Chaos Cluster

General Forums => Off Topic => Topic started by: Trerro on January 05, 2012, 01:06:10 am

Title: D&D Campaign Info
Post by: Trerro on January 05, 2012, 01:06:10 am
To those born in the last few decades, Larnust is all there is. It's a small demiplane, barely 100 square miles. There are legends that at one time, it connected to many other worlds, but no one has entered or left in more than a century, and amongst those who were alive from that time, there seems to be no agreement as to what exactly happened, or why everyone is now trapped here.

Some say it no longer matters. A group of necromancers is growing in power, and many think there simply aren't enough left to oppose them. They already control one of the 3 known towns in this world, and many believe they are planning a second assault very soon.

Towns and other locations in this world:
Greta – The largest remaining town, Greta has a population of nearly 3000 – the majority of the living inhabitants of this world. Forward and The Champions of Order each have their headquarters here, and each is far more powerful than the official leaders of the town. They just might be able to fend off the coming attacks... if a civil war doesn't destroy both first. Though primary a human and elven town, roughly 10% of the population is made up of more than 10 other races.

Riverside – Built along the Larnust River, Riverside was once the trade hub of the world. That was when the river was still usable. Today, it has only some of its former glory, and many are looking to move to Greta. The race mix is similar to Greta, but with 15% other rather than 10%. The total population is 500 and dropping.

Source – Once a prosperous town, Source fell years ago to Worldpath, a group of necromancers. Most of the current residents are undead. Worldpath wants to conquer the world unsurprisingly, but those who have studied them have found some of their actions... odd. Whether this is due to poor leadership and conflict within the ranks, or a secret, ulterior goal is the source of much debate. A few spy attempts have been made, but they simply resulted in the necromancers adding a few extra undead to their army. Why the odd name of Source? There are dozens of legends surrounding the name, but no one knows for sure.

Larnust River – Once the peaceful river that divided the world, it is now taken over by three insane elementals that kill any who attempt to cross. A single, magically shielded bridge is now believed to be the only safe crossing point. Unfortunately... that bridge leads straight to Source.

Isle of Knowledge – Located in the middle of the river, this island once held (and might still hold) an order of mages working on secret research. With the conflict in the rest of the world, paired with the impassibility of river, few attempt to visit the island.

Cave of Mana – The name pretty accurately explains the purpose. A crystal formation within the cave can be used to run many forms of powerful magic. However, it recharges slowly, and the best use of this cave is constantly argued over by the factions of Greta and Riverside. For now, a relatively peaceful time-sharing truce has been signed, but it may not last.

Vault Cave – Believed to be the treasure hoard of a forgotten adventuring team, the cave could well contain powerful adventuring gear, lost artifacts, piles of gold... or nothing at all. No one's figured out how to enter the place... or if they have, they certainly aren't sharing the secret.

Larnust Forest – Larnust Forest comprises approximately 40% of the world, yet few venture there, and little reliable information exists, other than the fact that those who do are likely to be killed by ogres or lizardmen. With no known safe way to even enter the forest on the other side of the river, most agree it's best to just leave it alone.

Major (known) organizations in this world:
Champions of Order: A clerical organization that worships Larn, creator and namesake of this world. They believe Larn has sealed off the plane until its populace have completed a sacred mission. They often provide for the people of Greta, but they also consider any attempt at escaping the plane to be blasphemy. Many see them as a good, but misguided organization, although few will express such opinions publicly. They have their own set of laws, which they try to vigorously enforce... but Forward usually stops them. Their leader is Enia Larntouched, High Priestess of The Grand Temple of Larn, the organization's large headquarters. Those not inducted into to the Champions are forbidden from entering the temple. Enia claims to be in constant, direct communication with Larn, and to receive her authority directly from that diety. The Champions are heavily armed, and rarely directly opposed by any group but Forward.  In an effort to get the people of Greta on their side, the Champions are known to provide healing services and magical repairs. According to this religion, it is when the task of altering the plane fully to Larn's vision is completed that powers will be granted to all those who played a major role in the process, and exits to other worlds will be revealed.

Forward: Forward is a group that takes a very different view of the demiplane. To them, this world is little more than an oversized trap, and one that the remaining residents need to work together to escape – moving forward to something better. Forward favors extremely unconventional tactics, and has been known to field defense forces consisting almost entirely of constructs. Their leader is Nilly Fixitall, a man known to be weird even by gnomish standards. Unlike the Champions, Forward publishes no laws, but will still attempt to attack those they feel threaten the security of the town – although few fit that description besides The Champions and the occasional wandering undead. Forward is known to provide the residents of Greta with gadgets, assistance, and even weapons. The fact that their leader is often seen around the town also makes them appear to be the far less secretive group.

