The adventure will start in the isolated, dwarven, town of Bristol Hill and its surrounding hills and hollows. This somber village is filled with superstitious folk, who know well enough to stay out of one another's business. Recently, an unsettling chain of coincidences has rattled the isolated village toward the brink of paranoia. The Lord of the town, Lord Ulius, has asked you to find out who or what is behind these events and he is giving a fair reward if you complete the task.
------------------------------------------------------------------------------------------------------------------------
Number of Players
Players: 4-6 (just to start off)
Seeking 4-6 players for a PbP (play-by-Post) game. Expect your characters to face some moral ambiguity, unexplainable phenomenon, discomfort and general unease. Combat will be secondary to role-playing and problem solving, but will still be an integral part of the campaign. Creative thinking is encouraged, but reckless abandon may get you killed. I'm keeping it a small group so it's easier to progress the story and I believe that it will create tighter relations between the characters.
------------------------------------------------------------------------------------------------------------------------
Abilities/Skills
Strength: Athletics
Constitution: Endurance
Dexterity: Acrobatics, Stealth, Thievery
Intelligence: Magica, History
Wisdom: Heal, Insight, Nature, Perception
Charisma: Bluff, Charm, Diplomacy, Intimidate
------------------------------------------------------------------------------------------------------------------------
Races
[spoiler=Humans]Description Humans are one of the youngest races. Having lived for more then 4,000 years on this earth named Forthar. They have awkward relations with the orcs (after the Third-age War) though some humans have mated with the species to create the half-orc species (the common name for the new race).
Race types: Africcan (African), Azian (Chinese/Japanese), Orital (Middle-Eastern/Indian), Blankos (white/Caucasian)[/color]
Bonuses and Penalties: +1 Charisma, Constitution. Normal vision.
Languages spoken: Common, (can learn one extra language). *must be written in the backstory on how he learned the language
Speed: 5 squares[/spoiler]
[spoiler=Elf]Description: Elves are some of the oldest beings to walk on Forthar. They tend to prefer the humans as "safe" allies to their kind but detest the goblins and despise the dwarves. They ignore the fact that a mix between humans and orcs exists so they do not care about the half-orcs.
Race types: Wood-elf; Blood-elf; Dark-elf (Drow), *These are the only three races of elf in this world, that you know of.
Bonuses and Penalties: +1 to Dexterity, +2 to Intelligence. Has low-light vision.
Languages spoken: Common, Common elvish, Your elvish dialect (for ex. Blood-elf)
Speed:5 squares[/spoiler]
[spoiler=Half-orc]Description: The half-orcs are the newest race in Forthar. They are detested by most in the lands because of their orc heritage but have found some stability within the human cities. They tend to live more on the poverty side of life but a handful have found ranks in the city guard or the army. They like the human race and keep very secretive relationships with the other races but they do not hate anyone *unless you tick them off obviously.
Race types: *There are only green skinned half-orcs on Forthar. Sorry for the inconvenience (the orc chromosome was the dominant chromosome between the two parents)
Bonuses and Penalties: +2 Strength, -1 Charisma and Wisdom, +1 Constitution; when damaged +1 to attack roll due to "Orc rage" racial power *I'll get to powers in a second, don't you worry*. Normal vision
Languages spoken:Common, Orcish
Speed: 5 squares[/spoiler]
[spoiler=Dwarf]Description: Dwarves are almost equal to the elves in terms of time spent on the planet. The dwarves aided the humans during the Third-age War, suffering huge losses to their kind. They absolutely detest elves and loath goblins. They do not care for humans or half-orcs but do enjoy any jolly man who is honourable and is friendly to their kind. They are mostly blacksmiths; their smitithing legendary throughout the provinces.
Race types:]*All dwarves are about the same in looks, just the tattoos and beard patterns change between areas. Dwarves are more clan based so it depends what clan you're in that alters your look.
Bonuses and Penalties: +1 Strength and Wisdom (due to their superior knowledge of smithing and mining and war strategy) -1 to Dexterity, low light vision
Languages spoken:Basic Common, Dwarvish
Speed:5 squares[/spoiler]
[spoiler=Goblin]Description: Goblins are said to have been brought to Forthar by an old warlock that opened a portal to another realm and he unleashed the goblin species upon Forthar. They are said to look like the demon Jarrur. They are loathed and despised by all except for what's left of their own kind after the Third-age War, in which they took sides with the orcs. They are mostly used as slaves or servants from masters with a high social status nowadays. Some goblins are friendly but their ugly faces turn off most people from creating a lasting friendship with one.
Race types: Either green-skin or gray-skin.
Bonuses and Penalties: +2 Dexterity, +2 Constitution -1 Charisma, normal vision.
