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Thread: Memories Remain

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    Memories Remain

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    The dwarven kingdom of Icnear is the center of known civilization, both above and below the surface of the earth. Its fate has long been governed by the Six Sooths, as pronounced by the various incarnations of Evanuy, the deva oracle. Four have come about, and each ushered in one of Icnear's four ages. "Only at the time of the wandering elves' return shall the Kingdom of Icnear face its greatest trial; so too then shall its greatest heroes return from the lands of the last child," are the words of the fifth.

    Smaller and weaker in all respects to Icnear, the goblins of Mount Teringot survived for centuries in the midst of Icnear thanks to their proximity to the eldritch powers of the mountain. Now, they are unleashing a full-scale invasion of the kingdom, an effort that would seem doomed to failure once they leave the confines of their home. The self-styled King of All Goblins is threatening to call forth the wrath of the mountain on the entire land while the King Who Rules From the Golden Throne is determined to call his bluff. Yet, as the host pours out of the channels under the mountain and is joined in battle by the dwarves, Caiphon the Traveler rises for the first time in an eon. Unseen by either side fighting in the darkness, the star adds its purple glow to the sky from twilight to dawn and signs that the wandering elves, the eladrin, are returning.

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    Memories Remain, First Adventure - "Time of Torment"

    Memories Remain is a pair of high-level adventures for fourth edition D&D. We will run at least the first adventure, "Time of Torment," for level 29 characters.

    It's taking me a while to get the background information presentable, but I'd like to get the ball rolling on character creation. The downside of doing it this way is that there's a possibility your character concept may run afoul of an aspect of the setting I neglected to mention. I will do my best to provide as much relevant information as possible.

    Character Creation Guidelines (Short Version)
    Characters may be of any race described in the Player's Handbook, Player's Handbook 2, Player's Handbook 3, Eberron Player's Guide, or Heroes of the Feywild, except for pixies and changelings.
    Here are some of the most important changes for the races:
    • Devas - There are only five devas. Evanuy is one. PC devas belong to the remaining four.
    • Eladrin - Eladrin have the shadow type, not the fey type. Their encounter power is not named Fey Step.
    • Half-Orcs - All half-orc characters are the product of orcish fathers and non-consenting human mothers, and were raised in human societies by their mothers, or were adopted.
    • Kalashtar - Kalashtar are the result of a direct fusion between a wandering soul and a human host, and have no clear memory of where the soul came from. All kalashtar were created only a few months ago and started their new lives at a high level of power.
    • Minotaurs - Minotaurs, or their ancestors, come from a very distant land.
    • Shardmind - Shardmind, like Kalashtar wandering souls, have no clear memory of what created them, only that it was a foul cataclysm whose results must be opposed should they ever appear in this land.
    • Tieflings - Tieflings are among the first or second generation of their kind, refugees from a fallen empire whose nobles made a pact with Hell.
    • Warforged - Warforged are not created intentionally and serve no masters. They are free-willed earth elementals born from rare metals forged in places of power. They have the elemental type instead of the natural type.


    It should be noted that anyone playing an Eladrin or Githzerai is very new to the Kingdom and its surrounding lands, having only arrived in the past few days. Similarly, Kalashtar, Shardmind, and Wilden characters are not only new to the land, they themselves have only come into existence in the past few days.

    Characters may be of any arcane, divine, martial, or primal class described in the above books, save for artificers. Dwarf artificers are allowed. Only Githzerai, Kalashtar, Shardminds, and Wilden may choose to play psionic classes.
    Last edited by Umiushi; 09-02-2013 at 03:15 AM.

