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Just_Irving
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PostSubject: Campaign Setting & Rules   Sat Sep 24, 2011 7:42 pm

Episode Five: The Darkest Descent

In the City of Otylia live a myriad of people. One of such people is Evan Cortex, a professor of the magi-technical variety. His advancements in the magi-technical field have aided the people of the city as long as he has lived there and he is a bit of a small celebrity in the city. He is an inventor and engineer whom has aided in the implementation of the transit system in the city and the sewage system as well.

All of you have grown up in the city of Otylia, and you all know Professor Cortex to a decent degree. You also all are aware of, and know each other. However intimately you know each other is up to you however.

Alignment: Any Non-Evil

Age restriction: No older than 19 years old

Level: 5

Wealth: 4,500 gp

Special: If interested, you may buy magi-tech items. tell me about the item and I'll give you the cost.


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PostSubject: Re: Campaign Setting & Rules   Sun Aug 12, 2012 8:01 pm

Episode Six: Cracked Castled and Siphoned Souls

The capture of Ranfed Niho seemed to only be a stop off for the Caught Light Caravan, now all strangely mystified by the odd book with innumerable pages, all arranged in a nonsensical fashion. The exact words of the strange merchant man they passed in the Tarin Mountain Range were "I intended to give this book to an associate of mine, Noyan Lerr Brett, but silly me I had only found it was in my possession when I had intended to leave it in the guard of my halfling porter back at my workshop in Ardith. Could you please go there and deliver it for me to him, he's quite the man about town so you ought to be able to find him easily."

They all now seek to give the book to Noyan Lerr Brett whom is supposedly in the City of Ardith across the Kelly Desert below the Tarin Mountain Range. After passing through the Giant Capital City; Cora, the group is making their way south in the later days of the forty-second week of the year. Not quite to the city of Emma, the group has stopped at a Bar known as Der Klotz en Mitte der Sraße (The Log in the Middle of the Road). This is where the adventure picks back up.

Interpersonal relationships and management of such are up to you guys.

Alignment: Any Non-Evil

Level: 12 (There will be one point of level up early on, further leveling up is dependent on player action)

Wealth: 50,000 gp

Pick up with the same characters from Episode Two; Dolcetto Kessig, Allesandra Lunetti, Zakhar, & Caldear.


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PostSubject: Re: Campaign Setting & Rules   Wed Aug 22, 2012 8:32 am

Episode Seven: Only The Dead Know Peace -Gaiden B

The Capital City of Belva can be a place of great fortune, or great problem, dependent on your choice of view. The laws of the land though once upheld by the Mileni's Paladanic force, is now enforced by the newly formed Internal Force of Criminal Subjugation. Although the organization is newly formed it contains some of the best talents from all over the nation of Aaralynn. Many have taken the call to law enforcement for an array of different reasons and motivations. They are divided into different divisions spread throughout their various cities. First, Second and Third Divisions are the main enforcers of the law, with Offices spread as lower nodes of influence.

You are members of Third Division of IFCS of Belva. Your abilities are solid, and you are regular enforcement without real authority over other officers. Your backgrounds may be varied as you please, but any persons wishing to have former criminal connection or imprisonment details within their backstory must have special arrangements made by the DM and the player to reconcile within story.


Alignment: You must be willing to enforce a Lawful Neutral view in light of the laws of the city, but you do not specifically need to be LN.

Age Restriction: No Younger than 21.

Level: 9 (Due to working as officers of the law, if you intend to utilize magical ability, or psionic ability you must have requisite licenses to practice them which is detailed below)

Wealth: 18,000 gp

Special: You are issued standard Masterwork 2 Bladed Light Crossbow and Masterwork 2 Chain Shirt. You are not required to use this equipment but it is made available to all officers.


Magic Use Based Laws: The use of magic in the public sphere or to influence the public sphere is regulated by the requirement of Magical Use Permits and Licenses. "The Public" as defined by Council ruling in 1573 is any other living beings other than the being invoking the arcanely based ability.

Magical activity, even with a permit or license, utilized to commit crime is a separate crime.

