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    Titan in the Playground
     
    Rizban's Avatar

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    Default [3.5] The Untold Tales of Aldhaven - City-based game

    The Untold Tales of Aldhaven

    You have heard many tales of the goings on in the city-state of Aldhaven and the opportunity just waiting to be grasped. Stories of wealth gained and lost, power grabbed, and glory attained has reached your ears, and you have but waited for an opportunity to travel there to find your own fortune. A merchant caravan based in a city in The Empire of Seven Dragons in the north has hired each of you to serve as guards on its way to trade in Aldhaven. Whether from the Empire or one of the smaller independent kingdoms in the area, you grabbed at the opportunity when it came. You are aware that the merchants intend this to be their last stop before winter and expect to be in the city for several months at the least. The chance to travel to Aldhaven and better yet, be paid for the opportunity, and, even better, to have a good reason to leave town in a few months, is unlikely to come again soon. So, as they say...

    Welcome to Aldhaven. Don't mind the knife in your back.



    Over the years of running Aldhaven here and elsewhere, many dozens upon dozens of plots have been developed and never fully used. One of them always greatly appealed to me but was never followed up by any players beyond a cursory acknowledgment that it existed. I would like to explore that plot now. As the game progresses, I may add additional plots to the mix. However, I'd really like to follow this particular plot through to its conclusion. So, this game will be much less sandbox in style than Aldhaven games I've run in the past.

    I'm looking for 4 or 5 players to form a traditional D&D team. Go for unusual builds if you want, but I'm looking for all of the main roles to be covered.

    This is a primarily city-based campaign. There will be some exploration in the surrounding area, but you likely won't be traveling out of sight of the city walls.

    A short summary of the character build rules:
    • 4d6b3 for stats. You can take 28 point buy if you don't like your rolls.
    • Max hit points at 1st, 1/2HD+1 hp per level (so a wizard gets 3+Con, a barbarian gets 7+Con, etc)
    • 6th level 15,000 experience and 13,000 gp. You may spend XP/GP as you see fit, but you can't craft yourself lower than 5th level.
    • Any race with no more than 2 RHD and/or a +1 LA is permitted.
    • No templates, except those granted by feats and class features. This includes a ban on lesser planetouched. Dragonborn is a race, not a template, and taken exactly as presented in RotD with no "base" race.
    • You may have up to a total of 2 Flaws and/or Traits. Two total, not two of each.

    A more comprehensive list, including approved homebrew and class tweaks, can be found here; however, as long as you stick to the above summary, you should be fine.


    I will also be using the following house rules

    Action Points!
    Characters do not have their own personal pool of action points. Instead, the party has a single group pool of action points. These otherwise function much like the standard Eberron/Unearthed Arcana action point system.
    Spoiler
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    The party will have a number of Action Points equal to the number of players + 2. So, if we have 4 players, there will be 6 action points. I will track the number of AP available in most of the GM posts in the following manner.
    ●●●●●●
    Blue indicates an available Action Point. Red indicates an Action Point that has been expended.
    Additionally, the Red circles become action points available to your enemies. When I use an action point as the GM, it will change from Red back to Blue. This makes it available to the players once again. In this way you will have potentially unlimited action points available to you, but each time you use one, Fate makes a note in its ledger and will eventually collect its due.

    Most plot arcs will begin with all action points as Blue, but this may not always be the case.