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    Currency
    Coinage will be explained in more detail later, but uses copper, silver, electrum, gold, and mithril. One gold piece in the setting equals one gold piece in the rule books. "Coins" are actually small, shaped pieces of metal carved with designs, some of them resembling polyhedral dice. Astral diamonds, cut in regular shapes, can also be considered currency for the highest-value items. There are two sorts of gold coins, the lower-value gold talent, worth 1 gp, and the higher-value gold crown, worth 5 gp. The exchange rate is as follows:

    • 200 copper coins = 1 gold talent
    • 20 silver coins = 1 gold talent
    • 2 electrum coins = 1 gold talent
    • 5 gold talents = 1 gold crown
    • 100 gold talents = 1 mithril coin
    • 10,000 gold talents = 1 astral diamond


    In actuality, the many of the various kingdoms around Icnear and the Free City of Sapphire have their own currencies, which will be described in a future post.

    Languages
    The common tongue of the land is actually Dwarven. Any character race that speaks Common actually speaks Dwarven instead. Humans in the setting have their own shared language, which I will call "Human" in this context. Humans and half-orcs begin the game speaking Common (Dwarven), and Human. Half-elves begin the game speaking Common, their choice of either Human or Elven, and one other language. Goliaths begin the game speaking Common and their choice of one other language.

    Religion
    Icnear and the surrounding nations and races maintain separate religions. Generally speaking, the unaligned, good, and lawful good deities described in the Player's Handbook are available for worship. There are some additional gods available. These and the different religious structures will be discussed later. In some cases, the common name for a god differs from what is presented in the Player's Handbook, for example, the "Raven Queen" is an unused title for the deity who commonly goes by the name "Death" in the Kingdom of Icnear.

    Geography
    The Kingdom of Icnear is a subterranean nation lying under a broad, complex north-south mountain range. Several tributary kingdoms exist above the surface of Icnear: six human kingdoms, a federation of dragonborn tribes, a league of halfling merchants, and several bands of hunter-gatherer elves. Every major mountain peak in the kingdom, save for Mount Teringot, has an associated clan of goliaths. Other races, such as gnomes and half-elves, belong to one of these cultures or are travelers from afar. The most important nation-state on the surface, and the only one to rival Icnear's power, prosperity, and advancement, is the Free City of Sapphire, ruled by Byzanth, an ancient dragon. Sapphire, sometimes called the Gate to Icnear, is a cosmopolitan emporium mostly populated by dragonborn, dwarves, halflings, and humans, but one that plays host to all manner of races and cultures, including the occasional traveler from other worlds.

    The surface climate is temperate and continental, with frigid, wet winters, and blistering, dry summers. The mountain range has a large water system of lakes and rivers that mostly flow to the east. The two major nearby bodies of water are a gulf to the northeast, and a distant ocean, far to the southeast.
    Last edited by Umiushi; 09-01-2013 at 08:16 PM.

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    Umi,
    Begging your pardon for jumping in here like this, but are you looking to recruit for this adventure or do you have a party already in mind? Is there an OOC thread for this? I only have one source book but I'd be interested to see what a high level "Nox" would be like to play if you're recruiting.
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

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    I have a party already in mind, but as one of my current players, I would definitely agree to include you, if you are interested. This is going to be a chat game, though, like Istao or Dispositio Diabolum, and will be conducted using Maptool. If you do want to play, the other players can get you up to speed on using Maptool. The rest of the party is planned to consist of Palpatim, DiscipleofYawgmoth, and Yukonhorror, all of whom you are already acquainted with; as well as Seadogstyle and Sobek, who are regulars in my chat games.

    One item to bear in mind, though, is that eladrin are characterized differently in this adventure. You would be playing some Noxias-like character, but not Noxias himself, if you wanted to go down that route.
    Last edited by Umiushi; 09-02-2013 at 01:02 AM.