Greta Town Hall: A mayor (inherited position) supposedly rules the town, but is almost completely powerless. While neither The Champions of Order nor Forward ever attempt to actually take over this building, no one believes that the mayor is anything more than a figurehead... if even that. He's an elf named Lernal of Greta... not that anyone cares.

Redcoin: Redcoin is a group of smugglers who many say pre-date Larnust itself. They have a knack for acquiring all sorts of things, and are believed to know many forgotten routes through the demiplane. While considered by some to be little more than a well-connected thieves' guild, others have accused them of trying to take over Larnust, or even being in league with the necromancers. Some have also noticed their operations taking a darker turn in recent months, with at least a few murders likely linked to the group.

Worldpath: Worldpath is a group of necromancers with a strange name, and unknown goals. While there is little doubt they intend to conquer the world, those who have studied them find their actions inconsistent with that being their only goal. Ren Edger, their leader, is a powerful human necromancer. No one is sure what he looks like, as few survive a meeting.

The Council of Riverside: The 10 largest landholders in Riverside each either sit on this council, or appoint a proxy to serve in their stead. All laws and judgements in Riverside are passed by this body. Unsurprisingly, all the factions of Greta have an interest in the actions of the council, and are believed to use diplomacy, bribes, threats, and virtually every other type of influence to affect their decisions. The current head councilor is a Srell named Len Hammermore. This results from the fact that the Riverside Craftsmen Guild currently owns the largest chunk of Riverside, and he is the present guildmaster.

Ogres & Lizardmen: They exist, in the inaccessible forest, somewhere, and that's about as much as most know about them.

Major people in the world:
Enia Larntouched – She carries the lengthy title High Priestess of The Grand Temple of Larn, and is the leader of the Champions of Order in Greta. She never leaves the Grand Temple, and so few know what she looks like – even her race isn't known for certain. She regularly releases edicts condemning Forward in general, and Nilly Fixitall specifically, and accuses them of dooming the plane by opposing its creator. Public opinion of her tends to be strongly polarized, depending mainly of course, on whether one accepts or rejects her religion. Is she truly the voice of the creator of the plane? Is she a leader trying to save her people, although perhaps lying about her connections? Is she merely a misguided zealot? ...or does she have far more sinister plans? No one knows for sure.

Nilly Fixitall – The charismatic leader of Forward, this gnome is known to work tirelessly to produce all sorts of new devices and constructs to aid the town and its people. Unlike Enia, Nilly is often seen in town at night, is quite willing to discuss many of his plans with the people of Greta, and claims to keep very little secret beyond specific tactics to resist Enia and the necromancers. He does virtually all of his work at night, and is also only seen in town at night. He claims this is simply because the necromancers always attack under cover of darkness, and keeping a night schedule makes him much more prepared for direct combat with the undead – something he's quite famously skilled at. Enia, on the other hand, claims this is a merely a cover to hide his more secretive activities, including connections to Redcoin. The Champions have a 1000 plat bounty on him, but the one person who tried to claim it got his head delivered to the Grand Temple the next day. He is known to absolutely loathe Enia, but then this is no surprise given the circumstances. Is he a champion of the people, leading them to a glorious future, albeit in a rather unconventional manner? He certainly seems to be building the army to do it with. Is he perhaps more interested in gaining power? He certainly doesn't seem to back down from opportunities to gain influence. Does he perhaps have far more nefarious plans, which simply haven't been revealed yet? His organization most clearly is not transparent. He is in short, arguably even more of an enigma than his archrival Enia.

Len Hammermore – The current leader of Riverside is more interested in his guild than his town, and does not deny this fact. That being said, he's generally a respected leader known to usually look out for the welfare of his town, and for a Srell, surprisingly skilled in politics... which is very important with so many other factions eager to rule from the shadows. Many say that's all you really need to know. Others point out that it wouldn't be hard to remove him from power, and several groups should be quite eager to do so, yet there hasn't been a single attempt on his life in the last 10 years. Surely, there must have been some backroom deals...

The Leader of Redcoin – No one has a clue who this is actually is... or even if it is in fact one person, but everyone wants to know. While Redcoin doesn't wield the kind of power that The Champions and Forward do, they very much can tip the balance in favor of one side, and aren't at all afraid to point this out. What is their true motivation? Who leads them, and what does he want? Is this truly just an unusually well-organized band of smugglers, or is there far more to the group than that?