    Some Additional Rules
    Players
    • Luck: When your luck is good, it's really good. When it's bad...
      A player that rolls a natural 20 immediately converts a Red Action Point to Blue.
      A player that rolls a natural 1 immediately converts a Blue Action Point to Red.
      This does not apply to GM rolls.
    • Standard Rules: You can spend an Action Point on the following options that you can normally spend an Action Point to accomplish: Add to a Roll, Boost Defense, Extra Attack, Spell Boost, Spell Recall, Stabilize, and Hasten Infusion [ECS]. Note that Emulate Feat and Improve Feats are not on this list, as those options do not exist in this game. You may also activate any feat, ability, or class feature that normally requires an action point to activate. Abilities that grant temporary action points give that character a "free" action point usable only by that character that do not affect party action points.
    • Activate X/Day Abilities: Most abilities with limited uses per day (smite, rage, shifting, etc.) can be activated an additional time beyond the normal maximum at the cost of an action point. Clear it with me first if you're doing something unusual. I want to make sure I know exactly what I'm approving with your character.
    • Prevent Death: When a player character or NPC the players value would normally die, the players can choose to spend ALL available action points immediately. The character falls unconscious and stable at -1 hp, miraculously still alive. Fortunately, the bad guys are quite certain the character actually is dead, so attacks against them almost always stop.
    • Sudden Insight: If the players feel stuck or just want a hint of some kind, they can spend 2 action points to gain a sudden insight into the situation. This is almost always some form of OOC knowledge that the characters probably can't easily know. So, this does not replace Knowledge skills. If you do use this, it will be resolved as some fortunate serendipity or stumbling across some vital clue, not as your character just spontaneously knowing something he shouldn't be able to know.
    • Pause the Clock: A player who is otherwise doing nothing when a die would be added to the Time Pool (see below) may spend 1 action point to prevent the die from being added. This effectively lets players complete tasks more quickly.

    Game Master
    • When a "Main Villain" appears, 1-2 action points will be added to the pool until the end of the plot arc. They may also be removed if sufficient time has passed but the plot is ongoing. These points will always start Red.
      Additional AP may be added in this way from time to time if I deem them story appropriate. An example of this would be attempting to undertake a stealth mission and being spotted very early.
    • Only "Heroic Tier" villains can use action points for themselves. Most common enemies have no access to action points.
    • The GM can spend action points on the same things the players can, applying the result as a penalty to a player's d20 roll. The GM cannot do this on a roll that the player has already spent AP to improve. It's no fair trying to negate the bonus you just grabbed, and I'm not going to do that to you.
    • Action points can be spent to add unexpected setbacks to the story, such as unexpected bad weather, random mishaps, extra mooks showing up as reinforcements, etc. These events will generally be minor and outside the players' control. I'll not throw an Oh Crap Momentô into play without using up some of those Evil Action Points, unless it was previously planned and plot centric.

    Race Against the Clock
    Time marches ever forward, and the world moves on without you. Time is poorly modeled in d20 systems. Although there is supposed to be drawback to spending excessive amounts of time on tasks, that's very seldom the case. This system brings time back into play in a meaningful way without adding too many fiddly bits.
    Spoiler
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    The Time Pool
    The core of this system is the Time Pool. Whenever the players spend a meaningful amount of time on a task, a die is added to the pool. These dice are an abstraction for time and represent somewhere between 5 and 15 minutes of in game time each. When there are 6 dice in the Time Pool, the dice are rolled, clearing the pool and advancing the game clock by 1 hour. If any of the dice roll a 1, then the situation just got worse. Maybe you have a random encounter, maybe your torch sputters out, or maybe the bad guy has had enough time to pull off whatever dastardly deed he had planned. Time is not your friend.

    Adding Time Dice
    When the players commit to an action that takes more than just a couple of minutes, time passes, adding a die to the pool. Whether this is thoroughly searching a room, deciphering eldritch runes, or reading a book, spending time doesn't go unnoticed. Time Dice are typically d8s. In more dangerous situations, the Time Die added might be a d6 or even a d4. In more peaceful places, the Time Die might be a d10 or d12.

    Time spent in combat never adds Time Dice to the pool.

    Rolling Time Dice
    Whenever a Time Die would be added to the pool, the GM may choose to roll any number of the dice already in the pool instead of adding a new die. If none of the dice roll a 1, then all rolled dice are returned to the pool, and play continues. If at least one die rolls a 1, Bad Stuffô happens. The more 1s rolled, the worse the Bad Stuffô becomes. All dice that rolled a 1 are removed from the pool, the rest are returned, and play continues.

    If there are already 6 Time Dice in the pool, then the Time Pool is considered full. If a die should be added when the Time Pool is full, then the GM must roll the dice instead of adding a new die. After the dice are rolled, all dice are cleared from the pool, even if none of them rolled a 1. Game time only advances by an hour when the Time Pool is full, rolled, and then cleared in this manner.