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    Races

    • Devas - Five humanoids who find immortality through the cycle of reincarnation are collectively known as the devas. Evanuy, the Oracle of Undying Memory, is one of the five. PC devas are comprise others among them. As there are only five devas, their cultural heritage comes solely from their long existences.
    • Dragonborn - The dragonborn live on the rocky slopes of Icnear. Their various tribes pay tribute to the King Who Rules From the Golden Throne or to the Lord of Sapphire. Dragonborn nobility revere Bahamut, while commoners tend to flock to Kord.
    • Dwarfs - The dwarfs inhabit the Kingdom of Icnear, but dwarfish merchants roam the surface, usually basing their operations in the Free City of Sapphire. The dwarfs have a pantheon that includes nearly all the known gods, plus a few extras such as Tiamat's rivals Abbathor and Vergadain, the gods of greed and wealth, respectively; Dumathoin, an unaligned god of secrets; and Berronar, the lawful good goddess of safety. Kord is called Clanggedin by the dwarfs, while the Raven Queen is known by other epithets, the most common simply being Death.
    • Eladrin - Their departure ended the first age of Icnear. Their return heralds the end of the fourth. Eladrin PCs are the first to return. Eladrin characters have the shadow type instead of the fey type.
    • Elves - The ela that were left behind came to be known as the elves. In the forested hills where they dwell, they discovered the secret of traveling to the land of fairy. Due to the increasing time they spend there, elves are a people slow to acquire civilization.
    • Githzerai - Always, the forces of the Elemental Chaos challenge the githzerai, from the tyrannous efreeti to the demons clawing their way up from the Abyss. More than any of these threats, more even than the hated githyanki, the githzerai hate and fear the realm of madness that produced the mind flayers who enslaved their forebears. PC githzerai have journeyed to Icnear to oppose whatever is foretold by the coming of the star Caiphon.
    • Gnomes, Hamadryads, and Satyrs - Wild residents of the vast and unpopulated fairy realm who visit the mortal world to enjoy the fruits of civilization.
    • Goliaths - Each major mountain of Icnear save for Mount Teringot has a clan of goliaths whose shaman dwells at its peak, ever watchful for the return of the prior owners: the giants, or the titans before them. They are a retiring race who interact with few save for the halflings. An occasional goliath hero, driven by visions or the desire for fame, will descend to the lands below.
    • Half-elves - The product of human-elf unions do not have a culture of their own, but belong to the culture of one of their parents.
    • Half-orcs - All half-orc characters are the product of orcish raids on human villages who were nevertheless raised by their human mothers. The ones who identify with civilization and swear grim vengeance on the people of their fathers may gain acceptance and station. The others don't survive.
    • Halflings - The halflings live on the shores of the high lakes, and in the Free City of Sapphire. They are consummate traders who have learned to get along with members of all the other major races.
    • Hamadryads - see Gnomes
    • Humans - A half-dozen small, human kingdoms in the river valleys are all subject states and model their government and culture on Icnear.
    • Kalashtar - Kalashtar characters are wandering souls that have convinced a human host to fuse with them. After the fusion, the souls have no clear memory of where they came from, but the fused persona is unexpectedly powerful.
    • Minotaurs - The origin of the few minotaurs in Icnear lie in a most distant archipelago to the southeast, even further than the fallen empire of the tieflings.
    • Satyrs - see Gnomes
    • Shardminds - Shardmind characters are echoes from a great, evil cataclysm of which they have no clear recollection. They are innately aware that they must save the world from the darkness that now flows into it as a result of that devastation, but without knowing where and when they will finally encounter it.
    • Shifters - Shifters come from the semi-civilized borderlands to the east, such as Rax. While evil lycanthrope overlords hold sway further away, generations of interbreeding with humans softened their bloodthirsty aspects and dulled the shapechanging curse. Some human communities slay shifters on sight, but in others they are considered to form the aristocracy. Neither of these prejudices hold sway in the lands around Icnear, where some shifters venture in order to make their own way in the world.
    • Tieflings - The nobles of an empire far to the south made a pact with devils, and tieflings are their cursed offspring. Tiefling PCs are refugees from this fallen land.
    • Warforged - Warforged are earth elementals born from rare metals forged in places of power. They have the elemental type instead of the natural type, are never created intentionally, and serve no masters. A few warforged have traveled to Icnear or Sapphire to partake of their wonders. Some others come as allies of the githzerai.
    • Wilden - PC wilden have recently awoken from their surroundings. Infused with great primal energy, they nevertheless feel a terrible presence bearing down on the world.

