Adventure Background
During the last century, as a result of its neutral policy towards immigrants, creeds, and even ethics, Baldur’s Gate has grown to become the most populated city in Faerūn.
In order to survive its weight, the city depends on a force that managed to grow side by side with it, the Flaming Fist -- today, one of the largest and most powerful mercenary companies in the Realms.
To successfully maintain the peace both inside and outside the city walls, the Fist has honed its skills and become both shepherd and adjudicator. Its authority rises above the city’s militia. The Fist performs those tasks where subtlety or a more firm hand is necessary. They deal with crises of all shapes and sizes, ranging from simple crime upheavals to insurrections that could lead to civil war.
Like Baldur’s Gate itself, the needs of the Fist are vast, and they are always on the lookout for adventurers to join their ranks or assist on temporary assignments.
You have heard much about Baldur’s Gate, but now, as you approach the city, you find that there are no words to describe it.
Passing through the Heartlands, you thought you had reached the city many miles ago, when the first signs of civilization appeared along the Chionthar. Since then, you’ve crossed a dozen neighborhoods and vast farmland fields, just to arrive at the Black Dragon Gate, where the slums grow upward to such an extent that you are not able to see the city walls.
Poverty and misery are predominant in the slums. The neighborhoods and shantytowns represent a hodge-podge of styles and cultures, brought to the Gate by refugees from all over Toril. The smell is nearly unbearable.
The maze-like streets and alleys of Baldur’s Gate could confound even the most experienced of travelers, but there are beggars and urchins aplenty who can guide visitors for a coin or two. The city’s open market is packed with sights, sounds, and smells from all over the world. You also pass through the temple district, where the city’s tolerance of all faiths is made clear, as temples to deities both malefic and benign stand side by side.
Far above the squalor, you catch a glimpse of the ostentatious stairways and mansions of the high city before continuing on your way to the Flaming Fist Headquarters, where, you have been told, employment is sure to be found.
Applications will be open for two weeks, closing on Saturday, July 18, at midnight EDT.
I will never close an application early, so take your time and think about a character that will be fun for you to play and the players around you to play with.
This should also give you plenty of time to obtain a DCI number if you need to do so.
Game Description:
The Campaign
This is part of an RPGA-sanctioned Living Forgotten Realms Campaign, one that I hope will grow into an an adventuring company of several parties running simultaneous adventures, whose members may even decide to join other groups within the setting, true to the feel of the "living" campaign.
You will create characters that grow and persist through each adventure, and who may be freely used in any other RPGA event, retaining the experience and rewards your PC receives for those other adventures (but not, of course, in the middle of an ongoing adventure), which is what having a "living" character is all about. Conversely, if you already have a Living Forgotten Realms character from another group or event, feel free to bring them into this campaign, keeping in mind of course that members of a party need to be at the same level.
Of course, you may not have desire or opportunity to take your character from this campaign to any other, which is perfectly fine as well. The campaign will flow from each adventure to the next, taking with it the characters you will be bringing to life.
The Players
I will start with one party of 4-6 characters. You will create a character according to the RPGA/LFR creation rules, which are rather broad but with a few limitations, as noted below. I expect decent activity from players, with one post per weekday (M-F) and one post per weekend at minumum.
In addition to the normal forum membership, in order to play LFR each player will need to have a DCI membership number from WotC. This does not require a DDI subscription or any other purchase; it's free, but does require you to sign up for it. See "No DCI Number?" below for more information if you do not have one.
Applications
I would like applications in the following form:
I will be paying most attention to character appearance and personality, things that will affect the way your character acts during the campaign. A good background story is nice, but rather than a ten-page biography, focus on the aspects of your background that describe what made your character who they are now.
Character Creation
All characters start at level 1, with ability scores generated by method 1 or 2 (standard 22-point buy, in other words) and 100gp to buy starting equipment.
Each character must have a Forgotten Realms regional background, but you may also have other backgrounds (such as those from PH2 or Dragon Magazine 366 and 373). You may select one of your character's backgrounds from which to receive a mechanical game benefit.