    Example Time Pool



    General Setting Information
    Spoiler
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    Spoiler: Aldhaven Politics
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    The Noble Families
    House Rosen - King Alben Rosen is dying from a malignant disease that resists all known forms of cure. The nature of this disease is completely unknown to the general populace. His only child, a daughter, is not able to inherit the throne due to being a woman and relatively young. Though the name of Princess Isolde Rosen is known throughout the kingdom, she is rarely seen in public and little to nothing is actually known of her beyond her basic appearance. She is 15 years of age, tall and thin, with long, curly blonde hair, piercing gray eyes, a nose slightly too large for her face, and thin lips. Though not ugly by any means, she would not be considered beautiful by most, if not for her political position. Paintings of her visible to the public tend to make her more attractive than she really is to the point that she wouldn't be immediately recognizable to anyone who didn't know her. House Rosen has no other known living members and, despite historically being the most powerful house, it is on the verge of utter ruin.

    House Rocholl - Archduke Wolfram Rocholl, late 50s, is the king's primary advisor and is currently engaged to marry the Princess Isolde, despite being more than twice her age and already having several children of his own from his late wife, all of whom are older than the princess. House Rocholl is the oldest and most powerful of the noble houses, older even than House Rosen. There are several rumors about dark dealings and criminal activities concerning House Rocholl, but there has never been any proof. The vast majority of the population believes these rumors to be lies started by people who are either jealous or bored. The Archduke is the legal heir to the throne due to his political position, which is only further cemented by his engagement to the princess; however, he would still legally inherit the throne even if the marriage were to be canceled.

    House Dietrich - Duke Elsko Dietrich is leader of House Dietrich, a noble family composed almost entirely of merchants and tradesmen. House Dietrich is also the wealthiest family in all of Aldhaven by far. Despite being involved in the funding of several social welfare organizations in the city, the members of the house tend to have a poor reputation. Most people think of them as greedy, usurious cheats and liars who use their power, position, and wealth to gain greater power, position, and wealth. This is furthered by the rumor that one can quite literally buy oneís way into membership within the house, thought this is unsubstantiated. Duke Elsko is the next legal heir to the throne after Archduke Rocholl, and as such, he has a bit of enmity towards the Archduke, obviously preferring the throne to fall to himself. Most political groups that oppose House Rocholl have started to rally behind House Dietrich.

    House Licorta - Known as the House of Dragons, led by Duke Arlin Licorta, House Licorta is the House most popular among the commoners. While it is fairly commonly believed that the lineage of House Licorta extends back to dragonkind, the members of the house make no such claims and deny all such suggestions when mentioned, taking it as a significant insult that someone would implicate such a thing. However, the fact that an elderly dragon lives on the family estate within the Nobles' Quarter and that a fairly powerful gold and young silver dragon are known to visit the family openly on occasion means that the rumors simply will not stop. House Licorta has no claims to the throne but are well liked throughout the city, as the wondrous tales of dragonkind and the wealth they hoard are always popular with the people.

    House Roestel - Led by Duke Rudolph Roestel, who happens to be third line for the throne, House Roestel is distant and reluctant to be seen in public, having little to nothing to do with the common people. While other Houses hold control over entire districts, House Roestel isn't known to be openly affiliated with anyone in the city outside of their own immediate family and employees. There are several dark, but conflicting, rumors about the family, and Duke Roestel in particular, to explain the apparent secrecy. Whether any of them are true, no one seems to know, but they are all fairly scary. While the rumors about the Duke are indeed vile, the tales people tell of his wife make the Duke seem benevolent and kindhearted...

    There are a few other prominent noble families, though they are not as powerful nor as well known to the common people. A collection of other minor noble families also live throughout the city. Among these lesser houses are the Houses Busch, Eichel, Thelen, and Widmayer, though this is certainly not the full extent of the lesser nobles.


    Common Leadership
    The king rules the city of Aldhaven and the surrounding country, though it has always been largely left up to the archduke to manage the local affairs of the kingdom with the king taking a more international role. Just below the archduke in power is the Aldhaven City Council, an organization democratically elected from among the common Citizens of Aldhaven. The Chief Magistrate and Captain of the City Watch also hold prominent political and legal power within the city, both on par with that of the Council Chairman, the tree forming a Triumvirate capable of overruling all but a direct edict from the king.

