Tide of Shadows (D&D)

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#1 Tide of Shadows (D&D)

Post by Academia Nut »

Okay, this was born out of a discussion about how it must suck to be an average person in most D&D worlds and how you really need the high level characters to keep all the poor commoners from being eaten all the time.

So here's what I'm thinking. The set-up is an undead plague growing in a kingdom. Generic setting in 3.5, more information to come if there is interest. I'm going to intentionally leave you all in the dark about a lot of things though. If I can get a party going I will start filling in individual characters on what they should actually know about the local situation.

Characters can draw upon any feat or prestige class found within the core rules, Libris Mortis and Heroes of Horror. If you make a good appeal to me material for characters may be drawn from any of the other monster rule books from the same line as Libris Mortis, or Tome of Magic. Beyond that, you had better hope that I have the rulebook and make a really good case. Obviously, clerics are going to shine in this campaign, but the undead aren't going to be the only horrors faced. Have fun with your characters, as there is a good chance they won't make it through the entire campaign. Mechanically, I'm thinking 32 point buy, level 6, and 13,000gp to start. Again, go wild with character gen, but I reserve the right to nix any character or character concept, or demand changes. Once I figure out what the crazy collection of homicidal kleptomaniacs... err... PCs is, then I will present the scenario of how you meet/know each other.

Which brings me to my final point. I have never particularly been able to play with a "mature" group of players, as in people who actually know what they are doing, so I'm not very good. I have lots of good ideas, and a good theoretical grounding in the mechanics of 3.X D&D, but very little practical experience. I know this first post is supposed to sell the game, but you know, I feel its better to be honest of my failings than to fool people into thinking they will get a superlative experience.

So, after all of that, is there any interest?
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#2

Post by rhoenix »

First off, it's awesome to see you posting a game idea here.

Second of all, I'm interested. I have a fondness for the Duskblade class from the Players' Handbook II, if you're familiar.
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#3

Post by Academia Nut »

Sadly no, I do not have that book. I think that Fiendish Codex II: Tyrants of the Nine Hells was the last book I bought, as I was starting to run out of money and interest. Unless its in the legally available somewhere on the web, I'm afraid that I won't be able to let you play with it. Just sane DMing, never let your players work around with abilities you yourself have no access to checking the rules behind.

For the record, I have way more monster oriented books than player oriented ones.
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#4

Post by SirNitram »

Fiendish Codex II is awesome. It has Hellbred. Hellbred Paladins are, by virtue of being escapees from Hell, awesome.
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#5

Post by LadyTevar »

There are places you can find .pdfs of the various sourcebooks, Nut. Nitram has several available.

I am interested, but it seems every time we get a game going, it dies too quickly.
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#6

Post by Academia Nut »

Yeah, I really enjoyed the monstrous codices that WotC put out, they really helped flesh out a lot of the creatures in D&D. True, some bits could be better than others, but considering that hunting campaigns focused around a single monster type are fairly common, they are soooo useful for players and DMs.
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#7 yui

Post by rhoenix »

Alright, here goes - faithfully copied from the book, and formatting made so its at least legible.

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
DUSKBLADE (base character class)
--------------
Races: most are elves, usually humans or half-elves, rarely others
Alignment: any, but tend toward chaotic good
Hit Die: d8
Starting gold: 6d4x10

Weapon & Armor Proficiency: All Weapons, all armors, all shields (except tower shields)
Spells: Duskblades get their own (arcane) spell list to choose spells from, and cast them without needing to prepare it ahead of time.
Spells Known: Begin with two 0 level, and two 1st level, with one additional 0 level per bonus point of Intelligence. Upon reaching 5th level, and every subsequent odd level afterward, You can choose one new spell in place of one you already know. In effect, you lose access to the old one in exchange for gaining the new one. The levels of the spells must match, and it must be two spell levels lower than the maximum spell level the character can cast.

Arcane Attunement (Sp): You can use the spell-like powers Dancing Lights, Detect Magic, Flare, Ghost Sound, and Read Magic a combined total times per day equal to 3+ your Int modifier. Using these spell-like powers does not count toward the character's maximum spells cast per day.

