War of Many Facets OOC

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War of Many Facets OOC

The War of Many Facets

Being an Adventure on the Inner Planes in which

the Heroes must face Terrible Elements for the sake
of the City of Glass, their own Lives, and all of the Plane of Water.

By: Center of All

Assistance provided by: NeoTiamat

Dear Sir or Ma'am,

I thank you most Humbly for agreeing to deliver my Package

to my Buyer in the City of Glass.  I am pleased that I can Entrust such a
valuable Item to your hands. I wish you the gods' Speed and
safe Passage while you deliver my Goods.

I apologize for not being able to accompany you Immediately

to the City of Glass.  However, trade Matters require my Attentions
elsewherePlease meet me in two Days' time at the
Dancing Mermaid Inn on Pearl Street and I shall Furnish
a Reward for your Troubles.

Yours most Sincerely,

Thalivan, Arcane Trader
 

1. The Hook

The characters are hired out of Sigil by an arcane trader who wants a package delivered ahead of him to the City of Glass on the Elemental Plane of Water.  The arcane pays the party half of their courier's fee up front and says he will meet them in the City of Glass in a couple of days to pay them the remainder.  The total sum to be paid is considerable, but the arcane assures the party that the package is very valuable, but requests they keep it sealed and safe.  Arcanes as a whole, of course, have a solid reputation for being very reliable on holding up their ends of bargains.  They also don't have much of a reputation as black market traders -- they tend to make their way through more legitimate goods.  Thus, unless a party member is particularly peery or paranoid, most should feel confident that their package is nothing harmful and that they will get paid in the end. 

The game will begin shortly after the party emerges from the portal to the City of Glass.  There will be a short opening at that point for the players to introduce their characters and interact a little, and then the party will be off to complete their mission.

I suppose it would be helpful to say when I'd like to get things rolling.  So: I would like to start the game on or around January 15th.  Please try to have character sheets and concepts drawn up and linked to me by then.  Thank you!

2. The Game

As mentioned, I intend to write this game up as a full-fledged 4e module, PDF it, and submit it to Planewalker.  As a result, I am relying on you all as more than just players; you are also my playtesters and I will be asking for feedback periodically so I can fine-tune my story for publication. 

The game will take place entirely on the Inner Planes.  This will be an event-based game.  Essentially, that means it will be driven along at a rather fluid pace.  The game will take place over a rather short period of time -- I do not anticipate the in-game time to exceed one month.  I'll try my best to not railroad you more than necessary.  But be advised that there are background matters occurring in one place while your characters are elsewhere.  Some of these background events will happen regardless of the party's actions simply because the party doesn't have a link to those events yet.  In some places your roles will be purely reactionary, while in others you will have a chance to influence what happens. 

Rest assured that the climax and resolution will fall solely on the PCs' shoulders.  After everything that happens, your own actions will determine the final outcome of the game.

3. The Characters

Character creation will proceed as follows:

- All players must use the online character sheets at www.myth-weavers.com to make their characters.  Once you do that, make the character public and PM a link to me here.  If you need help, please ask!  If Wizards ever gets off their lazy butts and finishes their Character Creator, files created by that will also be acceptable.  I'm not going to be a nazi about making sure everything on your sheet is perfect, but I do want to be able to know where you stand at any given time.  This will help me plan encounters and award better treasure. 


- All characters start at Level 5. You will have the minimum XP needed for the level.  I don't recall what it is off-hand but I'll update once I do.


- 25 Point-Buy according to the 4e rules.  This means all stats except one start at 10.  The other one starts at 8.  From there, you spend your points to raise your stats.  Once you are done with all of that, add in your racial modifiers and the bonus +1 to any two stats for reaching level 4.


- All characters begin play with the following for magic items: one (1) Level 6 or lower item of any type, one (1) Level 5 or lower item of any type, one (1) Level 4 or lower item of any type.  You also receive gold equal to half the value of a level 5 item, plus 100.  I don't have immediate access to my books right this second but I will post the actual number shortly.  From an in-character perspective, consider the 100 gold your "starting cash" and the larger sum as your advance paid by the arcane.


- You may use any race officially released by Wizards so far, including those from the back of the Monster Manual, as well as genasi (who fit right in). 