    While the City Council runs the day to day of the city at large, with significant oversight from the archduke, they delegate most of the responsibilities and power to a number of officially recognized guilds. Among these officially recognized guilds are The Scriveners' Guild, The Arcane Order, Guild of Stars and Spheres, The Smiths' Guild, The Blessed Bookkeepers, The Videum Obscurom, The Bardic College, the Guild of Painters, Artists, and Calligraphers, the Morganstern Society, the Smiths' and Farriers' Association, Gold and Silver Smiths' Guild, Woodworkers' United, the Shipwright's Guild, Deep Treasures Guild, and a few smaller merchant and adventurer's guilds. There exist a number of unofficial guilds as well, but membership in an unofficial guild is generally frowned upon in polite society.

    Spoiler: The Larger World
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    Geographical Information
    Aldhaven is the easternmost city of the Alliance. It lies at the point where the great river which flows from the mountains in the east to the ocean in the far west ceases to be navigable due to the harsh rapids which fill the river further upstream. The river is a major trade route across the continent, and Aldhaven is the last port along it, where caravans must pick up their goods to go further overland.

    A major north/south trade route also travels through Aldhaven going through the various independent kingdoms of the north and on into The Empire of Seven Dragons. The trade route disappears into the open savannas to the south, the nomadic tribes never remaining in a single place long enough for a true road to form but send their own merchants north often enough that trade still flourishes. Another major road leads eastward into the mountains and the dwarven and gnomish kingdoms therein.


    The Alliance
    Aldhaven itself is just one city-state within an alliance of seven city-states, though it is by far the largest and most powerful among them. Two of the smaller cities, named Wetarvania and Hayes' Landing, are directly controlled by Aldhaven as vassal states under the authority of King Rosen, though they are administered by other Houses at the king's pleasure.

    The second largest city of the alliance, Brunsgrove, is only about half the size of Aldhaven but possesses a stronger and better armed military. Centrally located within the alliance, Brunsgrove has taken it upon itself to be the primary strike force to repel any outside threats. Due to their great skill and efficiency at this, the military of the other city-states has become lax over the past few decades of peace.
    Brunsgrove has one vassal city-state named Auberg, which serves primarily as a military training and staging ground for Brunsgrove.

    The city of Sesbury has recently suffered a major catastrophe, which has obliterated a quarter of the city and leveled nearly half of what remains. No building has gone completely undamaged, though some have fared better than others. The general populace of Sesbury has fled, many becoming refugees in other cities of the alliance and their surrounding hamlets. It is believed that, without a miracle, Sesbury is likely to become completely abandoned within the next few years, and the leadership of that city is making plans for that eventuality.

    Estermoor is the westernmost city and located on the edge of a large swamp which covers many hundreds of square miles. The city has grown due to being the first truly habitable location on the river on this side of the swamplands. The natives of Estermoor have come to serve as guides through the swamps, telling tales of hidden ruins and mysterious creatures who live within. Such tales are unfounded and serve primarily to separate visitors from their coin.

    There are several dozen small villages and hamlets throughout the alliance which owe fealty to own city-state or another, though these are little more than small farming towns or base camps for logging or mining.


    Surrounding Nations
    The Empire of Seven Dragons to the north is watched with a wary eye by Aldhaven and its allies. While still distant, the Empire is known to be militant and expansionist, with several smaller independent kingdoms falling to military conquest in recent years. Fortunately, it seems to have its own internal problems at the moment as well as trying to wage a war with another enemy on its far distant northern border.

    To the south are numerous tribes of nomadic peoples. While they have no large government, they are frequent traders with the merchant caravans that leave Aldhaven. They seem to never run out of valuable spices, furs, and other quality trade goods nor do they run short of gold and other precious metals. No one really knows where they acquire the goods they do, as no explorers into the region have ever managed to find anything worth noting. In fact, heading out without a proper guide usually leads to becoming lost and dying of exposure, or so the story goes.

