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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  06:27:52  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote  Delete Topic
Hi all, I have returned with a new purpose. I'm in the process of starting up a new play-by-post game over on EN World that takes my old Realmsian Dragonstar story hour, which I wrote after Dragonstar came out, and turn it into a online PBP game.

I already have a recruitment thread, which you can see here: link. I've already recruited five players of the min. of six I want before I consider starting the campaign. Right now, one player has his character done, so it's not set to start just yet.

Basically, the premise (for those of you who have never read it) of the story hour was an invasion of Toril by the Dragon Empire. After a while, I had some difficulty deciding where I was going to take the story next, so it fell on the backburner as I worked on World of Kulan and my other homebrewed campaigns.

Now, it is going to be reset at the moment when the first Dragon Empire ships enter the system. The setting isn't the standard Dragonstar universe but an alternate homebrewed version that I call Arcanum of the Stars. In this version, several of the classic D&D settings -- the Realms, Dragonlance, Greyhawk -- exist in the Outlands as free worlds. (I've merged aspects of both Star*Drive and Skyrealms of Jorune into the setting, as well. See here for more detail.)

Now, my plan for this topic here on Candlekeep is to create a DM design thread where I can come up with ideas for the game and get opinions from the FR gurus here about what I'm creating for the game. I don't want to post this on EN World, as I don't want my players to be tempted to seek a peek.

If any of my players are on Candlekeep, stop reading this topic right now! This is for the DM's eyes only!

Now with that out of the way, I can get down to the nuts and bolts of the campaign.

Cheers!

Knightfall

ROBERT BLEZARD
"I write; therefore, I am!"

Heroes of Deepwater

Edited by - Knightfall on 08 Aug 2016 21:08:16

Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  06:46:31  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
If anyone here wants to join the game, you should stop reading this topic and head over to the recruitment thread on EN World.
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  07:02:41  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
The story hour centered around places like Shadowdale, Silverymoon, and Waterdeep, so I've decided to have the players start somewhere else: Baldur's Gate. The plan is to have them defend the city as best they can from trigger-happy Imperial legionnaires and cutthroat hired mercenaries, as well as find a way to protect the populace from the planetary bombardment that will hit the key areas of Faerūn. The invasion will include aerial and ground assaults and anything else my twisted mind can think of. Eventually, the PCs will have to help protect all of Faerūn and, if they survive, the entire planet. After that, who knows.

DM's Note: The PCs are starting at 10th-level. Ability scores will be generated using the High-powered campaign 32 point buy.

Those with magic will be tested since Mystra will die and the Weave will be torn apart by the arrival on the Imperial starships. In this setting, Ao is a villain who betrays the Faerūnian Pantheon to the Dragon Empire. He has secretly been a lost Aspect of the Unification Church who has been separated from the Divine Spheres that binds the various Aspects of the Universal Gods of the Dragon Empire together. He sabotaged the Weave to unravel when an Imperial ship starcasts into the system. He also strips most of the gods of their powers, which leaves the pantheon significantly reduced in numbers. Several deities turn to dust while other become either mortals or monsters. (I'll post more details later.)

The PCs will have an advantage in that half of their number will be made up of Outlander freedom fighters who have come to Toril to watch, wait, and protect the world from the Dragon Empire. At least, that's the plan. Whether that happens or not will depend on the backgrounds the players choose for their PCs. I haven't insisted to them to have the Outlander PCs be a tight-knit team, but they're all in the same city, so, at the very least, they'll know about each other. I've stated that the Outlander characters are emant to be freedom fighters, so that will hopefully bring them all together.

The players that choose to play a character native to Toril are starting with a handicap, which would be a given regardless of whether or not the Outlander characters were around. The fact that the Weave is damaged and the gods are going to be fighting their own war means that any magic-sing PCs are going to be a world of trouble if they don't adapt quickly. 1st- to 3rd-level arcane spells will work as normal, but higher-level spells will require a Concentration check to cast properly. If those checks are failed, it's like the PC cast the spell in a Wild Magic Zone. For 4th- to 6th-level spells, the player has to roll on the Wild Magic table in the FRCS. For 7th- to 9th-level spells, there is the wild magic and the character will have to make a Fortitude save or suffer 'feedback' damage. Heh.

I have allowed all my players the choice to either gain bonus item(s) or a free cohort. (Basically, they get the Leadership feat for free.) Thee cohorts have to be equipped as NPCs and are created with a 28 point buy.

I foresee a lot of character deaths for this campaign, so I've told my player's to roll up a backup character, just in case.
________________________________________________

The game (like the story hour) begins on the first day of the tenday right before Midsummer (FRCS p. 77) in 1374 DR (The Year of Lightning Storms), on the Calendar of Harptos. (In the story hour, the Dragon Empire ships starcast into the system on Flamerule 21, 1374 DR.)