Ren Edger – He's the leader of Worldpath. Unlike the other leaders, there's no question of whether he's good or evil, nor is there a question of whether he wants to conquer the world. Yet, instead of the crushing army of undead everyone has been expecting, he's sent small forces... looking for something or someone. Does he have secret dealings with the other factions in this world... or perhaps a few specific individuals? Does his battle plan require him to acquire something? Is it all just a ruse to keep the defenders from all staying in the same place? Does he have another, unknown goal or goals? Does he not rule his group as tightly as most think? For such a seemingly straightforward villian, he has everyone guessing as to what he's going to do next... and why.

The start of the campaign:
Len Hammermore has been looking for adventurers for a short mission. He's made it clear that he wants ones with minimal political involvement, and has sought you out over far more experienced warriors for this reason. You have been asked to tell no one of this mission, for the sake of Riverside, but have been given no explanation as to why. The letter you received has made it clear that you can reject the mission without consequence if you so choose, both with or without learning of its details (please don't :P), but he assures you that the mission is short, you will be well-compensated for its completion, it should take no more than a few hours, and it is important for the people of Riverside.

Please write a backstory explaining your character. It doesn't have to be huge – a few paragraphs is fine... but anything that establishes your basic character concept, goals, etc, makes it much easier to adapt the campaign to the characters in it. If you need more info on something, or need me to create something to make your character work, please let me know.

Character creation details:
Starting Level: 3
Starting Gold: 2000, no more than half spendable on a single item

Allowed races: Standards (human, elf, dwarf, gnome, half-elf, halfling, half-orc), Whitecloud races, and probably others. If you want to play something else (or even have me create something else), let me know what you want, and I can probably make it work (or make it period in the case of a new race/class/whatever).
Whitecloud races:
Murnin (http://chaoscluster.com/rpcrap/Murnin.doc)
Ralep (http://chaoscluster.com/rpcrap/Ralep.doc)
Srell (http://chaoscluster.com/rpcrap/Srell.doc)
Dreknir (http://chaoscluster.com/rpcrap/Dreknir.doc)
If you don't have anything that can open a Word document, Open Office is free.

Allowed classes: No psionics, and generally nothing from The Complete Twink series (I'll make exceptions for some of the more sane ones), but pretty much everything else is fine. If in doubt, ask.

Stat generation: Point buy 30
This means all stats start at 8, and the total cost to increase a stat is as follows:
9-1
10-2
11-3
12-4
13-5
14-6
15-8
16-10
17-13
18-16
Apply racial bonuses AFTER assigning base stats.
If you choose to take a stat below 8, each point under grants a bonus point, but nothing below 6 please unless you have a good (fits your character concept) reason for it.

Feats: Everyone starts with 1 bonus feat, in addition to the normal ones for level 1 and 3, and any others you get from classes, races, etc.

Skills: Everyone begins with 4 extra skill points at level 1, and 1 per level after that. This means you start with 6 extra points. The caps do NOT change. (This will give you one extra maxed skill, or allow you to dabble in a few without spending from your normal pool.)

Mana system: Instead of using spell slots, a mana system will be used:
1. Non-casting classes receive 2 mana/level.
2. Casting classes receive their normal spell slots converted to mana, in addition to the 2 everyone gets. Once you pick your classes, I'll figure out the table so you don't have to keep calculating it.
3. Bonus spell slots for your casting stat are likewise converted into bonus mana.
4. Domain spells use a seperate mana pool, but do still use mana.
5. Since the mana system greatly underemphasizes the sorcerer's main advantage, sorcerers receive X2 mana instead of the X1.5 that a direct conversion would result in.
6. Spells are still prepared in advance, but of course there's no limit to what can be prepped other than your mana total.
7. Metamagic abilities that increase the level of a spell increase the mana cost appropriately. Note however that they DON'T actually increase the level of the spell, and this allows for some very powerful effects – for instance, maximizing something long before that should be possible. Of course, the enemies can, and will, use this too. :)
8. Some magic items can activate effects with mana instead of pre-set charges (hence the mana on non-casters.)

Other unusual mechanics: They're coming, but it doesn't make sense to start with them. That's all I'll say for now. :)
Title: Re: D&D Campaign Info
Post by: Bullseye55 on January 05, 2012, 01:41:28 am
Could you please explain how this works? I'd like to play it.
Title: Re: D&D Campaign Info
Post by: Sonya the fox on January 05, 2012, 07:05:03 am
I'll just put in right now that I am playing Hengyoki from the Oriental Adventures book, what class I'm looking for I don't know for sure yet, depends on the party I guess.  I would like to trade off the shapechanger thing (natural ability to shapeshift into a limited set of forms) in exchange for dumping the level adjustment.  I would basically be stuck in hybrid form of fox.