Armored Mage (Ex): Normally, armor of any type interferes with a spellcaster's gestures, which can cause spells to fail if they have a somatic component. A Duskblade's limited focus and specialized training however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells learned from a different spellcasting class.
At 4th level, you learn to use medium armor with no arcane spell failure chance.
At 7th level, you learn to use a heavy shield with no arcane spell failure chance.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon as a melee attack. Casting the spell in this manner does not provoke an attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell you know from the Duskblade class as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than one round.

Quick Cast: At 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is one standard action or less.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.

Spell Power (Ex): At 6th level, you can more easily overcome the spell resistance of an opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain +2 to your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, +4 at 16th level, and to +5 at 18th level.

Class Skills (2 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, Swim.

Duskblade Base Attack Bonus: +1 at first level, +1 per level thereafter (e.g. +6/+1 at 6th level, +11/+6/+1 at 11th level, +16/+11/+6/+1 at 16th level)

Duskblade Save Bonuses:
lvl : Fort Ref Will // special // (spells 0 1 2 3 4 5)
1: +2 +0 +2 // Arcane attunement, Armored mage (light) // 3 2 - - - -
2: +3 +0 +3 // Combat Casting // 4 3 - - - -
3: +3 +1 +3 // Arcane Channeling // 5 4 - - - -
4: +4 +1 +4 // Armored Mage (medium) // 6 5 - - - -
5: +4 +1 +4 // Quick Cast 1/day // 6 5 2 - - -
6: +5 +2 +5 // Spell Power +2 // 6 6 3 - - -
7: +5 +2 +5 // Armored Mage (heavy shield) // 6 6 5 - - -
8: +6 +2 +6 // --------------- // 6 7 6 - - -
9: +6 +3 +6 // --------------- // 6 7 6 2 - -
10: +7 +3 +7 // Quick Cast 2/day // 6 8 7 3 - -
11: +7 +3 +7 // Spell Power +3 // 6 8 7 5 - -
12: +8 +4 +8 // --------------- // 6 8 8 6 - -
13: +8 +4 +8 // Arcane Channeling (full attack) // 6 9 8 6 2 -
14: +9 +4 +9 // --------------- // 6 9 8 7 3 -
15: +9 +5 +9 // Quick Cast 3/day // 6 9 8 7 5 -
16: +10 +5 +10 // Spell Power +4 // 6 9 9 8 6 -
17: +10 +5 +10 // --------------- // 6 10 9 8 6 2
18: +11 +6 +11 // Spell Power +5 // 6 10 9 8 7 3
19: +11 +6 +11 // --------------- // 6 10 10 9 7 5
20: +12 +6 +12 // Quick Cast 4/day // 6 10 10 10 8 6

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

New Armor Magical prefix or suffix (e.g Twilight ... / ... of Twilight): Twilight
Reduces arcane spell failure chance by 10%

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

DUSKBLADE TOTAL SPELL LIST (new spells denoted with *)

0 level: acid splash, disrupt undead, ray of frost, touch of fatigue

1st level: Bigby's tripping hand*, blade of blood*, burning hands, cause fear, chill touch, color spray, jump, Kelgore's fire bolt*, lesser deflect*, magic weapon, obscuring mist, ray of enfeeblement, resist energy, rouse*, shocking grasp, stand*, swift expeditious retreat, true strike

2nd level: animalistic power*, bear's endurance, Bigby's striking fist*, bull's strength, cat's grace, darkvision, deflect*, dimension hop*, ghoul touch, Melf's Acid Arrow, scorching ray, see invisibility, seeking ray*, spider climb, stretch weapon*, sure strike*, swift fly, swift invisibility, touch of idiocy

3rd level: crown of might*, crown of protection*, dispelling touch*, doom scarabs*, energy aegis*, energy surge*, greater magic weapon, halt*, keen edge, protection from energy, ray of exhaustion, regroup*, vampiric touch

4th level: Bigby's interposing hand, channeled pyroburst*, dimension door, dispel magic, enervate, fire shield, phantasmal killer, shout, toxic weapon*

5th level: Bigby's clenched fist, chain lightning, disintegrate, hold monster, polar ray, slashing dispel*, sonic shield*, waves of fatigue

=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

(version 1.0 - repost)
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#8

Post by Academia Nut »

Okay, cool, I think that the Duskblade can be worked with as it appears to basically be a more limited sorcerer mixed with the ability to use weapons and wear armour. I must ask how many spells are known though as it does not seem to very clear about how new spells are learned and such.