    Changelings and pixies are not available as PC races. Monster types that can be played as characters, such as bladelings and goblins, are not available for PCs.

    Classes


    • Arcane Classes
      • Artificers - The only artificers in this setting are dwarfs from Icnear. They are members of the kingdom's Artificers' Guild.
      • Bards - Bards are great artists and poets who have literally found inspiration in magic. Very few, if any, are mere traveling entertainers who know an enchantment or two. Only two places have the degree of civilization for bards to come about: Icnear and Sapphire, which both maintain colleges of bards.
      • Skalds - Icnear and the nations modeled after it all have a tradition of hospitality to skalds, who are much more common than bards. Skalds are thought of as traveling teachers and judges, and treated accordingly.
      • Sorcerers - Sorcerers are quite rare and not well-understood. Dragon Soul sorcerers who are not dragonborn are often thought of by dragonborn to have misplaced souls. This is considered to be a great tragedy, which dragonborn prefer to address by killing the host body, thus liberating the soul to find a more suitable vessel.
      • Warlocks - Many warlocks seek to emulate wizards, but use pacts with supernatural entities as a shortcut to power. In order to gain acceptance as "normal wizards," some go as far as faking spellbooks and wizardly implements. Besides being thought of a second-class wizards, Star Warlocks are greatly mistrusted, while being an Infernal Warlock is an outright crime. Discretion is advised.
      • Witches - Like warlocks, witches gain their power from a supernatural patron. However, unlike the warlocks, whose pacts are individual and unique, there is a long tradition of witchcraft from the surface. It is richest among the dragonborn, elves, and goliaths, but hasn't been completely forgotten in some halfling and human communities. Gnomes, hamadryads, and satyrs may have learned witchcraft in the realm of Faerie.
      • Wizards - Besides bards, wizards are the most accepted and understood magical class. Sapphire and Icnear maintain separate wizards' guilds, which have a friendly rivalry.

    • Divine Classes
      • Avengers - Avengers are most frequently found in the city of Sapphire, in the human kingdoms, or in halfling territory. They are rare among the dragonborn and goliaths.
      • Clerics - Clerics are somewhat more common in Icnear than on the surface.
      • Invokers - Invokers are more common in the countries of the surface.
      • Paladins - Paladins are more commonly found in Icnear.
      • Runepriests - Runepriests are equally prevalent in Icnear and on the surface, and are the most common of the divine classes to be encountered.

    • Martial Classes - Martial combat styles may be limited, so please check with me.
      • Fighters - Fighters whose combat styles favor heavy armor or shields tend to hail from Icnear.
      • Rangers - Rangers trained in Nature are from the surface. Those trained in Dungeoneering are from Icnear.
      • Rogues - The practice of thievery, as opposed to straightforward banditry, tends to occur in more civilized and populated areas. Rogues are most common in Sapphire, which has multiple rival Thieves' Guilds, followed by Icnear. After those two places, most remaining rogues crop up in the capitals of the human and dragonborn kingdoms, or among the halfling river caravans.
      • Warlords - Warlords can be found almost everywhere. They are rarest among the scattered and individualistic elves, and most common among the dwarfs of Icnear.