EDIT: I can run Rogue, Wizard, Sorcerer, 'possibly' a cleric, though I'm a bit down on that due to a Wisdom penalty.  Just need to know what the party has/needs
Title: Re: D&D Campaign Info
Post by: Dakon42 on January 05, 2012, 09:23:08 am
Heh. I'm sure Sonya and my character are going to get along famously~

My own character idea is to reroll an old druid I had back in one of Trerro's older campaigns. It was a fox actually; no hybrid, but an actual, normal fox. Only, effected by another druid's Awaken spell, and thus intelligent.

I rather like druid for the whole.. healer with extra utility bit, personally. Gear tends to be tricky, but animals do have barding slots. Plus amusing roleplaying possibilities are endless.
Title: Re: D&D Campaign Info
Post by: Sonya the fox on January 05, 2012, 10:11:19 am
Heh. I'm sure Sonya and my character are going to get along famously~

My own character idea is to reroll an old druid I had back in one of Trerro's older campaigns. It was a fox actually; no hybrid, but an actual, normal fox. Only, effected by another druid's Awaken spell, and thus intelligent.

I rather like druid for the whole.. healer with extra utility bit, personally. Gear tends to be tricky, but animals do have barding slots. Plus amusing roleplaying possibilities are endless.

*giggles* Well, I could also go with the animal form, too, or perhaps the translator. :P  I'm gonna have to bounce back and forth with you on roleplay ideas for this, we could have a fair bit of fun with them. ^^
Title: Re: D&D Campaign Info
Post by: GPH on January 05, 2012, 08:25:07 pm
A murnin sounds incredibly fun but reduced social skills and no items make me sad :(

Beguiler is looking tempting as a class choice but I don't mind swapping to something a little more combat orientated as so far I've seen people mention rogues/wizards/clerics/druids but no fighter classes :P

If we want a more combat character I'll probably be a swashbuckler.

I'll have a think this weekend and write up something a bit more concrete.
Title: Re: D&D Campaign Info
Post by: Trerro on January 07, 2012, 09:02:46 pm
Quote
A murnin sounds incredibly fun but reduced social skills and no items make me sad

The race, as a whole, leans away from being highly social, but that doesn't mean you're necessarily a typical member of it. There's plenty of room to be politically or socially involved AND in the shadows here. :)

Wearing a lot of gear interferes with your natural (and supernatural) stealth. As with all things, there are ways around this problem... just not anything you'd have access to right away.

As for the beguiler, I need to find class info on that one... I lack a PHB 2, but from the partial stats I Googled, it seems interesting.
Title: Re: D&D Campaign Info
Post by: GPH on January 08, 2012, 12:50:44 pm
Only just occured to me - what sort of time are you planning on doing this? Obviously if you're going to be running the chat room games while I'm at work or asleep I can't really join in :P
Title: Re: D&D Campaign Info
Post by: Sonya the fox on January 08, 2012, 01:53:13 pm
Only just occured to me - what sort of time are you planning on doing this? Obviously if you're going to be running the chat room games while I'm at work or asleep I can't really join in :P

As of right now the time frame  I absolutely cannot attend is approx noon to 5 on a Sunday, possibly as long as noon to 7.  Beyond that I haven't gotten any activities in set time slots yet.... :(
Title: Re: D&D Campaign Info
Post by: Dakon42 on January 08, 2012, 07:08:54 pm
Thanks to work and stuff, Any time after 10 pm eastern most nights would be just fine. Sundays I could do earlier, 7 pm on. Monday-Wednesday I do wow raids from 10-1, but I'm not sure how much longer I'll be playing this game, in all honesty.

Still, Ideally any day thursday-sunday?
Title: Re: D&D Campaign Info
Post by: Pitvrug on January 09, 2012, 09:28:10 am
Only just occured to me - what sort of time are you planning on doing this? Obviously if you're going to be running the chat room games while I'm at work or asleep I can't really join in :P

As of right now the time frame  I absolutely cannot attend is approx noon to 5 on a Sunday, possibly as long as noon to 7.  Beyond that I haven't gotten any activities in set time slots yet.... :(

I'd really like to join (have never done this sort of thing before) But i can only be semi-available from 0800 GMT - 1400 GMT and fully available from 1600 GMT - 2200 GMT during the week, no Saturdays and whole Sundays


Also, whats the effect of all the inbreeding that must be going on with so few people? do we all get favoured class: Barbarian? XD
Title: Re: D&D Campaign Info
Post by: Trerro on January 11, 2012, 05:24:51 am
Now for the hard part... figuring out what works with time zones. :P
Title: Re: D&D Campaign Info
Post by: Trerro on January 15, 2012, 04:48:19 am
We should try to all get in a chat room at some point, figure out what works for a time, finalize races and classes, etc.
Title: Re: D&D Campaign Info
Post by: KhanCipher on January 15, 2012, 05:05:14 am
well, i know the race and class i'm going to be fyi

and it's gonna be a bit before i can start writing my character's backstory also...
Title: Re: D&D Campaign Info
Post by: Trerro on January 18, 2012, 09:54:48 pm
GPH, what times do you tend to be available? There's a 6ish hour gap between us, but it may still work depending.
Title: Re: D&D Campaign Info
Post by: GPH on January 21, 2012, 08:53:28 am
Just for claritys sake, I'm in GMT :P During the week is probably going to be awkward. I'd only be free from around 8pm-1am (though that would widen if I move out to around 5/6pm-1am)

