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The Trials of the Sword Coast
On the first day of Chest, the year of Rogue Dragons,
1373 DR, I Lord
Piergeiron Paladinson hear by order you in the name of the Lords of Waterdeep to
act on our behalf to rid the city
of the Zhentarim plague. For this you
have the full powers of an acting city Watch and may use this power to aid in investigation and
elimination of the Zhentarim threat, wherever it may lay within the city proper. This power is not to be abused and is subject to removal if
evidence of such misuse should be confronted
by actual city officials. This
proclamation is repayment for misdeeds done prior, Crimes of the Third Plaint, Murder of a Calashite
National. Any and all who may aid the
below mentioned names also must
sign and obey this contract or suffer penalties and possible imprisonment, to
be determined by the
Magistrates. All treasures found
related to this mission may be kept by right of conquest. So Say the Lords of Waterdeep. Arzmil Draegor Torkin Jubei |
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Well Met! Click on one of the below links to learn
more about the game, rules,
information and current events! |
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Synopsis of what has happened
to date: The former King Azoun’s dead
carcass arrived in Waterdeep badly mutilated. A procession of ghostly Purple Knights hand delivered the body
to Lord Piegeiron Paladinson during a speech where he was publicly donating
charity gold to Cormyr. Shortly
thereafter, the party accidentally hand delivered black lotus poison to a
sick murderer who sacrificed a noblemen’s daughter. The woman’s body reeked of the darkest of magic and was on
display on the mast of the ship her family owns. Lord Wavesilver saw use in the party and spared them from being
prosecuted for this crime. Wavesilver
believed the real culprits where Zhentarim agents dressed as Iron Throne
merchants trying to scare the Nobles into selling the merchant fleet cheap to
these so called merchants. He
suspected they where hiding out in an abandoned boarding house. While investigating this lead the party
came into contact with a group of halfings known as the ‘Sky Hoppers’ who
stole and ran from them. Another
incident happened when a former party member got into a scuff with the thief,
ending in his death. This murder did
not go un-noticed by the city Watch.
The party was held accountable for murder of a Calimshite
national. They were latter acquitted
thanks much to Lord Wavesilver’s help.
A condition was they must act on behalf of the city to stop the
Zhents. No longer was this just an
optional thing. Coming to claim his
dead brother’s body was the Calimshite Kel.
Kel tailed the party, having despised his brother, he cared little of
the circumstances. The party finally
infiltrated the abandoned house, finding out that the Zhents have moved
further underground into the sewers behind some portal. The Zhents seemed to be led here by some
commander named ‘Napon’. During the
search of the house, Johan was slain.
He was latter brought back to life.
The party spent much time gathering clues. During this time they met up with a elven rogue who seem to be
following the Monk. While doing so,
the former Monk of the party had some shady business to attend too. He suckered the party into slaying the
‘Sky Hopper’ Halfling gang and a botched attempt to break into a Noble
Wizardres’s estate. The failure of
the latter caused the party to split up and the death of the Monk. Kel came across an old drow who was part
of a party that delved into the sewers long ago. He had some insight as to what these portals are about but did
not understand what the party was searching for. The party delved into the sewers coming across a series of
strange riddles, most of them deadly if not answered right. They scoured the sewers for some time,
coming across many dangers. One of
which was a disgusting worshipper of Talona that demanded tribute for
passage, but the party slain the foul creature. A ghostly like panther kept shadowing the party in the sewers
and this panther supposedly had attacked a plumber which the party found
nearly dead. For rescuing this
plumber the party was rewarded with a magical sword, called ‘Beholder
Bane’. The party finally solved the
riddles, stumbling across a secret passage that had all the necessary clue
items to surpass the traps. The clues
themselves where guarded by a series of pits. The party pieced the clues together and opened the portal. It took them into the heart of
Undermountain. Where they encountered
Halastar. The mad mage muttered
something about them not being worthy of going after the Zhents and banished
them to Limbo to test their abilities.
The party traveled to an odd volcanoe in the mad plane, nearly loosing
their lives to a Slaadi and teleporting back to whence they started. The party explored the vast dungeon,
coming across goblins and other pests.
A wrong turn teleported them deeper into Undermountain. An odd cave filled with a forest! They where inside a tree house, which had
eight ogres inside surrounding the party in a circle. Most everyone nearly died if it weren’t
for Johan teleporting in at the last minute.