    To the east within the mountains lie two great nations: a nation of dwarves and a nation of gnomes, both with names nigh unpronounceable to the human tongue. The odd thing about the two nations is that they occupy the same area of land, with the dwarves living beneath the surface in their mountain halls and the gnomes living in the fertile valleys that crisscross the mountain range, the rivers of which feed the headwaters of the great river which flows through Aldhaven. While the dwarves are friends with Aldhaven and its allies and seek closer kinship with them, the gnomes are wary and cold towards any overtures of friendship. Due to the close relationship between the two, the dwarves do not progress any further in negotiations of alliance until the gnomes are in agreement. Due to the tenuous nature of the current arrangement, there are virtually no gnomes within Aldhaven.
    Last edited by Rizban; 2020-03-25 at 11:13 AM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    I keep wanting a chance to play a Beguiler in an urban campaign and this sounds excellent. Probably human but possibly faded tiefling.
    Spoiler: Rolls
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    My player profile.

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    Ogre in the Playground
     
    DruidGuy

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Well, an urban campaign with potential for some politicking. This seems like a good time to try out a bard for the first time in a while, let's roll them bones.

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    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

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    Flumph

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Looks fun! I've got a couple ideas kicking around- maybe some sort of brutish outlander, hoping to trade in the dangers of the frontier for the comforts of the city.
    Spoiler: Rolls
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    (4d6b3)[13]
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    Beholder

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Well i would like to play a rogue or a psychic rogue if accepted (race to be defined)
    Spoiler: Rolls
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    Finally my computer is without any problem!
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    Bugbear in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Game looks interesting, I've got a few different character ideas so going to roll some dice and see if that helps narrow it down

    Spoiler: Rolls
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    (4d6b3)[12]
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    the

    Edit: they are very bad rolls, will definitely go for pointbuy. Are Changelings an allowed race for this setting?
    Last edited by Dread_Head; 2020-03-23 at 07:03 PM.

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    Rizban's Avatar

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by Dread_Head View Post
    Game looks interesting, I've got a few different character ideas so going to roll some dice and see if that helps narrow it down

    Spoiler: Rolls
    Show

    [roll0]
    [roll1]
    [roll2]
    [roll3]
    [roll4]
    [roll5]
    the

    Edit: they are very bad rolls, will definitely go for pointbuy. Are Changelings an allowed race for this setting?
    Wow. After all the good rolls, that's painful. It actually qualifies for a reroll per the PHB rules on page 8, so roll those dice again before deciding on point buy.
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    Jeriah's Avatar

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Here to throw my hat in, as always.

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    Edit: Wow, that's terrible and just fails to qualify to a reroll. I guess point buy it is.
    Last edited by Jeriah; 2020-03-23 at 07:10 PM.
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    Ogre in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Interested

  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    (4d6b3)[8]
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  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Hmm, 28th point buy or 27pt equivalent.

    Those rolls point to:

    Weak, Oblivious, Stinky Wizard

    or

    Really big stupid fighter,

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    AssassinGuy

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    What is your ruling on how darkness effects work? Do they make an area of darkness, decrease lighting levels from wherever they would normally be to "Shadowy Illumination", or set lighting levels from wherever they would normally be to "Shadowy Illumination"(making natural darkness brighter)? I'm trying to figure out stealth abilities and how darkness effects work with them.

    Darkness(the spell) says it radiates "Shadowy illuination" that provides concealment and that creatures with Darkvision can't see through it. This would let me hide but I myself can't see through the effect despite it being my own racial ability. And it would be once per day anyways so not as useful as I would like.

    I'm looking at the Dark Lantern in the Tome of Magic and the effect it is based on(Dusk and Dawn) also says it radiates "Shadowy Illumination" but that Darkvision can still see through it. It does not mention if its "Shadowy Illumination" provides concealment from things without Darkvision though.

    My hope is to use the Dark Lantern in conjunction with a Ring of the Darkhidden(invisible to Darkvision) to enable myself to do a more limited Hide in Plain Sight on the cheap (4000gp) but it doesn't work if the Dark Lantern's "Shadowy Illumination" doesn't provide concealment.

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    Ogre in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Spoiler: Dice
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    I was thinking of entering an caster enginneer, but with stats like that, something martial is in order.....
    Last edited by Novabomb; 2020-03-23 at 09:11 PM.

