DM Illithid
09-02-2005, 01:37 AM
As mentioned in the campaign request, I will be placing a shared history here. This history will detail the exploits of the existing party from their first foray into Undermountain at the wee level of 3 through their current misadventure.
I'll have this updated by Monday at the latest.
Once posted, those individuals who've expressed an interest in playing will submit character concepts to me. I'll pick the best fits for the open positions and post the results here along with a synopsis of each character.
Character Sheets are due 10-15. Campaign will begin 11-01.
-- DM Illithid
DM Illithid
09-06-2005, 04:59 AM
[Story updated with current roster]
3rd level
The original eight members (of which six remain) met in Waterdeep. Rorry is an advent follower of dungeoneering lore (knowledge dungeneering 5 ranks), and talked his companions (bluff 5 ranks) into a trip to the Underhalls, a huge dungeon complex below the city streets. There were plenty of encounters, the most noticeable was a room known as the Bone Throne. A dying dwarf gave Rorry a ring (cold resistance minor) for his own reasons. Shortly thereafter, that ring saved the party's life from a clever mixture of brown mold and a fire trap spell. Rorry pulled the unconscious members of the party to safety while they woke from the subdual damage caused from the cold. Gold and treasure were found amoung lairs and tombs including a large steel shield (+2) used by Kilain to this day. The three day expedition took a turn for the worse when a manticore materialized to attack the party just past the Falling Stair. The wizard was struck with a tail spike from the Manticore, dying during the conflict. A portal to a hillside south of Waterdeep was accidently discovered, and the party made way back to town.
4th level
The party returned to town, staying at the Dripping Dagger in shared rooms. The proprietor is quick to match talent with contracts and pulled the party into a private conversation with a gentlemen from the plumbers' guild. Undead have been seen guarding a passageway in the sewers. The plumbers' guild suspects a spellcaster is responsible and believes alerting the guard might tip off the spellcaster. The Innkeeper vouches for the guildman, having known him for some time, and the party agrees. Indeed, human zombies and the skeleton of a Chimera awaited the party and were readily dispatched. The spellcaster in question was an Illuskan woman with a comly smile and a penchant for snatching wary travelers and transforming them into zombies. The woman escaped after leading the PCs through a series of traps and a hungry crocodile of gigantic proportions. During the crocodile incident, the barbarian spent more time underwater than he would have preferred. After returning to the Dripping Dagger, he resigned from the party on friendly terms.
5th level
A month of bodyguard and wagon guard duty later, Rorry shows up one day with news and a map leading to a treasure near the town of Secomber. Known as an adventurer's haven, everything looks legit and the Party monk sees no issues with the map after running it past a local sage. As fortune would have it, the Innkeeper finds a bodyguard job taking a noble from the Wand family out to Secomber. The journey is interrupted by an attacking creature of the Sphinx family with the head of a canine and wings of an eagle. The creature was grotesquely scarred and puss filled, transforming into a rubbery mass of tentacles mid way through the battle. All was won and noone was severely injured. The Wand noble seemed genuinely surprised by the attack, though not by the description of the creature. Once in Secomber, Silvamir Frymm and Hani Aadouhn were found with a trustworthy disposition and familiarity with the High Moor. They joined the party and headed south to a cavern supposedly connecting to a lost ruin of some civilization. The ruin turned out to be elven much to everyone's surprise, although the Orcs and Troll occupants were not quick to give up that fact. The Troll best described as the leader was peculiar for having tentacles coming from his head, and was much smarter than most Trolls. The final guardian of what appeared to be a military fort was a spectre of elven descent. The battle was not easy, but it was won. Three suits of mithral chain, two longswords +1 and a dagger +3 were present. The greatest prize was a glowing greatsword +2 aberration bane, used by Silvamir to this day.