Characters may not be evil or chaotic evil in alignment, or worship a deity with an evil or chaotic evil alignment.
If your character chooses a deity, it must come from the Forgotten Realms pantheon, from those listed in either the Forgotten Realms Player's Guide or the Forgotten Realms Campaign Guide. Characters with a divine class or multiclass must choose one (and only one) deity from these lists.
Source Material
All material is available for use from: Player's Handbook, Player's Handbook 2, Adventurer's Vault, Martial Power, Arcane Power, PH Heroes, and compiled issues of Dragon Magazine.
All preview and playtest material is available for use, with the exception of the hybrid playtest, which article specifically states that it is not yet eligible for RPGA play.
Everything in the Forgotten Realms Player's Guide is available except for spellscarred rules, and everything in the Eberron Player's Guide is available except for dragonmarked rules and, of course, regional backgrounds.
Finally, paragon paths from the Manual of the Planes will be available for use (when that time comes).
For a quick list of available race and class options, refer to this thread on Wizard forums, which is kept reasonably up-to-date and accurate. For the full creation rules, refer to the complete Character Creation Guide I have posted in the game forum, or refer to the attached file "RPGA Character Creation Guide v.1.9.pdf." Further questions or comments about creation or build options can be directed to the Character Creation Discussion thread rather than this one.
Before you can get a DCI player number online, you need to have a wizards account.
To get this, go to https://accounts.gleemax.com/AMLogin.aspx, click on the "Sign Up" button, and fill in the relevant information.
If you have a wizards account (or after you create one), you can simply request to become an RPGA member by filling out the form at http://wizards.custhelp.com/cgi-bin/...rods=1144,1150 and sending an email stating that you wish to participate in sanctioned RPGA D&D play. You should receive an email (mine took a few days) with your DCI number and a temporary password.
Note: I have reports of several people having trouble signing up with a .edu email address; if possible, use something different. Also, some people are having trouble with the email page itself after creating their wizards.com account; if that happens, visit the "Trouble Accessing" thread on the wizards forum.
That's it! You now have a DCI number that you can use for any character you create for this or any other DCI/RPGA-sanctioned event or campaign. You can manage your own characters after you sign in by clicking on the my characters link.
Been interested in trying out RPGA for a while and now have a shiny new RPGA number #7214031441. I've had a character idea I wanted to try out since the monk playtest came out so going to give it a shot here.
Stormson looms over most people even when as is habit he is partially crouched. His limbs are long and well defined with not an ounce of excess fat anywhere to be seen. His skin, short body hair and long mane are of a uniform deep walnut. He has large orange cat eyes and his face also has a strong catlike cast.
His light clothes are elvish in fashion and do little to conceal his body past what modesty requires. He has no backpack instead choosing to wear two large belt pouches attached to each side of a hefty belt alongside two nasty looking daggers and an ornate waterskin.
His walk is more a lope and even when moving slowly the strength and agility of his legs are obvious. He often cocks his head to the left when listening and when he starts licking his teeth it’s usually a sign that he is becoming bored or impatient. He looks dangerous but tends to give off an air of peace and self control
He is fairly reserved and has the mannerisms and politeness of an elf when talking. He doesn’t like stillness and tends to fidget and play with his daggers or start doing stretches when he is unable to walk or run. He prefers to let people explain themselves before jumping to conclusions but doesn’t hesitate to act when he sees someone in danger.
He is pretty flexible in most things though he has a strong dislike for getting dirty which somehow seems a little out of place.
Stormson was born in Yuirwood in a peaceful community of human, half-elf and elves and his earliest memories are of pleasant days in small clearings of the great wood with children of many races. But all too soon the conflict between the races started to infect his village and human after human left the community. Stormson’s family was one of the last to leave not being truly human but also not being elf enough to be fully accepted.
In a valley part way up the Tannath Mountains Stormson spent the rest of his childhood and early years. The fertile land provided food for the Citadel Dantalien and the people were quite content and peaceful protected from most troubles by the presence of the large military force below them.