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by FinnDarkblade View Post
    What is your ruling on how darkness effects work? Do they make an area of darkness, decrease lighting levels from wherever they would normally be to "Shadowy Illumination", or set lighting levels from wherever they would normally be to "Shadowy Illumination"(making natural darkness brighter)? I'm trying to figure out stealth abilities and how darkness effects work with them.

    Darkness(the spell) says it radiates "Shadowy illuination" that provides concealment and that creatures with Darkvision can't see through it. This would let me hide but I myself can't see through the effect despite it being my own racial ability. And it would be once per day anyways so not as useful as I would like.

    I'm looking at the Dark Lantern in the Tome of Magic and the effect it is based on(Dusk and Dawn) also says it radiates "Shadowy Illumination" but that Darkvision can still see through it. It does not mention if its "Shadowy Illumination" provides concealment from things without Darkvision though.

    My hope is to use the Dark Lantern in conjunction with a Ring of the Darkhidden(invisible to Darkvision) to enable myself to do a more limited Hide in Plain Sight on the cheap (4000gp) but it doesn't work if the Dark Lantern's "Shadowy Illumination" doesn't provide concealment.
    I treat spells like darkness as either setting it to shadowy illumination or decreasing light by one step, whichever is darker. Darkvision is blocked, but normal vision and low-light vision are not blocked if the prevailing light levels would allow for them.

    Dusk and dawn explicitly says, "You make a dark area lighter or a light area darker." It sets the local "natural" light level to shadowy. It's also a 1st-level "spell" while darkness is 2nd-level, so I'm fine with dusk and dawn not blocking darkvision.

    Shadowy illumination inherently grants concealment. That's an effect of the light level, not of the spell. I see the mention of concealment in the darkness spell description as "reminder text" rather than as new rules.

    If your concern is seeing through magical darkness, you might consider Warlock with the Devilís Sight invocation or a Tiefling Incarnate which gains See in Darkness at 1st level.

    I will mention that I do rather like darkness based characters, but please make sure that you're able to play well with the party and aren't going to be locking them out of contributing with your tactics.

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    Halfling in the Playground
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Might as well roll and see what we get, thinking small town wrestler out to see the city might be interesting here
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    I usually play evil characters in Aldhaven, but I'm wondering if I might enjoy playing something more... happier? Is happier the right word?

    Oh! I'm going to play an Athik of some flavor! I don't know of anyone who has ever actually played one, but I really like the idea of them.
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    If shadowy illumination automatically grants concealment then I should be fine with just the Dark Lantern and Ring of the Darkhidden. I went for Faded Tiefling so I do have Darkvision. As for group work there's always the option of using Silent Image to make darkness or fog and setting up some kind of passcode to let the group know it's an illusion.

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by FinnDarkblade View Post
    If shadowy illumination automatically grants concealment then I should be fine with just the Dark Lantern and Ring of the Darkhidden. I went for Faded Tiefling so I do have Darkvision. As for group work there's always the option of using Silent Image to make darkness or fog and setting up some kind of passcode to let the group know it's an illusion.
    Um... those are evocations, not illusions. You can't just Will save ignore them.
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by Jeriah View Post
    Um... those are evocations, not illusions. You can't just Will save ignore them.
    Correct, but

    "Saving Throws and Illusions (Disbelief)

    Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

    A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

    A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isnít real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus."

    So an illusion of something like darkness isn't really possible to interact with as far as I can tell. The only way someone could be given a reason to study it would be if they could normally see through darkness but even then magical darkness that blocks Darkvision is already a thing and is a very low level spell. So there's no reason to suspect an illusion unless they try to use a light spell and it doesn't work.

    Edit: I misinterpreted your post. Silent Image is absolutely an illusion.
    Last edited by FinnDarkblade; 2020-03-23 at 10:36 PM.

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by FinnDarkblade View Post
    Correct, but

    "Saving Throws and Illusions (Disbelief)

    Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

    A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

    A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isnít real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus."

    So an illusion of something like darkness isn't really possible to interact with as far as I can tell. The only way someone could be given a reason to study it would be if they could normally see through darkness but even then magical darkness that blocks Darkvision is already a thing and is a very low level spell. So there's no reason to suspect an illusion unless they try to use a light spell and it doesn't work.

