason.

    If it comes to escape, well...we're only as fast as the slowest member so anyone without a mount will have to hop in the wagon. Are there specific rules around riding double on a single horse, or is it just based on carrying capacity and the person behind the rider just has to make a check to hold on?

  27. - Top - End - #27
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    DruidGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Riggdgames View Post
    Are there specific rules around riding double on a single horse, or is it just based on carrying capacity and the person behind the rider just has to make a check to hold on?
    If the DM rules a human is a "suitable mount", we can always piggyback the Gnome on with somebody else

    Else, the only applicable thing I can find is end of the All About Mounts (Pt 5) article, which references the Pt 2 Article. Neither clarifies if two medium sized creatures can ride the same Large sized mount, but if ruled yes, it provides the rules for that.

    Also notable is that person #2 probably doesn't have a saddle (since it's being used by person #1), and thus takes a -5 penalty to their ride checks.
    Spoiler: List of Things You Don't Need To Know
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    Ew, Goaty make stinky homebrew
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

  28. - Top - End - #28
    Barbarian in the Playground
     
    SwashbucklerGuy

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Goaty14 View Post
    If the DM rules a human is a "suitable mount", we can always piggyback the Gnome on with somebody else
    This is the real answer. Given the gnome weighs half as much as Roland's armor and shield, seems legitimate that she could go for a piggyback ride while he rides the horse and neither would be burdened.

    Quote Originally Posted by Goaty14 View Post
    Else, the only applicable thing I can find is end of the All About Mounts (Pt 5) article, which references the Pt 2 Article. Neither clarifies if two medium sized creatures can ride the same Large sized mount, but if ruled yes, it provides the rules for that.

    Also notable is that person #2 probably doesn't have a saddle (since it's being used by person #1), and thus takes a -5 penalty to their ride checks.
    Interesting, I've never read these articles, but Part 5 makes it sound as if it's a given that two people can ride the same mount without any sort of qualifier except to specify the passenger has no control. I'm surprised that isn't more fleshed out, but I suppose Saintheart will just have to rein us in if we get too carried away (sorry, couldn't pass it up).
    Last edited by Riggdgames; 2020-04-28 at 07:36 PM.

  29. - Top - End - #29
    Troll in the Playground
     
    Planetar

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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Riggdgames View Post
    Which reminds me...did Saintheart clarify whether we've known each other at all before the events in his intro? I believe we all arrived at Hardwalker's Hold independently, but I'm not 100% sure. I ask because I bought some wands of cure light wounds, endure elements, and pass without a trace with partial charges that I'd like to essentially gift to my fine caster friends, but I don't know if that's appropriate yet. If we haven't met, Roland will have had no reason to buy a wand so I'll probably RP that they were used as payment for a service, which would've been frustrating since Roland has zero magical aptitude.
    The way it's panned out, the way you have been put together is that you all happened to be at Hardwalker Hall as adventurers passing through (for various reasons) when you all received a cryptic message from Lord Hardwalker promising a great reward in exchange for assisting the Lord with a delicate and urgent matter. Though there were not a few adventurers present in the precincts of the Hall, the five of you except for Ethron were the only ones to answer the call. Now you've been called up to the main audience chamber of Hardwalker Hall, where you're waiting...

    Ethron, of course, has already been dealt with two days ago by Lord Hardwalker for his dereliction of duty. The Lord has only one daughter, and he was stricken by her absence. Ethron accordingly was rendered an outcast, exile, but given leeway to gather enough adventuring equipment to support himself and then absent himself from the Hall. In his case, an offer of redemption was made, and accordingly Ethron has showed up to the audience chamber as well.

    Quote Originally Posted by Riggdgames View Post
    This is the real answer. Given the gnome weighs half as much as Roland's armor and shield, seems legitimate that she could go for a piggyback ride while he rides the horse and neither would be burdened.

    Interesting, I've never read these articles, but Part 5 makes it sound as if it's a given that two people can ride the same mount without any sort of qualifier except to specify the passenger has no control. I'm surprised that isn't more fleshed out, but I suppose Saintheart will just have to rein us in if we get too carried away (sorry, couldn't pass it up).
    I suppose I'm saddled with your concerns?

    (Oh, you have wandered into a Dad joke den...) :D

  30. - Top - End - #30
    Troll in the Playground
     
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    Default Re: A Gathering Storm [OOC Thread]

    Quote Originally Posted by Toliudar View Post
    Oh, Saintheart: I've tentatively priced a rolling insulated chest (like a rolling camping cooler) at 20gp. It's for her Snowcasting - she CAN cast without it, she just sucks a bit. Is this acceptable? I couldn't find anything equivalent, so am making stuff up.
    Somehow I doubt you'll lack for snow out here, but either way I'm cool with that as an insulated chest and as a pricetag :)

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