- You may use any races, classes, feats, powers, items and books officially released by Wizards.  Essentially, if it is in the Compendium, it's approved.  If you use something outside the PHB, please cite your source so I can reference it.  I do have access to all the books and D&Di, but I don't have them all memorized.  Thus, if I need to look up what your character can do, it helps me to know where your ability comes from. The only race I respectfully request people avoid is the doppelganger.  All told, I am really kind of lazy and the shapeshifting abilities just make more headache than I'd rather deal with.  Nobody so far has expressed interest in doppelgangers, so I doubt this will be an issue.  See "Flavor Modifications" below for a few notes on races and how they are played out in this game.


- Races like genasi, bladelings, etc. are approved


- Classes, the Artificer and Barbarian are approved for play (I can furnish the PDFs if you want these).  Other classes that have been previewed (bard, invoker, etc.) will not be allowed.


- On languages, I will not be making a whole lot of use of different languages.  This is mostly due to my personal laziness and the fact that language doesn't come up that often in many Planescape modules.  For ease, we'll just stick with the 4e language system where it becomes applicable.


- There will be ample opportunity to purchase needed items throughout the game.  The center of the game is in the City of Glass, a city often called the "Sigil of the Inner Planes."  As a result, anything you might need or want can be found here.  You will be able to spend your money on anything you like immediately before delivering the package, so simply include it on your character sheet at creation.  You may use the Adventurer's Vault and may also use magic items from other Wizards sources where applicable.  As mentioned above, if you use something outside the PHB, please list where it can be found so I can reference it easily. 

4. Alignment & Factions

No evil characters.  All characters should be at least neutral, and good tendencies are preferred.  Since mechanics do not have much effect based on alignment in 4e, and alignment is largely irrelevant to nature of the Inner Planes, I do not require players to list an alignment for the characters.  If you choose to do so, though, please use the old Nine Alignments system instead of the new 4e system.

Faction membership is not required.  Ultimately, it is neither encouraged nor discouraged -- I have no stance one way or the other.  The Factions do not play a major role in this adventure, save for any involvement brought in by PC membership.  That being said there are some factions that, for the purposes of this test run, will not be allowed for play.  Those factions are as follows: the Doomguard, the Xaositects, and the Bleak Cabal.  If we have a character playing a divine power-based character (cleric, paladin, etc.), I would prefer nobody play Athar since the group's cohesion would be extremely difficult to maintain with the wide, divisive gap between the Athar and anyone that gives service to a deity.

5. Flavor Modifications

5.1 Races

Generally speaking, if you want to make a flavor modification to your base race, you're welcome to do so as long as it does not change the mechanics.  For an example, see Dunamin's idea of the azer that lost his flame and is played mechanically as a standard dwarf.

- Eladrin as 4e describes them are a little different from Planescape's version of Eladrin.  For my intents and purposes, 4e's "eladrin" are actually aasimar.  These aasimar have heavy elven and/or eladrin blood.  Any aasimar characters may use these stats.

- Tieflings are just as varied and different from each other as Planescape dictates.

- Genasi have one and only one manifestation, similar to the original genasi concept.  The Extra Manifestation feat will not be available.

5.2 Skills

When you run a planar campaign, certain information considered "obscure knowledge" by most games actually becomes "common knowledge."  Both Arcana and Nature can be used to identify what plane you are on -- though when you travel the Inner Planes it is usually very, very easy to guess which one you're on.  Both skills will also help in identifying naturally occurring phenomena and, if necessary, specifically where you are on a given plane.  Streetwise can be used in a similar fashion for civilized areas.  All three skills can be used to locate portals when it becomes necessary.

6. Combat & Skill Challenges

This is important, so read up.  Combat is the death of many PbP games and it slows PbPs in general down considerably.  Therefore, I am taking a page from a friend's game to deal with combat and skill challenges.

Once combat begins, each round will be adjudicated and updated about every 24 hours.  This means each player has about a day to post an action for that round.  After all players have posted their actions or after about 24 hours have passed, I'll summarize everything, post enemy actions, and move on.  Any player that does not post will just miss his chance that round.  Initiative does not exist in this game, so you may post your action at any time on any round.