Edited by - Knightfall on 08 Aug 2016 21:08:44
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  08:07:10  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
The Gods of Faerūn and Divine Spellcasters
Here is the list of gods left after Ao does his purge and their reduced power level. After the purge, none of the gods are considered Greater deities anymore, although Kelemvor is fated to become one again as mortals start flocking to his banner. Shar will likely become Greater as well since the Shadow Weave wasn't damaged by the arrival of the starcasting Imperial spaceships.

Intermediate: Kelemvor *, Oghma, Shar, Talos, Tempus.

Lesser: Akadi, Bane **, Chauntea, Cyric, Gond, Grumbar, Helm, Ilmater, Istishia, Kossuth, Lathander, Mask ***, Selūne, Silvanus, Sune, Tyr, and Ubtao.

Epic Mortals/Creatures: Finder (becomea a wyvern), Lliira, Loviatar, Mielikki (becomes a unicorn), Milil, Nobanion (becomes a dire lion), Torm, Tymora, and Umberlee (becomes a monstrous shark).

* Kelemvor becomes the new overpower after Ao's Purge. He leads the Gods of Faerūn against the Mulhorandi Pantheon after those gods 'switch sides' and choose to become lesser Aspects of the Unification Church.
** My plan in the story hour was to have Bane die in a confrontation with an Universal Church Aspect. That may or may not happen now, but it's still a possibility.
*** Mask survived Ao's Purge by killing several of the other gods just before Ao put his plan into motion. This is how Mask remained a Lesser deity.

DM's Notes on Other Pantheon Changes: (1) As the divine conflict escalates, Talos and Tempus will be forced to merge in order to survive (combining their portfolios and their followers). (2) Gond will become very important for the world due to the god's interest in technology. The god suffers a schism in personality and half of him goes over to the Universal Church. Many of his followers switch allegiance as well. He is destined to become an Intermediate deity on Toril and a Greater deity as an Aspect of the Universal Church. (3) Either Helm or Tyr will rise back up to Intermediate status. The other one will likely perish. (4) Kelemvor enlists Milil (against his will) to become the new Scribe of Doom. He becomes a Demigod as a result. (5) The 'once-gods' that were turned into monsters by Ao will never again be deities. The most they can hope for is to be reincarnated into another mortal form. The 'once-gods' that are turned into epic-powered mortals by Ao may or may not become gods again. (6) The PCs will likely meet Torm during the campaign as he battles alongside mortals against the unyielding legions of the Dragon Empire. He may send them on missions or fight alongside them once they've gained more levels. (7) The PCs may be forced to kill one or two of the 'once-god' monsters (Finder, Nobanion, and/or Umberlee) in order to protect the lives of innocents. (8) Oghma becomes the Patron of Magic for all Bards while Selūne eventually becomes the next Goddess of Magic. All technomagic is completely controlled by Gond, however. (9) Due to the great suffering that world is destined to endure, Ilmater will rise back up to be an Intermediate deity (or maybe higher, depending how the campaign goes). (10) Lathander, like Gond, might also go through a schism. If it happens, Amaunator will return to be a Intermediate (or Greater) deity while Lathander will fall into decline to become a Demigod or Quasi-Deity.

More notes may comes to mind at a later date. For now, the information above is complete and semi-canon for Realmsian Dragonstar.
___________________________________________________________________
Being a divine spellcaster of one of the, now mortal, 'once-gods' will be challenging for a player, as those beings won't be able to grant spells. Instead, the remainder of the Faerūnian deities will support the characters with spells up to 3rd level. However, a player can choose to create a PC that combines different divine classes: cleric and paladin, druid and ranger, etc. In this way, the player can maximize the number of spells his character will receive, although the character won't gain spells higher than 3rd for any of the classes chosen. If the player chooses to run a full 10th-level divine spellcaster of any of the 'once-gods', the player can take advantage of the higher spell slots with 1st- to 3rd-level spells altered with metamagic feats.
___________________________________________________________________

Edited by - Knightfall on 02 Sep 2016 08:00:12
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  18:22:06  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Restrictions for Arcane Spellcasters from Toril
Due to the death of Mystara and the shattering of the Weave, arcane spellcasters of Toril have some restrictions and special rules for the Realmsian Dragonstar pbp campaign.

All Faerūnian arcanists can cast low-level spells (1st to 3rd) normally without restriction. However, in order to cast 4th- to 6th-level spells a caster must make a Concentration check vs. the DC of their own spell. If the check fails, the player must roll on Table 2-1: Wild Magic Effects on p. 55 of the Forgotten Realms Campaign Setting hardcover, as if their character cast the spell in a Wild Magic Zone.

