Hidden 10 yrs ago 8 yrs ago Post by DMZ
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Here's is the OOC section for the Interest Checks located at:

http://www.roleplayerguild.com/topics/78991-forgotten-realms-tales-of-the-dead/ooc

http://www.roleplayerguild.com/topics/79479-forgotten-realms-tales-of-the-dead/ooc

I'll be using what is mostly a carbon copy of the OOC that was used in Path of Gold, as it supports all the features I need.

This RP is is drop-in, drop-out variant, meaning players may quit and join the RP even while it's in progress, in accordance with the GM (me). Still try to avoid this.

Don't be scared off by the size of the character sheet, I am merely trying to provide adequate information to start, thus avoiding the need for you to read up too much with other sources.

Create 1 character, but have an idea for a second one, in case your primary dies!
The Story

A wizard of moderate power has posted signs all over the town, recruiting adventures on a quest to 'challenge' a competing magic user, and he is willing to pay a small fortune for any brave and equipped enough to accompany him on his journey. The posters invite applicants to visit the wizard's tower if they wish to join him on this easy quest for a fair reward.

Your very own FR map: http://www.pocketplane.net/volothamp/images/faerunlarge.jpg

(I suggest you download this and mark it as we go)
What this Roleplay offers


What this Roleplay requires


What is handy to have


The Character Sheet


Money and costs



FAQ

Hidden 10 yrs ago 10 yrs ago Post by Rokdar Ironvein
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Rokdar Ironvein

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This be a chore fillin' out, lad. Used Baldurs Gate to get me stats straight. I think everythin' looks like how it should, but give me a holla' if you need somin' changin'. DND aint my strong suit.

Name: Rokdar Ironvein
Age: 195
Class: Dwarven Defender
Gender: Male
Length(preferably in meters): 1.2446 metres (4'1 feet)
Race: Dwarf
Racial benefits: +2 Con, -2 Cha, -2 Dex,
Appearance


STR(Strenght) 18/32
DEX(Dexterity) 17
CON(Constitution) 19
INT(Intelligence) 12
WIS(Wisdom) 12
CHR(Charisma) 10

Spells: None

Skills:

Two Handed Weapon: 75

One Handed Weapon: 25

Axes: 50

Hammers: 50

Crossbow: 25

Abilities: Defensive Stance (Defender gains +50% resistance to all forms of physical damage)

Armour: Full Plate Mail (Armour Class 1)

Weapons: Two-Handed Battle Axe (1D10), One-Handed War Hammer (1d4 +1), Heavy Crossbow (+2), Bolts.

Items: Three potions of cure light wounds.

Gold: 18GP

Biography: Rokdar is a veteran Dwarven Defender, down on his luck and broke. After retiring from a lucrative career in the mercenary trade, he invested his hefty savings into raising his own fishing fleet, with the intent of taking it easy whilst his workers brought in the gold. Things didn't go that way however, and all the Gods spat on him the day they brought a storm against the Sword Coast and wrecked all the ships in his fleet.

Left almost penniless by the disaster, Rokdar took up his axe one last time, and committed himself back to the mercenary game. However, no one had much use for an aged, past-his-best Dwarf, and work was slow. He escorted a few caravans for a fraction of the pay he'd usually be offered, and joined the occasional campaigns undertaken by local Lords for even less. This led him into depression, and he spent most of his days drinking away his sorrows on what little money he could piece together.

Between jobs, he found himself in yet another local tavern, downing beers and grumbling about his "glory days" to anyone who would listen. As he demanded the beer wench for another ale, she gave him a recruitment notice that had been pinned to one of the taverns' walls. Rokdar read over the words, promptly finished his next ale, threw two whole gold pieces at the girl and left without a word said to find his new employer.

The wizard's offer of reward sounded more than adequate to feed Rokdar unto the rest of his days.
Hidden 10 yrs ago 10 yrs ago Post by vietmyke
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I've decided on making a young soft-spoken magey type. Though due to his personality and nature, I think it would be better for him to be a tag along with some companion or other. Does anyone want to fill that role?

Also, if I recall correctly, during the previous iteration of this rp, we didn't need to note the statistics of spells and weapons/make dice rolls on our own right?