The use of the Necromancy Subschool is strictly prohibited under all circumstances both public and private.

Magical Use Permits and Licenses are required for anyone in the city intending to utilize magic within the city limits, and this applies to Officers of the IFCS as well.

License Levels and requirements;

Magical Use Permit: The base permit needed to perform magical abilities in public. A simple proficiency and knowledge test (Know (arcana/religion) Check DC 5) and a permit fee of 50 gp is all that is required to obtain a permit.

Allows legal public use of Abjuration, Divination (excluding Scrying), and Conjuration: Healing Subschools.


Magical Use License Level I: The first level of legal license. A test of ability and knowledge (Know (arcana) Check DC 10), license fee of 200 gp and possession of a Magical Use Permit are the requirements to obtain this License.

Allows legal public use of Conjuration: Creation Subschool.


Magical Use License Level II: The second level of legal license. A test of ability and knowledge (Know (arcana) Check DC 15), license fee of 425 gp and possession of a Magical Use License Level I are the requirements to obtain this License. Commonly utilized by the Entertainment Industry.

Allows legal public use of Illusion (excluding Shadows), and Conjuration: Calling Subschools.


Magical Use License Level III: The third level of legal license. A test of ability and knowledge (Know (arcana) Check DC 20), license fee of 850 gp and possession of a Magical Use License Level II are the requirements to obtain this License. Commonly utilized by the more expensive side of the Entertainment Industry.

Allows legal public use of Enchantment and Transmutation Subschools.


Magical Use License Level IV: The fourth level of legal license. A test of ability and knowledge (Know (arcana) Check DC 25), license fee of 1275 gp and possession of a Magical Use License Level III are the requirements to obtain this License. Not commonly utilized by a noticeable group. Often obtained by specific individuals.

Allows legal public use of Divination: Scrying, Illusion: Shadows, and Conjuration: Summoning Subschools.


Magical Use License Level V:The fifth level of legal license. A test of ability and knowledge (Know (arcana) Check DC 25), license fee of 2075 gp and possession of a Magical Use License Level III are the requirements to obtain this License.Commonly utilized by larger collections and companies, for commercial, construction and research use.

Allows legal public use of Evocation and Conjuration: Teleportation Subschools.




Psionic Use License: Due to the rarity of and lack of understanding of psionic ability to the general public and the government, any and all persons wishing to be allowed to utilize their psionic abilities legally, whether it be public or private must register with the Division of Technology of the Government of Aaralynn, keep in continuous knowledge of psionic ability (know Psionics check DC 15), and make arrangements to meet regularly with a counselor of the Technology Division (commonly on a monthly basis).

Allows legal use of psionic ability.
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PostSubject: Re: Campaign Setting & Rules   Thu Feb 21, 2013 7:58 pm

Episode Eight: Emptiness, Thy Name is Corrine & The Blazing Path of Glory of Jojora's Mightiest - Gaidens C &D

Help comes in all forms. The underhanded find their way to make their goals happen. Secret signs come easily to those versed in them or the wickedly smart.

In the city of Farrah, you have answered the call of an unknown requester from a help center. You have recognized the code that a normally innocuous advertising flyer for Vernichter Weapons was hiding. You understand that this request will be less than legal. You need to meet the requester in Yuteo's Bar on the third day of the 46th week.

Alignment: Any Non-Good, Non-Lawful

Level: 10

Wealth: 24,500 gp

Special: If you wish, you may have a free ability score of 18, which may only be attributed to Intelligence.

&

The Land of Shuulmenth Tsuiho has been under the thumb of dragon influence for as long as anyone can remember. The sky has been covered by a red glow keeping in all that may try to leave or come in. They rampage across the land, destroying any real attempts at civilization by any of the "lower creatures", and establishing their own societies on the back of forced labor from those they oppress.

Fourteen Years prior a strange brown glowing meteor broke through the red hued skyline in the dark of the night. Ever since then a man named Jojora has been appearing. He is an 8' man missing his left eye, with four arms with which he utilizes multiple swords. Many believe him to have been the falling meteor. He has been sweeping across the land, gathering the strongest of the strong to combat the scaled overlords of the land. This war has been strengthening the wills of the people, but the tide is always in sway.