Languages spoken: Basic Common, Goblin, basic Orcish
Speed:6 squares[/spoiler]
------------------------------------------------------------------------------------------------------------------------
Classes
[spoiler=Wizard]A powerful magic-user who specializes in attack magic more then healing magic. The most powerful wizards can shake the earth beneath the feet of his foes causing them to fall into the depths of Forthar.
Skills and bonuses: +1 Insight, +1 Magica (feel if there is magic around), +1 Diplomacy, +1 History. +1 Intelligence and Wisdom[/spoiler]
[spoiler=Barbarian]A beastly fighter that can topple over most foes. He has dedicated his life to fighting and lives off of his hunting journeys. Lives mostly in the wilderness but likes the feel of the town and the city. An expert barbarian can kill a full grown bear with his bare hands and live to tell the tale to his mates at the tavern.
Skills and bonuses:[/color]+1 Endurance, +1 Athletics, +1 Nature, +2 Strength, +1 Constitution.[/spoiler]
[spoiler=Ranger]A huntsman who spends the vast majority of his life out in the woods. He strives to preserve the wilderness and keep it safe and retain its purity from industrialization. A master ranger can be invisible in the wilderness and can shoot a marble over 100 feet away.
Skills and bonuses: +1 Acrobatics, +1 Endurance, +2 Nature, +1 Stealth (in wilderness), +1 Dexterity and Wisdom[/spoiler]
[spoiler=Cleric]A priest who enjoys the art of healing spells. He studies the books quite often, usually keeping a journal he has written notes upon on hand for whenever he needs quick reference to a spell. They prefer to be with groups of other clerics or people in general; talking about their experiments and experiences on long adventures they have had recently. They mostly live in a monastery of some sort seeking guidance from higher powers. If not studying they are praying or on an errand of some kind. A arch-cleric can heal all his allies to full health and can call aid from his deity.
Skills and bonuses:+3 Heal, +2 Magica, +2 Wisdom and Intelligence[/spoiler]
[spoiler=Paladin]A fighter who devotes himself to fighting in the name of a deity ("god"). He gallivants around fighting for what is just and to keep things in order and out of chaos. He does enjoy company but prefers to fight by himself. A high-paladin can call upon aid from his deity and can charm even the most secretive people into giving the information he needs.
Skills and bonuses:+2 Charm, +1 Athletics/Intimidate/Diplomacy, +1 Constitution and Charisma[/spoiler]
[spoiler=Thief]A sneaky man/woman who lives outside, or even on the edge, of the law. He takes goods for his own profit or if someone gives the right sum of money. He prefers the shadows but if need be will do anything to get what he wants. They like to be alone preferring to not worry about another person while on the job, unless it's a coordinated theft or they're with the thieves guild. A professional thief can stay unseen in any urban setting and can fall from, and jump, great distances.
Skills and bonuses: +2 Stealth and Thievery, +1 Acrobatics, +1 Dexterity and Charisma[/spoiler]
------------------------------------------------------------------------------------------------------------------------
Basic Weaponry and Armour
[spoiler=Armour]Basic: Cloth: 10gp, Leather: 15gp (studded: 18gp), Hide: 15gp
Metal: Chainmail; 30gp (-1 speed), Scale; 35gp (-1 speed), Plate; 45gp (-1 speed)
Special/Enchantment: Depends on the enchantment and/or the rarity of the item
*The prices might differ for trading and selling[/spoiler]
[spoiler=Weapons]Sword: Shortsword: 1d6, 10gp; Longsword: 1d8, 15gp; Falchion 2d4, 25gp; Scimitar: 1d8, 10gp; Rapier: 1d8, 25gp.
Axes/Hammers: Battleaxe: 1d10, 25gp; Greataxe: 1d12, 30gp; Warhammer: 1d10, 25gp; Maul: 1d12, 30gp
Ranged + Ammunition: Shortbow: 1d8, 30', 20gp; Longbow: 1d10, 40', 25gp; Hand Crossbow: 1d6, 20', 20gp; Javelin: 1d6, 20', 5gp; Shuriken (5): 1d4, 15', 1 gp; Arrows (10): (no hit dice), 1gp;[/spoiler]
*Prices may differ between metals. Prices above are for iron products. Bows and crossbows are priced for oak products.
**If you have suggestions of other weapons that you want for your character, please ask. I only put basic weapons out.
------------------------------------------------------------------------------------------------------------------------
Leveling-up
[spoiler=Experience per Level]1st Level: 1000 exp
2nd Level: 2500 exp
3rd Level: 4000 exp
4th Level: 6000 exp
5th Level: 9000 exp
6th Level: 12500 exp
7th Level: 15500 exp
8th Level: 19000 exp
9th Level: 23000 exp
10th Level: 28000 exp
*and so on[/spoiler]
Ability Scores: Each level you gain +1 to two out of your six stats. Your bonus still stays the same throughout all your levels for now, or until you get to level ten. *When you level up your ability scores your defences will level-up as well.