Also, needing some clarification on spell point power: I feel like anything that can seriously wound a bear (20) would be significant enough to kill something smaller, like a dog (30)- aren't bears classified as "large creatures" in d&d
Hidden 10 yrs ago 10 yrs ago Post by El Taco Taco
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I've got a grumpy tiefling mage in the works, if that works for you @vietmyke.

And a question, which would be relevant for my character's background-- what year is it?
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I might opt for a different type of character if you're going to make a mage then, lol, at current there's no point in having a melee and 2 spellcasters

I might go for a thief/utility character if that's the case. Unless we get more characters
Hidden 10 yrs ago Post by Weird Tales
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Weird Tales A Stranger from A Strange Outer Dimension

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I know they're not listed, but would warlocks and Dragonborns be allowed?
Hidden 10 yrs ago Post by vietmyke
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@Rokdar Ironvein, my D&D knowledge isn't quite up to snuff (and is mostly based on 3.5 knowledge over 2nd edition knowledge), but I think 17 Dex might be a bit excessive. It would imply that, before modifiers were applied, Rokdar had 19 Dex, which is above the maximum 18 DMZ recommended for us. I also believe 3 essentially maxed stats, with no stats below average may be a tad bit excessive, granted DMZ did say that he would scale the game up in difficulty depending on the individual's stats.

@Weird Tales, I don't see why not. DMZ allows custom races, so I would assume non-listed classes would be game too.
Hidden 10 yrs ago 10 yrs ago Post by El Taco Taco
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Here's my hella rough bio. I'm happy to change anything to bring it within game standards.

Hidden 10 yrs ago 10 yrs ago Post by vietmyke
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(forgive me as my D&D knowledge is quite rusty atm. Also, since this is indeed an RP, I took a bit more creative liberty in creating my own spells. Since its also an RP, I'm ignoring the fact that modifiers in 3.5 are counted as -/+1 per even stat, and going with odds.)


Name: Emil A'Telar
Age: 20
Class: Swordsmage
Gender: Male
Length(preferably in meters): 152cm (5'0")
Race: Varyan

Racial benefits: Dex +1 Int +2 Con -3
10% Heat Resistance
10% Vulnerability to Cold


STR(Strenght) 11
DEX(Dexterity) 15
CON(Constitution) 8
INT(Intelligence) 20
WIS(Wisdom) 16
CHR(Charisma) 10

Spells:
  • (10) Telekinetic Blast - A short ranged telekinetic blast launched from the palm capable of knocking a human back several feet. This spell takes little effort, but causes little physical damage, similar to the force of a strong punch.
  • (0/10/20) Telekinetic Throw - The ability to lift and throw an object, animate or not. The larger the object and the more forcefully it is launched, the more power it requires. For reference, (0) would lift and throw a small stone, (10) would lift and throw a large stone or an object about the size of a baseball, (20) would lift and throw a small animal or object the size of a small dog.
  • (40) Electric Bolt - A powerful lance of electricity launched from the palm. Accurate up to 25 meters, the bolt starts to stray from its path at 25 meters and loses potency at 30 meters. Requires a short charge time
  • (20) Electric Spear - A moderately powerful attack with a forearm sheathed in electricity. It requires physical contact to attack.
  • (0) Ghostly Flare - A small, incorporeal flame hovers around the general vicinity of its target. It creates a dim light, with a slight warmth, but cannot be touched. It can be used to start small fires.
  • (10) Flame Brand - Fire coats the blade or striking end of any weapon. Adds fire damage to attacks, lasts 5 minutes.
  • (0) Radiant Flare - A flame appears and explodes with a bright flash and noise, capable of blinding and disorientating unprepared targets.
  • (0) Telekinetic Barrier - A circular barrier appears and blocks a single attack, it fades afterwards. It can completely block spells with power 20 or less, and partially blocks anything higher.