Stormson was attracted to the lifestyle of the monks that lived in a large complex further up the mountain and when he came of age he joined their ranks. His family was satisfied and quite content with their life in the village and they gave him their blessings when he decided it was time to see more of the world. He had learned that he was related to some of the shifters that lived in Werewood near Bauldar’s Gate and set off to meet them.
The journey was long but mostly uneventful, Stormson looks dangerous and self assured enough that he tends not to attract too much trouble, and that which was unavoidable he handily dealt with using what he had learned under the strict tutelage of the monks in Aglarond. He had no trouble at all tracking down the shifters in Werewood as his senses excellent under most circumstances were even better attuned to the forest.
However he soon discovered that they were very unlike him and he politely and quickly moved on to Bauldar’s gate. He decided that rather than risk being associated with those others of his heritage if not nature he would seek out the most reputable source of work he could find. That made a mercenary company that maintained the will of the city and had more authority and presumably more trust that even the local militia the obvious first choice. So Stormson was off to visit the Flaming Fist as soon as he arrived. Hopefully they might even provide accommodation.
Stormson, Razorclaw Shifter Monk Init +3 HP 27/27 Bloodied 13 Healing Surge 6 (9 used /9) AC 15 Fort 14 Reflex 14 Will 14 Speed Str 11 (+0) Con 15 (+2) Dex 17 (+3) Int 8 (-1) Wis 17 (+3) Cha 10 (+0)
Melee Basic Attack At Will | Weapon
Standard Action
Melee Weapon Attack: Strength vs. AC Target: One creature Hit: 1[W] + Strength modifier (+0) damage. Monk Unarmed Strike: +3 attack, 1d8 damage
Ranged Basic Attack At Will | Weapon
Standard Action
Ranged Weapon Attack: Dexterity vs. AC Target: One creature Hit: 1[W] + Dexterity modifier (+3) damage. Dagger: +6 attack, 1d4+3 damage
Centered Flurry of Blows At Will | Implement, Psionic
Free
Melee touch Target: One creature Trigger: You hit with an attack during your turn Effect: The target takes damage equal to your Wisdom modifier (+3). If the target was not a target of the triggering attack, you can slide the target 1 square to a square adjacent to you. Special: You can use this power only once per round.
Crane's Wings At Will | Full Discipline, Psionic, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must be wielding a monk weapon. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+3) damage, and you push the target 1 square. Monk Unarmed Strike: +6 attack, 1d8+3 damage
Movement Technique
Move Action Personal Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed.
Fire Storms At Will | Full Discipline, Implement, Psionic
Standard Action
Close burst 1 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 1d6 + Dexterity modifier (+3) damage. Monk Unarmed Strike: +3 attack, 1d6+3 damage
Movement Technique
Move Action Personal Effect: You shift 2 squares.
Razorclaw Shifting Encounter
Minor Action
Personal Requirement: You must be bloodied. Effect: Until the end of the encounter, your speed increases by 2, and you gain a +1 bonus to AC and Reflex.
Open the Gate of Battle Encounter | Full Discipline, Psionic, Weapon
Standard Action
Melee Weapon Target: One creature Requirement: You must be wielding a monk weapon. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+3) damage. If the target was undamaged before the attack, it deals 1[W] extra damage. Monk Unarmed Strike: +6 attack, 2d8+3 damage
Movement Technique
Move Action Personal Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move adjacent to.
Masterful Spiral Daily | Force, Implement, Psionic, Stance
Standard Action
Close burst 2 Target: Each creature in burst Attack: Dexterity vs. Reflex Hit: 2d6 + Dexterity modifier (+3) force damage. Miss: Half damage. Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1. Monk Unarmed Strike: +3 attack, 2d6+3 damage
Like wise, I've been wanting to try out the RPGA living games. I have a shiny old number #71769375. I have a character that I tried to use in a game since dead. I just need to reset him back to before the game started and what not.