    • Primal Classes
      • Barbarians - Most barbarians come from the surface lands, but not from Sapphire. There are some barbarians that hail from Icnear; those that do should use their Background Benefit to take training in Dungeoneering before they choose training in Nature.
      • Berserkers - Berserkers come exclusively from the surface, and again, not from Sapphire. Berserkers who were raised in the lands above Icnear have Temperate Land as their Heartland feature, save those who hail from the Goliath tribes of the high mountains and can take Frozen Land as their Heartland. Berserkers who take Arid Land as their Heartland come from the distant south, and can be dragonborn, dwarf, human, or tiefling. There are no eladrin, githzerai, kalashtar, minotaur, shardmind, warforged, or wilden berserkers.
      • Druids - Druids were the priests and teachers before the coming of the organized religions or the rise of the skalds. Some places still follow the druidic tradition, particularly the unsettled eastern lands. Druids belong to druid circles, groups of like-minded members. There are nine circles in the land. The head of all the druid circles is the Great Druid Raub of Rax.
      • Protectors - Members of the Fifth and Sixth druid circles possess atypical powers. Rather than allowing primal power to flow directly through their bodies, they gather and direct it. These distinctions aside, they are members of the druidic hierarchy and owe fealty to the Great Druid.
      • Seekers - Seekers originally come from an ancent, primal, elven tradition. Not being a particularly xenophobic lot, the elves have happily spread their teaching to those who would listen, resulting in seekers of many other nearby races. It is still a tradition of the surface, though, mostly unknown in Icnear.
      • Shamans - Older even than the druidic traditions, the shamans converse with natural spirits and have forged agreements where those spirits do their bidding to a certain extent. Shamans are mostly found with the goliaths, the elves, and more primitive dragonborn clans. Otherwise, they are quite rare.
      • Wardens - Melee counterparts to the seekers, the first wardens were defenders of the earliest human tribes. The spirits that guided the earliest wardens still seek out certain individuals in each new generation.

    • Psionic Classes - Only githzerai, kalashtar, shardminds and wildens may be psionic. The following descriptions apply to the githzerai, who are the only race in this list that possesses a heritage of psionic use.
      • Ardents - Unusual, charismatic leaders among the githzerai, many ardents are counted among that race's greatest visionaries and most despised villains. They are naturally-gifted psionics whose powers evolved independently of the githzerai's normal training.
      • Battleminds - Battleminds are the psionic warriors and generals among the githzerai, who hone their art while striving against the demons, efreeti, githyanki, mind flayers, and other enemies of that race.
      • Monks - The core of the githzerai cultural identity revolves around the militant monastic society that developed to survive the elemental chaos. Psionic monks are the product of that society, highly trained in physical and mental combat.
      • Psions - Just as the wizards of the mortal world and Faerie learned to control the arcane energy that lay hidden beneath the fabric of reality, the psions of the githzerai learned to exert their thoughts upon the elements so as to bring forth order or chaos. While their power is diminished so far from their homeland, the force of their minds can still bring their enemies low, and even warp mortal reality to some extent.

    Equipment
    Some equipment is strictly of limited and dwarf manufacture, for example plate armor or superior crossbows, and must be accounted for in your background. Similarly, some cultures, such as those of the elves, do not utilize the technologies to create more certain types of equipment, such as heavy armor or alchemical items. More details will be presented later.

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    Quote Originally Posted by Umiushi View Post
    I have a party already in mind, but as one of my current players, I would definitely agree to include you, if you are interested. This is going to be a chat game, though, like Istao or Dispositio Diabolum, and will be conducted using Maptool. If you do want to play, the other players can get you up to speed on using Maptool. The rest of the party is planned to consist of Palpatim, DiscipleofYawgmoth, and Yukonhorror, all of whom you are already acquainted with; as well as Seadogstyle and Sobek, who are regulars in my chat games.

    One item to bear in mind, though, is that eladrin are characterized differently in this adventure. You would be playing some Noxias-like character, but not Noxias himself, if you wanted to go down that route.
    What is the time commitment? A few hours every weekend? Or is it ad-hoc?
    Ariellana, Noxias, and Yrisz that one time...
    Quote:
    "It seems to Noxias that the mere act of perceiving her in her decrepitude is enough to draw forth the mortality in his body."
    Translation: "Damn girl, you fugly."