Skills:
  • One Handed Weapons - 40
  • Appraisal - 25
  • Profession: Trader - 25
  • Knowledge: Arcana - 50
  • Knowledge: Local - 35
  • Concentration - 50
  • Language: Common - 90
  • Language: Varish - 100

Abilities:
  • Magic Armor creates magical plate armor equivalent to AC 3
  • Knowledge - 25

Armour: Adventuring Trader's Threads (AC 10)
Weapons: Arming Sword
Items: Travel pack, Desert Shemagh , flint and steel, waterskin, needle and thread, rations (3 days), Working knife, 2 wound curing potions, 1 revitalizing potion.
Gold: 40
Biography: - In Progress-
Hidden 10 yrs ago 10 yrs ago Post by DMZ
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DMZ I have become rabbit, the destroyer of carrots!

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Oh holy crap, I was wondering why the site wasn't notifying me on subbed threads.

@Rokdar Ironvein As stated in the character sheet, the soft maximum for any given stat is 18. Meaning racial benefits affect that maximum. As such, the maximum allowed for your character would be a max of 16 DEX (18-2) and 16 CHR(18-2) and a massive 20 max CON (18+2). PLease change accordingly.

You're using a D&D class, but have adjusted the abilities. I presume that you want your own custom version of the class to be the baseline then? As such I wouldn't be referring to the SRD or similar resources to help or hinder your class when needed.

Your abilities list is fairly low, so am I correct in concluding you will doing most of the frontline fighting without using many of these? Or you prefer to gain them with magic items or progression?

Since you're a Dwarf, I'd suggest adding Dwarfish as your native language (skill 100) and Common as your secondary (you are in a tavern after all) at a level below Native.

It's a chore, and it's the one time you'll have to do it.

@vietmyke You indeed don't need to roll on your own, unless you really want to, as I'll be doing the rolling if a particular set of circumstances should occur.

The spell power level 20 doesn't mention what would happen to a dog, but you can probably imagine. It'd likely be a near-fatal wound, but not instant death. A serious wound for a bear doesn't mean it'll stop fighting. :)

Character sheet: I need the 'minor' resistances defined somewhat more clearly.

Your custom racial benefits outweigh the negatives a little. See if you can fix that.

@El Taco Taco We're going to be set post Sundering (basically, all is well again with the magic), so it's somewhere post 1484. Think 1486.

As for your character sheet:

If you wish to use D&D spells, that is perfectly fine. I may need to actually adapt some of your spells to match the game, so if you'd be so kind to list out the dice values for all of your chosen spells with and without the Empower Spell ability, that'd be swell. The game features no levels to speak of, so it's going to be interesting going forward, but I'm sure we can help you gain more spells on the way.

Define your minor resistances a bit more clearly. Percentages would work best.

Well done on the background!

@Weird tales Allowed, as long as you can balance it. Which means no shapeshifting into a Black(you'll likely come out as a faerie dragon).

@All: We have a character tab, post all characters there.

Hidden 10 yrs ago Post by El Taco Taco
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I'll get that popped over with fixes by the end of the day. :3
Hidden 10 yrs ago 10 yrs ago Post by DMZ
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And when you think your sheet is complete, do be so kind to move it to the Character tab at the very top of this topic.

@vietmyke, since you have a custom race, could you add languages to your skill list? Or don't, and we'll have a fun time teaching you to talk in the RP.
Hidden 10 yrs ago Post by vietmyke
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Oh, I tried to just integrate Varyans into the Faerun lore to be like any other common-speaking race. But sure, I'll get languages in there too.
Hidden 10 yrs ago Post by DMZ
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Oh, I tried to just integrate Varyans into the Faerun lore to be like any other common-speaking race. But sure, I'll get languages in there too.


When that's done, your character sheet looks good to me. Post it in the Characters subtopic.
Hidden 10 yrs ago Post by DMZ
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IC is up, those that have a CS approved by me and in the Character tab may start to post.
Hidden 10 yrs ago Post by El Taco Taco
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I'm aiming to have a post up by Tuesday, Wednesday at the very latest. Sorry for the delay!
Hidden 10 yrs ago Post by vietmyke
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Drowning in school work! I'll have things squared away soon!
Hidden 10 yrs ago Post by DMZ
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DMZ I have become rabbit, the destroyer of carrots!

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Seeing as Rokdar has fallen off the face of the earth, I think I can safely say he's not joining. Vietmyke, if you're not sure you can dedicate the time to the RP, then by all means don't join yet. Later is always an option. Taco, same question for you.