6th level
Gathering the Wand noble for his return visit, the party fights off a flight of Gargoyles and a few goblin raiders before returning to Waterdeep. In their absense, their former Barbarian friend has taken on odd jobs for the plumbers guild, becoming a full member. He asks Rorry to help him research maps of Undermountain, looking for connections to the sewer and a legendary River connecting to the deeper levels and a city of Shadows known as Skullport. It was during this time Rorry once again convinced the party to enter into the cellars of a long lost ruin within the city proper. Noone remembers precisely what happened, except that nothing interesting was to be found (*). Shortly thereafter the party remebers being in Dock Ward, having a good time when a bar brawl breaks out. Naturally, the party took care of their own...and ended up in jail for misorderly conduct and attempting to start a riot.
7th level
Predictably enough, the guard escorts in a man of some stature, offering the party a deal. Amnesty if they run an errand for him. The party agrees before realizing the errand is in Skullport. So here the party is, in the legendary port of Shadows. Drow, mind flayers, goblins and more are not only present but coexistant. The errand in question was to find a specific individual and determine who he has business dealings with. A run in with a pack of Druegar or Gray Dwarves answers the question. The players escape after the arrival of a flaming skull, one of the cities rulers. Not an hour later, the party falls prey to a slaving party of reptilian creatures called Yuan-ti. The party monk, a devout follower of Illmater, sacrificed himself to allow the party to escape after killing a half dozen snake men. Rorry took time to purchase literature on the dungeon environs, hoping to share them with the Raging Plumber (the ex party Barbarian) as he has become known to the party.
8th level
The PCs stumble across a Vampire Hill Giant trapped in an abondoned property in Castle Ward while investigating a missing child. A pair of gargoyles working for the vampire were dispatched when the vampire's nature was revealed. Releasing this enemy is WAY out of their league, the party retreats. Francesca calls upon the Knights of the Blue moon (fighting warriors of Selune and Mystra) to combat and slay the creature. Lellowyn gets a cool staff, though he never mentions what it does.
9th level
Francesca provides the party with a job. A carvan is headed ot Waterdeep and must be stopped. Preferrably destroyed. He/she won't discuss the details, only that it must be done. And thus begins our adventure, hiding amoung the woods of the Ardeep as a wagon caravan approaches...
Magic Items that do NOT count against gp limit.
Rorry - ring of minor cold resistance
Kilain - Large Steel Shield +2
Silvamir - Greatsword +2, aberration bane, glows constantly 5' radius
Lellowyn - Staff of uber cool magic
Up for grabs - 3 suits of mithral chain, 2 longswords +1, 1 dagger +3
Items of Note
Rorry - k(dungeneering) 5+, k(local waterdeep) 5+, bluff 5+; you have a firm grasp of the shops and ruffians of waterdeep. You maintain good relations with the Raging Plumber.
The party monk has a sage contact for maps. I?ll assume Rorry has taken over this relationship.
Francesca - See PM for details
Lellowyn - See PM for details
Poor William - See PM for details
DM Illithid
09-06-2005, 05:12 AM
Character Creation Guidelines
Available Books: PHB, DMG, and FR titles only
Attributes: 28 point buy per DMG p169
Races: Restricted to those that would be allowed to walk freely amoung the streets of Waterdeep without suspicion. Races with racial hit dice are restricted to NPCs only. (Lesser races option from PGtF is an option but only if everyone agrees to it.)
Level: All players are 9th level
Classes: No restrictions. The party needs to include a Rogue, a Wizard, a Cleric and a Fighter/Barbarian/Paladin (refered to as the fighter in the shared history).
Prestige Classes: FR titles only. DMG PrCs are restricted to NPCs with the exception of the Arcane Archer, Archwizard and Heirophant classes.
Skills: No restrictions
Feats: Shadow Magic, Shadow Magic related feats and Spellfire are not available to PCs. No other restrictions. (Note - Shadow Magic is anathema to allies the PCs are aquiring during the Shared History. Spellfire is a pain in the ass.)
Equipment: Starting wealth is 36,000gp. Equipment listed in the shared history does NOT count against starting wealth.
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