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    We're currently looking at once every two weeks, on Saturdays, from roughly 4:00 pm to 8:00 pm, Pacific Time. If two or more players are absent, that usually means the session gets canceled. The game is provisionally scheduled to start on October 12th. The specifics of the play time might change, depending on when the majority of players are free.

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    Alignment, Background, Equipment, and Schedule

    Alignment
    As usual, characters get to choose between being lawful good, good, or unaligned. I feel that I might probably get away with an evil character or two with the current group, but I don't want to be thinking about that and an epic-tier game at the same time.

    Backgrounds
    I don't like to dwell on extensive backgrounds, but I will need a few more pieces of information for epic-tier characters. First of all, I'd like everyone to be in a position to know each other. For characters whose races have only been around for a few days, I'd like you to be in the company of a character from an established race. If everyone picks a new race, we'll cross that bridge when we get to it, but I think it's likely we'll have at least one character from the local setting.

    Also, for characters other than those of new races, please have an idea of what you've been doing for the past few years or decades, as a hero, as a paragon, and while following your epic destiny. It is almost inevitable that you will be greatly famous. If your character is not, there should be a convincing reason as to why. An idea of some of your big achievements should be noted down. Gods, demon lords, archdevils, technically speaking, any solo-type monster of level 30+ would be out of your character's reach if you're thinking about past trophies, though I might make an exception if
    the story is interesting enough.

    Epic characters become famous. It's hard to avoid it on the climb to power. You will know of almost all the other epic characters in the area, including the PCs, and they will know of you. The only exceptions are the true recluses and skulks, but even then, you probably know of them, even if you don't exactly know who they are.

    This isn't a setting where people trot freely from world to world. Think of the different worlds as the continents of Earth during the 17th century. Continuing the analogy, your characters would have the same capacity for travel as the greatest sea captains of that age: it's doable, but not something to be lightly undertaken. The greatest commerce between worlds in this setting is the trade between the city of Sapphire and certain lands of the Elemental Chaos: you can think of that as an equivalent to the Silk Road. Have a care when talking about your character's world-hopping adventures unless you plucked your paragon path and epic destiny out of the Manual of the Planes.

    Your characters may be great lords or kings. In fact, it would be stranger if your character lacked high positions. When talking about lands or holdings, feel free to elaborate. You don't need to pay for them out of your starting funds, those are for purchasing your personal equipment. The exceptions are for vessels, mounts, and if you feel the need to be lair-type miscellaneous magic items.

    There are a few restrictions to keep in mind. While individually you may be more powerful than anyone in Icnear or Sapphire, if you have armies, the armies of those two states will be tougher. Your armies will still be composed of beings of level 10 and under, or else they will be very, very small armies. Ideas that don't fit into the sitting, like a kingdom made of candy, a clockwork castle, or an army of gelatinous cubes, will need to be reworked. Also, for the most part, you will deploy your armies elsewhere, not take them with you. The challenges you must face are too much for them.

    Also, while it's easy to think of your lands, holdings, retainers, and armies supplying you with equipment, purchase any equipment you intend to requisition in that fashion in advance. From a mechanical sense, that's what your personal funds are for; a kingdom that cost nothing game-wise isn't intended to be a character's lender. The general idea is that this is all to find out what your character is like, not to act as resources for your character.

    Equipment and Magic Items
    Characters begin with three magical items subject to the usual rules of no combining or splitting. The magic items' maximum levels will be 30, 29, and 28. Characters also begin the game with 2,625,000 gp value in funds. Congratulations, millionaires. Equipment can be purchased from the Player's Handbook, Player's Handbook 2, Adventurer's Vault, and non-group items from the Adventurer's Vault 2. Equipment from the Eberron Player's Guide and Heroes of the Feywild is not available due to limitations on technological progress. You can inquire about specific items from either rulebook, but it's probably not going to happen. Group items from the Adventurer's Vault 2 require prior approval, as they may not have come about yet.