As well, in order cast 7th- to 9th-level spells normally a caster must make a Concentration check vs. the DC of their own spell with a -2 circumstance penalty. If the check fails, the player must not only roll on the Wild Magic Effects table but also make a Fortitude saving throw against the spells DC or take 1d6 points of nonlethal damage per level of the spell due to the magical feedback that wracks their body. On a successful save, the caster takes only half the damage (rounded down).

Shadow Magic
Note that arcanists from Toril that gain their magic through the Shadow Weave still have access to all their normal abilities since Shar survived Ao's purge. They do not have to make Concentration checks or Fortitude saving throws.

Outlander PC and Imperial NPC arcanists do not have any restrictions to cast spells, as long as they aren't shadow magic arcanists. Since the Shadow Weave is still in effect when the Dragon Empire invades, Shar can limit Outlander and Imperial shadowcasters spell access. However, it isn't as restrictive. Outlander and Imperial shadowcasters can cast up to 5th-level spells normally but must make Concentration checks vs. their own spells in order to cast 6th- to 9th-level spells with the same Wild magic consequences as for arcanists from Toril. There isn't a penalty for 6th- and 7th-level spells; a -2 circumstance penalty is applied for 8th- and 9th-level spells. The Fortitude saving throw still applies for spells of 7th- to 9th-level, but the feedback damage isn't as bad for Outlander and Imperial shadowcasters -- only 1d4 nonlethal damage per level on a failed save with half damage on a successful save.

Edited by - Knightfall on 08 Aug 2016 18:25:12
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  20:27:20  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Question: Besides the standard Wild Magic Effects table in the FRCS, do any of the other Forgotten Realms sourcebooks have such a table that has been expanded to include more Wild Magic options?
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 08 Aug 2016 :  21:34:12  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Breaking down the Timeline of my "Realmsian Dragonstar" Story Hour
I originally posted this on EN World in response to a question about the timeline of story hour. I'm putting it here mainly for my reference. -KF
____________________________________

In Part Two of Book One, Hadrhune steps out on the balcony of the High Telamont's throne room and looks up into the night sky. This occurs when the Weave is destroyed, which one might think means the story begins at night. It does, but it doesn't. It begins during the 'middle of the night' before the day of Flamerule 21 has begun. So, Hadrhune is looking at the night sky around say 2 to 3 A.M. Thus, when I note that 'Mid-afternoon later that day',while introducing you to Ruby, it is later on the day of Flamerule 21.

In Part Three of Book One, Elminster is speaking in Arcanum House. The part of the event {that you read} takes place sometime after Mid-afternoon but doesn't have a solid beginning time. The debate in the house would have been going on for hours though. Note that Hadrhune was speaking to the High Cleric of the Temple of Shadows at the same time Elminster was pleading his case to the Arcanum. Hadrhune would have left that temple, traveled to the House of Mystra in Harrowdale, encountered Storm there and journeyed back to Shade before Elminster was 'finished' pleading his case to the Arcanum and teleported back to Toril with Arassil, which would be an instantaneous event.

Its kind of hard to pin down everything. The problem is that the story isn't linear in how I wrote it. Elminster arrives back on Toril before Captain Farhand gives the order to fire, but you read the part of Farhand firing first, which I did for effect, I guess. Thus, all the parts of the story set on the Centurion before Farhand gives the order to fire happen before Elminster returns to Shadowdale. And of course the parts with the Gods in the Cynosure takes place after Ao has promised Centurion (the Aspect) that he will betray the world to the Dragon Empire. Of course, he's a GOD and could have been doing that WHILE he was agreeing to betray the world.

I'm pretty sure that I can say that ALL of Parts One to Four of Book One happens on the same day, Flamerule 21. For at the beginning of Part Five, we see Ruby and Finkel outside Hale's Fine Woodcarving. The text there refers to the events up until that time happening in less than one day and night. This could be interpreted in many ways, which is why I wrote it that way. I didn't want to pin-point the exact time or date. And remember it is from Ruby's point of view. So it is probably less than one day and night from the point of Mid-afternoon when you first meet her. Which means it is likely during the early evening of Flamerule 22. However, the rest of Part Five is 'hours earlier'.
____________________________________

After writing that, I haven't considered the timeline of the story hour too much. What this means for the PCs of the pbp game, however, is that Flamerule 21 will be MASSIVE day for them, if they (all) survive. While native Arcane and Divine spellcasters will be hard hit when it comes to their magical abilities, characters that rely on standard D&D melee and ranged weapons will be hard pressed to stand toe to toe with Imperial soldiers that have powered armor and energy weapons. (This is why I want at least half of the characters to be Outlander freedom fighters.)

