GETTING A GROUP: its been awhile since i last posted a LFG i am looking for a group of about 4-7 players the game will start 1 week after every one has made their characters once i accept you as a player i will assign you a character sheet you can then edit i will gladly help as much as needed in creating your character i can play most days and i live in california so i use PST for my time zones. im not good at converting the time zones i like sessions to at least be 3 hours long but i can do shorter/longer sessions depending on the needs of the group. i am kind of a night person if you do not have the books listed below check this website it has key rules <a href="https://www.d20srd.org/index.htm" rel="nofollow">https://www.d20srd.org/index.htm</a> THE SUNLESS CITADEL evil grows beneath the earth. why should any one travel the cracked cobblestones of the old road?the fortress that once cast its shadow across the road does so no longer --- some whisper that the earth swallowed the fortress whole in an age long past. four brave adventurers resolved to discover the truth and set off down the old road, but they never returned. format: dungeons & dragons 3.0/3,5 mood: role
play causal. this means i will role play as much as the group wants but
i am here to have fun and ensure we all have fun telling a story character creation rules: all players will start with 3,000 gold +max starting gold by class.(cause i like to put lots of money in player hands) all characters will have 7 days in oakhurst to gather any supplies or extra golds outside of the normal starting equipment after you are invited to the game i will assign you a character sheet that you will then edit with the proper stats stats will be rolled in the roll20 system no imported characters use the roll command /roll 4d6k3 reroll if it does not result in a 12 or higher after all the rolled stats are determined the lowest number is transformed to an 18 these numbers are before racial modifications all characters will be level 1 at start expected ending level is somewhere from 3rd to 5th levels all races have an equal number of positive attributes and negative
attributes. if you find a race with unequal positive/negative attributes
talk to me before changing the stats. example half orcs have +2 str,+2 con,-2 int,and -2 cha. normally half orcs have +2 str,-2 int,and -2 cha. humans receive an extra feat at each level and +4 skill points at each level MAGIC CHANGES: In
real life energy and matter can not be destroyed only converted into
the other.for this reason magic(energy) is not lost,like normal, just
cause you don’t cast all your spells in a day. For example, a wizard of
1st level has 1x 1st level spell slots per long rest. if they did not
cast the level 1 spell they would have access to 2x 1st level spell slots after the next long rest. inflict minor wounds and cure minor wounds now inflict/heal 1d4 hp instead of just 1 hp FEAT CHANGES: I
use a house rule that allows all players to have extra feats. as i felt
the number of feats was too limited for some of the builds i wanted to
make. The feats are still a semi limited resource but now the players
can be a bit more flexible in their style. The normal rule is:
gain 1 feat at 1st, 3rd and every 3 levels after that
(1st,3rd,6th,9th,12th,15th,18th) for a total of 7 feats by level 20. My
house rule is: gain 1 feat at every odd level for martial characters,
in addition to normal feats. They must meet all prereqs of the feat. (animal
lord,barbarian,battle dancer, crusader, fighter, gladiator, hexblade,
incarnate, infiltrator, monk, musketeer, ninja, paladin, ranger, rogue,
samurai, savant, scout, sohei, soulborn, spellthief)
(1st,1st,3rd,3rd,5th,6th, 7th, 9th,9th,
11th,12th,13th,15th,15th,17th,18th,19th) for a total of 17 feats by 20th
level for martial characters gain 1 meta magic or item
creation feat at every odd level in addition to all other feats for
caster classes must meet all prereqs for the meta magic or item creation
feat (artificer,bard,basiran dancer,binder,cleric,dragonfire
adept, dragon shaman, druid,favored
soul,jester,sha’ir,shadowcaster,shaman,shugenja,sorcerer,wizard) (1st
normal,1st meta/item, 3rd normal, 3rd meta/item,5th meta/item, 6th
normal, 7th meta/item,9th normal,9th meta/item,11th meta/item, 12th
normal, 13th meta/item, 15th normal, 15th meta/item creation,17th
meta/item creation, 18th normal, 19th meta/item creation) for a total of
17 feats. feats that require a class feature are considered meta magic feats for this purpose Normally
