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 Post subject: D&D
PostPosted: November 24th, 2012, 9:28 pm 
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Right, this is a thread for the D&D campaign that I'm running.

Current player XP: 2830

This is a homebrew campaign setting. Do not expect the lore to match what's in the handbooks.

The campaign:

Hidden: 
The group began by taking a few assignments from the court of Duke Aethelric of Sunnegraf, a county of the nation of Graedham in the Great Plains region. The work included:

  • Retrieving an artefact from an elven ruin and subsequently slaying a malevolent spirit that was associated with it
  • Investigating and slaying a twisted monster that was responsible for sheep herds being destroyed
  • Investigating the murder of a local lord and uncovering a large smuggling operation, as well as safeguarding another against said operations

The party has recently been sent to the Udro Wildlands beyond the southern borders of Graedham to help with a forward operating military detachment whose primary function is to combat the large bandit organisation that turned out to be ultimately responsible for the aforementioned assassinations and smuggling. They've been aiding in the relevant guerrilla tactics, and are currently working under Lieutenant Shar, a half-orc subordinate of one Captain Garrick.


Continental map:

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Image


Races on this continent:

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Humans: All major Human centres of population are located in their various kingdoms toward the central northern part of the continent. Culturally divided into two major geographical regions. The Plainsmen live on the Great Plains, and their largest kingdom is Graedham. The Northmen live in the Aettar, a few very large tribes across the Eirric Sea to the north, the most powerful part of the society being a coalition of four tribes in an alliance with the Drow kingdoms on the western edge of the sea. Additionally, there are significant minorities in various outlying settlements among other races.

Elves: Have several kingdoms east of the Great Plains, in the mostly sylvan country of Leuska. They have a long history of expansion based on agricultural pursuits, though recent centuries have spurred them to develop stronger militaries due to increased political disagreement. A few of the southern nations have periodic border disputes with each other, as well as their Eladrin neighbours to the southeast.

Eladrin: Their only major country is located in Sorcha, a verdant crater surrounding a massive crystal that’s variously said to be either a fallen star or simply a piece broken off from the Feywild. It borders the Elf kingdoms to their northwest. The Eladrin presence supposedly precedes sylvan Elf expansion by at least a few centuries, and they have been fighting occasional border skirmishes with them for generations.

Halflings: Somewhat widespread, ranging mostly throughout the southern expanse of the Great Plains and the various mountain that border it. They also possess a few nations east of Ashab. They also have significant centres of population in the autonomous city-state of Bleohart to the south of Graedham, and the town of Grenemeos in the southern reaches of the Hawthorn Forest.

Dwarves: Nearly everywhere. Said to originate in the tropical location of Mahuizoheztli on the southeastern expanses, their history is clearly defined by a long-standing love of building and expansion that has ensured their usefulness to nearly every nation on the continent. Many of their civilisations are so adept with magic and enchantment that their use of such has been refined to a highly complex science. Their largest nations are Tletepetontli, built along the northern border of the Sea of Fire, and the Rjodhammarung tribe in the north, which also has a significant minority of Northmen. They also have significant holds throughout Nekazar and Bal-Ajak.

Drow: Exist primarily as a single collection of nations along the western shores of the Great Plains and outlying islands of Nekatu. There's also groups of them among Dwarves in the regions of Bal-Ajak and Nekazar Their home nations possess strong naval powers out of necessity, due to having to repel the constant threat of the twisted remains of Urtau. They are often viewed with suspicion by most outsiders due to earning a ferocious reputation in combat by eradicating a number of Half-Orc tribes in their first alliance with the Northmen. Nonetheless, their proclivity for technological development, especially that of black powder and naval warfare, has secured their usefulness in nearly every nation.

Goliaths: Widely considered to be the oldest inhabitants of the continent. They have kingdoms in Hladkosin with several holds in the mountain ranges surrounding Volos Bogaz, and various scattered tribes in the Sea of Fire that have experienced significant growth in recent centuries with advanced irrigation technologies originally developed by the half-orcs. The north mountain Goliaths are sedentary and reserved with a proclivity toward the arcane arts.

Half-Orcs: They hail from various regions south of the Abi-Nilam and around the Sea of Fire, where their major kingdoms are still located. Following development of better agricultural technology and the unification of several tribes into nations under a single rule based upon a magical caste created from shamanism, they invaded several middle realms, finally being stamped out more than two centuries ago by Humans and Drow. All are reputedly experts in animal husbandry and horsemanship, and there are a number of shamanistic, semi-nomadic tribes eking out a sustainable existence in the hostile regions of Abazh-Bajan and the Ashab Badlands.

Half-elves: Do not exist as an actual race. Half-elven characters are the product human and elf parents.

Dragonborn, Tieflings, Gnomes, Shifters, Minotaurs, and Wilden do not have any real populations or history on this continent. They instead hail from a “nondescript continent” to the west across the ocean. Contact between these two continental masses has been limited due to how the ocean routes are dominated by a brutal fleet of revenants that remain from the dead empire of Urtau. However, a few individuals have been encountered, mostly amongst the Drow. Deva, Shardminds, and Githzerai are for all intents and purposes of planar origin, and are something of mythic unknowns in this world, though some do supposedly reside in aforementioned continent.

In other words, any races of terrestrial/fey origin not described as being from this continent are from the West. Beings with any otherwise planar origins are not from this world at all. You’re free to roleplay the backgrounds/homelands of any characters you make of these races, so long as they’re under these general constraints.