Edited by - Knightfall on 11 Aug 2016 06:30:41
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 09 Aug 2016 :  07:20:11  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Baldur's Gate Video Game NPCs in Realmsian Dragonstar
I posted a note in the EN World recruitment thread that players have the option to use any of the non-evil Baldur's Gate video game companion NPCs as backup PCs, if they wish. So far, no one has accepted that offer, but, regardless, I'm going to use those characters as NPCs in the game as either supporting characters or as villains that side with the Dragon Empire.

I found a great list online that shows most of the BG1 NPCs and their 2E stats, so I'll have to do some quick conversions. Since the PCs will start at 10th-level, the NPCs will have levels that equal no less than two or three levels lower of higher than the PCs.

There will be obvious choices to convert for the game such as Aerie, Anomen, Ajantis, Jaheira, Khalid, Minsc (Boo!), Nalia, Viconia, Yoshimo, and (sigh) even Imoen. Those will be my go to characters. Jaheira and Minsc will likely get done before any of the others. The levels for them will be higher than 10th level. Viconia will end up in the employ of the Dragon Empire while Ajantis will cleave to any sort of Resistance movement.

I will post my conversions here, of course.

BGII NPC list: Link.

Edited by - Knightfall on 09 Aug 2016 07:30:36
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 11 Aug 2016 :  06:28:27  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Baldur's Gate NPCs for Realmsian Dragonstar
Major NPCs were given ability scores using the 28 point buy method from the DMG v.3.5. The minors NPCs (coming up in my next post) had their ability scores generated using the 22 point buy method. Ability score bonuses based on level were then added; I did not always optimize a NPCs stats. In a few instances, I increased the point buy number, which is noted under 'DM'S Note' for each NPC.

Note that I will be revising all the Baldur's Gate video game characters in this manner with most of them getting a 28 point buy. My favorites will get a 32 point buy. I will post those NPCs, later.

Major NPCs (10th-level +)
The following NPCs are going to be the core of Baldur's Gate's leaders and most (in)famous personalities. These NPCs are either on par with the PCs in level or higher. Note that the levels for the NPCs might look a bit, odd, to die hard Realms fans who know the books very well. This is because I have decreased the overall levels of all these NPCs by one-fourth. So if a NPC was, say, 20th-level in a reference then that NPC is only considered a 15th-level NPC for the Realmsian Dragonstar PbP game. When dealing with a NPC with multiple sources showing different levels, I added all the levels together and then divided by the number of references and then reduced the NPCs average level by one-fourth.

Alatos “Ravenscar” Thuibuld, Master of The Guild
Rogue 9/Divine Seeker of Mask 3
Human, Neutral Evil, Male
Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 12

Balanta Whiteshield
Fighter 12
Human, Chaotic Good, Female
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10
DM's Note: Member of the Knights of the Unicorn.

Belt, Grand Duke
Fighter 10
Human, Chaotic Neutral, Male
Str 14, Dex 14, Con 14, Int 11, Wis 12, Cha 13

Brielbara
Wizard 10
Human, Chaotic Good, Female
Str 9, Dex 12, Con 12, Int 16, Wis 14, Cha 14
DM's Note: Daughter of the Briel (the author of Briel's Book of Shadows)

Dabron Sashenstar
Ranger 4/Fighter 4/Swashbuckler 4/Merchant Prince 5
Human (Tethyrian), Chaotic Good, Male
Str 16, Dex 16, Con 14, Int 14, Wis 13, Cha 14
Source: Power of Faerun (p. 82)
DM's Note: The famous explorer and discoverer of Sossal.

Eltan, Grand Duke, Commander of the Flaming Fists
Fighter 10/Cavalier 6
Human, Lawful Neutral, Male
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 13
Worships: Tempus
DM's Note: Used 32 point buy for Eltan.

Entar Silvershield, Grand Duke
Fighter 15
Human, Lawful Neutral, Male
Str 14, Dex 14, Con 14, Int 11, Wis 12, Cha 14

Gondal
Sorcerer 6 (ECL 13)
Ogre Mage (5HD), Lawful Evil, Male
Str 22, Dex 12, Con 18, Int 18, Wis 17, Cha 20
DM's Note: The original Gondal (LN hm W13) has been slain and replaced by this ogre mage; he will flee Baldur's Gate when the Dragon Empire attacks.

Hurbold “Scar” Duethkatha
Fighter 10
Human, Lawful Neutral, Male
Str 16, Dex 13, Con 14, Int 11, Wis 12, Cha 11
Worships: Helm
DM's Note: Member of The Flaming Fists; Eltan's second in command and faithful friend.

Javalar Roaringhorn
Fighter 14
Human, Chaotic Good, Male
Str 15, Dex 14, Con 14, Int 11, Wis 14, Cha 11
DM's Note: Member of the Knights of the Unicorn.