    Edit: I misinterpreted your post. Silent Image is absolutely an illusion.
    Possibly, but I highly doubt Riz is going to allow using silent image to create faux darkness to trigger ring of the darkhidden.
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by Jeriah View Post
    Possibly, but I highly doubt Riz is going to allow using silent image to create faux darkness to trigger ring of the darkhidden.
    Oh of course not. There wouldn't be any need for that anyways as Darkvision wouldn't help against an illusion of darkness anyways.

    The idea is that if you make a Silent Image of darkness you can automatically see through it because you know it's fake. Anyone who doesn't know it's fake just sees darkness and has no reason to suspect that it's an illusion unless they try to use a light spell and it doesn't work or something like that. So Darkvision or the lack thereof doesn't come into play at all because there's no actual darkness.
    Last edited by FinnDarkblade; 2020-03-23 at 10:56 PM.

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    I rolled up a city born sha'ir, might fit here? Rolls for the sake of rolls!

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by FinnDarkblade View Post
    Oh of course not. There wouldn't be any need for that anyways as Darkvision wouldn't help against an illusion of darkness anyways.

    The idea is that if you make a Silent Image of darkness you can automatically see through it because you know it's fake. Anyone who doesn't know it's fake just sees darkness and has no reason to suspect that it's an illusion unless they try to use a light spell and it doesn't work or something like that. So Darkvision or the lack thereof doesn't come into play at all because there's no actual darkness.
    Eh, if I were DMing it, I would probably give a save just for trying to see through it. You're making an illusion of different light levels, and I think there are enough cues otherwise to warrant a save. Simply looking up could cause pain and spots in your vision from the sun, which isn't being blocked by the illusion. Shadows and stuff might be wrong. Any creature with Darkvision that has seen magical darkness would probably instantly know that this isn't a standard darkness spell.

    Using a 1st-level spell in an attempt to emulate higher level spells is going to be fraught with problems.
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by FinnDarkblade View Post
    If shadowy illumination automatically grants concealment then I should be fine with just the Dark Lantern and Ring of the Darkhidden. I went for Faded Tiefling so I do have Darkvision. As for group work there's always the option of using Silent Image to make darkness or fog and setting up some kind of passcode to let the group know it's an illusion.
    Yes, that's how shadowy illumination works.

    Quote Originally Posted by Jeriah View Post
    Eh, if I were DMing it, I would probably give a save just for trying to see through it. You're making an illusion of different light levels, and I think there are enough cues otherwise to warrant a save. Simply looking up could cause pain and spots in your vision from the sun, which isn't being blocked by the illusion. Shadows and stuff might be wrong. Any creature with Darkvision that has seen magical darkness would probably instantly know that this isn't a standard darkness spell.

    Using a 1st-level spell in an attempt to emulate higher level spells is going to be fraught with problems.
    I'm going to agree with Jeriah here in regards to silent image. Using it to mimic darkness is an edge case where you're pushing the spell beyond its expected limits and will more easily trigger a Will save to disbelieve.

    Quote Originally Posted by Buufreak View Post
    I rolled up a city born sha'ir, might fit here? Rolls for the sake of rolls!

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    This sounds like an interesting setting. I always have some good ideas around 6th level, just need to think about what fits an urban adventure.

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  26. - Top - End - #26
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Oh, man, an Aldhaven game? Flipping awesome. It's such a cool setting, I gotta see if I can come up with something fun.

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    Edit: We-he-ell, not too shabby.
    Last edited by Thokk_Smash; 2020-03-24 at 03:38 AM.
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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Quote Originally Posted by Rizban View Post
    Wow. After all the good rolls, that's painful. It actually qualifies for a reroll per the PHB rules on page 8, so roll those dice again before deciding on point buy.
    OK lets hope for better luck second time around

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Rolling for stats:
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    TC for short

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    I'm intrigued by the setting and the depth of your thinking about this.

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    Default Re: [3.5] The Untold Tales of Aldhaven - City-based game

    Hi Riz, had a character from a previous aldhaven side game that never really took off after I joined the existing group. Would it fit for this one?

    https://www.myth-weavers.com/sheet.html#id=356400
    Last edited by Thundercracker; 2020-03-24 at 07:40 AM.
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