only the wizard gets meta magic feats in player's handbook 2 the
sorcerer was given the option to not gain the familiar ability at level 1
to gain the same metamagic/item creation feat at the same levels as the
wizard. normally the wizard gets 1 meta magic/item creation feat at
1st, 5th, 10th, 15th and 20th levels some characters could be
argued to be either martial or magic casters i placed them where i
thought best but if a player can reasonably argue for a different
placement i will allow the change CLASS CHANGES: monks have a d12 hit die and their base attack bonus follows barbarian progression LONG RESTS elves only need 5 hours for a long rest every one else needs 9 hours for a long rest each day consists of 27 hours instead of 24 hours weight carried will not matter unless you are trying something a bit over the top ammo only counts if it is not the standard arrow,sling bullet,bolt or other ammo type example if you find a +1 arrow you can use it once NO
EVIL ALIGNMENT FOR PLAYERS if you do too many evil acts i will arn you
that your characters alignment is getting close to a change if you
insist on playing evil the character will become an npc and you will
make a new character or leave the table OFF TOPIC TOPICS no
excessive violence no pvp no r@pe,no jokes about cancer, nothing above
pg-13 for romance, no rules lawyering(its annoying and slows the game
down) no out of game politics/religion no 5th edition rules ALLOWED CONTENT: these are the books i am allowing for this game complete adventurer complete arcane complete champion complete divine complete mage complete scoundrel complete warrior defenders of the faith deities and demigods dungeon's master guide I dungeon's master guide II draconomicon frrostburn magic item compendium masters of the wild planar handbook a player's guide to the planes player's handbook I player's handbook II sandstorm song and silence spell compendium stronghold builder's guidebook sword and fist tome and blood tome of magic all kingdoms of kalimar content AVAILABLE CLASSES: ninja complete adventurer scout complete adventurer spell thief complete adventurer warlock complete arcane war mage complete arcane wu jen complete arcane hexblade complete warrior samurai complete warrior swashbuckler complete warrior (not many aspects are on the sea for this adventure) barbarian player's handbook 1 bard player's handbook 1 cleric player's handbook 1 druid player's handbook 1 fighter player's handbook 1 monk player's handbook 1 paladin player's handbook 1 ranger player's handbook 1 rogue player's handbook 1 sorcerer player's handbook 1 wizard player's handbook 1 beguiler player's handbook 2 dragon shaman player's handbook 2 duskblade player's handbook 2 knight player's handbook 2 favored soul complete divine shugenja complete divine spirit shaman complete divine the binder tome of magic the shadow caster tome of magic the true namer tome of magic basarian dancers kingdoms of kalimar player's guide infiltrators kingdoms of kalimar player's guide brigand kingdoms of kalimar player's guide gladiator kingdoms of kalimar player's guide shaman kingdoms of kalimar player's guide spell singer(talk with me before choosing this class i made a custom better version) kingdoms of kalimar player's guide AVAILABLE RACES: draconomicon dragonkin +4 strength +2 dexterity +2 constitution -4 intelligence -2 wisdom -2 charisma large creature base land speed 40ft base flight speed 80ft good maneuverability claw attack 1d6 slashing can use detect magic at will as a spell like ability as a sorcerer who is equal to the dragonkin's HD class skills spot and listen +5 natual armor bonus automatic languages dragon bonus languages common dwarf gnoll goblin orc favored class barbarian frostburn glacier dwarf snow elf ice gnome tundra halfling neanderthal(alt human frost world) uldra(artic fey) planar handbook player's guide to the planes aasimar bariaur mephling air mephling earth mephling fire mephling water neraph shadowswyft spiker tiefling wildren player's handbook 1 humans altered to have +1 feat every level and +4 skill points every level dwarves elves gnomes half elves half orcs altered to have +2 strength +2 constitution -2 intelligence -2 charisma half orc base land speed is now 40ft halflings sandstorm asherati bhuka badlands dwarf painted elf scablands half orc spellscale(races of the dragon) +2 charisma -2 constitution medium creature base speed 30 feet low light vision type humanoid-dragon automatic languages common, draconic bonus languages dwarven,elven,gnome,halfling *special ability-blood quickining(1 per