Characters whose players let me know they'll be gone will get absentee immunity for the combat.  This means their characters will neither attack nor be attacked in the fight.  This only applies if you let me know in advance that you will be unable to post.  Otherwise, while I won't go out of my way to hurt your character, you're considered fair game.  In the case of extenuating circumstances that force departure without advance notice, just let me know when you return and some things can be retconned if necessary.  If you are absent from posting for too long, I will remove your character from the game entirely.

Added 1/6/09: One further thing.  In my experience, there comes a turning point in 4e combats where the players have established a decided superiority over the enemy, but the combat yet persists another several rounds because of silly bad rolls.  I'm going to attempt to make combats challenging and interesting, but if and when it becomes clear that the PCs have crossed the threshold of victory, I am going to swiftly bring the combat to an end.  Combats slow games down, so the less time we have to spend in them, the better, especially when it is already clear who will win. 

In the above paragraphs, you can replace 'combat' with 'skill challenges' and the same rules apply.

I believe this sums up the major points.  If you have any questions, feel free to ask.  I'll be reserving the next few posts for some future details that will need to be posted. 

As always, if you need to contact me, send a PM or feel free to contact me on AIM at Rilmani.  I also use MSN and Yahoo semi-frequently so if you'd rather get ahold of me there, please feel free to talk to me.

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Cast List PCs

Cast List

PCs


Listed alphabetically -- Click on the character name to view the character sheet



Coal -- An Azer whose flame has burned out.



Formula - A military-trained warforged who turned to wizardry over the sword.



Okeanos - A water genasi who had a little too much Styx water. 



Tamara Voidborn - A mysterious lass who can slip into the space between the planes.

NPCs


Listed by order of appearance



Thalivan - Arcane trader and the party's employer.  He hired the party to deliver a valuable package to one of his buyers.

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Reserved

Reserved

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Reserved -- This'll be the

Reserved -- This'll be the last one.

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Here's the basic's on

Here's the basic's on Formula, Warforged Wizard and war bud of Coal, the extinguished Azer (I believe, tell me if I'm wrong Dunamin).

It should expand as I cogitate on it .

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Okay, got a character idea.

Okay, got a character idea. Tamara Voidborn is the name. Tamara is a prime, although that definition only tenuously fits. She was born among a spelljamming crew, one of those that lives off the ship, occasionally making long-term port at places like the Rock of Bral. The odd thing about Tamara stems from the circumstances of her birth. Tamara was born in the space deep between inhabited planets, at a time when the stars and crystal spheres were aligned just right. This, unbeknownst to all for nearly two decades, infused her with a connection to the dread space outside the normal planes.

Tamara had a fairly normal life growing up, as her blasphemous blessings had not revealed themselves in any particular way. One day, dealing with a fairly routine fight with space pirates, something changed. Perhaps it was the position of the 'jammer in Wildspace. Perhaps the conjunction under which she was born had reasserted itself. Whatever it was, Tamara's mind twisted, and great power burst forth from her. Though the raiders were driven off (nobody on the crew wanted to burden Tamara with what she had actually done to them), Tamara fell into a fugue that lasted many days. She was plagued with nightmares and visions, and when she awoke it seemed she was barely aware of her surroundings. She spent the next few weeks in a daze, until one day she just disappeared from the ship.

What happened to her is that one of her newfound powers was an ability to slip between the spaces of the planes. She spent her dazed weeks mostly trapped inside her mind, sorting out the strange awakening that had occurred to her. When she started gaining hold of her new power, she reached out with her mind and found herself pulled too far. She found herself inadvertently drawn to Pandemonium, as the location most in tune with her mental disarray. After a somewhat untrackable time in the darkness of its tunnels, she managed to stumble across a portal to Sigil, where some nice men in a big, safe Gatehouse took care of her for a while. Eventually, though, she found herself released. Now with an unfamiliar city before her she knew that the best way to survive would be to get a job. And maybe she could find her way home, eventually. If she hadn't accidentally moved herself so far away from Wildspace that there was no way back.