However Kel died when his head was caved in by a large club. If that weren’t enough the owner of the
home decided to come back and turned out to be a Wizard. This Wizard was about to attack the party
when they discovered the door out of the tree house actually is a
telelporter. They all wound back
where they started in Undermountain, now having come across Torkin, Draegar
and Arzmil who themselves where fleeing Umber Hulks. Halastar once again appeared, warned the
party that they must not stray afar again and he gave Johan a staff of life
to resurrect Kel. Johan reluctantly
did. The party ventured deeper into
the goblin lair slaying their king after it almost killed Jubei. Then just as they where resting from that
battle a mad flesh golem named ‘Shocking Doom’ came charing after the
party. An odd invisible sphere that
cackled and laughed at the party, radiated electric and circled the golem. Kel tried to attack the golem with his
wand, but it was immune. The party
was caught at a dead end, but thanks to quick work of Jubei and Cloak they
picked the lock to the door at the halls end and fled….. Story related trinkets found
so far:
To any newly arrived seekers, provisions have been hidden away in this boarded up boarding house. Do not disturb any beggars in the front as they keep the illusion of a derelict house. The records for this house have been safely hidden, so no need to worry about the City knocking on the door. As always keep a low profile. The hidden provisions are marked by a ‘z’. Also check the sewers for further supplies as marked on the map. Due to the nature of our business we are elsewhere under the city. Piece together the objects to find us at the portal. Any new arrivals should conduct business as ordered from home. We have a small number of servants guarding the boarding house from anyone foolish enough to go against us. They are to guard this place only, do not attempt to take them. We have been forced into deeper hiding do to a compromise of our mission, don’t act unless it is completely different from our previous attempts, otherwise report to the portal.
Commander Naypon
Unless you are of commanding rank, you are not allowed in these quarters, otherwise feel free to make use of this room and the armor if needed.
Commander Naypon
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Out of Character |
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1.
What some of the NPC’s are really thinking… 2. Bio’s on all the current party members… 3. Rules and General Info on game… 5. Character generation utilities… |
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Biography of the whole
Party |
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Player: June Class/Level: Fighter 3 Born: 1348 DR (Survived Time
of Troubles)
HP:34 AC:21 STR:16 DEX:14 CON:14 INT:12 WIS:11 CHA:9 Magical Gear – 28 1st tier Arrows,
poisoned with weak centipede toxin Deeds Good and Bad: 1. Botched attempt at aiding a
break in of the Noble Woman Melshimber Accused and absolved of crime provided she officially aid her
fellow party members in there Current quest. 2. Attempted to rescue Jubei from the clutches of Cragspill Alignment: True Neutral
(Border line Neutral Good) Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: Strong unforgiving Illuskan. She carries a great sword and a meaner
attitude to those who get in her way.
She mostly keeps to herself, priding in her physical prowess. She
cannot pass up a god challenge if presented to her. Relatives: Father Ghanlivar Mother Terella 3 older brothers and one older
sister Large extended family both in
Icewind Dale and Luskan Friends: 1. The Plumber’s Guild of Waterdeep 2. The Red Gauntlet Inn Enemies: 1. Your vengeful Uncle (more of a feud than actual enemy) 2. The Zhentarim Background: Kia grew up in the frigid
northern town of Icewind Dale. She was born into A family of Trappers and
Fishermen. She learned and heard of
stories of far off lands from a early age. She even picked up a few words
of Alzehdo, the native tongue of Calishite merchant she occasionally visited With her family. The rest of her early schooling was done
by her father Ghanlivar. Latter in life she helped with
the hunting expeditions with her family in the wilds of the frozen
artic. One expedition led all the way to Luskan, not to hunt but to
trade. This was Kia’s first chance to
see a world beyond the bitter frozen north.
From prior training in the frozen lands, she learned the skills of a
warrior and has a remarkable strength.
With reluctance she left to the great city of Waterdeep to start her
life as an adventurer, much to her uncle’s dismay who feels she should be
with her mother in Luskan to take care of her in her old age. Despite these
torn feelings her desire and stubbornness drove her to the City of Splendors.
