RazielDemon
Jan 24, 2008, @ 12:28 AM
I've got this somewhat ludicrous idea to run an online D&D camepaign here on the boards... anyone wanna play?
Anyone who's played NWN (2), or even just old Baldur's Gate or Planescape: Torment should have an easy enough time, and who needs a tabletop anyway.
Just roll up a characters, level one, plain 3.5 rules, let's start core rulebooks only for simplicity's sake (in case anyone not familiar wishes to join in), point buy 28 or rolling, your choice... If this means nothing to you, I've generated a few character's for general consumption, just gimme an idea what sort you'd like to be... wizard, cleric, barbarian, monk you name it :)
For play I'll draw up some maps or something, but I'll start out with an old module I've used a couple of times to start new players (often of varying races) off together:
A Dark and Stormy Knight:
The Storm Peace,
In lands where the weather is often fickle, or where long and terrible lightning storms rage for days at a time, a common custom arises amongst the disparate races of humanoids: the Storm Peace. When the heavens open up, dropping hailstones which could dent an iron helmet, or loose their fury through lightning, burning jagged gashes in the aether miles into the air, all those who seek shelter often have little choice as to their company. In these situations, there is an accord, sometimes more honourable than other times, that there will be no violence to your fellows in whatever place of refuge is found...
Crossing the barren, almost featureless wilderness which characterizes the three day journey between Oakenridge and Timberhaven, the wine merchant Winthorp is riding on his ox-cart, cursing the foul luck that landed him out in the middle of nowhere while the sky darkens so ominously. The only points of interest along the trading road being the large Tors, symmetrical freestanding hills.
Winthorp has heard stories that the Tors were built as tombs by a long forgotten humanoid civilization. Though he normally pays little mind to tales which do not involve wine or the selling of said goods, the chance that there might be some dry and safe place inside one of these Tors may be his only chance to avoid losing his stock to the destructive weather, let alone his life.
Seeing the familiar half-way mark along the trading road not far to the east, the Hightower, one of the few Tors to have been named, he whacks his mule on the rump to get it to make a little more of a hurry, not that this is very successfull.
Upon getting nearer the great mound of grass-covered earth, he sees that one of the sides does indeed have a flattened surface up to about 20 feet, a full fifth of the way up the mountain, and though long overgrown, it may once have been an entrance. As he approaches closer, he sees that in the center of this old wall, a tremendous boulder blocks what may have been a doorway, and hope flees from Winthorp once more.
With few choices, he settles down to wait, maneuvering the cart up near the wall to let lightning strike the Tor rather than him if it comes to that... and it does. With a jarring flash and the slam of thunder a broad bolt of lightning streaks down, not twenty paces from the cart, it strikes the boulder square int he center and with an explosion of shards it breaks apart in three large uneven chunks which are hurled outwards from the Tor.
When Winthorp has recovered from his shock enough to crawl out form under the cart, he sees that a large entrance indeed lay behind that old boulder, at least 15 feet high and 10 wide, two large stone doors fill an archway scrawled with strange, angry looking symbols. Unfortunately, Winthrop also notices that his mule was hit by one of the shards of rock which came close to ending his own life, and it is slowly collapsing to the ground. Without the strength of the mule to pull his cart his shipment is in trouble, but more immediately he can't risk staying out here and facing more of those terrible lightning strikes.
Setting his weight against one of the doors he leans into it, and finds that it opens more easily than he would have expected, sliding into the gloom of the old Tor with barely a scrape of stone on stone. He lights a torch and throws it into the room, but it doesn't even illuminate the far side.
Plucking up what courage he has in his rotund body, he lights another torch, and heads in to explore...
After a few minutes he discovers that there is thankfully little to worry about, the room is close to 90 feet square, and there are three large doors, though not quite as large as those he came in through, one on each wall of the room. They have been long sealed and Winthorp has little desire to try to open them. Taking one heavy cask of wine at a time from his cart, he carefully roles them inside the Hightower, to avoid any more losses, though he doesn't know how he'll be getting them to Timberhaven now, without his mule. He's been unable to shift the poor thing into the room.
With little else to do but wait, Winthorp lays out his bedroll on the cold, dusty stone floor, and settles into the terrible night, though sleep won't be easy in such a strange old place...
http://img251.imageshack.us/img251/4927/hightowerentrancewe0.jpg
each square represents a 5 foot by 5 foot block, this is the amount of space a character normally occupies for combat, enough space to swing a sword etc, and these blocks are used for all sort of things like spell ranges and what have you.
Who else will our little merchant friend encounter during the night, who else wants to avoid the harsh weather outside, and who will explore the mysteries of this forgotten tomb in: A Dark and Stormy Knight?
