the Final Countdown
Welcome to the RealmsRUs page! This is for a Forgotten Realms campaign that begins in the year 1367, in the month of Flamerule. Our group is welcome to having new players.
The characters are drawn from differing places in the Realms, and met in distant Luskan, taking the high road there in a enslavement trap by a fledgeling Hosttower Arcane mage…but their travels have now led from the dungeons of Illefarn and adventure in the areas surrounding Daggerford; to Dunador, and recently travelled to Angler Island to strive against the sahuagin and what is becoming a insipid plot to raise Anguileusis, a trapped demigod, back to life.
The kingdom of Dunador has been placed in the inner Vast. A kingdom of eight successive kings, recently it sent a sizable army to fight against the Tuigan Horde, and has always been a target of Red Wizard aggression. This kingdom is completely landbound, but one of the ‘purest’ traditional kingdoms, taking after such models as Cormyr. Major religions include Lathander, Tymora, and Helm. In the darker parts of the kingdom, Cyric is worshipped by bandits and brigands; Shar’s clergy hide in the night and Mask is ever-alive in the hearts of secretive thieves. Now that the characters have saved Dunador’s young king after his father was assassinated by his own uncle, the king is indebted to them. A number of characters have holdings and interests there as a result of their actions in first finding the future king and collecting evidence against the prince’s uncle.
As the characters progress, they will learn what destiny has in store for them…and the illithids which performed psychic surgery on them in their youth, preparing them to fight the illithid enemy, a great number of aboleths and their minions, who serve the ruling aboleths, known as the Ten.
This campaign is underway, but anyone can easily join once we have collected a good group to begin. Characters coming in will have some psionic wild talents, and psychic ability, representing the “gift” endowed upon them by the illithids. At this time, since this is a ongoing game, a number of prebuilt characters are available; custom characters can only be brought to the game with DM approval.
So come to RealmsRUs, and join the growing horde of home invading, murder hobos (adventurers)!
Anything is possible, within the plot lines of the characters mentioned by the group of illithids which have “sponsored” you into a Fate bond, a power which ties all of the characters together. For more information about the Fate bond situation, read the first adventure log. The following are interesting character ideas I’d like to see played. Beneath is home-grown house rules.
Monk, specialty of shadow fighting (once every other level, can strike as if he were next to his opponent, within visual range up to 100 feet away. He projects his spirit into his strike, requiring the character to have the meditation nwp and have succeeded in the morning to become one with his spirit.)
Dwarf Fighter/Thief (Ghetto fighter kit)
Human Bard (Gallant kit)
Ancient languages (general knowledge nwp): This is a study of numerous ancient languages and the decryption of their meanings, etc. Instead of ancient languages as a individual dead language, taught spoken, reading, and writing; this covers a plethora of ancient languages that the character has studied, and more particularly, a talent for decryption, written phonetics, and language morphology. It is made a Int minus 3.
Naval code: This is signaling other ships via a hooded lantern or flags. The check is made to send a message successfully; another check for the receiver to decode it well. It is made at Int flat.
Humans get +5% exp.
Two weapon fighting: 1 extra proficiency allows weapons of same length, just as in combat and tactics guide.
1000 gp per level
1 week time per level
Character requirements differ. You will need to find a tutor interested in teaching your character, as well as one a minimum of a level higher.
Dual class addendum: 10 total hit dice possible, if one of the character’s class types allows for 10 die rolls.
Psion addendum: +1 science every other level (1, 3, and lastly 5), +1 devotion per level (until level 5), 1d8 hit die per level.
Amendment to Ranger class: level 1, 2d8 hp. That’s from old school 1st edition, and rightly so, the class sucks.
Amendment to Human: My dual class rules are liberal, but a priest abandoning their class (to do something oppositional to their god or goddess) probably loses spell casting and divine-related powers…especially if they change patron deity.
Fighters recieve one free proficiency in wrestling or punching at first level.
Fighter types (Ranger, Barbarian, Warrior, Paladin) receive a weapon proficiency every level. Bards and Rogues now recieve a weapon proficiency as a warrior listed (representing their training in weapons of oppurtunity)
All classes receive one free nwp every level.
The spell Pass Without Trace also confers a magical invisibility spell, but only in woodlands. Normal rules for detection apply. Forest Gnomes and Elves enjoy this power, as one example (this replaces their racial abilities).
Specialization: Unless a fighter spends character generation points towards having access to multiple specialization, they can only be specialized in one weapon at any time. Rangers or Paladins who purchase weapon specialization can have access to only one weapon during their career to “master” in such a fashion. They, in addition to fighters, can have as many weapon expertise as they care to. Weapon specialization offered in character generation can only purchase weapon expertise, as laid out in the combat and tactics source book; this applies to non-warrior types.