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Player: Anton Class/Level: Monk 3 Born: 1350 DR HP:25 AC:15 STR:17 DEX:16 CON:12 INT:10 WIS:14 CHA:8 Magical Gear – Drow Cloak (Piwafwi), ten
times easier to hide
Drow Boots, ten times easier
to sneak
Deeds Good and Bad: 1. Failed miserably twice to
protect Kel 2. Impulsive and rash 3. Did try to save face by hauling Kel and his belongings so he might be revived from the dead 4. Acted honorably to help his friends as needed Alignment: Lawful Neutral
(Border line Neutral Good) Current alignment balance: * Good -good/neutral- True Neutral
–Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A living weapon. This young Tethyrian Monk still has much to learn, but has
proven to be both kind hearted and honorable. He often tries to bite off more than he can chew, but is
fearless and is a man of his word, even if he fails to live up to it, he
still stands by his actions. Relatives: Father (Briiathor Alougarr) Six other living relatives
(Cousins, uncles and aunts) Friends: 1. Some of the Waterdeep Watch and some laborers in Amphail 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn Enemies: 1. Some of your father’s more deranged criminal captures in
Waterdeep Castle serving hard time 2. The Zhentarim Background: Jubei was adopted as a baby by
the Lord of Amphail, a small town under the City of Waterdeep’s
territory. His father Briiathor
Alougarr, is quite wealthy and a close friend of Piergeiron Paladinson. He was trained his whole childhood in the
ways of a squire under his father’s wing.
He learned much of Tyr (His father a devout follower). Jubei’s father wanted his boy to become a
Paladin or Priest of Tyr and for a while it would seem this would be Jubei’s
path. This all changed when a Monk of
Tyr visted their home when he was still a young teenager. The Monk spoke much of his life to the
inspired Jubei. The Monk left behind
a book for Jubei to read, one explaining the secrets and daily sacrifices of
a Monk of Tyr. Jubei eagerly studied
and practiced, mostly self taught and inspired by his god. What finally inspired Jubei to lead an
adventuring life was a chance encounter with merchants from the far east in
Waterdeep market. They spoke of their
own Monks and ways of life that fascinated Jubei. He informed his father he was ready to move on and can only
benefit from the wisdom gained through travel. With his Father’s consent he headed to Waterdeep to find fame
and adventure.
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Player: Dave Trombly Class/Level: Rogue 2 Born: 1263 DR (Survived Time
of Troubles) HP:14 AC:18 STR:12 DEX:20 CON:13 INT:11 WIS:10 CHA:8 Magical Gear – Dagger, Tier one
Two Potions of cure light
wounds of fifth tier of magic
Potion of sneaking
Deeds Good and Bad: 1. Stayed loyal to Thieve’s
guild 2. Has helped only if it suits
her needs or she feels like it is worth while to do Alignment: Chaotic Neutral Current alignment balance: * Good -good/neutral- True Neutral
–Neutral/evil- Evil
* Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A lithe wiry Wood Elf woman who always
gets her way. She like to twiddle her
daggers when bored and knows how to fight dirty. She is ruthless and self centered and ultimately loyal to
none. Beware of this one. Relatives: Both parents alive Three living Grandparents Large extended family (all of which see you as a
threat) Friends: 1. Xanathar’s Thieves Guild 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn Enemies: 1. Waterdeep Watch and Magistrates 2. The Zhentarim 3. Your family 4. City of Everseka 5. Elves from Everseka who know your crime Background: Cloak wishes little to
remember her terrifying childhood in Everseka. Most Elves assume this to be a safe haven, but Cloak knows a
deep secret in this so called safe haven.
Her family is part of the Arcane order of Wizards who work closely to
the city council. They however
secretely worship Lloth and have used their leverage in the city to hide
their dark worship. When Cloak
learned of her families worship and rejected it, her family planned a
horrible revenge causing her to be banished from the city, never to
return. All her life while in
Everseka, Cloak rejected her arcane teachings in favor of the trade of a
rogue, much to her family’s disappointment.
All of it was self taught and well practiced with her secretive
behavior (and for good reason with a family she despised). Cloak set out to Waterdeep to live a new
life and put her unique skills to work. |
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Player: Jorge Cadavid Class/Level: Priest 2 (cr 3) of Lathandar Born: 1345 DR (Survived Time
of Troubles) HP:20 AC:22 STR:16 DEX:14 CON:14 INT:12 WIS:18 CHA:16
Magical Gear – Staff of Life, an ominous gift
from Halastar, no magic energy left in it now
Unknown black ebony wand with
Goblin writing of ‘Magulbite Protects’ written in Goblin on it
Unknown magic shortbow with
corbra fanged mouth and skin for handles
35 1st tier Arrows,
poisoned with weak centipede toxin Deeds Good and Bad: 1. Constantly helps the party survive with his magic 2. Has put himself in harms way numerous times to protect his
fellow party members 3. Unselfishly gave up the last charge of his staff to bring the
less than deserving Sorcerer 4. Generously rewards those who feels deserve such rewards 5. Has a bit of a short temper and on a few occasions this stubborn
temper has gotten the better of him 6. Speaks the truth even if it condemns him 7. Constantly preaches and tells stories to the young whenever he
finds him, for Lathandar smiles on such things Alignment: Neutral Good (Border line Lawful Good) Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: An imposing man of unknown origins. His skin is golden as are his eyes. A sense of calm and well being permeate
this dedicated worshipper of Lathandar.