 As you might be able to tell, Tamara isn't exactly the most stable of individuals. But she's getting better. My main concept is that she's a sort of far realm-touched unstable psychic. I figure mechanics-wise she should be an eladrin star pact warlock, although flavour-wise she's sort of a unique race and hasn't (intentionally) made a pact with anybody.

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Spelljammers!  Hurray!

Spelljammers!  Hurray! :D  Spelljammer was so fun.

So, we have 2 warlocks of different pacts and 1 wizard so far.  This could be interesting... >:)

I'll talk to the others that I'm trying to get on board and see what they want.

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Done. (Link to

Done. (Link to sheet)

 

Background

Though Coal may have passed the pride of his youth, this promising vigorous azer scholar should have his life before him, full of potential and with a destiny yet to be forged. Yet it appears that fate will deny his tale to ever be fully realized. It would seem that he is dying.

A student in his youth at the Royal Bronzepeak Academy, Coal researched the past and present powerful entities of the Inner Planes, while also developing modest talents in the Art. He was eventually enlisted in the local azer army as duty demanded, serving his term as battlemage in the 11th Tower Legion near his home city Neimon. He fought in a few skirmishes connected with a huge unstable planar rift, defending azer lands from otherworldly forces that slipped through the dimensional breach.

Shortly after returning to civilian life, however, an unthinkable ailment gradually overcame him – his inner flame seemed to be slowly dying out. Coal tried every conceivable option to restore himself: healers, rituals, alchemy, exotic herbs, curse-lifters, and more. It drove him close to economic ruin, and in his desperation Coal reached out to contact the powerful forces he had merely been studying so far. One such being responded.
In dreams and visions he was visited by a majestic mighty avian – the Blazing Lotus. This legendary phoenix forged a pact with Coal, that he might serve its interests in exchange for magical power and skill that potentially could become his salvation.

And so, he has served the Rekindler of Dawn and Dusk faithfully, discovering how the fires within may be tamed and molded, learning that many things are reborn at their end, though so far failing to respark his own life flame. Coal feels time slipping between his fingers, hope sometimes waxing but more frequently waning. He remains determined to live what life he has left to the fullest, however, and has left his home world to wander the planes in search of a cure.

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Looks sweet, Bob, we have

Looks sweet, Bob, we have an interesting party-composition so far... Hope we also get a defender or leader to broaden the scope, or at least someone who can engage in melee to take the heat off us spell-slingers. Laughing

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Dunamin wrote:Looks sweet,

Dunamin wrote:
Looks sweet, Bob, we have an interesting party-composition so far... Hope we also get a defender or leader to broaden the scope, or at least someone who can engage in melee to take the heat off us spell-slingers. Laughing

That would be handy, yeah. Maybe the wizard can just lay down AoE pain on anyone who gets too close. On the other hand, maybe we'll get great use of Prime Shot :) 

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*snickers* The composition

*snickers* The composition is indeed a little odd.  Coal looks good and I love the background you poured into him.

I've been in talks with one potential player who says he'll possibly play a Fighter.  Dunamin, I think you had mentioned having a friend that was potentially interested?  Is said friend still interested?  The more the merrier as long as we don't go over 6 players.

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Center of All

Center of All wrote:

Dunamin, I think you had mentioned having a friend that was potentially interested? Is said friend still interested? The more the merrier as long as we don't go over 6 players.

Yep, he might be dropping in any moment to check out the game and let you know if he's game. He has some problems with internet connection at the moment, though. 

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Awesome, thanks for the

Awesome, thanks for the heads-up!  Just a reminder that the anticipated start date is around January 15. 

There will be some opportunities to earn bonus XP during the campaign.  I'll post up some information soon, so keep an eye out Smiling

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Added an edit in the

Added an edit in the original post about Combat.

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I have a question - I was

I have a question - I was wondering if it would be acceptable to have the aberrant (preferably) or natural origin, instead of the fey origin eladrin usually have? Tamara isn't "really" an eladrin, so it seems inappropriate to tie her to the plane of faerie.

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I don't forsee any problem

I don't forsee any problem but let me check my book when I get home and I'll get back to you.  Tentatively, though, that is fine!

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Bob, changing your origin

Bob, changing your origin from fey to aberrant is fine.  As near as I can tell, the only thing it changes is whether certain abilities affect you so it's not a big deal.