day meditate on a chosen dragon deity gain meta magic feats and a bonus to a skill, lasts 28 hours requires 1 hour meditation) aasterinian: grants a bonus equal to 1/2 character level min 1 to disguise checks. allows the use of the improved counter spell feat 3 times per long rest astilabor: grants a bonus equal to 1/2 character level min 1 to appraise checks,unlimited uses of greater eschew materials(spell components up to 100 gold are not needed to cast spells) bahamut: requires good alignment when casting a spell targeting or within a spell's area of effect deal 2d6 damage to evil creatures in addition to the normal effects of the spell.you can use this 3 times+charisma modifier times per day. at every odd level add 1d6 damage to this effect. chronepsis: grants a bonus equal to 1/2 character level min 1 to listen checks and grants the silent spell meta magic feat for the day. garyx: when casting evocation damaging spells(hp damage not other types) those spells are cast at +1 caster level can use widen spell 3 times per day hlal: grants a bonus equal to 1/2 character level min 1 to perform-storytelling and grants heighten spell meta magic feat 3 times per day io: grants a bonus equal to 1/2 character level min 1 to spellcraft checks and grants empower spell 3 times per day lendys: grants a bonus equal to 1/2 character level min 1 to concentration checks and grants still spell meta magic feat 3 times per day tamara: requires good alignment treat all cure spells as being on your spell list for the purpose of spell completion items and spell trigger items for the day. also when casting a cure spell cast at +1 caster level. *bonus feats: gain communicator feat(arcane mark,message,comprehend languages, spell like abilities 1/day) gain insightful feat(detect magic,detect secret doors,read magic spell like abilities 1/day) gain necropolis born feat(cause fear,ghost sounds,touch of fatigue spell like abilities 1/day) gain night haunt feat(dancing lights,prestidigitation,unseen servant spell like abilities 1/day) gain soul of the north feat(chill touch,ray of frost,resistance spell like abilities 1/day) or gain spell hand feat(mage hand,open/close,tenser's floating disk spell like abilities 1/day) raptorans(races of the wild) +2 constitution -2 charisma base land speed 30 feet medium creatures fly speed 80 feet(average maneuverability) wing aided movement: raptorans can use their wings to help with movement even if they can't fly.the extra lift from the wings grants +10 to jump checks. gliding: a raptoran can use their wings to glide,negating all fall damage.when falling move at a forward speed of 20 feet per 5 feet fallen. glide speed 40 feet (average maneuverability) a raptoran can not glide while wearing medium armor or a medium load. if a raptoran becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings.the raptoran descends in a tight corkscrew and takes only 1d6 falling damage. flight: a raptoran can not fly while exhausted,fatigued,wearing medium armor or carrying a medium load. raptorans can fly safely for a number of rounds equal to their constitution score.they can exert them selves to fly for up to twice that long but they become fatigued after the flight. raptorans can spend up to 10 minutes per short rest in flight before becoming fatigued.at 5th level flying does not require any more energy than walking or running.a raptoran can use the run action while flying as long as they move in a straight line. dive attack: while flying a raptoran can make a dive attack. this is like a charge but the raptoran must move a min of 30 feet and descend at least 10 feet.if the dive attack hits it deals double damage. pact with the wind lords: an ancient pact with powerful wind elementals allows raptorans to cast spells with the air descriptor at +1 caster levels. unerring direction: raptorans have an instinctive sense of which direction is north, even when under ground or otherwise unable to see the sky or other visual clues.beyond the material plane this does not work. low light vision racial weapon foot bow is always treated as proficient +2 balance, climb, spot, search checks automatic languages common ,raptoran bonus languages draconic,elven,gnome,goblin,orc,and slyvan favored class cleric/ranger catfolk(races of the wild) +4 dexterity +2 charisma -4 constitution -2 wisdom base land speed 40 feet low light vision +2 listen +4 climb,hide,move silently +8 jump and balance when in high grass or heavy undergrowth the hide bonus increases to +8 improved trip when cat folk hit with a claw attack