He is the pillar of the party and it’s acting leader. He takes no nonsense and returns kindness
with like. Relatives: Johan’s parents are mystery to
him, for he never met them Great Grandmother (who shares
his unique abilities) Several distant cousins, aunts
and uncles Friends: 1. The High
Priestess in the Temple of Lathandar in Waterdeep, Ssaeryl Shadowstar 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn 4. Johan’s mentor, Priestess Coridella of Silverymoon Enemies: 1. The Zhentarim 2. Undead and Worshippers of Evil Gods Background: Johan was born into minor
Nobility in the city of Silverymoon.
The family are all devout followers of Lathandar and many are priests
in their own right. Johan is
considered blessed by his family, for like his Great Grandmother, he has the
blood of Lathandar’s Angels in his veins.
To this day his Great Grandmother still runs the family, with
unrivaled wisdom. Johan was taught
the way of Lathandar from as soon as he could walk and speak. Soon you were helping out in the Temple of
Lathandar, helping with ceremonies and learning simple trades. Johan’s parents seem only to be known by
his Great Grandmother who tells him simply the time is not right for him to
hear. Soon Johan grew to be a young
man and well to do within the Temple of Lathandar. He even was in the war against the Orc King Obould when he was
driven from his strong hold. Shortly
there after an arranged marriage by his family to a young girl Dadora was to
take place. This girl being from
another Noble family. However Johan
refused and could not in his heart love this woman, for he only feels so many
things he has yet to do. This angered
the patron of that Noble family. The
father’s name is Nirun. This has
caused a strain in the family but Johan’s Great Grandmother respects his
decision. Rather than cause more
strife, Johan felt it was his time to adventure out into the world and bring
Lathandar’s word to those who need it most. |
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Player: James Eischen (JJ) Class/Level: Ranger 1
Psionicist 2 Born: 1361 DR HP:27 AC:22 STR:18 DEX:13 CON:16 INT:8 WIS:14 CHA:8 Magical Gear – 2nd tiered Breast
Plate Armor
29 1st tier Arrows,
poisoned with weak centipede toxin Deeds Good and Bad: 1. Cares little for anyone but himself 2. Must be goaded into helping the party at times, he is extremely
lazy 3. When he does help he has been extremely very reckless at times 4. When the mood strikes him or he thinks it will benefit him, he
has stuck his neck at a few times to help out the party Alignment: Chaotic Neutral Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A dull-witted quiet half-elf (Tetheryian
Moon Elf Mix) is what most people first perceive this man. His appearance and mannerisms are very
deceiving. He often lulls others into
thinking he is incompetent, but he is far from it. He is equally adept with a blade as he is with his own body. He is quick to react and can kill at a
moments notice if need be. Relatives: Mother and Father (adopted) Several cousins, aunts and
uncles 3 older brother and one
younger brother Friends: 1. Nindepor, CG Human (Illuskan) Ranger 6th level (Mentor) of
Nesme 2. The Plumber’s Guild of Waterdeep 3. The Red Gauntlet Inn 4. Halumarabi of Calimshan (Halfing Psionicist and friend of Kel’s
family) Enemies: 1. The Zhentarim 2. Yaniz of Luskan Background: Born in the war torn town of
Nesme and orphaned at an early age due to the constant raids on the town,
young Luke has seen much violence growing up. He was adopted by friends of his parents and raised in poor
squalor. Allot of his adopted family
are actually members of the Riders of Nesme.
Luke had little time for any schooling, instead being trained by the
ranger Nindepor in the ways of a woodsmen.
Luke fought many hard chaotic battles that plagued the town, as soon
as he could effectively hold a sword.
This constant strife and living in constant terror of attack accounts
for his withdrawn attitude. Relief
finally came to Nesme when a group of noble adventurers championed Nemse’s
plight, forginf an alliance with Silverymoon, an odd cadre of Eastern Monks
and the Sky Pony Barbarian tribe.