You have all at some point either seen Jojora, or witnessed his ability before reaching the point of power you have reached now. You have gained your current status of power within the last 14 years. You all are some of the mightiest he has found. You have all been requested to clear an area of the land of draconic influence, while he and others do the same elsewhere.

You guys have been administered a flute which will signal Vallran to aid you for a short amount of time outside of battle. 1/day you can call Vallran to your collective location and have him utilize up to 3 spells on the team.

Alignment: Any, you just cannot side with the draconic forces.

Level: 34

Wealth: 7,000,000
(No more than one item you own may be more than 25% of your wealth (1,750,000), and not more then five may be more than 10% and less than 25% (700,000-1,750,000))
(You are not in Aaralynn, you are in Shuulmenth Tsuiho, please check the Background Thread in General for details)

Special: You may not be any kind of Dragon, Half-Dragon, or otherwise Draconic type of creature (i.e. Kobolds or Lizardfolk). Also the Kensai class is run exclusively by a dragon order, so no Kensai prestige class.

Double Special: Go Nuts, Be Sluts, Drink Coconuts. (Pretty much do whatever, just run it past me first, I'll approve 99% of things, and don't worry too hard about having the most intensely detailed backstory)


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PostSubject: Re: Campaign Setting & Rules   Thu Feb 21, 2013 8:46 pm

Episode Nine: The Silent Whispers of Foreign Madness

The Chimeric Terror has laid waste to the Keifel Desert and found their lost child stowaway, but their journey is far from finished. With the Zohera Organization crushed but their harpy companion still missing, they must turn to the only "ally" that seems to be of use to them. Rethett Gaul has turned to the side of the Aaralynnians to aid them in traversing the Schriemann Kingdom. Her description of the land borders on the horrific.

In the Kingdom atop the mesas they seek out both Mira and Dahlia Addar, both of whom have been assumed taken into slavery. Should they keep their word to Bvorr Neelroth Tun, they will return to the desert to quell the threat of the Sal Mephits of Mount Karst, and their promise to Aphgemgo the Elder Dunewinder, find Noyan to rectify the fears of the ancient worm's mortality. They begin their next journey out of Eemena, the capital of the North Keifel Desert to Nos Ton, the slave hub of Schriemann to Keifel.


Interpersonal Relationships, Feelings and management of such are up to you guys.

Pick up with the Characters from Episode Six; Dolcetto Kessig, Allesandra Lunetti, Zakhar, Caldear Grey, Claire Lionheart, & Harald Parker McSheen.

If a new character is needed, I will speak to the player specifically (i.e. Charis, Leah)


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PostSubject: Re: Campaign Setting & Rules   Fri Mar 22, 2013 9:10 am

Episode Ten: Making The Best of a Fuzzy Situation

The children from Otylia have been transposed to a strange cave. Their lives and adventures have just truly begun with a squeak from a strange white furred creature with floppy ears, that has seen their arrival.

Continue with Liberty Karla Kaufman Brown, Lila Dawn Weaver, Charles Layton, Anastasia Karinovna Silvasya, & Albafica Recendal.

If a new character is needed, I will speak to the player specifically (i.e. Charis)


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PostSubject: Re: Campaign Setting & Rules   Thu Mar 28, 2013 1:35 pm

Episode Eleven: A Myriad of Mispronounced Misnomers

The bust of Geovanni Reyes was a success, but not for the group enlisted in haste by Chimelu Deo Naolin. Their fate unknown to The Fist of Mileni, has taken an odd turn. Now enlisted by coercion under the authority of Leonidas Sergisenn, they have been transposed to some strange place, within a forest of tall, thin, piercing green, segmented foliage alongside Weasand Harlow, their new 'leader'.

In time they may hope to understand what has become of them and where they are.

Continue with Nagamasa Hattori, Asha, "Kardia The Scorpion", & Roland "Orlando Innamorato Furioso" di Carlo

Level Note: You will level up at a quick rate during this campaign. Have your character progression planned out, but leave a bit of wiggle room.