Tall and lithe with toned muscular limbs and a narrow chest. His lavander skin is marked with scars of deep purple rippling across his arms and chest. His hair is silver with strangs of clear crystal that splits light that pases through into a myriad of color as from a prism or a drizzle of water. Light blue sparks can be seen crawling through his hair ever so often. HE is normalyl dressed in light cloth and silks with room for easy movement.
calm and reserved, but easily excitable when given a chance to exhibit his powers. He is prone to fits of lazines that can only be overcome with an honest need to do something required of him that benefits him.
It took him a while to find the location written on the missive, but after braving a horrible and only one camel remaining with a few near empty jugs of water, he stumbled upon it.
Six steel rods were arranged into a perfect arrangement measured in a circle. Some were straight and narrow, others were slightly thicker and twisted or bent. In the center was a man, naked to the wind and sand. Lavender skin glistened with sweat, deep purple scars rippling over arms and legs. The dying light glinted off and through sliver hair creating a rainbow splatter around him as through a prism or spray of water. Before him, a dagger was thrust into the sand. If it weren't for the setting of the sun, the messenger would have thought this man crazy. As it were, he thought him strange at best.
"Do not advance any further," Marwon spoke from the center of the circle. "You can stay there and recite what your master has to say."
The man with the camel rummaged through the packs, at his side. After a moment, produced a scroll and unrolled it, reading over the papyrus and recited aloud. "'At the behest of the WeavePasha, for services rendered to the family "Tempestkeepers", Marwon Tempestkeeper with the permission of Khemet Tempestkeeper, Patriarch of the family, has been arranged to accompany Sarak ef Imyata's caravan to Trademeet as one of it's guards. Should you accept, further instruction will be given to you by the person delivering this' signed by the pasha...and there seems to be a note here from Khemet. Would you like me to read it?"
Marwon took a moment before nodding his head.
"Very well," the messenger continued after taking a moment to read, angling the paper to try and read as the sun passed below the mountains. "'My nephew, I hope this finds you well. I urge you to take this second chance if you wish to ever come back to Almraiven. I'm doing this as a favor to your father, and the Pasha is doing this as a favor to me. Do not disappoint me again.' Oh My...What should I send back as your reply, Master Marwon?"
"I will tell you when I am finished, messenger."
"uh, finished?" The camel beside him started to tug away from the circle, grunting and stamping it's feet.
"Yes. And you may want to take your camel a few paces away form here. Oh, and remove any metal you may have."
There was a moment of hesitation as the messenger looked on perplexed as darkness started to fall. Then concern as little sparks arced over Marwon's hair and skin, setting up a slight glow. He could feel the hair on the back of his neck and his beard stand on end and a slight buzzing in the air assaulted his ears. Fear spread through his body and he started to scramble away, the camel eagerly following behind.
Marwon stood up on one knee quickly and removed the dagger from the sand, throwing it up straight. From the heavens a jagged bolt of green light ripped to the dagger, and in that perfect moment of time, the lightening split into six different lines and struck the rods in the sand with a deafening boom and a shock wave blasting around, plunging the desert back into darkness.
Marwon found the cowering messenger and his frightened camel easily enough by the light of the glowing hot rods. Thankfully, he was still suffering from the ringing in his ears so he couldn't hear the braying. He just hoped the messenger had sense enough to cover his eyes.
Grabbing him by the shoulders, Marwon looked him in eyes and mouthed "The deafness will wear off. Are you ok?" When the man just kept gasping like a fish, he grabbed the scrolls he was carrying and released him, then went digging for his clothes and belongings he had buried in the sand.
The moon had risen by the time the messenger made it over to him, and offered him a sip from a well crafted clay jar.
"We'll head back as soon as you are ready to go. Seems I have no real choice in the matter." Marwon tore paper in his hands into little squares and dropped them into the glass jar once the messenger had drank his share. He swirled the liquid over, making sure to destroy anything it could have held.
Taking the camel's reins he collected the 6 rods buried in the sand, hefting each on the camel's back and secured them, wrapping the blasted glass ends with a thick canvas.