Jolboss “Stoutguts” Twylar
Fighter 10
Human, Chaotic Good, Male
Str 15, Dex 11, Con 14, Int 12, Wis 13, Cha 13
DM's Note: Member of the Knights of the Unicorn; he is of impressive girth and pompous manner.

Lanthalim
Wizard 8/Rogue 5
Human, Neutral Good, Male
Str 12, Dex 15, Con 12, Int 15, Wis 14, Cha 11

Moruene
Wizard 5/Fighter 5/Spellsword 4
Human, Lawful Neutral, Female
Str 14, Dex 14, Con 11, Int 14, Wis 14, Cha 12
Worships: Azuth
DM's Note: Member of The Flaming Fists; Eltan's lifelong friend, continual comrade, and occasional lover.

Thalamond Albaier, High Artificer of Gond
Cleric of Gond 13
Human, True Neutral, Male
Str 11, Dex 11, Con 14, Int 12, Wis 16, Cha 14
DM's Note: The High House of Wonders (1x 7th-level Cleric [NE], 2x 5th-level Clerics [LN, NG], 4x 3rd-level Clerics [TN], 7x 1st-level Adepts, 7x 3rd-level Adepts, 397 followers)

Tuth
Fighter 10
Human, Neutral Evil, Male
Str 14, Dex 14, Con 16, Int 11, Wis 12, Cha 11
DM's Note: An adventurer and member of the Knights of the Shield.

Edited by - Knightfall on 05 Sep 2016 05:13:57
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 11 Aug 2016 :  18:25:28  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Minor NPCs
For several of these NPCs, I've reduced their original levels by half. Others have been given a bump in level, and many have been been given NPC Class levels.

Aldeth Sashenstar
Fighter 7
Human, Lawful Neutral, Male
Str 14, Dex 14, Con 14, Int 11, Wis 12, Cha 12
DM's Note: Member of the Merchants' League; uncle of Dabron and head of the Sashenstar Family; used 28 point buy for Aldeth.

Bellarpar Windspur
Fighter 8
Human, Lawful Neutral, Male
Str 14, Dex 12, Con 12, Int 11, Wis 11, Cha 12
DM's Note: Warden of the Watch

Chanthalas Ulbright, High Priest of the Lady's Favor
Cleric of Tymora 8
Human, Chaotic Good, Female
Str 10, Dex 14, Con 10, Int 11, Wis 15, Cha 12
DM's Note: The Lady's Hall (2x 6th-level Clerics [NG, CN], 4x 4th-level Clerics [CG], 9x 1st-level Adepts, 9x 3rd-level Adepts, 69 followers).

Haspur
Favored Soul 1/Fighter 1
Human, Chaotic Neutral, Male
Str 13, Dex 10, Con 12, Int 10, Wis 12, Cha 13
DM's Note: A strange seer (or trance-prophet) who is considered deranged.

Irlentree
Fighter 4/Expert 3
Human, Lawful Neutral, Male
Str 13, Dex 11, Con 11, Int 14, Wis 10, Cha 12
DM's Note: Member of the Merchants' League; he is a very rich merchant who owns his own fleet of ships.

Jalantha Mistmyr, Storm-Priestess
Cleric of Umberlee 8
Human, Neutral Evil, Female
Str 10, Dex 12, Con 11, Int 10, Wis 15, Cha 14
DM's Note: The Water-Queen's House (2x 4th-level Clerics [CE, CN], 6x 2nd-level Adepts, 16 followers)

Jhasso
Warrior 5/Expert 2
Human, Chaotic Neutral, Male
Str 14, Dex 9, Con 13, Int 14, Wis 11, Cha 10
DM's Note: Former owner of the fast-haul firm “Jhasso's Wagons,” and founding partner of the Seven Suns Trading Coster, whose regional base he runs from Baldur's Gate.

Kestor
Rogue 6
Human, Neutral Evil, Male
Str 10, Dex 15, Con 10, Int 13, Wis 10, Cha 13
DM's Note: Member of the Knights of the Shield; he is a silk-and-spice merchant.

Krammoch Arkstaff
Warrior 2/Expert 1
Human, Neutral Evil, Male
Str 13, Dex 11, Con 13, Int 14, Wis 10, Cha 9
DM's Note: A local expert who has studied basilisks.

Liia Jannath, Grand Duchess
Wizard 8
Human, Chaotic Neutral, Female
Str 9, Dex 13, Con 13, Int 15, Wis 14, Cha 14
DM's Note: Used 28 point buy for Liia.

Ragefast
Adept 1/Expert 2
Human, Neutral Good, Male
Str 10, Dex 10, Con 12, Int 14, Wis 12, Cha 12
DM's Note: A local expert who has studied magic, history, and genealogy.