For character concepts, I am open to allow for oddball character race combinations, but there had better be a good reason for why this character might be wandering about.

The main setting for the campaign will be in a mostly human kingdom of considerable size spread across what is mostly a great plain (think Ukraine). To the north there is a large mountain range, and beyond that massive glaciers and tundra. The mountain glaciers on the southern edge tend to drain into the southern plains, providing many rivers that criss-cross the kingdom and allow for a great deal of agriculture to be sustained. To the south there is another mountain range, although this one is considerably more rugged than the northern one, which is ironic because the lands beyond that are actually worth going to, unlike up in the north. To the far west the two mountain ranges eventually merge together into a volcanic land. While feared, the ash from the eruptions drifts to the east upon the winds and greatly adds to the fertility of the plains. In the east sits the political centre of the kingdom, in the swampy deltas where the rivers all merge together and exit into the sea. This region is rich and wealthy from all the trade, with food from the western plains funnelled in and traded to the world beyond for all sorts of goods. With mountains on two sides and the sea on a third, and huge levied armies due to their bountiful harvests, the only thing this kingdom has ever had to worry about is the occasional barbarian or dragon raid from the western wastes, but with the majority of the wealth many miles from the greedy eyes of the dragons, the barbarians are easily repelled. Fortresses, both active and the ruins from before the unification of the kingdom many hundreds of years prior, dot the lands from eastern swamps to western steppes.

This is the Kingdom of Eastwind.

Demographically, Eastwind is mostly human, but there are some nomadic halfling tribes on the steppes that have come to declare allegiance of sorts to the human kings in the east, although they still remain highly independent and submit to the authority of the humans simply for the protection the big people offer from barbarian incursions and because it prevents wars. There are also smatterings of elven, dwarf, gnome, and even a few kobold enclaves throughout the kingdom, but mostly in the east around the trade ports or closer to the native lands.

The dwarves live mostly in the northern mountains, their fortresses dug deep into the stone and capable of weathering fierce winter storms or the raids of orcs and goblins from the frozen wastes further north. Superlative craftsmen, the dwarves have come to depend heavily on Eastwind for supplies of food for their fortresses, leading to ties with the humans that many are not entirely comfortable with. Still, with the wealth of metals their mines bring and the trade that goes on, it is often in the interests of the Eastwindish king to send armies to the aid of his stout allies.

These are the Dwarf Clanholds, unified only by being dwarves, which is often enough.

In a long band in the foothills between the northern mountains and the human steppes are the old forests ruled by the elves. While the elves have for centuries been in a truce with Eastwind, it is an uncomfortable one as the elves claim that the forested swamps were once part of their territory before the humans came in and kicked them out. Still, the fact that their forests are officially recognized as another kingdom keeps human loggers out, which they are quite thankful for.

This is the Green Kingdom, in the human tongue anyway as in elvish it is much more poetic sounding and there isn't really a king, but they long ago stopped trying to explain it to the humans.

To the south are the difficult to navigate mountain plateaus continuously contested between the gnomes and the kobolds. Both races have become consummate inventors to built the systems of elevators and bridges and carve the many narrow staircases and trails into the jagged, vertical landscape, as well as each constantly seeking to improve their traps and weapons to defend and attack each other.

These are the Southern Republics.