If a new character is needed, I will speak to the player specifically (Leah, Charis)


Special: You all now have the ability to fly as according to the following:

Fly Speed 30'
Average Maneuverability
[You must be registered and logged in to see this link.]


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PostSubject: Re: Campaign Setting & Rules   Thu Mar 28, 2013 2:01 pm

Episode Twelve: The Eternal Spirit of Competition & Prison Yard Follies -Gaiden E

Anne is a beautiful city that holds the second largest coliseum in the land, Takami Coliseum. It is one of the training grounds of competitors interested in competing in the Starke Schlacht Turnier. Though the next Turnier is not for another year and some change, qualifying tournaments take place year-round.

You are one such person improving their abilities in the second qualifying tournament of 1577. This tournament is more than just melee martial combat, it includes archery divisions, long distance running, Abatt Wrestling, and a myriad of other divisions to compete in.

Level: 12

Wealth: 40,000 gp

Continue with Tobata, Lirael & Turin Tathmieln if you wish.  (Gain 4000 gp)


&

The Impregnable Prison of Farrah is a place for hardened criminals and petty thieves alike. Unrest is stirring within the prison mates. With many of the cases of incarceration being brought about by the former law enforcers The Paladanic Force of Mileni, that are now being out put by the IFCS, many convicts are beginning to contest their imprisonment.

Prisoners #0621 and #1441 were some of the last incarcerated by a Paladin of Mileni and their lives in prison have been trying to say the least. The winds of change are always blowing in Aaralynn and fates sails are about to catch them.

Level:  13

Wealth: Subject to separate circumstances. I will need to discuss characters with different people, but you will be related to the Prison in someway.

Continue with #0621: Teyren & #1441: Kara


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PostSubject: Re: Campaign Setting & Rules   Thu Aug 29, 2013 9:41 pm

Episode Thirteen: In As Far As Fate Will Allow

Return to the fates of the Chimeric Terror (Caroline, Dolcetto, Allesandra, Rafael, Caldear, Mira, Dahlia, Iisa, Beshoorchaka, Tooba, Yuro & Cia), wherever they may find themselves.


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PostSubject: Re: Campaign Setting & Rules   Mon Jan 06, 2014 3:01 pm

Episode Fourteen: Now, My Beloved Asuras, That Deitic Reason is Ours to Behold -Gaiden F

The Asuratic Uprising is reaching a head. Having Crushed a majority of the Draconic strongholds and cities in the land of Shuulmenth Tsuiho, Jojora and his "Asuras" have reached the final stronghold of the draconic force, Jziyou Koangowa, where every still living Dragon has fled. Their energy is being amassed into a singular source. Vallran, Jojora's right hand man & companion, has theorized that they may be attempting to combine their forces and make a final destructive attack across the land.

Reaching the stronghold was a task worthy of an army but it was all the same old same old for Jojora and company. Entering into the stronghold required Vallran to expend all of his life force to break the seal around the towering obelisk. With his death, his life energy exploded out from him in all the directions of the wind. With his lover dead, Jojora let out a clamorous howl that caused a third pair of arms to sprout out below his other four. With only a moment to grieve, he turned around to lead the force he had gathered through the stronghold.

You have some climbing to do...


You are one of Jojora's Asuras. You don't need to be good, but you need to want to free the land of dragons.

Level: 60

Wealth: 67,000,000 gp (Get Creative)

(No more than one item you own may be more than 25% of your wealth and cannot exceed 30%, and not more than five may be more than 10% and less than 25%)

Special: You may not be any kind of Dragon, Half-Dragon, or otherwise Draconic type of creature (i.e. Kobolds or Lizardfolk). No Dragon Shaman. Also the Kensai class is run exclusively by a dragon order, so no Kensai prestige class.

Double Special: Go Nuts, Be Sluts, Drink Coconuts. (Pretty much do whatever, just run it past me first, I'll approve 99% of things, and don't worry too hard about having the most intensely detailed backstory)
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