The Premise:
I'd like to run a story/game focusing on Menzoberranzan (aka the infamous City of Spiders), with specific focus on the drow Academy in the city. Players may be students or some players may play masters, specific key Forgotten Realms personalities from the city will be posted up for players, if they wish to play them. For the most part said characters will be masters or key students during the era of the story which would help move things along.
The story will be starting in 1300 DR, so 3 years after Drizzt Do'Urden's birth. Depending on the game length and such, players may or may not see him as a student, and the key events of "Homeland", may or may not affect our story. However, with the story taking place during this era, this means that the legendary Zaknafein Do'Urden will be around the city, and House Do'Urden will be in its time of glory.
Players may create characters from any of the various noble Houses within the city or may create a character from one of the lower "unknown" Houses, as all drow of the city attend the Academy. Again players will mostly be students of the Academy, but we shall need some to play masters as well.
I for example, as well as being the lead GM, shall be playing Gromph Baerne, the city's Archmage and a master and a member of the council that was in charge of heading Sorcere, the school of mages of the Academy.
I will be putting together any specific custom rules, such as allowed or not source-books, and such once I have a better idea of interest. Again this will be more focusing on character stories and Academy itself, the many years every drow spends to learn their "trade", along with the ways of Lolth.
So will your character be another "rogue" and try to escape the ways of Lolth? And if so why...and how? Or will you fit in just fine and enjoy the mass orgy at graduation? And what happens in between then and the time you walk up the steps of Tier Breche and enter the doors of either Sorcere, Arach-Tinilith, or Melee-Magthere?
EDIT: Please read through the thread for some Q&A, between myself and currently interested parties. Student character slots are CLOSED for now. We still have 1 instructor spot (for a female character that is a cleric of Lolth) and if someone has knowledge of the setting and would like to play Triel Baerne, please send me a PM.
EDIT: System Play Rules Posted Friday 4/4 @ approx. 12:40 pm PST/2:40 pm CST/3:40 EST; Includes Skill Checks and Combat Rolling
EDIT: Character Creation Rules Edited AND Finalized 3/30 2:45 AM PST/4:45 AM CST/5:45 AM ESTCharacter ListMatron Mistress Triel Baerne - played by ?
Archmage Gromph Baerne - played by Sleepingferret
Master ? , instructor at Sorcere - played by ?
Master Taleeryn Symryvvin, instructor at Melee-Magthere - played by Zaer Darkwail
Mistress ? , Priestess of Lolth and instructor at Arach-Tinilith - played by Foxy Oni (DM Note: awaiting player turn in)
Alonia Duskryn - played by Ghostwheel (DM Note: no Myth-Weaver/Plot-Hook Sheet turned in, character reviewed)
Haelen Del'Armgo (Wizard {Conjurer} 3) - played by Countdown0
Kukona Odran (Divine Bard 1/Wilder 2) - played by Foxy Oni (DM Note: no Myth-Weaver/Plot-Hook Sheet turned in, character reviewed)
Zek'Drol Shobalar (Hexblade 1/Barbarian 2) - played by Kdyami
Jedex Xolarin (Swashbuckler 3) - played by Muse
Jalynfein Freth (Barbarian 1/Secondary Racial Template +2) - played by Snake
Ameesril Xorlarrin (Cleric 2/Warlock 1) - played by Zaer Darkwail (DM Note: character under final review)
?Xullim? (Warlock 3) - played by Anon315 (DM Note: awaiting player final edits/character under review)
EtheIzz'Min (Rogue 3) - played by RubySlippers (DM Note: no Myth-Weaver/Plot-Hook Sheet turned in, character reviewed)
Jazerat Fey-Branche (Rogue 1/Swashbuckler 1/Swordsage 1) - played by Blinkin (DM Note: no Myth-Weaver/Plot-Hook Sheet turned in, character reviewed; Player Status on hold)
*All Myth-Weaver/Plot-Hook character sheets that do not have DM Notes have been reviewed.
*At least one Master/Mistress role is open for each of the schools.
