Hello Good Gamers of the Inn,
About a year ago, I started an adventure called 'The Spores of Itanlok'. It was supposed to be an all-Khord (dwarf) adventure, but stranded after about 50 posts because of people disappearing.
Now I’m planning on continuing my series of Audalis Short Adventures by giving this one a second attempt. With ‘short’ I mean a simpler plot and faster run from start to end. The first one I did was called ‘You Filthy Little Thief!!!’, which was followed by 'A Local Legend' which is still running in the Rules Based DnD forum. You can check these out to get a sample of my style of DMing.
How short this adventure really is will depend on the players.
That could be you!
I’m looking for a group of 4 to 6 people to start this thing. We’ll be playing in the RDInn created setting of Audalis, specifically in the city of Khordal (which is the Kingdom of the Khordaldrum (dwarves)). This doesn’t mean you HAVE to be a Khordaldrum character, but I would really like an All Khord Team. To promote this I’ll give every Khodaldrum character one extra bonus feat, and a place in the game over other character concepts.
- Dnd edition 3.5, but I can help you convert from 2nd to 3.5 if you need me to.
- Level 8
- Only races from the Audalis Setting, preferably Khord, and classes from PHB.
- Multi-classing is allowed. Prestige classes can be discussed.
- Khordaldrum characters get 1 extra bonus feat.
- Stats are 74 points divided over 6 abilities, with racial bonuses added later on.
- Alignments should be Good (I’ve had my share of Evil and CN characters).
- Starting money is 27.000 GP, standard for level 8 characters.
- You can only have 3 magical items, none of which can be above 13.500 GP
- HP will be rolled by me
- Updates will come once a week, or sometimes in between in case of conversations.
- Rolls in game will be made by the DM, to save time and misunderstanding.
- I do require proper spelling and posts that contain more than a single sentence.
The reason creation is so basic or limited is that this will be a story-concentrated adventure. Yes, there will be fighting, but you’ll need some wits too, to pick up on hints and figure things out. Not every situation should be conquered by blunt force, and if you are a player that only enjoys high stats and whacking monsters, this may not be the adventure for you.
You do not need to have any special knowledge of the Audalis Campaign Setting, though I would advice to glance over some of the information to get a feel of the setting.
And for all you people who are afraid of trying your hand at 3.5 rules, I will promise you that roleplaying wise, there doesn't have to be a difference in editions.
As for the story:
There is something strange going on in a part of the Khordaldrum Kingdom. Strange noises and lights have been spotted in an underground mushroom forest, and people have started to disappear. It is your job to investigate.
Got Questions? Feeling interested? Enthusiastic? Post your intentions and character concepts here, and hopefully we’ll get a nice group of players together.
I’m looking forward to starting this again!
Posted on 2009-07-29 at 09:14:48.
Edited on 2009-07-29 at 09:15:47 by Almerin
What do you think of this? I used a prestige class from Complete Divine (Radiant Servant of Pelor). If that's no good, a straight Cleric 8 will be fine. Otherwise, the rest is from the PHB and DMG, I think.
As far as posting, I'm away next week, back for two weeks, and then away for two weeks. Come September I'm home more consistantly.
Also, check your PM.
GENERAL INFORMATION Character Name: Berodin Alignment: Neutral Good
Class(es): Cleric 6 /Radiant Servant of Solanis 2 Experience: Race: Khord Gender: Male Age: 100 y.o. Weight: 172 lbs Height: 4 ft 4 in Hair: Chestnut brown with a reddish tinge Eyes: Hazel Skin: Ruddy
RACIAL FEATURES Ability Adjustments: +2 CON, -2 CHA
Base Speed: 20 ft
Darkvision: 60 ft
Racial Save Bonuses: +2 save vs poison, +2 save vs spells and spell-like effects
Racial Attack Bonuses: +1 attack vs orcs and goblinoids
Racial AC Bonuses: +4 dodge AC vs monsters of giant type
Racial Skill Bonuses: +2 to Appraise and Craft checks with stone and metal
Additional Features: Stonecunning; Stability; Weapon Familiarity [Khord Waraxe, Khord Urgrosh]; Move at Base Speed while in medium/heavy armor or carrying a heavy load
CLASS FEATURES Cleric Abilities: Aura of Good; Clerical Spells; Spontaneous Casting: Healing; Turn Undead; Domains [Strength, Sun]
Well, if Spores of Itanlok is coming up... would you mind having one of the original players back? I've got a lot more time now than I did before, so I'd be willing to play. I'll just need a bit of time to get a character ready, and I'll be set.
Saves: +2 on Spells and Spell like abilities.
BAB: +3 (Use Dex mod instead of Str for Light Weapons)
To hit: +8
Masterwork Hand Crossbow
To Hit: +8
·+2 Constitution, -2 Charisma:
·Medium-size: As Medium-size creatures, Khords have no special bonuses or penalties due to their size.