During the weekends I'm free pretty much whenever although the issue then would be I'd probably miss it occasionally based on doing other things :P

I'd organise it however is most convenient for you guys (in so far as I'm aware I'm the only one so out of sync in terms of time zones?) and then I'll see if I can join in rather than me causing it to be awkward for everyone else :P
Title: Re: D&D Campaign Info
Post by: Dakon42 on February 07, 2012, 02:58:23 am
Soo. Any thought to this still?
Title: Re: D&D Campaign Info
Post by: Trerro on February 07, 2012, 08:01:00 am
As long as we have 3 people with characters actually made, we can start this. Others can always jump in later.

I'm going to do a quick writeup on the forest part of world for both foxes in a few days, probably Thurs-ish, and at some point we should probably set up a chat and such. If we can at least get those 2 characters finalized, then it's just a matter of ANYONE out of Khan, Val, GPH, and Pit (or whoever else wants to jump in) making a char, and we can start.

Right now I'm working on a freelance project, but it should be mostly done a few days from now. The good news is that John (someone we know IRL, not GPH) knew someone that needed some programming done on a website ASAP. The bad news is well... JOHN knew someone that needed work done on a website.

(http://img.skitch.com/20080131-n5ndu5aje58gymcdp87frw3ixm.png)
Title: Re: D&D Campaign Info
Post by: Dakon42 on February 07, 2012, 02:01:32 pm
Huh. How bout that. I didn't know he was alive. That or his cell had finally been activated and he was off, I dunno, dooming the free world or something. Neat.

Also this. Because this.

(http://farm5.static.flickr.com/4149/4838836546_72b3cf949b.jpg)
Title: Re: D&D Campaign Info
Post by: GPH on February 07, 2012, 05:24:52 pm
I did roll up the stats for a beguiler character but I haven't actually done any character history or anything seeing as I wanted to check that

a) I could actually play as a beguiler
b) the timings worked so I could actually take part

before I actually spent the time writing something up :P

If both a and b are fine then we can get started given minimal warning as far as I'm concerned. And if A isn't fine I'll just need a little longer :P
Title: Re: D&D Campaign Info
Post by: Pitvrug on February 08, 2012, 08:52:09 am
I'm trying to get together with a girl atm....which is proving to be very time-consuming :)

......why is the Internet's timing always so bad?
Title: Re: D&D Campaign Info
Post by: KhanCipher on February 08, 2012, 05:24:42 pm
then it's just a matter of ANYONE out of Khan, Val, GPH, and Pit (or whoever else wants to jump in) making a char

give me a link on how to make one, and i'll do it tonight :P
Title: Re: D&D Campaign Info
Post by: GPH on February 08, 2012, 05:48:24 pm
I used an excel spreadsheet called Heroforge (found here (http://nzcomputers.net/heroforge/default35.asp)) to make up my character.

Alternatively you can just find a character sheet online somewhere and fill it in yourself :P Would it be an idea to arrange a chat session before we start properly as it were just so we can all iron out character creation and backrounds etc?
Title: Re: D&D Campaign Info
Post by: Trerro on February 08, 2012, 11:03:54 pm
Hmm, Beguiler seems to be a Sorc with less mana and some restrictions on spell choices, but bonus feats and the ability to do basically a caster's sneak attack. Seems reasonable. The only thing that really jumped out at me is that L20 ability, but by that point, they should be able to take that without being unbalanced vs. Sorc. If it's an issue and we also have a Sorc, I'll just make up an L20 ability for Sorc and that'll be that.

As for timing, there is a 5 hour gap, but that shouldn't be *too* ridiculous.

Khan, if you don't have a character sheet, just Google "DND 3.5 character sheet", there's a bunch of them floating around, in pretty much any format you want. Alternatively, you can PM me an email address and I'll send you one.