Skills: Each level you gain +1 to four of your skills.
Powers: You gain one new power at each level. You can trade up old powers for newer powers if you want or you can delete a power all together and not take a new one...if you have too many powers or you just don't want one more.
------------------------------------------------------------------------------------------------------------------------
Determining Ability scores and Skill scores
Ability scores: You have a total of 70 points that you can distribute to all your base stats. So for example you can have these stats.... (Strength- 12, Constitution- 10 Dexterity- 12, Intelligence- 12, Wisdom- 12, Charisma-12) 12+12+12+12+12+10=70 points
Skills: At level 1: You slide the ability score total bonus into the slot of the corresponding skill. For ex. Dexterity total bonus of +3 = +3 to Stealth check.... then +4 at level 2 (if leveled) and so on.
------------------------------------------------------------------------------------------------------------------------
Player Expectations/ rules
1: Informing me of any absences is greatly appreciated. I realize that it's sometimes impossible, but an effort should be made. Anything longer than about a day and a half without notice, and I'll just dummy simple actions for you.
2: Have fun.
3: Roll your own dice *for combat and skill checks (please be honest) *Here's a link you can use for rolling dice for whatever you need... http://www.wizards.com/dnd/dice/dice.htm
4: Be willing to work with me, and work with the party. This RP is a collaborative storytelling. Keep that in mind. A lone wolf can only do so much.
5: HAVE FUN.
P.S. Read Illusionary Nothing's document on how to RP write here (if you haven't already) -> http://www.gamesas.com/topic/747418-so-you-think-you-can-rp/
------------------------------------------------------------------------------------------------------------------------
Character Sheet
[spoiler=]Character Name: Make it awesome!
Class: Self-explanatory
Level: (you start out at level 1)
Race: Self explanatory
Gender: Self-explanatory
Age: Don't make your character too young or else they wont, or shouldn't, have any experience in anything... or muscle (if they're under ten). Or too old that they are basically breathing their last breath. Keep in mind that elves live a lot longer then a human meaning a baby human could be 2 years old but a baby elf could be 30 years old or even higher.
Appearance: Just general appearance like height, facial traits. Any interesting scars or tattoos? Anything about his body in general.
Deity: *You don't need one but if you're a paladin/cleric you need one.
Backstory: Tell us a bit about where you came from (or your past) ? Just a brief backstory will suffice. It will keep things interesting.
Equipment: What is your character wearing and where? (use the equipment above or if you have suggestions, suggest them). Keep it in the fantasy setting; ex. there are no bluetooth headsets or electronic objects in this world .[/spoiler]
------------------------------------------------------------------------------------------------------------------------
Ability Scores
*The second "box" is your Total bonus out of racial and class bonuses
Strength: [ ] [ ]
Constitution: [ ] [ ]
Dexterity: [ ] [ ]
Intelligence: [ ] [ ]
Wisdom: [ ] [ ]
Charisma: [ ] [ ]
Defences
Fortitude: [ ] *determined by your highest role between Strength and Constitution
Reflex: [ ] *determined by your highest role between Dexterity and Intelligence
Will: [ ] *determined by your highest role between Wisdom and Charisma
Skills
Acrobatics: [ ]
Athletics: [ ]
Bluff: [ ]
Charm: [ ]
Diplomacy: [ ]
Endurance: [ ]
Heal: [ ]
History: [ ]
Insight: [ ]
Intimidate: [ ]
Magica: [ ]
Nature: [ ]
Spot: [ ]
Stealth: [ ]
Thievery: [ ]
------------------------------------------------------------------------------------------------------------------------
Powers *Put powers in a spoiler please. So that one post isn't a massive text block or one spoiler isn't massively long either. Thanks
*Example of set-up given below*
Power name: Basic swipe
Power type: Martial/weapon
Target: 1 creature
Attack: Strength vs. Fortitude
Hit: 1d6
Extra Explication: (If there's an extra bonus/detail to the power it will be included here)[/spoiler]
------------------------------------------------------------------------------------------------------------------------
Your characters
[spoiler=][/spoiler]
------------------------------------------------------------------------------------------------------------------------
To-do's (for me)
-Create powers for each class
-Create bestiary (Monster Guide)
*For now you can create your character sheets without the powers section. I will add the powers onto this post . You may only choose two powers for your 1st level character. If you guys request for one, I will create an example character sheet that will include everything to give you an idea on what one is supposed to look like... that's if you guys request it. You guys have 150 gold to buy your equipment and wweapons and what ever is left over is what you start out with in the RP. Other then that......have fun!