    The origin of various items may be limited. For example, elves don't forge heavy armor, and many alchemical items are only available in the city of Sapphire. Be particularly careful about obtaining items with a fey origin.

    Players may purchase any amount of residuum, but the encumbrance of reagents is finally going to be significant enough to be calculated: 500,000 gp of reagents, including residuum, weighs one pound, and is the maximum amount that will fit into a normal belt pouch.

    Keep track of the load of items. You may purchase Bags of Holding, a Handy Haversack, and the like, but have an idea of their storage capacity, please.

    Please do a few things to make my life easier. First of all, there are my usual requests, like listing where each of your magic items and non-Player's Handbook equipment comes from. Second, watch out for overlapping bonuses: bonuses of the same type don't stack. Third, don't overload your character's item slots. I might have more requests in the future, but this is a good place to begin.

    As stated in the previous section, you don't need to pay for lands, holdings, or followers out of your starting funds. Those are for purchasing your personal equipment. The exceptions are for vessels, mounts, and if you feel the need to be lair-type miscellaneous magic items. Also, purchase any equipment you intend to requisition from your character's armies, holdings, and so forth in advance.

    Schedule
    Because there is a lot to go through, I would like at least an idea of who you are going to be playing by September 12th, even if the details aren't yet ready, and I would like things to be mostly finished with regard to character creation by September 26th. The intended start date for the adventure will be October 12th.

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    Hi Umiushi,

    Looking exciting! As usual, I'll have a rough time with currency conversions, so I assume the usual rules for initial equipment apply: our PCs starting funds and equipment prices are in standard 4e GPs, with the remainder to be converted to the campaign setting's currency afterwards?

    I'll start playing with character concepts and see what falls out.

    --T

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    Quote Originally Posted by Palpatim View Post
    Hi Umiushi,

    Looking exciting! As usual, I'll have a rough time with currency conversions, so I assume the usual rules for initial equipment apply: our PCs starting funds and equipment prices are in standard 4e GPs, with the remainder to be converted to the campaign setting's currency afterwards?

    I'll start playing with character concepts and see what falls out.

    --T
    Yes, the starting funds are in standard, 4e gold pieces. I will be looking forward to your character.

  12. #12
    Join Date
    Oct 2009
    Location
    West Palm Beach
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    Hello, Umiushi and friends! I've become enamored with making a bard, and I've been chipping away at the PC for a bit now. I'll be emailing you some questions in the near future, Umiushi. Meanwhile, how did everyone come across this thread? I happened to see "Memories Remain" in the chat calendar, so I searched for it. But is there a way to "subscribe" to Umi's posts, or something like that? Thanks!

  13. #13
    Join Date
    Jan 2009
    Location
    Bellevue
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    http://www.penandpapergames.com/foru...-Unquiet-Lands should allow you to view the first page of the sub-forum. There you can check for recent activity. Remember to check both the sticky threads and the non-sticky threads for activity. Threads can be subscribed to, but subscriptions were very much broken for a long period of time, and I don't know whether or not they're currently working or what sort of issues they may be having.
    Last edited by Umiushi; 09-05-2013 at 03:18 PM.

  14. #14
    Join Date
    Jun 2009
    Location
    Mountlake Terrace
    Age
    45
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    I rely on the forum display page that Umiushi linked to. The subscription notifiers are working, but I didn't see a notification for Umiushi's initial post on this thread for some reason. It's likely that it simply came in with the notifications for the Knowledge's Cauldron thread and I misread it, but in any case, the forum page is formatted well enough that it's easy to see what threads have new posts in them.

    --T

  15. #15
    Join Date
    Sep 2009
    Location
    Gainesville
    Posts
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    I am currently working on a character for this. I've never played something this high level and am looking forward to it

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