This RP will just start as a 1x1 if there's only one player, and we'll see about expanding if there is more interest.
Hidden 10 yrs ago Post by DMZ
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DMZ I have become rabbit, the destroyer of carrots!

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@El Taco TacoIt's Friday over here. What's up?
Hidden 10 yrs ago 10 yrs ago Post by MacabreFox
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Name: Rhovanel Ismira
Age: 27
Class: Rogue
Gender: Female
Length(preferably in meters): 1.726m/5.9f
Race: Half-Elf (Half Human – Half Wood Elf)
Racial benefits: Immune to magical sleep, +2 on saves vs. enchantments, +1 on listen, search, and spot checks, +2 on diplomacy and gather information
Appearance: Rhovanel stands at 5’9 with light skin, and hazel eyes, with dark brown hair to match. Her ears are small and pointed, not normally noticeable under the heavy waves of her tresses, she either braids her hair into a single plait, or lets it hang loose. (WIP)

Stats:
STR(Strength) 11
DEX(Dexterity) 15
CON(Constitution) 12
INT(Intelligence) 12
WIS(Wisdom) 13
CHR(Charisma) 14

Spells: (None)

Skills:
Languages = 25
Appraising = 25
Local History = 25
Artistic Ability = 50
Forgery = 50
Cooking = 25
Dancing = 25
Etiquette = 50
Fishing = 25
Fire-building = 25
Riding, Land-based = 50
Rope Use = 25
Seamstress/Tailor = 75
Swimming = 25
Singing = 25
Disguise = 50
Ancient History = 25
Local History = 25
Herbalism = 50
Reading/ Writing = 50
Navigation = 25
Pickpocket = 25
Device Making = 25

Abilities:
Weather Sense = 3
Direction Sense = 4
Can Mimic Bird Calls = 7
Armour:
Light Leather Armour, Leather Boots, Linen Cloak, Leather Gauntlets

Weapons: Short Sword, Short Bow with x12 arrows, and quiver

Items: Bed roll, blanket, tent, flint and steel, mug, pot, fishing pole, extra spool of fishing line and x5 hooks, small lanter, plate, and one set of utensils. x5 vials of herbal tinctures (St. John’s Wort, Jasmine, Lavender, Chamomile, and Foxglove.) x5 empty sachets used to dry herbs in, waterskin, sewing needle and spool of thread and x1 roll of bandages.

Gold: 35 gold, 12 silver, 9 copper
Biography: Rhovanel Ismira was born in Yuirwood, where Half-elves like herself are common in density. She was born to an elven mother and a human father, who were artisans by trade. Her mother, Leila, worked as a seamstress, making beautiful gowns for the noble women, and handsome cloaks for their husbands. Her father, Pylas, worked as an herbalist and owned his own apothecary. Her mother taught her how to sew, sing and dance, and how to be acceptable and presentable in elven society, but not only elven, but human and dwarven customs as well. From her father, he taught her how to read and write, how to identify birds, as well as all plant fauna, he taught her how to read a map, and find the northern most star. Leila even taught Rhovanel how speak Dwarven, though one can tell it is not her native tongue.
Together the two raised Rhovanel in a happy home-life, until her seventeenth birthday came to pass, she became determined to travel outside of their home and see the world. She asked for permission to leave, but seeing as how their daughter was headstrong and determined more than ever to leave her mark on the world, they gave her all they could and stood at their doorstep, waving until she left their sight. But of course that was ten years ago!
Now 27, Rhovanel has travelled alone for the past two years. Before she had joined a troupe of troubadours, travelling to all corners of the world. Shortly after the troupe disbanded a year and a half later, Rhovanel joined a rough group of brigands that roamed the roadside looking to pillage unwary travelers, here is where she learned her skills as a thief, more or less as a rogue. She learned how to construct smoke bombs, and other foul smelling exploding devices, how to set snares and booby-traps, even how to pickpocket a coinpurse. It wasn’t long after until Rhovanel realized the horror of her ways and departed from the group in the dead of night. She journeyed for months on end on her mount, a horse that she had picked up from the troubadors. It wasn’t long before she found herself inside of a tavern looking up at a poster with a mug of ale in her hand that Rhovanel would set out on another adventure, for a request from a wizard, now only if she could find this proposed wizards tower?
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