If it's an issue of not having core rulebooks, the core system is basically the document equivalent of open source, and can be found here: http://www.d20srd.org/.
Title: Re: D&D Campaign Info
Post by: KhanCipher on February 09, 2012, 08:01:43 am
Skills: Everyone begins with 4 extra skill points at level 1, and 1 per level after that. This means you start with 6 extra points. The caps do NOT change. (This will give you one extra maxed skill, or allow you to dabble in a few without spending from your normal pool.)

ok, if i understand this correctly (i can't find anything on caps)... i'm going as a human paladin, and looking at everything i have on hand... i should start with 30 skill points (because my int is only at 10), right?

or... i need help getting this sheet filled out... and the worst part is i need to get a 2nd done for his backstory...

Title: Re: D&D Campaign Info
Post by: Trerro on February 09, 2012, 10:16:20 pm
Paladin = 2 points/level base.
Human = +1/level
Bonus = +1/level
10 int = +0/level
The first level multiplies all of these by 4, giving you 6x4 = 24 skill points.

For class skills, the cap is level + 3, for cross class, it's half of that. Class skills are 1 point = 1 rank, cross-class are 1 point = 1/2 rank.

For filling out a character sheet, I recommend going in this order:
1. Assign stats. Just about everything is modified by them, so it's hard to do much else without this.
2. Record the basic stuff for your race. Human is by far the simplest - normal size, normal speed, Common language base, any normal language for bonus (but you have 10 int so no bonus languages), bonus feat, +1 skill point/level.
3. Record the basic stuff for your class (Base attack bonus, saves, mana, special abilities). Pallys get a bunch of minor special abilities right from the start, but you don't need to worry about spells yet (those start at L4) or your mount (5). If aiming for an unusual mount, this is a good thing to think about in advance, however.
4. Choose your feats.
5. Figure out your max HP. Remember that your first hit die is never rolled - it's always the max possible.
6. Choose your skill ranks. Remember that a whole bunch of skills can be used untrained, often with bonuses from your stats, so you'll have numbers for a lot of skills.
7. Choose your gear
8. Fill out all the stuff that depends on everything else having been done - attack rolls, damage, armor, carry capacity, remaining gold, etc.
9. Figure out any miscellaneous stuff (supplies, pots, scrolls, minor magic items, etc.) you'll be starting with.

If you need help beyond this, let me know where your stuck. All of the rules are easy to explain, but not necessarily in obvious places in the rules.
Title: Re: D&D Campaign Info
Post by: Sonya the fox on February 10, 2012, 12:27:50 pm
Okay, allow me to get another ball rolling in this: chat.  Voice or text only?  I figure text will be easier, but that's up to everyone else.  Also, chat device?  If voice I would recommend Skype, I don't know if anything else will support multi-way voice chats.  If text, what messengers does everyone have and what would be best?

I personally don't care what we do, and have so many things to pick from (MSN,gtalk, Skype, xfire...)
Title: Re: D&D Campaign Info
Post by: Dakon42 on February 10, 2012, 04:00:12 pm
I also have a ventrilo sever we could use, if we did decide to do voice chat. Typing would probably be easier for in character interactions though, more defined actions, and so fourth.
Title: Re: D&D Campaign Info
Post by: KhanCipher on February 11, 2012, 11:12:16 am
If you need help beyond this, let me know where your stuck. All of the rules are easy to explain, but not necessarily in obvious places in the rules.

i need an explanation on step 5, and step 7... i need to talk to you about letting me have a neck item that gives +1 CHA, but it's free because it's from someone he lobyd, but he thinks she is dead... and uh...

Also, how many feats do i start with? i'm sorry, but the last time i ever did anything DnD related was in 1.0 rules, which kinda means i need a pm explaining most of character creation to me...
Title: Re: D&D Campaign Info
Post by: Sonya the fox on February 11, 2012, 11:56:35 pm
If you need help beyond this, let me know where your stuck. All of the rules are easy to explain, but not necessarily in obvious places in the rules.

i need an explanation on step 5, and step 7... i need to talk to you about letting me have a neck item that gives +1 CHA, but it's free because it's from someone he lobyd, but he thinks she is dead... and uh...

Also, how many feats do i start with? i'm sorry, but the last time i ever did anything DnD related was in 1.0 rules, which kinda means i need a pm explaining most of character creation to me...

Feats: you get one at levels 1,3,6,9,12,15,18.  Humans get a bonus feat.  These can be spent on anything you meet the pre-reqs for.  Some classes like Fighters get bonus feats, they tell you when you get them and what you can use them on.  Trerro has stated that for this campaign everyone gets one additional feat, similar to how a human gets one.