Read magic spell: This spell is so much cheese. The spell lasts 2 rounds/level, and now allows for casting from a scroll. Note: This will supersede the current scroll use guidelines EXCEPT that divine and arcane read magic spells only work for their own incantation style and magic source.
Specialization allows for “free, ready shot” action, just like a bow. This is only allowed for weapons such as flintlock and wheelock.
Bard spells: Bards cast spells with only a verbal requirement; often, the spell use is masked with their musical instrument use. However, they are limited in scope to what spells they can make use of. They must make use of a spellbook for memorization of their spells, but no somatic or material components usually come into use. The following schools of magic are available to bards: Universal, Divination, Enchantment/Charm, Illusion/Phantasm, Song, Force* (Many bards use this as a form of subvocalization; their magic creates the energy that they utilize in harnessing spells much the same way as wizards. Str 16 and Con 16 are required.) Bards are educated in viewing wizard spells, and to some rare extent, seeing priestly magic, in its written form as prayers, and being able to translate the written words and formula into words and songs of power. They write these down as poems, verses, and songs in lieu of spells. In this manner, a bard can learn from a wizard’s spellbook but a wizard could not learn from a bard. The only exception to this would be the rare enchanters known as Song Wizards, which formed the first generation of Bards.
!!!!!!! A cautionary tale about thieves and their skills! !!!!!!!!
Without the ability to cut the string, say, on a pouch, it would take two pick pocket attempts to secure the coins within a bag. That’s why people have bags on their hips; like protecting the wallet. The first attempt is to get fingers in; the second is to get them out. A cut-ring, or sharpened coin, is what most thieves favor to slice and walk with one action from the pick pockets skill. Either way, the thief targets the objective, and then you inform the DM of the score you possess.
Detect Illusion and Hidden is a inactive skill; it helps to remind the DM sometimes as well just of your number; because he rolls it.
Hide in Shadows and Move Silently work all the same way. You need to inform me of your skill to let me make the rolls.
Between these two skills, it is an opposed roll.
Guess what? Open Locks and Find/Remove Traps are both the same way. I have to roll. In most cases, a trap takes two difference successes; one to find it and one to disarm it.
Detect Noise can be inactive, if I remember you have it and am generous, but mostly its a effort of the player. So is climb walls and read languages, obviously. Detect magic is inactive but often I need a reminder; and this group has such magic items for that as is so I don’t stress this so much. I also don’t recommend it as a focused skill.
The reason why you don’t get to roll? Very simple. If you aware of failure, you wont act naturally. No thief believes his skill in doubt. When people undertake actions, they expect success. Experience teaches us otherwise. And also, if you plan on acting against the other characters, that is your business and choice; the fun part of being a rogue is being…a rogue. But you need to let me know what you are going for and attempting, even if you need to exchange notes with me in game to do so. I’ll take care of it. I love conflict; even inter-group conflict, but good luck to you if you are caught!
List of shipboard roles in the ancient times
Pilot, Helmsman (often and usually the first mate)
Navigator (this was usually the captain; it discouraged mutiny against him if the mutineers could not get their way to anywhere)
Quartermaster (this is the person responsible for maintaining ship stores, medicines, candles, lanterns, things of that nature, even hammocks)
Master armorer (often a gunner and ranged weapon specialist, they also maintain the ship’s armaments as well as armor and weapons, and are considered usually the best for their use aboard)
Bosun, and bosun’s mates (charged with keeping the rigging and ropes in good working order)
Mess steward, and stewards mates (stewards mates are required only in very large ships; the mess steward watches the stores of food for rationing as well as preparing the meals)
Lookout (a temporary post, those with the best and sharpest eyes sent up to keep a eye on the horizons)
Lord’s Alliance titles and class (Lord’s Alliance law being strongest and most common in the area surrounding Waterdeep; as far as the North, and certainly over much of the Western Heartlands):
Baron / Baroness
Count / Countess (or, Grand Baron)
Duke / Duchess
Prince / Princess (of house*)
The world of Zamora, and changes to the characters which the Chaos effect transplants there:
Divine spellcasters will need new gods and goddesses.
Some magic items will downgrade, as Zamora’s weave is not nearly as powerful as Faerun’s.
The inability to make smokepowder is due to the lack of limestone from the island of Lantan or from the peaks of the Thunder mountains in Cormyr.
Baron Romsh will have 52 total shots available to him, including his own stock and that of his men at arms (the blunderbuss requires two loads).
Some magic will downgrade. Alexander Dragonspeaker, a powerful chronomancer will want to hear the tales of the group. He will offer his services as he may, but they must report to the Patriarch, of nearby city, for service. If doing so they will choose a side of the land’s war. The kingdom of free peoples, or the kingdom of steel, which is led by a cambion wizard priest of great power.
Zamora is a warm land, of many waterfalls, sharp and tall hills, and much humidity, but in a temperate zone. 80 to 90 degrees each day. Winters are mild, and rainy; and the summer is even much more rainy.