Overview
About This Game
Game System
Detailed Description
Eager for an opportunity to become legendary adventures, your band has traveled to Shadowdale to answer a call for aid from Lhaeo, scribe to Elminster, the infamous sage of Shadowdale. Instructed to meet Lhaeo at the Old Skull Inn, whereupon additional information will be provided, you have chosen to rise to the call. Lhaeo has decided to entrust the future of Daggerdale to your band of adventurers--its fate, along with that of Randal Morn, lies in your hands.
The Sword of the Dales is an Advanced Dungeons & Dragons 2e module set in the Forgotten Realms. It is designed for three to six characters, and provides a very nice balance of social encounters and puzzles with a relatively low amount of combat. Your ability to communicate and work together will prove more valuable than your ability to whack a goblin with a sword.
As an established band of adventurers, the assumption is that you know one another at the start and have worked together before. I encourage you to perhaps collaborate and come up with a name for your band, maybe even choose a leader. In any case, your exploits would be well known to one another and to those around you. Certainly Lhaeo would have heard of your actions in the Dalelands. Please include a brief description of one such exploit when you create your characters that would be known to the group.
This is the first of a trilogy of adventures, I would very much like it if we continued on once this first adventure is complete! Please read below, and if you have any questions, please let me know! Thanks!
Posting Rate: I post from work during the week, but realize that not everyone has that luxury. For a game to succeed, it has to proceed at a reasonable rate. I will post most days, I expect characters to post at least 3-4 times per week to keep the game moving.
Starting Experience: 5,000 XP plus any applicable bonuses for prime requisites. The module is designed for characters of 1st through 4th level, this will start most characters around level 3 while also allowing some flexibility for multi-class or even dual class characters.
Attributes: Roll 4d6 dropping the lowest die, scores may be arranged to taste. If the result is completely unplayable (I trust your discretion), then you may scrap the scores and roll again.
Sources Allowed: Player's Handbook, Tome of Magic, Forgotten Realms Adventures.
Starting Gear: Roll for initial character funds as usual. Multi-class characters use the most advantageous die range of their classes.
Show Spell Acquisition:
- Bards: Bards who reach 2nd level receive a spellbook with 1d4 spells (intelligence checks must be made to see if the bard can learn a given spell), additional spells must be acquired through play.
- Wizards: Wizards begin with a spellbook containing 3d4 1st level spells, two of which must be read magic and detect magic, which all wizards learn as part of their training. The remaining spells may be chosen by the player (intelligence checks must be made to see if the wizard can learn these additional spells). At each level beyond 1st, the wizard may choose a new spell for their spellbook (intelligence checks must be made to see if the wizard can learn these additional spells).
- Specialists: Specialists follow the same rules as wizards, except whenever a specialist reaches a new level, he automatically gains one spell of his school to add to his spellbook (no roll for learning the spell need be made). Note that specialists receive +15% when learning spells from their school and -15% when learning spells from other schools.
Show Optional Rules:
- Proficiencies: Rules for proficiencies are not in effect. If your character would possess a certain skill set, we can explore it through background and roleplay. Weapon specialization is available to single-class fighters only.
- Encumbrance: I'm not interested in tracking encumbrance, but rely on common sense.
- Initiative: Standard initiative procedure is in effect, I think it's particularly well suited to pbp. Players declare actions prior to initiative being rolled. Casting times for spells apply. For characters with multiple attacks, the standard rules apply.
- Hovering on Death's Door: While I hope it won't come into play, the rules for hovering on death's door are in effect. Not trying to kill you guys, trying to have a great time.
- Hit Points: Maximum hit points at first level, roll for any additional levels. This helps increase survivability a bit.
Community
- What's new in this game