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I hadn't considered that

I hadn't considered that before, but I suppose it would similarly make sense for me to note Coal to have elemental origin as well?

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Possibly.  If you'd like,

Possibly.  If you'd like, go for it.  When his fire burned out, he might've lost the elemental origin until he can get it back.

Either is fine with me Smiling

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By the way, my friend I

By the way, my friend I mentioned wants to join and has begun writing up a genasi ranger. He still has problems with Internet connection so he asked me to let you know.

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Done! I now present to you

Done! I now present to you one Tamara Voidborn, formerly a spelljamming explorer, lately of the planes (and sort of crazy).

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Dunamin wrote: By the way,

Dunamin wrote:

By the way, my friend I mentioned wants to join and has begun writing up a genasi ranger. He still has problems with Internet connection so he asked me to let you know.

Awesome!  I am thrilled to know someone is making a genasi Laughing out loud

Please let your friend know that if he wants to make a para-, quasi-, or energy genasi, I am open to ideas and discussion for stats.  I plan to include a couple "nonstandard genasi" in the game, so I would be more than willing to let him play such a character. 

I'll be going mostly off the flavor ideas and concepts presented on the Roaming Genasi Tavern website (I'll get a link shortly) for the genasi beyond the basics, so point him in that direction if the idea appeals.

Bob: Tamara looks good!  I love Spelljammer Laughing out loud

EDIT: Here is the link to the Roaming Genasi: http://users.erols.com/aburner/planescape/  Be advised that stats are in 3E but we can work out a nice 4E conversion without much trouble.

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Link-tastic!

Link-tastic! http://users.erols.com/aburner/planescape/ Taadaa! Amn't I just precious? Sticking out tongue

EDIT: LOL, missed my chance it looks like. And if you'd like help with the updates I'd be glad to weigh in. We can add it to the 4e conversion thread. Yay contributing.

It's actually pretty easy to update them, since all that's really needed is a small bonus to maybe a skill or defense, maybe a resistance, and a  power. In fact, I'll do one right now just for the lulz.

Lifesoul: You gain a +1 racial bonus to your Fortitude defense, resist 5 radiant, and the Crucible of Life power.

At 11th level, the resistance improves to 10 radiant. At 21st level, the resistance improves to 15 radiant.

Crucible of Life                    Lifesoul Genasi Racial Power

 

Your skin starts to radiate energy slightly as the pure radiance and life within you starts to bubble to greater and greater heights, eventually bursting forth to invigorate an ally or harm an enemy as their muscles and organs overexert themselves uselessly.

 

Encounter * Radiant

Standard Action             Range 5

Target: An enemy or ally within range.

 Attack: Charisma +2 vs. Fortitude or Constitution +2 vs. Fortitude. Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.

Hit: An enemy takes 1d4+Charisma or 1d4+Constitution (Must be the same as used to make the attack) or an ally gains twice as many (2d4+(2)x(Statistic Modifier)) temporary hitpoints.

Special: When you gain this manifestation, choose Charisma or Constitution as the ability score you use when making attack rolls with this power. This choice remains tthroughout your character’s life and does not change the power’s other effects. 

The hardest part is formating, I think.

 

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Nice idea.  I would

Laughing out loud Nice idea.  I would actually make the power be a Close Burst of some kind instead of a Ranged, given the way it's described.

Stats I'd say +2 Con, +2 Str to represent their physical resilience, though both stats affect Fort defense so instead of Str, maybe +2 Wis instead to represent mental resilience.

Skills, +2 Heal (they're natural healers with their understanding of life energy), +2 Athletics (unable to sit still for long makes them natural athletes) 

Radiance: Positive genasi shed light 1 square away and dim light up to 2 squares away.

But let's be careful not to turn this thread into a full-blown discussion on non-standard genasi Eye-wink

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LOL true. I decided just to

LOL true. I decided just to follow the template provided for Genasi in the FR player's guide. +2 con, +2 str is good, though. Anyway, back to structuring Formula's background!

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Hi Center of All and

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Hi Center of All and other good people

I am the friend Dunamin spoke of and my internet-connection is finally working again. If you are still interested in one more player, I would very much like to join your upcoming game.