Previous reference materials:

Map of Sunnegraf County (slightly revised):

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Image


Map of Warmeaweard (starting town):

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Image


Things to keep in mind:

  • Have your finished (levelled up, etc.) character ready before each session.
  • Make sure your speakers/mic work properly (If I have to type everything out for someone, the session will go excruciatingly slow for everybody).
  • Make sure you can get skype and OSU up and running.
  • Put the following on your character's mini/pog/whatsit in OSU: Name, HP, Defences (AC, Fort, Ref, Will), Surges, and passive Perception and Insight. Remember that you can save your pog using the drop-down menu that appears when left-clicking on it. I'll remind everyone of this regularly.

In addition, consider doing the following:

Download this fully editable standard character sheet (adobe reader required), fill it out, and get in the habit of updating it as you play. Alternatively you can print it out and P&P things the old fashioned way. Either way, this will help you keep track of your inventory/strategies/etc. so you don't have to scramble like a chicken with its head cut off every time a new encounter starts.

If you have Adobe Acrobat installed, you can save a DDI character sheet as a pdf by going to the print menu and selecting "Adobe PDF" as your printer. If you don't have Acrobat, you can get CutePDF Writer for free (note the installation requirements), which provides the exact same functionality. This is useful if you want to keep your DDI sheet to provide a quick reference for your feats/powers.

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Last edited by Eadwulf on May 28th, 2013, 6:24 pm, edited 54 times in total.
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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 24th, 2012, 10:50 pm 
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Awesome. This is going to be fun. Gonna try a different class, already did cleric twice in a row. What is everyone else planning with their characters?

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 24th, 2012, 10:53 pm 
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So a little flightless birdie told me we were supposed to post here.

I would like to try some sort of magey thing personally, having gone with a rogue and warrior archetype the past two games.


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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 25th, 2012, 12:21 am 
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Rex is thinking Paladin. Strength based Defender.
I'm sticking with Rogue (Thief). Dexterity based Striker.

Want to change things up, Penguin? Primal and Psionic characters don't get enough love.
Going mage'y, Monk? Arcane has no shortage of choices, and it's hard to deny a useful CHA or INT based character.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 25th, 2012, 1:15 am 
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Decided on a Bard. Charisma based Leader. He'll probably mostly be support, with his Skald.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 25th, 2012, 7:59 pm 
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Well I've got most of everything put together for a first session (that went faster than I'd thought), although I still need to figure out why the hell OSU keeps eating my maps... I just need to revise my notes a bit, but now is a good time to make sure your characters are put together.

Sounds like we have at least four players now, so I suppose we can start schedulling. Personally I'm pretty much wide open until the 21st of December. Is Topsummoner still in though? Does he have a character?

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 25th, 2012, 8:10 pm 
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I'm still in. Yet to make a new character, kind of bummed about having to honestly, after barely using my last one.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 25th, 2012, 8:20 pm 
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Well you can just copy and nerf that one back to level 1 if you want. Unless it causes balancing issues with your party; which one were you?

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Imagine a perfect beach
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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 26th, 2012, 3:45 am 
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I'll be dropping in from time to time with a cleric. Don't get too attached, and don't rely on him for anything, because he's a pacifist with prior obligations.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 27th, 2012, 12:45 pm 
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If he's important enough to have a character sheet, I'll be sure to make him carry the plot-necessary items for safekeeping. :ura:

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 27th, 2012, 6:53 pm 
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How does this friday/weekend work for everyone?

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 27th, 2012, 8:47 pm 
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Probably not this Friday. Both days on the weekend are good.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 27th, 2012, 9:31 pm 
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Does not work at all sorry, major concerts with my choir. MAYBE Sunday.

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 Post subject: Re: D&D: Fetch Quest
PostPosted: November 27th, 2012, 10:35 pm 
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Friday and Saturday are both very late nights of work for me.
MAYBE Sunday.

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 Post subject: Re: D&D: Sunday?
PostPosted: November 28th, 2012, 12:13 am 
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So that's one yes and two MAYBEs for Sunday. We require more consensus... Or perhaps another day next week that'd work better. Unless Thursday just happens to be convenient...

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 Post subject: Re: D&D: Sunday?
PostPosted: November 28th, 2012, 2:19 am 
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I'm also good with Thursday if everyone else is okay!
I at least know it for sure. Sunday's still up in the air.

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 Post subject: Re: D&D: Thursday? Sunday?
PostPosted: November 28th, 2012, 9:14 am 
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Thursday is good.

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 Post subject: Re: D&D: Thursday? Sunday?
PostPosted: November 28th, 2012, 7:49 pm 
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Thursday's bad for me, bed early for work at 4am on Friday...Sunday is a possibility, though.

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 Post subject: Re: D&D: Thursday? Sunday?
PostPosted: November 28th, 2012, 10:10 pm 
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Alright, the tentative date is Sunday, probably around night-time PST. I'd like to have a party of at least four for the first session, and if we don't I'm considering moving it back to a date where we can.

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Imagine a perfect beach
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 Post subject: Re: D&D: Sunday?
PostPosted: November 28th, 2012, 10:24 pm 
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I can play, but because of my inconsistency, don't consider me your "fourth player". I'd rather just help out the core group as the fifth man so that everyone can participate.

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