Hitpoints: every class has a hit die.  For your first level you pretend the hit die rolled the highest possible (so a d8 hit die yields 8 for first level).  All levels beyond your first you roll your hit die and add that to your hit points.  You also get your CON modifier applied to your hitpoints for each level, for better or for worse.  You always get atleast one hit point each level, even if you roll poorly with a negative CON modifier.
Title: Re: D&D Campaign Info
Post by: Valsidor on March 02, 2012, 04:34:25 am
My character is ready now.
Title: Re: D&D Campaign Info
Post by: KhanCipher on March 04, 2012, 05:21:31 am
My character is ready now.

i call bullshit on that... but i have a lot of writing to get done to finish mine xD
Title: Re: D&D Campaign Info
Post by: Valsidor on March 04, 2012, 08:15:31 pm
My character is ready now.

i call bullcrap on that... but i have a lot of writing to get done to finish mine xD

But it's true~!
Title: Re: D&D Campaign Info
Post by: KhanCipher on March 12, 2012, 05:39:36 am
i think i'm getting into this a little too much... below is a pic to one of 2 npcs i'm creating for the backstory of my character...

http://dl.dropbox.com/u/20624088/DnD/Ashlynn.jpg (http://dl.dropbox.com/u/20624088/DnD/Ashlynn.jpg) (i know, i screwed up the face a bit there.)
Title: Re: D&D Campaign Info
Post by: GPH on March 13, 2012, 09:21:01 pm
Just so everyone knows my character is all made up and I've written up a backround on paper so if we know when we're starting this I'll get myself together and type it up :P
Title: Re: D&D Campaign Info
Post by: KhanCipher on March 14, 2012, 05:09:57 am
Just so everyone knows my character is all made up and I've written up a backround on paper so if we know when we're starting this I'll get myself together and type it up :P

same here, but i just keep failing my willpower rolls to write it...
Title: Re: D&D Campaign Info
Post by: BHMboss on April 18, 2012, 06:34:45 am
I will be playing an archer of some sort, not exactly which yet.  But wanted everybody to know what the party is looking like
Title: Re: D&D Campaign Info
Post by: BHMboss on April 20, 2012, 05:24:34 am
My character is done, just finishing up the back story
Title: Re: D&D Campaign Info
Post by: Skeeter on September 22, 2012, 03:33:10 pm
I don't know what the Complete Twink Series is.   I need filling in on that, unless this got off the ground and took flight while I was not looking.
Title: Re: D&D Campaign Info
Post by: KhanCipher on September 22, 2012, 09:56:11 pm
unless this got off the ground and took flight while I was not looking.

nope.avi
Title: Re: D&D Campaign Info
Post by: Trerro on September 24, 2012, 12:38:11 am
I'm still quite willing and interested in starting this, I just need a minimum of 3 finished characters... even 2 is possible.

Answering The Complete Twink question, there's a series of 3rd Ed Books named The Complete _______________, which have a very bad habit of making classes and such that are far more powerful than the base ones, which has earned it the twink nickname. That said, there are some reasonable ones too, and the nuts ones can be toned down while keeping the overall flavor of the idea, so if you do see one you want in there, I can probably make it work, just likely not as written.
Title: Re: D&D Campaign Info
Post by: LuminaDragon on March 26, 2013, 11:15:25 pm
::bouncy bouncy bouncy:: pick me pick me pick me!!! :D
Title: Re: D&D Campaign Info
Post by: Kiashien on April 01, 2013, 05:56:12 am
I dunno... My old bard destroyed a plane and he doesn't even get mentioned as a sidenote... :P

Anyway, Trerro knows how fast I can roll a char- I need to know a rough schedule before I could fully commit.

I'd prefer to run a elemental savant sorc, or a seige sorc (long-term massive range lingering damage- cloudkill, acid cloud, etc), but I'd be willing to play a Favored Soul if we need a healer, or just say screw it and go with something else completely crazy- but I'll crank out whatever fills in a whole in the party if need be.

I suggested google hangouts as an option- they seem to work really awesome for this sort of stuff (And yes, it still works if you don't have a camera, just not as well.)

A warchanter or Templar could be fun too...
Title: Re: D&D Campaign Info
Post by: Kiashien on April 01, 2013, 06:53:20 am
Also... I highly would endorse anything that allows Squishy to return to Whitecloud.

(He's awesome... and squirrelly... and goddamned terrifying.)
Title: Re: D&D Campaign Info
Post by: Trerro on April 04, 2013, 08:04:36 am
I can think of a few ways to make Squishy work, including one I'm going to PM because it's significantly more awesome if not expected. :)

As for schedule, it's largely a question of when everyone's open, I'm guessing a night on a weekend day works best, but don't know.

For everyone who's definitely playing, please post what times work for you, and if you haven't already, what you'll be playing (or what you're considering if thinking of multiple ideas).
Title: Re: D&D Campaign Info
Post by: Kiashien on April 06, 2013, 06:00:33 am
Any mon-thurs weekdays are possible from 7pm EST to 12 EST, but it depends.

If Cindy decides she wants to play, her hard cut off is 11 EST.