·Khordaldrum base speed is 20 feet.
·Darkvision: Khords can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Khords can function just fine with no light at all.
·Stonecunning: Stonecunning grants Khords a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Khord who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a Khord can use the Search skill to find stonework traps as a rogue can. A Khord can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Khords have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
·+2 racial bonus on saving throws against poison: Khords are hardy and resistant to toxins.
·+2 racial bonus on saving throws against spells and spell-like effects.
·+1 racial bonus to attack rolls against orcs, crunaik, and goblinoids (goblins, hobgoblins, and bugbears): Khords are trained in the special combat techniques that allow them to fight their common enemies more effectively.
·+4 dodge bonus against giants: This bonus represents special training that Khords undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a character loses his positive Dexterity bonus to Armor Class, such as when he's caught flat-footed, he loses his dodge bonus, too.
·+2 racial bonus on Appraise checks that are related to rare or exotic items: Khords are familiar with valuable items of all kinds (especially those made of stone or metal).
·+2 racial bonus on Craft checks that are related to stone or metal: Khords are especially capable with stonework and metalwork.
·Favored Class: Fighter. A multiclass Khord's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Khordaldrum culture extols the virtues of the warrior, and the vocation comes easily to Khords.
Campaign Specific: +1 Bonus Feat
+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
+1 Natural Armour Bonus.
Can Use the following spell like abilities once per day: Obscuring mist, windwall, gaseous form (more become availible later)
Weapon and Armor proficiencies:
Rogues are proficient with light armour. Rogues are proficient with all simple and martial weapons, and the hand crossbow. Khords treat the Dwarven Urgrosh and Dwarven waraxe as martial weapons.
Uncanny Dodge: Retain Dex Bonus to AC, even if caught flat footed, or struck by an invisible attacker.
Trap Sense +1: +1 To reflex saves and AC against traps.
Evasion: On a succesful reflex save against a magical attack, take no damage.
Sneak attack: Whenever an opponent is denied their dex bonus, or is flanked, deal an extra 3d6 damage.
Trapfinding: May use the search skill to find traps with a DC above 20.
Languages unsure of the proper terms for Audalis, but I will write them by what the PHB says
Khord - racial
Common - racial
Gnome - Int mod
Elven - Speak Language
Auran - Speak Language
Undercommon - Speak Language
Halfling - Speak Language
1st: Skill Focus (bluff)- +3 on Bluff Checks,
Negotiator - +2 on Diplomacy and Sense Motive checks.
3rd: Weapon Finesse- use Dex mod instead of Str mod for light weapons.
6th: Deceitful - +2 on Disguise and Forgery checks.
Weeks worth of trail rations
Flint and Steel
Fire Opal Pendant (1,000 gold - jewelery)
Bright Green Emerald (5,000 gold - gem)
Mithral Circlet ( 500 gold - jewelery)
Ring of Chameleon Power
As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.
Price 12,700 gp
+1 Glamered Mithral Chain Shirt
A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Price for the whole suit of armour: 4,700
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Well I think I might have lurked on this one when it happened before so how can I miss the chance to play sign me up. Im not familier with the setting since every game I have been in with it has fizzled but maybe this one wont and it will be a good thing for everyone.
Heya, been months since I've actually posted anything on here, but seeing another almerin game starting up has given me renewed interest in just what can fill my lonely lunch hours @ 3am at work.. If you'll have me I'll whip up. A character concept as soon as I get home.. T- 2 hours
Posted on 2009-07-31 at 11:55:37.
Eol Fefalas Keeper of the Kazari RDI Staff Karma: 454/28 7874 Posts
Bring on them Gemhounds!
Crulgrin Shadebeard ain't be afeared o' none o' them blokes... 'cept fer that one that's followin' me 'round and makin' my whiskers curl!
Still gotta find that character sheet but, yes, I'm in.
Name: Crulgrin Shadebeard
Player: Eol Fefalas
Classes: Ranger3 Rogue5
Hit Points: 70
Experience: 28000 / 36000
Alignment: Neutral Good
Vision: Darkvision (60')
Speed: Walk 20 ft.
Languages: Common, Dwarven, Goblin
Stat Score Mod
STR 13 (+1)
DEX 17 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 9 (-1)
-------------------------- Feats ---------------------------
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
You get a +4 bonus on initiative checks.
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.
Martial Weapon Proficiency
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
You can use a shield and take only the standard penalties.
Simple Weapon Proficiency
You make attack rolls with simple weapons normally.
-------------------- Special Abilities ---------------------
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Favored Enemy (Humanoid (Goblinoid)) +2
Sneak Attack +3d6
Trap Sense (Ex) +1
Two Weapon Fighting Combat Style
Uncanny Dodge (Dex bonus to AC)