By the light of the moon, they headed back to the city that lit the sky from miles away.
A native of Almraiven in Calimshan, Marwon was family to a line of Stormsoul Genasi who dated back to the First Skyfire. He and many in his family are loyal to the WeavePasha and maintain the position on Society they have since before the Spellplague. When the second Skyfire war broke out, they helped defend the outpost of Humanity, Fighting back the Djinn and Efreeti that sought dominion over the desert.
Though his family holds the favor of the ruling class of Almraiven, Marwon had recently gotten into trouble that could not be overlooked. Adept and looking for any chance to exhibit his abilities, Marwon had enjoyed the underground circuits of illegal dueling. During one such duel, he accidentally killed his opponent, who happened to be the daughter of a trade merchant from Luskan traveling on business. Since such unsanctioned dueling was illegal in the first place and the fact that the political ramification were high, he was sandbagged rather quickly and punished with banishment. Those in the family and those more familiar with the political underpinnings of the city know that it was merely a political ploy and that once the Luskan was gone, he could come back. Unfortunately, the merchant has refused to budge much and has stayed in residence for two years now. He stays along the outskirts and does have a deal going with a few of the fine art merchants who allow him to sneak around their shops so long as he remains disguised and brings them the glass only he seems to be able to find (see the blurb I wrote) and does some trading with desert nomads.
Upon orders of his Uncle, Marwon has managed to discreetly attach himself to a Caravan going north as a guard. Unfortunately, it was mostly a calm trip. Those few that were hired on as temporary guards were given several reduced pay, unable to do more than grouse since the veteran guards, who were paid more, kept them in line.
When they had arrived at Baldur's Gate, Marwon had decided to abandon the caravan and disregard any further orders by his Uncle. After hearing a few whispers and job postings for the Flaming Fist, Marwon thought it would be a good way to show off his skill and perhaps work up a bit of capital.
Marwon, Genasi Sorcerer Init +2 HP 27/27 Bloodied 13 Healing Surge 6 (0 used /7) AC 12 Fort 13 Reflex 12 Will 15 Speed 30 Str 15 (+2) Con 13 (+1) Dex 14 (+2) Int 12 (+1) Wis 11 (+0) Cha 16 (+3)
Storm Walk
At-Will ✦ Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier thunder damage.
Level 21: 2d8 + Charisma modifier thunder damage.
Effect: Before or after the attack, you shift 1 square
Thunder Slam
A shock wave of sound slams into the enemy.
Encounter ✦ Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier thunder damage, and you
push the target 3 squares.
Chaos Bolt
At-Will ✦ Arcane, Implement, Psychic
Standard Action Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier psychic damage.
Level 21: 2d10 + Charisma modifier psychic damage.
Wild Magic: If you rolled an even number for the
primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the
target last hit by this power
Secondary Attack: Charisma vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for
the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a
single use of this power.
98.234.242.73
Dazzling Ray
Daily ✦ Arcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 6d6 + Charisma modifier radiant damage.
Wild Magic: If you rolled an even number on the attack
roll, the target takes a penalty to attack rolls against you
equal to your Dexterity modifier (save ends).
Miss: Half damage.
Posting an intress as well. Also in the process of getting a DCI membership. Still can't make up my mind between druid, sorcerer and shaman... will wait to see how the other aplications go first.
I've never done a sanctioned D&D Game, but something tells me it'd be some terrific fun! I'm rolling up a human Greatsword wielding fighter for you, a Dalesman by the name of Allan Torlayne (Battledale specific). I'll have the stats up tomorrow.
So, people have had success in signing up for an RPGA number through that link? Whenever I try to actually load the CustServ page, it endlessly refreshes instead of loading, and this is with multiple browsers.
Did some strange things just now but after a half dozen tries it seems to be working again in Firefox. Worked perfectly fine a day ago though even then it wasn't that easy to navigate around. Once you have a wizards account and are logged in that second link should take you directly to an email form for requesting a membership number.