These adventurers formed the town of Solaris, one mile away from
Nesme. A few pivotal battles with the
Frost Giants and Orcs proved their defenses to be too overwhelming having
thwarted their designs on taking over the Silver Marches threw Nesme’s
destruction. The city brought many
strangers to Nesme, both good and bad.
One such stranger found himself passed out drunk in-front of Luke’s
home. He was dressed in all manner of
fancy clothing and looked to be a wizard of sorts. Luke dragged his drunken carcass and unceremoniously tossed him
into a mud puddle at the town gates.
Little did Luke know this drunk remembers things when he drinks. Since then, the few times Luke seen him
around town he had threatened the Ranger with revenge. Luke dared not provoke him for he heard
this Illuskan is from Luskan and of formidable power. Luke, having seen Nesme finally stabilized
with normalized trade and a future beyond certain death, Luke decided to head
out and explore the vast unknown of the Sword Coast, his travels eventually
leading him to Waterdeep. |
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KEL
Player: James Eischen Class/Level: Sorcerer 3 Born: 1345 DR HP:12 AC:18 (29 with magic up) STR:10 DEX:14 CON:12 INT:10 WIS:9 CHA:17 Magical Gear – Wand of Magic Missiles 20
charges, 1st tiered magic
Wand of Magic Missiles 19
charges, 9th tiered magic
Ring of Protection, 1st
tiered
Unknown purple robe of
resistance, 1st tiered?
Scroll of Ray of Enfeeblement
, 9th tiered caster
Scroll of Monster Summoning 1,
1st tiered caster
Scroll of Change Self, 1st
tiered caster
Deeds Good and Bad: 1. Cowardice in many situations 2. Constantly trying to screw everyone over, especially his so
called ‘friends’. 3. Conniver and two faced 4. Ungrateful toward Johan 5. Is in this for himself Alignment: Chaotic
Neutral (Borderline Neutral Evil!) Current alignment balance:
* Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A typical scheming Calimshite merchant, if
he actually were a merchant. Kel is
constantly up to something or has some other trick up his sleeve. He is quick with words and quick with a
dagger at your back should diplomacy fail. Relatives:
Both parents alive Has two younger living
sibblings in Calimshan (two brothers) Three grandparents alive (both
on fathers, grandmother on mother's side) A large extended family of
Gur/Calimshite mix (Desert Gypsies) Friends: 1. The Plumber’s Guild of Waterdeep 2. The Red Gauntlet Inn 3. Halumarabi of Calimshan (Halfing Psionicist and friend of Kel’s
family) Enemies: 1. The Zhentarim 2. Several ‘ripped off’ clients of his family back in Calimshan Background: Kel grew up in Calimshan, in
family of thieves. Kel like many
other members of his family showed an aptitude toward magic, but in Kel’s
case not for the typical Seer ability, no his was innate and varied, that off
a Sorcerer. His family suspects his
magical ability to be traces of Genie blood, not to uncommon in
Calimshan. He was trained by his
Mother to use these gifts to get by in life.
Kel helped his family in odd jobs and scams they pulled, using his
unique talent. Kel excelled at a life
of crime and knows every dirty trick in the book, even though he is not
actually a trained rogue. This is the
life for much of the poor of Calimshan who wish to improve their lot without
honest ‘slave labor’ work. Kel would
still be in Calimshan if it where not for his family’s insistence that he
travel to Waterdeep to see his disgraceful brothers body be returned for
burial.
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Player: Jeff Class/Level: Barbarian 2 Born: 1258 DR (Survived Time
of Troubles) HP:26 AC:17 STR:18 DEX:15 CON:13 INT:10 WIS:11 CHA:6 Magical Gear – None, so far Deeds Good and Bad: 1. Fearless in your face attitude Alignment: Chaotic Neutral Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil
* Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: Unkempt crazy dwarf with unruly body
hair. He speaks very little common
but lets his axe and hammer do most of his speaking. He may reek and not be much of a
conversationalist, but he can pack a mean swing. When he is not fighting, he is drinking. When he is not drinking he is recovering
form drinking. Relatives: Unknown, Torkin has never
spoken much of his Dwarven background Friends: None Enemies: 1. Orcs & Goblinoids Background: Torkin grew up in the wilds of
Silver Marches, having been abandoned as a young boy. He learned to survive much like an
animal. He learns the ways of the
wild well. What little contact he has
had with his own people are the Dwarves of Mithril Hall. There he found some direction in his life
and learned to speak Dwarven. He spent many years in and
around the Hall, acting as a scout for them or extra warrior in times of
attack. Torkin heard stories of many
lost Dwarven holds to the south and decided maybe he could reclaim them for
his people and gain great honor. He
heard of Waterdeep and figured he might run into other adventurers who may help
him. While traveling through Waterdeep
he met up with a group of adventurers who said they where going into
Undermountain to seek riches. Torkin
heard stories from his people of this place, it once was a Dwarven hold long
ago. The chance to bash in some orc
heads, get gold to make his axe bigger, buy more drink and perhaps reclaim a
relic or two of his people was irresitable.