Ramazith Flamesinger
Warrior 4/Expert 2
Human, Chaotic Good, Male
Str 13, Dex 13, Con 12, Int 13, Wis 10, Cha 10
DM's Note: A local expert who has studied both marine botany and zoology; in particular, he specializes in intelligent sea life such as the ixitxachitl.

Zorl Miyar
Fighter 3/Expert 4
Human, Lawful Neutral, Male
Str 13, Dex 11, Con 12, Int 12, Wis 11, Cha 12
DM's Note: Member of the Merchants' League; he is a caravan owner and a wagonmaker.

Baldur's Gate Armed Forces
The patrol, 60 warriors strong (watch: War1 x38 and War2 x14; Captains: War3 x7; Warden: Bellarpar Windspur [see above]); and a navy of seven ships (crews 20+ each, all NPC classes, levels 1-4).
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 22 Aug 2016 :  23:02:17  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Campaign Rule: Any Toril character with the Exotic Weapon Proficiency (firearms) feat only suffers a -2 circumstance penalty when trying to use high-tech firearms instead of the standard -4 circumstance penalty without access to the Technical Proficiency feat (Dragonstar Starfarer's Handbook, p. 90). However, the standard penalty still applies to other high-tech devices including advanced melee weapons (e.g. stun baton, sunsword, etc.) that don't have a normal counterpart in the PHB v.3.5.

As noted in the Dragonstar rules, a character that starts without the Technical Proficiency feat must gain at least one level of experience while learning about high-tech devices before he/she can take the Technical Proficiency feat. All the high-tech weapons, both melee and ranged, in the Starfarer's Handbook and in Imperial Supply are considered Exotic for characters from Toril until the character has taken the Technical Proficiency feat. (Clerics of Gond might get a pass on this rule.)

This means that while the character takes only takes a -2 circumstance penalty, for using a high-tech firearm, with the Exotic Weapon Proficiency (firearms) feat, they also suffer a -4 penalty for not being proficient with the weapon, as detailed on p. 92 0f the Starfarer's Handbook. The total penalty is -6 instead of -8 with the Exotic Weapon Proficiency (firearms) feat.

Players will not be allowed to retrain an Exotic Weapon Proficiency (firearms) feat into the Technical Proficiency feat. They will be able to retrain it into another feat, after they've taken the Technical Proficiency feat but not at the same level.

Edited by - Knightfall on 22 Aug 2016 23:06:31
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 30 Aug 2016 :  08:10:09  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
The game starts here: http://www.enworld.org/forum/showthread.php?494449-Realmsian-Dragonstar-The-Battle-of-Toril-PbP-Game-IC
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 02 Sep 2016 :  21:10:07  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Grand Duke Eltan, Commander of the Flaming Fists (CR 16)
hp 124 (16d10+32)
-------------------------------------------------------------
Male human fighter 10 / cavalier 6 (1)
LN Medium humanoid (human)
Init +5 (Dex, Improved Initiative); Senses Listen +4, Spot +4
Languages Common, Chondathan, Elven, and Tethyrian
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AC 22 (+1 Dex, +10 armor, +1 deflection), touch 12, flat-footed 21
Fort +14, Ref +9, Will +10
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Speed 20 feet (4 squares), base 30 ft.
Melee frost band longsword +25 (1d8+10/19–20/x2) or
frost band longsword +25/+20/+15/+10 (1d8+10/19–20/x2) or
Melee frost band longsword +27 (1d8+10/19–20/x2, 3d8+8 deadly charge) when mounted or
frost band longsword +27/+22/+17/+12 (1d8+10/19–20/x2) full mounted attack or
Melee +2 lance +26 (1d8+9/x3, 4d8+9 deadly charge) when mounted or
+2 lance +26/+21/+16/+11 (1d8+9/x3) full mounted attack or
Melee Hammer of Thunderbolts +27 (4d6+11/x3) or
Hammer of Thunderbolts +27/+22/+17/+12 (4d6+11/x3) or
Melee Hammer of Thunderbolts +27 (4d6+11/x3, 12d6+11 deadly charge) when mounted or
Hammer of Thunderbolts +27/+22/+17/+12 (4d6+11/x3) full mounted attack or
Ranged Hammer of Thunderbolts +23 (4d6+11 plus stun/x3, 30 feet)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Base Atk +16/+11/+6/+1; Grp +21
Atk Options Burst of Speed, Deadly Charge 3/day (triple damage w/melee weapon or quadruple damage with his lance), Full Mounted Attack, Ride-By Attack, Spirited Charge (double damage with mounted charge [doesn't stack with spirited charge]), Trample
Combat Gear Potion of cure light wounds (x2), potion of cure serious wounds, potion of resist energy (fire) 30, potion of sanctuary
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Abilities Str 20 (+5)*, Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 13 (+1)
SA Mounted weapon bonus (both lance and sword) +2, plus see under attack options (above)
SQ Special mount, ride bonus +4
Feats Alertness, Cleave, Improved Initiative, Leadership, Lightning Reflexes, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (lance) (B), Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +12 (unarmored +17), Diplomacy +6, Handle Animal +15, Intimidate +15, Jump +12 (unarmored +17), Knowledge (nobility and royalty) +10, Listen +4, Profession (soldier) +7, Ride +22, Spot +4, Tumble -1 (unarmored +4)
Possessions +2 full plate, +2 lance, belt of giant strength +4, frost band longsword (DMG, p. 226 [longsword instead of greatsword]), gauntlets of ogre power, Hammer of Thunderbolts (DMG, p. 279), and ring of protection +1.
Mount Heavy warhorse w/bit & bridle, +1 full plate barding, military saddle, and saddlebags.
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* When using the Hammer of Thunderbolts, the bonuses from Eltan's belt of giant strength +4 and gauntlets of ogre power stack, which makes his Strength score rise to 22 (+6).
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(1) D&D Complete Warrior