Anyone who's played NWN (2), or even just old Baldur's Gate or Planescape: Torment should have an easy enough time, and who needs a tabletop anyway.
Just roll up a characters, level one, plain 3.5 rules, let's start core rulebooks only for simplicity's sake (in case anyone not familiar wishes to join in), point buy 28 or rolling, your choice... If this means nothing to you, I've generated a few character's for general consumption, just gimme an idea what sort you'd like to be... wizard, cleric, barbarian, monk you name it :)
For play I'll draw up some maps or something, but I'll start out with an old module I've used a couple of times to start new players (often of varying races) off together:
A Dark and Stormy Knight:
The Storm Peace,
In lands where the weather is often fickle, or where long and terrible lightning storms rage for days at a time, a common custom arises amongst the disparate races of humanoids: the Storm Peace. When the heavens open up, dropping hailstones which could dent an iron helmet, or loose their fury through lightning, burning jagged gashes in the aether miles into the air, all those who seek shelter often have little choice as to their company. In these situations, there is an accord, sometimes more honourable than other times, that there will be no violence to your fellows in whatever place of refuge is found...
Crossing the barren, almost featureless wilderness which characterizes the three day journey between Oakenridge and Timberhaven, the wine merchant Winthorp is riding on his ox-cart, cursing the foul luck that landed him out in the middle of nowhere while the sky darkens so ominously. The only points of interest along the trading road being the large Tors, symmetrical freestanding hills.
Winthorp has heard stories that the Tors were built as tombs by a long forgotten humanoid civilization. Though he normally pays little mind to tales which do not involve wine or the selling of said goods, the chance that there might be some dry and safe place inside one of these Tors may be his only chance to avoid losing his stock to the destructive weather, let alone his life.
Seeing the familiar half-way mark along the trading road not far to the east, the Hightower, one of the few Tors to have been named, he whacks his mule on the rump to get it to make a little more of a hurry, not that this is very successfull.
Upon getting nearer the great mound of grass-covered earth, he sees that one of the sides does indeed have a flattened surface up to about 20 feet, a full fifth of the way up the mountain, and though long overgrown, it may once have been an entrance. As he approaches closer, he sees that in the center of this old wall, a tremendous boulder blocks what may have been a doorway, and hope flees from Winthorp once more.
With few choices, he settles down to wait, maneuvering the cart up near the wall to let lightning strike the Tor rather than him if it comes to that... and it does. With a jarring flash and the slam of thunder a broad bolt of lightning streaks down, not twenty paces from the cart, it strikes the boulder square int he center and with an explosion of shards it breaks apart in three large uneven chunks which are hurled outwards from the Tor.
When Winthorp has recovered from his shock enough to crawl out form under the cart, he sees that a large entrance indeed lay behind that old boulder, at least 15 feet high and 10 wide, two large stone doors fill an archway scrawled with strange, angry looking symbols. Unfortunately, Winthrop also notices that his mule was hit by one of the shards of rock which came close to ending his own life, and it is slowly collapsing to the ground. Without the strength of the mule to pull his cart his shipment is in trouble, but more immediately he can't risk staying out here and facing more of those terrible lightning strikes.
Setting his weight against one of the doors he leans into it, and finds that it opens more easily than he would have expected, sliding into the gloom of the old Tor with barely a scrape of stone on stone. He lights a torch and throws it into the room, but it doesn't even illuminate the far side.
Plucking up what courage he has in his rotund body, he lights another torch, and heads in to explore...
After a few minutes he discovers that there is thankfully little to worry about, the room is close to 90 feet square, and there are three large doors, though not quite as large as those he came in through, one on each wall of the room. They have been long sealed and Winthorp has little desire to try to open them. Taking one heavy cask of wine at a time from his cart, he carefully roles them inside the Hightower, to avoid any more losses, though he doesn't know how he'll be getting them to Timberhaven now, without his mule. He's been unable to shift the poor thing into the room.
With little else to do but wait, Winthorp lays out his bedroll on the cold, dusty stone floor, and settles into the terrible night, though sleep won't be easy in such a strange old place...
http://img251.imageshack.us/img251/4927/hightowerentrancewe0.jpg
each square represents a 5 foot by 5 foot block, this is the amount of space a character normally occupies for combat, enough space to swing a sword etc, and these blocks are used for all sort of things like spell ranges and what have you.
Who else will our little merchant friend encounter during the night, who else wants to avoid the harsh weather outside, and who will explore the mysteries of this forgotten tomb in: A Dark and Stormy Knight?