However shortly into the infamous dungeon his hapless party was
ambushed by twelve marauding Umber Hulks.
Torkin being no fool fled with the rest of the party, however only he
and two others survived from the group of eight strong. Now he has found another group of
adventurers, perhaps things will be different.
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Player: Samuel (Simon)
Figuroci Class/Level: Fighter 2 Born: 1356 DR HP:26 AC:17 STR:18 DEX:15 CON:15 INT:8 WIS:8 CHA:8 Magical Gear – None, so far Deeds Good and Bad: Nothing unusual, so far Alignment: Neutral Good Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil * Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A very capable warrior of many
talents. He is highly skilled fighter
used to performing in battles. He is built for fighting and
has many old scars from opponents who where not so lucky against him. He has largely given up his
former mercenary life, for it conflicted with his own beliefs. Relatives: None, he was sold into
slavery, now free Friends: None Enemies: None, so far Background: This Chondathan, Draegar, has
only recently known freedom. He was
sold into slavery by his poor mother, being an illegitimate and unwanted
child. He traveled across the Sea of Fallen Stars from his homeland of Chessenta. There at the pirate isles he
was sold to Zhent slavers. He was
taken away to Zhentil Keep. He was given special treatment
for his masters could see his fighting potential. He was raised and taught to fight. Once he was old enough to effectively
swing a blade he was pitted in many gladiatorial fights. Up until his late teens he did this and did it
well. He earned enough coin to buy
his freedom and started his free life with a brutal mercenary gang. He kept feeling his life was
at a standstill and things seemed little better than being a slave. He found these mercenaries
took many unsavory jobs and when they where acting as outright bandits he
left the group. He was not too far from
Waterdeep and decided to head there to start a new life, perhaps as an
adventurer or city watch. He met up in the infamous
Yawning Portal Inn with a group of adventurers who where heading into
Undermountain. Finally the chance to really
test his skills and even bring good to Faerun. His luck ran out when his
party was ambushed by a dozen Umber Hulks and had no choice to flee. He and two others where the
only survivors. Tymora worked in strange ways
when the three stumbled across another group of adventurers, this group was
going after Zhents, time for payback!
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Player: Alex Class/Level: Sorcerer 2 Born: 1238 DR HP:11 AC:12 (16 with spells) STR:10 DEX:14 CON:10 INT:12 WIS:10 CHA:18 Magical Gear – Eight Potion of Cure Light
Wounds, Blessed Correllethan healing water, 5th tiered magic
Two Potion of Spider Climb, 7th
tiered magic
Potion of Jump, 6th
tiered magic
Scroll of Summon Monster 1, 8th
tiered magic
Scroll of Invisibility, 5th
tiered magic
Scroll of Change Self, 6th
tiered magic
Wand of Melf’s Acid Arrows. 12th
tiered
Deeds Good and Bad: None of note, so far Alignment: Chaotic Good Current alignment balance: * Good -good/neutral- True
Neutral –Neutral/evil- Evil
* Lawful –neutral/lawful- True
Neutral –Chaotic/Neutal- Chaos Description: A lithe moon elf with pale blue skin and
nearly white silver hair. His body
almost looks as if it where sculpted from an artist. He carries all manner of gear and
equipment on him, ever prepared for what life may throw at him. Relatives: Two Parents One older sister and two older
brothers Four Grandparents Two Great Grandparents One Great Great Grandparent Large extended family Friends: 1. A few acquaintances back in Cormanthor. Enemies: 1. Drow Background: Arzmil and his family are some
of the few elves who decided not to retreat to Evermeet. They remained in a nomadic encampment,
keeping watch on the woods of Cormanthor.
Arzmil is believed to have distant silver dragon blood in his veins,
but has never been proven. For many
years he has helped defend the woods, despite the overwhelming intrusions of
Drow and encroaching humanity. Arzmil
yearned to see more than just his beloved woods. He had heard much tales from the Sword Coast, and a vast city
known as Waterdeep. He informed his
family of his journey and with their blessing left and wandered the dangerous
countryside all the way to Waterdeep.