Something about me: I can post frequently but I do not have much experience with planerwalker nor play by post roleplaying, so you might say that I am still a rookie. I do however have experience with roleplaying and I must add that I am eager to learn more planewalkers universe.

As dunamin told, I am currently creating a Genasi, a water genasi to be exact, Ranger focusing on close combat. I have used racial traits corresponding to the ones found in Forgotten Realms campaign setting for 4th edition, which are:

Genasi:

+ 2 til styrke og int

+ 2 til endurance og nature

Lang: Common, Primortial

Origin: Elemental - Elemental : Earth, Wind, Water, Fire, Lightning

Water Genasi:

Waterbreathing

+2 sav. Mod  against ongoing damage,

Encounter Power: Swift Current

 

Background: Here is a draft for my character Okeanos

Okeanos is not sure when he was borne or where he is from. One day he awoke alone in a room with a strange taste of egg, honey and alcohol in his mouth. His body was covered with bruises and fresh wounds. Confused and angered he tried to find out what happen to him and who he really was. He quickly discovered that the place he was staying was a mess. He was in a large house with many small rooms and destruction was everywhere to be seen around him. Outside the house he found a little child crying. The child, a full grown halfling, was the previous owner of the house and that it was an Inn. It was destroyed last night during a huge bar fight. Okeanos also found out from the previous owner that he is some sort of an adventurer traveling the planes. He had come the day before, along with many others, to buy priceless and exotic ales from all over the planes. It turned out that there was a gnome by the name of Gwerdash Bottlebrewer that had unique ale with him called Wipeout for auction. The gnome failed miserably to attract any buyers and since none would bid, he gave the audience a chance to taste his “fine” ale to convince them otherwise. Almost all of the auctioneers eagerly tasted the gnome’s ale; and who would turn down an opportunity to taste exotic ale for free. This was their mistake since all who tasted its golden rotten flavour forgot who they were and this resulted in a mass bar fight which destroyed the halflings Inn.

Okeanos gathered his things from what was left of his room and promised the owner that he would track down the gnome menace responsible for this, and make him pay. He now faced a very strange world with gestures and creatures he did not know, but it all had some familiar feeling to it.

After awhile he tracked the gnome down and furious as he was he attacked the dimwitted gnome. The gnome was caught of guard and was no match for Okeanos in close combat. He was about to make the killing blow to gnome and have his revenge but he could not carry out the deed. It felt wrong and he knew that this is not who he was, he was not a cold hearted killer. Instead is heart was now filled with pity for the gnome and saw that he was about to commit a terrible crime. He found an alternative punishment for the gnome. He forced the gnome to pay the owner the cost of rebuilding his Inn and made the gnome promise him to never make ale with water from styx again.

Shortly after the incident and by pure accident he met an arcane trader. He offered him a job to journey to the plane of elemental water and due to his to race as a water genasi, was the perfect man for the job. Perhaps this journey to the plane of water will enlighten him of what and who he is.

 

Comments on my draft:

Since I am new to planewalker and the planes, I will be playing a clueless genasi that lost his memory. I know the concept is used many times over and over again, but I thought it would be easier. Why a water genasi: Well I always wanted to play a genasi but never really had the chance before now, and water genasi just seems appropriate to this campaign, interesting and a bit amusing.

 

What do you think so far? 

 

 

 

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I like it!Of course, I like

I like it!Of course, I like Wheelarm too, but I'm a weird one.

No seriously though, it's quite good and having one clueless in the party is great for entertainment value and plot exposition. They seem to love to ask questions about the planes, don't they? Anyway, this should be interested given we now have a paragon of water in the genasi, fire (sorta) in the azer, earth (if you twist it well enough) in the warforged, and aether in the star-touched. A regular alchemical cocktail. Now all we need is for someone to show up hoping to play a cleric of a power dedicated to air and we'll have the platonic ideal....some what.

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Welcome aboard, Atriden! 

Welcome aboard, Atriden!  This game shouldn't be too Clueless-unfriendly, so you should do quite all right!  I like the idea of a "Clueless planar."  Adds a little bit of twist to a standard Clueless.  If you find yourself getting too lost in the planar information, feel free to ask me or any of the other players for help.