General Game Rules, Custom Rules, and Special NotesDM: Sleepingferret
Co-DM: Ghostwheel
Game Rules: Rule interpretations are the Dungeon Master's responsibility. He and his Co-DM may discuss any disagreements from players but any final rulings from the DM is "law". This is meant to keep the story going, as I'm more interested in having a good role playing experience than spending everyone's time dusting off their rulebooks and reading.
Player versus Player Combat: Is allowed, but never results in unintentional death. Instead if someone would be killed in the heat of battle, they are reduced to -1 and stable, after which the other combatant can coup-d-grace them. Intentional death effects such as
disintegrate,
finger of death, etc. or just plain announced intentional "assassinations" or killings, still result in direct death if an attack would immediately kill an opponent. This intentional "killing" exception, includes anything from a simple knife in the back,
magic missiles and all the way up to the more drastic and directly lethal spells already mentioned.
Hopefully, we don't have any major PvP issues... but drow will be drow. So settle things "nicely" as players.
Sexual Content: As per discussion/Q&A encounters between players are between involved parties (i.e. Only a public person A and person B are "doing it" by the lake, type post is needed in case person A and/or person B would need to be sought out or in case some random monster or person would happen to stumble upon their "encounter" and turn their private encounter into an "escapade").
Any "public" sexual content or story line content will either be played out or can be just be written up as more of novel scene depending on how the players want to handle it. This includes things such as the graduation ceremonies at the Academy, where part of it is basically a big orgy.
Any non-consensual content, must have the expressed consent of the participants and again may be completely played out or written out as more of a novel scene.
Custom RulesCharacter Religion: Your character's religion must be role-played. It doesn't have to be a primary focus, but it has to be clear enough so that it is a characteristic of your character.
Remember your character lives in a female clergy of Lolth controlled world, and the Spider Queen does not tolerate competition. If you do so happen to worship another deity, you'll have to pay "lip service" to Lolth or just be extremely good in hiding your true faith.
Bows and Crossbows: Tactically speaking, due to the nature of the cavern environment the use of bows doesn't make sense. Therefore, regardless whether of not, it is possible to "forge" a functional bow out of steel, the drow use crossbows as their ranged weapons. Actual short bows and long bows are not available in Menzoberranzan or would have to be imported on special request by a merchant that at the Bazaar that had ties to the surface.
Actually, isn't so much the material/construction factor, as it is the space for properly using a bow in some areas of the Underdark. While many caverns and such are large open areas, many areas where drow engage in battle can be narrow tunnels or even narrowly shaped caverns where crossbows have proven to be more effective as first strike ranged weapons, before closing into melee.
Players may not begin play with short bows or long bows and any attempts to make a special request to a merchant for one must be role-played out with either myself or Ghostwheel.
Poisons: After talking Ghostwheel and I felt that poisons in D&D just felt "wrong". Both in pricing and "power", so we are going to use a different system to help this. Please see
here for more details. Questions should be directed to Ghostwheel or myself. The types of poisons themselves are still the same listed in the books, we are just using a new system to determine costs and using a system that allows players a way to create stronger poisons if they desire.
Special Material - Mithral:: While the availability of the metal itself may not be lacking in the Underdark, due to the metal's silvery color the drow tend to favor adamantine for their weapons and armor. While they have developed a process for "blackening" mithral armor during its forging, said process is costly and thus has kept adamantine to be the favored metal due to its natural color. In fact, even finding a blacksmith who has the tools and skills to forge "blackened" mithral is sometimes difficult.
Base Item Cost for "Blackened" Mithral Items:
- Weapons: +4,500 gp
- Ammunition: +80 gp
- Armor (light): +7,000 gp
- Armor (medium): +14,000 gp
- Armor (heavy): +21,000 gp
Weapons and Armor Concealment: Especially armor concealment, if you are going to try to conceal your armor with your clothing, you need to:
- Think about the type of armor you're wearing versus the clothing you are wearing.