Along the way he kept to himself and stayed out of trouble, for he did
not want to meet an untimely end before his goal was reached. He finally arrived with little trouble
along the way in Waterdeep. He
quickly found what he was looking for, group of adventurers were heading into
Undermountain, a dungeon laden with ancient magic and artifacts of long ago
times. He joined up but the journey
was destined for quick disaster. An
onslaught of Umber Hulks killed most of his party, forcing him and two others
to flee for many days within the dungeon.
Finally a ray of hope, another adventuring band. Perhaps these strangers will be more wise
not to take on twelve Umber Hulks.
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Week 8 – “Those naďve adventurers know little and yet do
so much. Hmm… When the time comes I will let them fall and move on to more
pressing matters. I doubt they will
survive anyway, But they have been a useful diversion, I must
admit.” “This plan is foolish. Hiding so far from view and away from help is not wise. I question this idea and I question our fool
leader. I will not stand for this
much longer.” “I am not certain these adventurers know the
magnitude of events coming to be. I
can only hope they will ride the coming storm. So uncertain….” “I wonder if sending those brave souls on such
a perilous mission is in their grasp.
So many loose ends with that bunch. If need be I will have to deal with
matters more directly. Time will tell.
May Tyr guide their path.” “Contact has been lost. This is unusual. I will have to send reinforcements, if I receive word
such a thing would be prudent.” “Interesting lot those adventurers are. Quickly solved my old master’s testing
enigma. Yet they cannot complete the most simple of
tasks. I will make certain a close
eye is watching them, but what has ever happened to that
eye? Oh well, I doubt I will be
seeing them again. Undermountain? Ha! They won’t last a
fort night!”
From the Gods - “This
town. A rift of time has taken shape with events that will forever change Faerun.
Innocence will be lost.
Horrors far beyond mortal comprehension. Things Not even we can control. I feel as if control has been lost. Maybe it is not too late. Secrets must be kept from them at all
costs. My immortal mind can see these things yet this forsaken city causes so
much uncertainty. …..Lord Ao…yes…. What is it master?”
From the Far Future - A glass bowl with a illusionary picture
of a human dressed in odd clothing Speaking to a gathering of similarly
dressed humans and demi-humans “My fellow Mazticans, as of noon today
we have launched a first strike against the Solaris threat. We are certain they will not be able to
retaliate in time. Our intelligence states they do not
have Nuclear capability…. What?!
We got to….” Followed by
hissing silence as fuzzy snow covers The glass bowl.
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Start time:
12-1:30 PM End Time: 5:30-6:00 PM Days: Every Saturday Phone: Tom Cook DM (305) 4675440 (Best time to
reach me is after 10:00pm, no latter than 2:00am
M-F, and from 10:00am-11:00am MF.
On Saturday from 10:00am-11:30am. Sunday, all day until 2:00am. If
you get my voicemail leave a detailed message.) James Eischen (954) 6897573 (Early morning or after 6 in the evening M-F) Where?: The Ft. Lauderdale Art Institute, 4th
floor 1799 SE 17th
ST, right before bridge, east of US1.
Left hand side of road. Who runs it?: Tom Cook, dungeon master for 17 years What game?: Dungeons and Dragons 3rd
Edition Rules of the Game: 1.
The setting is in the
Forgotten Realms, on the Sword Coast. 2.
Starting characters must
be one level behind the lowest level party member current in the game. 3.
All races from the
Forgotten Realms 3rd Edition book are allowed, except any with a
starting ECL. Be sure to choose regional starting equipment based on your
homeland. 4.
Starting gold is based on
your level. You may purchase magic
items, provided you Can
afford them. Click here for a list of
magical items for sale and your starting gold Based
on level. 5.
Abilities are generated
with the 32 point system, click here for the chart. 6.
For the first two levels
you get maximum hit points, levels there after It
is 75% of the maximum. 7.
A critical hit in which
you roll d20 3 times and get a result of 20, results In
an instant death for most opponents. 8.
If you roll a 1 on a d20,
roll again. Two successive rolls on a
d20 of 1 result in a critical failure. This
failure is a made up on my call depending on the situation. 9.
I allow Psionics. You must own the Psionic’s Handbook and be
well versed In
the rules before you may play one.