Right now it looks like weekends might be impossible for me, one way or another for the forseeable future (3-6 months)

I'll be running a game of Shadowrun it looks like on Sundays, and fridays are always hard. Plus, summer! less snowed-in-ness, so I'll be escaping to the great outdoors much more.

My work schedule is somewhat fluid, so I can generally commit on a weekday, as long as its just one.

As noted, I will happily fill any primary role needed, but I prefer casters- so Favored Soul / Sorc prefered, but I don't mind running a Ranger and stabbing people to death too. Thief would be harder, but maybe I could go with Arcane Trickster or Spellthief for that and still be okay with it. I rock a mean bard, but I have played a lot of bards over the years. It'd be nice to get my elemental savant thoughts off the ground. Anyway, I'll make it work, I'm not too fussed over it. :)
Title: Re: D&D Campaign Info
Post by: Dakon42 on April 08, 2013, 05:33:47 am
Ideal for me would be like, sunday evenings. Latest I work on Sundays is like 7pm, and that way it wouldn't conflict with any of my other nonsense game nights I have going. Wednesday would also work, but during the week I can't reliably be home before 10pm, so..
Title: Re: D&D Campaign Info
Post by: scottyikilu on April 08, 2013, 05:35:24 am
i am good for most days Monday - Thursday  weekends are off besides Sunday night and may have to miss some because of work and rl will let everyone know ahead of time though #i lick windows
Title: Re: D&D Campaign Info
Post by: Sonya the fox on April 08, 2013, 05:39:52 am
I've made plans with a vulpine sorc, but I can adjust if necessary (my general non-caster pref is rogue, particularly in the category of sneaking around and salvaging anything mechanical).

Any time is good for me except for Thursdays 6-9:30 PM and Sundays noon-7 PM (All EST) because of weekly things I attend (give or take a little to allow for 'nothing goes as planned')
Title: Re: D&D Campaign Info
Post by: Kiashien on April 09, 2013, 07:22:34 am
As a side note: I have no idea what you mean by 7PM since time zone was not included.

For al I know you livei n Australia, and you just said "Your game is impossible. Suck it."

 Please include time zones guys :)

(FYI, I'm EST)
Title: Re: D&D Campaign Info
Post by: Sonya the fox on April 09, 2013, 01:13:26 pm
He is EST too.  I'd say you should be able to check his profile to see his time zone but he appears to have not set it.
Title: Re: D&D Campaign Info
Post by: LuminaDragon on April 10, 2013, 10:24:21 pm
I'm normally free Fri and Sat nights but I do have some conventions and other misc things to do on weekends.  However I'm assuming knowing us, it'll be nights anyways.  I can always give you a month-to-month availability :) at the beginning of every month on here if need be!

I, sadly, work the typical 8am to 5pm (EST) Mon - Fri so that's why I really can't do most nights outside Fri or Sat due to that.  However should a holiday or I take a day off, I can give people the heads up.  As you know me, I plan far enough in advance, you'll know.

I want to go for a caster because it's how I do ;)

Title: Re: D&D Campaign Info
Post by: LuminaDragon on April 10, 2013, 11:37:18 pm
well, I'm in the same boat as Cindy so I suppose if we started by 7pm I could be ok til 11pm.  As that's my cut off as well.  May I invite Joe to play? He's interested.
Title: Re: D&D Campaign Info
Post by: Trerro on April 12, 2013, 10:27:39 am
It looks like everyone wants 7-11 or close to it, it's just a question of what day, as I don't think there's one that gets everyone from what's been posted.

Quote
May I invite Joe to play?

Yep.
Title: Re: D&D Campaign Info
Post by: LuminaDragon on April 20, 2013, 02:21:27 am
Basically any night but Monday for me.
Title: Re: D&D Campaign Info
Post by: Trerro on May 01, 2013, 08:28:57 am
*scratches head*

Okie, so Kia can't do Sunday, Dak can only reliably do Sunday early, Kia can do M-R 7-11, and Dak can't reliably do M-R before 10.

Hmm...
Title: Re: D&D Campaign Info
Post by: LuminaDragon on May 12, 2013, 05:08:26 pm
well that doesn't really solve us anything, does it x_x
Title: Re: D&D Campaign Info
Post by: LuminaDragon on July 13, 2013, 02:49:59 pm
What if there where 2 groups?  The DM journal entries on what each group does would be hilarious.... especially with George and I in the same group O_O
Title: Re: D&D Campaign Info
Post by: Trerro on July 18, 2013, 04:30:33 am
Dak's schedule is changing in 2 weeks which will hopefully let us do the full group. If not though, that definitely sounds like the way to go, and we'll just need to figure out who goes where.