Edited by - Knightfall on 02 Sep 2016 21:28:17
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 02 Sep 2016 :  22:38:27  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Ex-Deities: Epic Mortals
Here are the basics of how I'm going to rework these ex-deities into epic mortals. The characters will have gear based on the Epic PC Wealth table. Torm is most likely to get done first.

Lliira Joybringer
Wizard 10/Cleric 10/Bard 6/Mystic Theurge 2/Spellsinger 2
Template: Half-Celestial
Half-Elf, Chaotic Good, Female
Str 20, Dex 28, Con 22, Int 22, Wis 20, Cha 33

Loviatar Kipuneito (Painmaiden in Finnish)
Cleric of Ilmater 7/Wizard 7/Fighter 4/Beguiler 3
Template: Half-Fiend
Human, Lawful Neutral (Evil), Female
Str 20, Dex 26, Con 20, Int 26, Wis 20, Cha 33

Torm Trueheart
Paladin 15/Fighter 15/Cleric of Helm 8
Template: Half-Celestial
Human, Lawful Good, Male
Str 28, Dex 22, Con 28, Int 21, Wis 24, Cha 33

Tymora della Fortuna
Rogue 15/Sorcerer 15
Template: Half-Celestial
Human, Chaotic Good, Female
Str 21, Dex 28, Con 26, Int 24, Wis 24, Cha 33

Edited by - Knightfall on 04 Sep 2016 19:43:29
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Knightfall
Learned Scribe