Starting gold may be used to purchase Any
psionic item no greater than minor power. 10. I expect this to be a smooth and cooperative game. I do not want to see the following: Rules
Lawyers, Excessive Power Gaming, Cheating, Interruptions, Rule Bending, Constant
Arguing and any other form of undesirable, cheesy, behavior you yourself
would not like to see. 11. Special note on Polymorph Spell (both Self and Other). You may cast it to actually Become
a monster with full abilities, ask Tom Cook the DM for details. 12. If I do not get a character background or one
convincing enough, I will generate one for you. 13. I allow the following books to be used by players for character
creation: 3rd
ED PHB 3rd
ED Faiths and Pantheons of Faerun 3rd
ED Arms and Equipment Guide 3rd
ED Magic of Faerun 3rd
ED All of the Class Books (ie, Sword & Fist, Tome & Blood, etc) 3rd
ED Oriental Adventures Handbook (see me first before you take or make
anything from this book) 14. When you gain levels, you must train 1 week per 1 skill
point you wish to improve in And
two weeks for each feat. A player
with the skill or feat you want Whose
skill is greater than yours or posses the needed feat may train you at their
discretion. You
may also run into NPC’s in the game who can train you too. All other class Abilities
are automatically gained. Prestige
classes are gained but only under special circumstances and you must qualify
and find a person of that class typically before you can take a level in it. 15. If you do not choose a god or goddess, and your
character dies, you join The
wall of the faithless in Kelemvor’s City.
Which means you can only Be
returned back to life by limited wish, wish or miracle spell. Believers Are
raised normally. 16. Please speak with Tom Cook the DM if you are interested
in obtaining electronic Books
related to this game. 17. I have an extensive d20 System collection, and can and
will use these unofficial D&D books as needed. 18. Be careful of your character’s behavior. If you slip into evil alignment you are an
NPC! 19. No revenge
characters! If your character dies
and no one brings him/her back, tough! Do
not make some silly character that was related to the deceased just to get Revenge
on the party. 20. You are rewarded experience based on roleplaying after
evening session. If you Say
something it is in character. Cross
your fingers if you wish to speak out of Character. Good role playing only makes for more good
role playing and helps Create
atmosphere for the other players beyond just me the Dungeon Master. Entertain
me with good roleplay, expect good experience. Bore me and chatter Out
of character, expecting nothing. I
average the roleplaying and give a blanket Reward
accordingly. The following chart
shows the rewards: Abysmal
(ruining game) – likely expulsion of offending player from the game and no xp Poor
(I have to frequently talk over ooc conversations) – 0 xp Average
(some annoyances) – 100xp Good
(some interruptions) – 200xp Excellent
(OOC was to a minimum) – 500xp Perfect
(no one broke character and 99% of ooc was game related )- 1000xp 21. After reading these rules and you are interested in
making a character please See
my player utilities section for help building a character. 22. Check this page
frequently for there will be weekly updates . 23. Have fun, be creative and remember this is just a game!
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Week 8 (4/26/03)- 1. I need a copy of everyone’s character sheets 2. I am going to try to get my friend Mike Gilbertson into the
game via conference call on my cell phone with a radio speaker phone. Mike
is an experienced 3rd ed player and will make a good addition to
our game. 3. I am thinking about doing a Play By Email (PBEM) of this
game. It will be daily except for
Saturday of course. It will make for a much more interesting and well thought out game,
since I will have time to ponder and think with your responses. How will this work?
Very simple. I send everyone
on a mailing list an email describing the scene and everyone Emails the mailing list
there actions (or just me privately if such action is done in secret). For those of you who will
have irregular access to email, just give me a description of what Your character would do in
most situations and I will roleplay the character accordingly. Dice resolution will be
done by me and results will be given in responses. Your response To combat must be given a
general list of things your character will do and I will enact the Encounter accordingly.
This will give us a chance to make for some very deep story and Make it all the more
rewarding when we meet Saturday. |
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7.
Equipment
allowable for purchase of character’s greater than 1st level 9.
Religions
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Ability Score Cost (Start with 32 points, add racial modifiers in
afterwords) 8 0 9 1 10 2 11 3 12 4 13 5 14 6 15 8 16 10 17 13 18 16 |
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Level- Gold - 1
Max starting gold from
PHB (depending on class) 2
900gp 3
2700gp 4
5400gp 5
9000gp 6
13,000gp 7
19,000gp 8
27,000gp 9
36,000gp 10
49,000gp 11
66,000gp 12
88,000gp 13
110,000gp 14
150,000gp 15
200,000gp 16
260,000gp 17
340,000gp 18
440,000gp 19
580,000gp 20
760,000gp
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