In the far west are the volcanic wastelands where tribes of barbarian humans, orcs, half-orcs, kobolds, and stranger creatures are ruled over by complex, eternally competing clans of red dragons. There are also rumours that this place used to be covered in portals to infernal realms, and that some of those portals are still open. The preponderance of strange hybrids of men and beast certainly lend credence to these rumours. It is a savage land, with the worship of Tiamat and Garyx in ascendence with Gruumsh and Erythnul close behind, but amongst some the preachings of Kord are also heard amongst some of the few good aligned people.

These are the Dragon Wastes.

The campaign begins with stirrings of trouble in the steppes of Eastwind. Something has awakened, and the whole kingdom and those around it will be shaken by its arousal.

So is that enough to entice people into thinking up character concepts?
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#9

Post by LadyTevar »

....

You do know that by saying you liked 'odd concepts', you've opened the door for Nitram to go wild, right? Orc Paladin. Kobold Dragonborn. Genasi Dragons.
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#10

Post by Academia Nut »

I set the Dragon Wastes specifically so that I could bring in an absolutely bizarre NPC that I've always wanted to play as a potential enemy.

Human bard/barbarian/dragon disciple maxing out on Abyssal Heritor feats. Chaotic neutral worshipper of Garyx, demonic dragon of destruction (and renewal). Not so much evil as just a force of destruction at anything the character is pointed at. Enjoys doing completely random shit.

I also once figured out a gestalt character that was a binder/chameleon just for the joy of having a character that can wake up each morning and ask, "Who and/or what do I want to be today?" Completely ridiculous, I would never allow such a character outside of all but the most oddball campaigns, but I've dreamt it up before.

So I say bring it. The worst that can be done is have me steal ideas for later.
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#11

Post by SirNitram »

I would love to play a dragon, but there are two problems.

1) The Level Adjustment formula is ridiculous in Draconomicon. As someone whose had dragons as PCs under him, they are easily the weakest in the group, even if you remove the LA. That said, potential synergy terror means you keep it to Dragon levels and Base Class levels. PrC's could get too ugly.

2) If you did use the LA formula there's all of three that are viable for 6th level.

If I can get a relaxing, I will throw down a Metallic.
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#12

Post by Academia Nut »

I'm not entirely sure about a dragon, but for you I might allow a monster PC. You mentioned you thought hellbred paladins were awesome? How about one of those who gets dragged into the undead apocalypse and attempts to stop the destruction and protect the weak? Any other ideas? Give me the pitch for the dragon and the direction you want to go with it first, unless you decide that you like something else better, and I will think about it.
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#13

Post by SirNitram »

Academia Nut wrote:I'm not entirely sure about a dragon, but for you I might allow a monster PC. You mentioned you thought hellbred paladins were awesome? How about one of those who gets dragged into the undead apocalypse and attempts to stop the destruction and protect the weak? Any other ideas? Give me the pitch for the dragon and the direction you want to go with it first, unless you decide that you like something else better, and I will think about it.
If I did go with a dragon, I'd take the general option for reducing a monster PC's effective level by one(Basically, one Hit Die and all it grants off the top), and do the companion thing with Tev.

Hellbred.. While, I would like it, and the heritage feats are appropriately vile. I need to think on that a bit.
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#14

Post by LadyTevar »

I myself would do something COMPLETELY out of Character, and go Paladin :twisted:
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#15

Post by Academia Nut »

What is this? Me somehow tempting Tevar to the forces of good and light? This cannot be. Especially since I distinctly remember signing myself up for the forces of darkness and chaos.

Incidentally, I think that the only PrC I would ever allow from the Book of Exalted Deeds would be the Vassal of Bahamut due to general awesomeness. Those guys are hardcore, and Bahamut is pretty sweet.
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#16

Post by SirNitram »

Academia Nut wrote:What is this? Me somehow tempting Tevar to the forces of good and light? This cannot be. Especially since I distinctly remember signing myself up for the forces of darkness and chaos.