Canada
147 Posts

Posted - 07 Sep 2016 :  05:04:54  Show Profile  Visit Knightfall's Homepage Send Knightfall a Private Message  Reply with Quote
Dabron Sashenstar (CR 17)
hp 122 (12d10+24 plus 5d6+10)
-------------------------------------------------------------
Male Tethyrian human ranger 4/fighter 4/swashbuckler 4 (1)/merchant prince 5 (2)
CG Medium humanoid (human)
Init +3 (Dex); Senses Listen +11, Spot +11
Languages Common (including Calant and Skaevrym dialects), Chondathan, Damaran, Dwarven, Illuskan, Tethyrian, Tuigan
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AC 19 (+3 Dex, +6 armor), touch 13, flat-footed 16; DR 5/magic
Resist Cold 10
Fort +15, Ref +13, Will +9 (+11 vs. compulsion or fear effects)
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Speed 30 feet (6 squares)
Melee +2 evil outsider bane flaming longsword +22 (1d8+5 plus 1d6 fire/19–20/x2) or
Melee +2 evil outsider bane flaming longsword +23 (1d8+6 plus 1d6 fire plus 2d6/19–20/x2) vs evil outsiders or
Melee +2 evil outsider bane flaming longsword +20/+15/+10 (1d8+5 plus 1d6 fire/19–20/x2) and
+1 thundering handaxe +17 (1d6+3 plus 2d8 sonic on critical/x3) or
Melee +2 evil outsider bane flaming longsword +21/+16/+11 (1d8+6 plus 1d6 fire plus 2d6/19–20/x2) and
+1 thundering handaxe +18 (1d6+3 plus 2d8 sonic on critical/x3) vs. evil outsiders or
Ranged +1 animal bane composite longbow of distance [+3 Str bonus] +21 (1d8+4/x3, 220 ft.) or
+1 animal bane composite longbow of distance [+3 Str bonus] +21/+16/+11 (1d8+4/x3, 220 ft.) or
Ranged +1 animal bane composite longbow of distance [+3 Str bonus] +22 (1d8+5 plus 2d6/x3, 220 ft.) or
+1 animal bane composite longbow of distance [+3 Str bonus] +22/+17/+12 (1d8+5 plus 2d6/x3, 220 ft.) vs. animals
Space 5 ft.; Reach 5 ft.
Base Atk +15/+10/+5; Grp +18
Atk Options Insightful Strike (+1 to damage with light and finesse weapons, must be wearing light armor)
Combat Gear Potion of bull's strength, potion of cure moderate wounds, potion of magic circle against evil, potion of shield of faith +3, potion of water breathing, potion of water walk
Merchant Prince Spells (CL 5th) 1st – charm person, unseen servant; 2nd – detect thoughts, whispering wind.
Ranger Spells (CL 2nd) 1st-level – longstrider.
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Abilities Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 16 (+3), Cha 13 (+1)
SA Arcane spells, combat style (two-weapon combat), favored enemy (giants +2)
SQ Animal companion (heavy horse), Endure Elements (from boots), Gond's forge (+2 competence bonus on all Craft checks), grace +1, Lliira's heart (see Will save above), master of commerce, mercantile knowledge +6, Shaundakul's cloak (+2 resistance bonus on cold effects, +1 competence bonus on Survival checks), Waukeen's coins (+1 insight and +1 luck bonuses on all class skill modifiers), wild empathy +7 (+3 magical beasts)
Feats Business Savvy (4), Endurance (B), Favored in Guild (House Sashenstar) (4), Guildmaster (House Sashenstar) (4), Iron Will (B [ad hoc]), Leadership (3), Negotiator, Mounted Combat, Skill Focus (Profession [merchant]), Two-Weapon Fighting, Track (B), Weapon Finesse (B), Weapon Focus (longsword), Weapon Specialization (longsword).
Skills Appraise +10, Balance +9, Bluff +10, Climb +10, Concentration +9, Craft (any one) +13, Decipher Script +9, Diplomacy +14, Disguise +1 (+3 to act), Escape Artist +9, Forgery +6, Gather Information +8, Handle Animal +8, Heal +9, Intimidate +5, Jump +10, Knowledge (arcana) +6, Knowledge (geography) +9, Knowledge (nature) +11, Listen +11, Profession (merchant) +18, Ride +10, Search +9, Sense Motive +12, Speak Language (x5), Spellcraft +9, Spot +11, Survival +11 (+13 following tracks), Swim +9, Use Magic Device +5 (+7 involving scrolls), Use Rope +7
Possessions +1 animal bane composite longbow of distance [+3 Str bonus], +1 thundering handaxe, +2 cold resistance invulnerability mithral shirt, +2 evil outsider bane flaming longsword, boots of the winterland, headband of intellect +2, heavy horse (mount, see below), Heward's handy haversack, periapt of Wisdom +2, 6 flasks of acid, everburning torch, masterwork artisan's tools, silk rope (50 ft.), plus 5,500 gp of coins, gems, and jewelry.
Spellbook 1st – charm person, comprehend languages, cure minor wounds, know direction, purify food and drink, unseen servant; 2nd – cure light wounds, detect thoughts, identify, Leomund's tiny hut, locate object, whispering wind; 3rd – create food and water, fool's gold (2), tongues.
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Animal Companion, Male Heavy Horse (“Obsidian”) [CR 2]
N Large Magical Beast
Hit Dice: 5d8+15 (41 hp)
Initiative: +2 (Dex)
Speed: 80 ft. (16 squares)
AC: 18 (-1 size, +2 Dex, +5 natural, +2 armor), touch 12, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Hoof +1 melee (1d6+2*)
Full Attack: 2 hooves +1 melee (1d6+2*)
Space/Reach: 10 ft./5 ft.
Special Qualities: Bonus tricks (any two), evasion, link with Dabron, low-light vision, scent, share spells
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 19 (+4), Dex 14 (+2), Con 17 (+3), Int 2 (-4), Wis 14 (+2), Cha 6 (-2)
Skills: Listen +6, Spot +6
Feats: Endurance, Run

Carrying Capacity: A light load for Obsidian is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. He can drag 3,000 pounds.
Special Gear for Mount: Armored horseshoes of speed +2, bit and bridle of stamina (+2 bonus to both Strength and Constitution), halter of Wisdom +2 (same as periapt), riding saddle, saddlebags of holding (same as Type II bag of holding), and saddle blanket of resistance +2 (same as cloak).

Combat
Since Obsidian is not trained for war, he does not normally use his hooves to attack. His hoof attack is treated as a secondary attack and adds only half Obsidian's Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.)
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(1) D&D Complete Adventurer
(2) Forgotten Realms Power of Faerūn
(3) Dungeon Master's Guide
(4) Dungeon Master's Guide II

Edited by - Knightfall on 07 Sep 2016 05:23:45
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