they may make a trip attack as a free action.can not be used with improved grab. this feat grants +4 on attempt and trip attacks do not provoke attacks of opportunity. improved grab when cat folk hit with a claw attack they may make a grapple check as a free action can not be used with improved trip. this feat grants +4 on the attempt and grapples do not provoke attacks of opportunity rake: when grappling an opponent or after a pounce attack cat folk can rake attack 2 times this deals 1d4+strength modifier. rake attacks are not subject to the -4 penalty for natural weapons in a grapple. a catfolk can not use a rake attack on the same turn they started the grapple. sprint a catfolk can 1/hour move ten times its normal speed when charging. this causes fatigue after use. pounce: when using the charge action the catfolk makes a jump check equal to 10+dexterity modifier of opponent if successful the catfolk knocks the target prone with them on top.they may then make rake attacks in addition to a full attack. melee weapons deal +2 damage.usual bonuses/penalties of a charge (+2 attack roll -2 ac must move at least 10 feet in a straight line double land speed max distance) +1 natural armor bonus claw attack: cat folk have sharp claws that deal 1d8 slashing damage. these claws allow normal use of weapons and armor. wood elf +2 strength +2 dexterity -2 constitution -2 intelligence medium creatures base land speed 30 feet immunity to magic sleep effects +2 vs enchantment spells or effects low light vision weapon proficiency longsword,rapier,longbow,composite longbow,short bow,composite shortbow +2 listen,search,spot +4 survival, hide free search check if they pass within 5 feet of a secret door track feat COMMUNICATION: i prefer to use text based communication as i have trouble saying words and can not really do voices for my characters i can do voice chat if all players want it but i will not do video chats as the game lags too much for me to play COMMON CREATURES: these types of monsters appear a lot in this module goblins,kobloids,undead,rodents and plants. DM
RULINGS: i tend to try and rule as fairly and closely to the standard
rules but if i do not know the rule i will make a rule that favors the
defender and then after the session i will look up the actual rule and
then discuss with the players on how to implement a change if a change
needs to be had. i also tend to want to change the rules so the group
has the most fun. creative uses for spells items weapons etc is highly
encouraged. once i make a decision on something i expect it to be
followed until we have a chance to talk about it. i make the rules apply
to both player and npc but the dice are the real gods of the universe a
nat 20 almost always means some version of success and a nat 1 is
almost always some version of failure. your characters may die if the
dice are bad. i allow you to attempt any thing except player verse
player. VIRTUAL TABLE OF CONDUCT: this is where i will talk about how you should interact when we have a session. step 1 always be polite to other players and to your dm step 2 if you have a problem talk it out communication solves most problems step 3 no bad questions step
4 if there are at least 4 players available we will continue the
campaign. any missing players will have their characters tag along but
they will receive no exp no damage and none of their abilities or items
will be in effect. if the missing players show up in the middle of a
session they can join normally. i will send them a message with a quick
summary of what they missed. step 5 after each session i will post
a recap of the session in the campaign forum this will include any
consumables used, any critical fails/successes, any major story
points/checkpoints, major lore that the players learned etc. i will also
ask for feedback on the session please respond when you have a chance
or i wont be able to make the game better for you step 6 if you have played this adventure before thats fine just dont ruin it for others that have not played it before step
7 this is a site based adventure if you want to explore the world wait
till after this adventure is done then we can build a world together
using these characters step 8 i can go super lore based or dungeon
crawl or some mix its all up to the players and what they decide is fun
this has a bit of everything traps riddles treasure dragons dungeons
goblins a big bad evil guy mini bosses factions mystery roleplay lore
gathering other languages. step 9 more will be added if/when necessary based on the group