Incidentally, I think that the only PrC I would ever allow from the Book of Exalted Deeds would be the Vassal of Bahamut due to general awesomeness. Those guys are hardcore, and Bahamut is pretty sweet.
*Twitch*

Okay, now I know what the Runt Of The Litter is gonna be.
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#17

Post by LadyTevar »

Academia Nut wrote:What is this? Me somehow tempting Tevar to the forces of good and light? This cannot be. Especially since I distinctly remember signing myself up for the forces of darkness and chaos.
No, my dear, you are merely making me go LAWFUL. Normally I play neutral or chaotic, with a varying mixture of 'good' thrown in there.

Lawful Good is going to be something new. Are you using the Faerun Gods, or another Realms?
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#18

Post by Academia Nut »

A runty metallic dragon wyrmling that intends to prove that (s)he can fight evil just as well as anyone else and has sworn an oath to Bahamut to fight evil at every turn and will at some point take on a red dragon single handed to prove his/her worth to his/her god?

Hmmm...

I'm going to allow this.

EDIT: Standard D&D pantheon found in the 3.5 PHB plus the draconic pantheon in Draconomicon, plus any other generic deity I decide to throw in. So no Torm or Helm or such.
Last edited by Academia Nut on Sun Sep 21, 2008 6:32 pm, edited 1 time in total.
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#19

Post by rhoenix »

Sidenote - AC, regarding the new Duskblade spells, here are clarifications to your questions:

Knowing Spells:
Duskblades begin play knowing 2 0-level, and 2 1st-level spells, plus one additional 0-level per point of Intelligence modifier.
Each time you gain a class level, you learn one additional spell from any level you can cast, chosen from the Duskblade spell list.
Upon reaching 5th level, and at every odd-numbered level, you can choose to learn a new spell in place of a spell already learned. In effect, you lose the old spell in favor of the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be two levels lower than the highest level spell you can cast.

So basically, I get one new spell per class level, and I can trade them in sometimes starting at 5th level if I don't like or use a particular spell.
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#20

Post by Academia Nut »

Ah. I see, that makes sense. So, do you have a character idea in mind? If you're not entirely sure on origins or stuff like that, just post what you have and then any questions of how to fit the character into the setting and we can work that out.
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#21

Post by rhoenix »

Academia Nut wrote:Ah. I see, that makes sense. So, do you have a character idea in mind? If you're not entirely sure on origins or stuff like that, just post what you have and then any questions of how to fit the character into the setting and we can work that out.
Right now, the idea I used for my last ill-fated Duskblade would work. He's a half-elf, grew up in a human village near to an elf town, was taken in and trained at the age of 8 as a Duskblade, has adventured ever since.

Kinda nebulous, I admit, but what can we work out?
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#22

Post by Academia Nut »

Hmmm... well, the elves typically aren't fans of humans in this setting, but they do a bit of trading, either along the border ranges or in the cities. I could easily see a half-elf being sired by an elven merchant or such in one of the border places. Definitely want your mom to be human.

Who would your character's mentor have been? The elf returning to take care of his bastard offspring, or just someone who saw potential in the child and decided to help him bring it out? What has driven him since he finished his initial training?
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#23

Post by rhoenix »

Academia Nut wrote:Who would your character's mentor have been? The elf returning to take care of his bastard offspring, or just someone who saw potential in the child and decided to help him bring it out? What has driven him since he finished his initial training?
How about that as far as he knows, someone from the elf town came to train him at that time. When he finished training, he focuses first on finding out who his father is, between your average do-gooder stuff on the side that always seems to take precedence.
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#24

Post by Academia Nut »

So making his father a travelling merchant with no real fixed address would work for your character concept, correct? Do you give me carte blanche to have control over this NPC? Trust me... :zaia:

This wandering attitude would also make it fairly easy for me to put your character where I need him in the beginning.
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#25

Post by rhoenix »

Academia Nut wrote:So making his father a travelling merchant with no real fixed address would work for your character concept, correct? Do you give me carte blanche to have control over this NPC? Trust me... :zaia:

This wandering attitude would also make it fairly easy for me to put your character where I need him in the beginning.
In the interest of storyline fun, go right ahead. I hereby give you carte blanche, as long as you eventually let me try to create new spells (i.e. some of the ol' Wizard favorites that would work). Deal? :cool:
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