- Consider the "bulkiness" of the armor you're wearing versus the clothing are wearing. Concealing a chain shirt, not necessarily a difficult task if you aren't wearing "revealing" clothes. Concealing breastplates, half-plate, full plate, banded mail, or splint mail... not going to happen.
- Also consider from the armor description how much of your body the armor covers, versus how much your clothing is covering. Or can your outfit sort of blend in with any pieces of armor that might be "sticking out".
- For things like chain shirts...there is still a small noise factor to consider or for any small things like a low cut shirt collar that might accidentally reveal your armor, any reflective properties of the armor.
- For weapons, again as with armor there are just somethings you can't hide. No one is going to hide say a two-handed sword or a polearm.
- But for things like daggers and the like, you have to things to consider. There is the where, the how, and the how to keep them hidden.
To Roll or Not to Roll, That is the Question...Online Dice Roller: No "strict" enforcement of which you use. So you don't have to use Elliquiy's if you don't "like" it. Our only rule for fairness, is that Ghostwheel and I have to be able to check reference to the site your roll(s) came from. If we cannot, then your roll(s) will be considered invalid.
Skill Rolls: Since we're here to focus more on the RP aspect, I'd like to push skill rolls of to the side a bit. Unless the task (skill trick, etc.) is difficult say DC 20 or above or it something your character has never done before (or is trying to learn), we are going to use the Take 10 rule for Skill Checks. If however, you have any reason you want to NOT Take 10 and to attempt a roll for a skill attempt, you may always do so. However, this means for opposed skill checks this entitles your opponents to do so as well.
Combat Scenario Skill Checks: During Combat Scenarios (any time Initiative Rolls are called for by the DM or Co-DM), the Take 10 rule does NOT apply. All Skill Rolls must be rolled during Combat Scenarios.
Combat Rules: Any rolls for combat; including Initiative, attack, damage, healing, etc. will be rolled and rolls, along results should be pasted in the thread.
Character Creation and Sourcebook Allowances/Dis-allowancesRuling about 3.0/3.5 sources: If a book was either completely republished for 3.5 (or has an update), you use the 3.5 update. If no 3.5 update exists or say for example the prestige class was not republished in any other 3.5 sourcebook, please present to me, just so I can take a quick glance. More than likely I'll have no problem with it.
Rule regarding Core Sourcebook material versus Forgotten Realms Sourcebook material (primarily regarding prestige classes): This will be addressed on a case by case basis, although if one person asks about a particular prestige class and I rule one way, said ruling stands for all. Prestige class material seems to be the only majorly point where conflicting information seems to arise, however if any other issue can be pointed out, again it will be addressed on a case by case basis, and once a ruling has been made, it stands.
Sourcebooks Dis-allowed: Unearthed Arcana (except for traits/flaws AND Variant Classes approved on a case by case basis with provided character concept; all other material in the Unearthed Arcana remains excluded including Paragon Classes, Spell Points, Weapon Group Feats, etc.), Tome of Magic, Dragon Magic, Frostburn, Heroes of Battle, Heroes of Horror, ANY other Campaign Setting material (Oriental Adventures, Ravenloft, etc.)
Sourcebooks Allowed:: ANY Forgotten Realms material (again if there is a 3.5 update please use it) and any other D&D 3.5 book NOT listed under the dis-allowed section (i.e. Complete Warrior, Complete Adventurer, Spell Compendium, Expanded Psionics, Complete Psionics, Magic Item Compendium, are all OK).
Again if there wasn't a 3.5 update or if for example a prestige class was never republished in a 3.5 book, please ask me for approval; approval will be for the prestige class itself or for the feat, item, etc. in question not the book itself...unless you have reason to ask for the entire book.
Reminder: Note your ECL, but for encounter purposes and such it will not be a factor. I know and you know, you are all drow. Worse case, there is an extra "bad" guy or something for you to deal with, because I felt the last encounter was too easy, and so I up the difficulty a bit.