GIT, you raise an interesting point.  I'm trying to get one friend of mine to join and if he does, I'll try to nudge him toward something air-related :3

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Great and thanks for

Great and thanks for letting me join Smile

And what an interesting team we have! Man, I can't even grasp the damage potential our team has Laughing  

I do have some questions regarding equipment:

I was wondering if it Is it possible to exchange two magic items, lvl 4 and lvl 6 for one level 7 magic item? The item I had in mind is called Feral Armor, its in Dragon issue no. 369 p. 13. 

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Let me look when I get home

Let me look when I get home and I will get back to you on that (remind me if I don't get back to you in a couple days because it means I forgot).

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I'm guessing our battles

I'm guessing our battles might range from overt confidence as our 75% striker squad drops they payloads, to panicked retreat when our lack of staying power and solid healing becomes apparent. Laughing

 

Oh, and renaming and reflavoring powers to personal style is fun!

Hellish Rebuke = Primal Fire

Vampiric Grasp = Vitality Re-Ignition

Flames of Phlegethos = Lotus Flames

Beguiling Tongue = Splendor of the Phoenix

Hunger of Hadar = Snuff Out the Lifeflame

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Dunamin wrote: Oh, and

Dunamin wrote:

Oh, and renaming and reflavoring powers to personal style is fun!

Hellish Rebuke = Primal Fire

Vampiric Grasp = Vitality Re-Ignition

Flames of Phlegethos = Lotus Flames

Beguiling Tongue = Splendor of the Phoenix

Hunger of Hadar = Snuff Out the Lifeflame

Just make sure you list the original name as well when you post so I don't get too confused Eye-wink

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[quote=Dunamin] I'm guessing

Dunamin wrote:

I'm guessing our battles might range from overt confidence as our 75% striker squad drops they payloads, to panicked retreat when our lack of staying power and solid healing becomes apparent. Laughing

True, we really need a healer otherwise we really need to focus on hit and run tactics. I have though taken the Student of Battle multiclass feat, so that I can heal somewhat. I also have thought of buying a range of magical items that focuses on healing: Bracers of respite AV p. 115 and Cloak of the walking wound AV p. 151. I also have training in the Heal skill just in case someone drops Eye-wink .

Center of All wrote:

Let me look when I get home and I will get back to you on that (remind me if I don't get back to you in a couple days because it means I forgot).

Thanks, I appreciate it. I have finnished everything else with my character so the only thing I have left is to buy equipment. 

 

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I am actually considering

I am actually considering changing my class to swordmage from the forgotten realms players guide p.ref: 24-34. It seems the class is allowed since it is not in the restricted class list you made or what do you say Center of All? And what do you others think about it?

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I love the swordmage, so

I love the swordmage, so if you'd like to change, go for it!

Nothing is set in stone until the game starts Laughing out loud

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Great! Il let you know later

Great! Il let you know later which one I prefer

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Just so you all know,

Just so you all know, Formula has taken Student of Battle so there is some little amount of healing thrown in their on his part as well. Smiling

Also Formula's focused as a Control Wizard so most of his stuff slows, immobilizes, dazes, pushs, or otherwise messes with opponents.

And about switching to swordmage, it's probably a good idea, since we do probably want at least one person competent in melee.

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Well, I have Decided...

Well, I have Decided... Swordmage it will be! They are actually pretty cool put, they dont have much damage pontential, put they really are nice tanks!

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Well said. Plus swordmage

Well said. Plus swordmage has an inherently planar feel to it for me, mostly because it seems either exotic or tied in with the genasi and eladrin. And Assault swordmages can put out some good damage, but the swordmage is alot about battlefield control as far as I see it.

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ok, I am trying out a

ok, I am trying out a shielding swordmage. Someone needs to keep an eye out for you guys Wink

btw, my character sheet is done!

http://www.myth-weavers.com/sheets/view.php?id=101302

 

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Looks good, I guess we're

Looks good, I guess we're nearly set. You may want to note what your weapon actually is (I'm guessing a longsword). Wink

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Excellent! You guys have a

Excellent! You guys have a great setup so far.