Character CreationDrow Racial Abilities/Adjustments:
See hereStarting Level: 3rd
Ability Scores: 32 point buy
Hit Points: Max + CON 1st level; d12 HD 9+CON thereafter, d10 HD 7+CON thereafter, All others 1/2 HD + 1 + CON thereafter
Traits: 1
Flaws: up to 2
Regional Feat: Given as bonus feat (see the Player's Guide to Faerun and/or the Forgotten Realms Campaign Setting)
Highborn Drow [Feat]: Given as bonus feat if your character is the son or daughter of a Matron mother (or son or daughter of one of the Matron's daughters, making you an indirect "family" member; no players playing commoner characters may take this feat). I am changing the level at which you gain the Levitate ability to 8th level. However, I am also giving an additional use of the basic drow spell abilities for every 6 character levels (so at 6th, 12th, and 18th) for possessors of this feat.
TOTAL Feats (for Commoners): 2 + 1 bonus Regional
TOTAL Feats (for Nobles; sons/daughters of Matron Mothers or sons/daughters of the Matron's daughters): 2 + 1 bonus Regional + Highborn Drow
*Feat Total excludes any Class Bonus Feats and Bonus Feats from Flaws
*NOTE: Since there are like only 2 Regional Feats for Drow of Menzoberranzan, unless it is something absolutely off the wall like choosing a dwarf only (or surface elf only), or anything else that just wouldn't make sense, you may choose from any Regional Feats within reason. If in doubt, please ask.
Starting Equipment/GoldGold: 1,500 gp (may be spent on personal items, potions, etc.; please see me before buying additional weapons/armor)
Basic Gear: You will be assumed to be supplied with a
Basic Set of gear. Whether you want to say you have it with you or the Academy supplies it to you for raids and such, is up to you. But for any Academy "sponsored" trips, they will supply their students with traveling basics. For personal trips you are responsible for supplying yourself and may assume you have 1
Basic Set of gear, but beyond that you must obtain supplies yourself for any personal use.
Weapons, Armor, Wands, Etc.: Please see me with at least your character concept and a basic background (Please include notes, such as whether or not you will be using two-weapon fighting for your primary means of combat). You will be given
drowcraft adamantine arms and armor appropriate for your character and concept. Or for example wizards will receive some appropriate items since they can't use nor would they benefit from having armor or for example say a sword.
Special Note: Character concepts and backgrounds will also impact starting equipment.
** As Noted you will be given items appropriate for your character/concept, such as weapons and armor (or wands, rods, etc.) by me as part of your starting package. Please PM me to discuss your character concept, so that your starting package can be determined appropriately. **
Class Restrictions:Female characters: Must be primarily clerics (or please see me)
Male characters: May not be clerics
*Traits and Flaws must be role-played, but for all intents and purposes the in-game system is optional. You do NOT have to take a trait and/or flaw. You are allowed to, but do not have to; my only exception to this would be, if you played out one of the traits listed, such as
Dishonest or
Nearsighted, but any characteristic not listed or one such as
Spellgifted or
Specialized does not have to be taken. Said talents can be played out by taking feats/skills or class features. But the honesty/dishonesty, while they can be realistically be played out, for game purposes, the trait fits.
You may also elect to take additional traits instead of the bonus feats granted by taking flaws.
Starting Age Ranges and Academy Class InformationMelee-Magthere (Fighter types): Between age 17-23, you will be new Academy students, just beginning your training.
Sorcere (Wizard types): Between age 40 - 65, you will be in your 2nd decade of training, having ten more years to go.
Arach-Tinilith (Clerics): Between age 75 - 80, you will be in your 4th decade of training, also having only ten more years to go.
*Note: This places all students in this game on pace to graduate at the same time. Remember it is the social structure of elven societies that "holds" back their social and sometimes their mental development, physically they develop like humans. Elves just don't age like humans once they reach physical adulthood, time just doesn't affect them as it does humans. However, because of this they often tend to take things at a slower pace and not rush like humans, which is why for the most part humans or other races don't see elves outside their own homes that haven't lived for at least almost an entire century.