I've talked to a possible 5th who is thinking about making a rogue, ranger, or some other sort of melee striker. We won't have a Leader sort, but two characters have in-battle encounter heals and everyone is able to take a second wind for 1/4 of their max HP. So, I think you'll all be set, especially with the sheer amount of damage this party will be capable of putting out.

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Yeah, and hopefully Formula

Yeah, and hopefully Formula should be able to keep the baddies away from us as well. Here's hopin'.

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We do posses an

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We do posses an interesting combination of classes and I bet the combat will quite different from a normal group setup. We have one Swordmage, One Wizard, and Two Warlock's Right ? Would be great with one more melee guy (well hoping he is that kind of ranger). I feel sorry for the baddies against this group!

Well, it’s up to you and me GunsmackIt, to protect and heal the othersWink

.

Even though we can heal, its not very effective, lets pray we don't get into combat more than once a day. Can't wait till level 6 since our healing goes from 1d6 to 2d6.

I can recommend buying”Cloak of the Walking Wound. Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)

Twice as much healing with second wind, which can be crucial in combat.

To Dunamin: hehe, forgot to mention that it was a longsword, just thought it would be a dead give away which weapon I would use. Il make the changes just in case.

To all the players:

Could you please post your character sheet ( unless you want to keep it a secret ), so everybody can see your characters strengths, weaknesses, gear and etc.   

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Sure thing!

Sure thing!

http://www.myth-weavers.com/sheets/view.php?id=100776

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Atriden wrote: Could you

Atriden wrote:

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Could you please post your character sheet ( unless you want to keep it a secret ), so everybody can see your characters strengths, weaknesses, gear and etc.   

It's up above, but just in case you overlooked it:

http://www.myth-weavers.com/sheets/view.php?id=101035

Althuogh she's not really a warlock, she plays like one Smiling

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Since you guys are posting

Since you guys are posting them publicly, I'll edit them all into a post above a little later.

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Well, this doesn't

Well, this doesn't seem like one of those games that promote shady backgrounds and hidden sheets (though that can be fun in appropriate contexts). It’s interesting to see what your fellows have created in detail and ponder how that might play into the group dynamic, both roleplaying and mechanics-wise.

Anyway, eagerly looking forward to game start! Smile

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Dunamin wrote: Well, this

Dunamin wrote:

Well, this doesn't seem like one of those games that promote shady backgrounds and hidden sheets (though that can be fun in appropriate contexts). It’s interesting to see what your fellows have created in detail and ponder how that might play into the group dynamic, both roleplaying and mechanics-wise.

Anyway, eagerly looking forward to game start! Smile

 *chuckles* I imagine this game could, but this is a dry run for a module I want to put together.  In my experience, it's easiest to tell how the module works when you have a party that's willing to both work together and with the NPCs.  Once the main flow of the module is established, then future DMs can readjust NPCs and allow shadiness and so forth ;)  If I weren't attempting to actually "publish" this adventure here, I'd be more than happy to allow intrigue and shady character development.  The module still may not accommodate Xaositects, Doomguard, or Anarchists very well just because of what is happening, but other factions and character types should be just fine.

We're a few days away from starting.  I'm aiming for Tuesday sometime, so keep an eye out then!

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Center of All: We're a

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Center of All: We're a few days away from starting.  I'm aiming for Tuesday sometime, so keep an eye out then!

That sounds great! Looking forward to it!

To Gunsmackit and Bob the efreet:

Thanks for posting your character sheets!

 Bob the efreet: Although she's not really a warlock, she plays like one Smile

Interesting. Let's hope that Tamara can control the powers within her Wink

To Center of All:

Did you manage to persuade a 5'th player to join your game as a striker or "wind cleric" Tongue out ?

To all:

Damn, I believe this is the smartest group I have been in, the average intelligence score is: 18 + 19 + 14 =  17. That's just crazy! ( I don't know Dunamin's int score since he haven't posted his character sheet yet, but I bet it is high as well Laughing

 

 

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Atriden wrote: I don't

Atriden wrote:

I don't know Dunamin's int score since he haven't posted his character sheet yet, but I bet it is high as well

Sure I did. Its the very first post I made in this thread.

 

Coal's Int is 16, keeping the group average at ~17. But then, we are an all-arcane party.

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