"As the flame of my second life sputters and dims, I find myself thinking more and more on those heroes who, though we first met as enemies, granted me another opportunity to sip from life's cup. Great were their deeds and deep their wisdom, yet the tale of their adventures in Castle Whiterock has not been told: the helpless lives they saved and the wicked lives they ended, the diabolic ingenuity of their adversaries, the deperate moments when hope was faint, and their final victory over the terrible dragon, Benthosruthsa.
"If I am granted sufficient time, I will see this amended. The world will know of the champions of Castle Whiterock."
-Koborth the Risen, General (retired)
A grim cloud hangs over the Northlands. At the time of this scribe's feeble scratchings, scarcely one-third of the North can be properly termed civilized. The great empires of yore have all slipped beneath the march of time. Where great cities once thrived, tall forests now stand. The magnificent works of wizards abound, but few can lay claim to their arcane might. Ruins of old whisper of long lost secrets, waiting only for those daring enough to uncover them. Fell monsters prowl the borderlands, while barbarian raiders grow ever bolder. The civilized nations of mankind, once the shining rulers of the North, are poised on the brink of ruin.
And yet, not all is lost. Courageous heroes hail from every quarter, eager to take up arms and spells in the defense of civilization. In Crieste, the Knights of the Sable March fight in the name of the Emperor and wage a secret war against their evil vizier. Dwarven warlords take up axe beside elven knights of the Blackbriar, Corsan, and Anseur. Knights of the Lance ride to the ends of the North, fighting for justice and good. And everywhere, adventurers - refusing to slip silently into the annals of history - fight their way into forgotten ruins and ancent dungeons, returning with untold riches and arcane relics.
It is a time of heroes, when power, riches, and honor can be won by anyone courageous enough to take risks against the threatening darkness.
For those who don't already know, Castle Whiterock is a Dungeon Crawl Classics 700 page+ "campaign in a box" published by Goodman Games. It is designed as an old-school-feeling super massive dungeon, taking characters from level 1 to 15+. In the course of adventuring in the 15 levels and 14 sublevels of the Castle Whiterock, the heroes will uncover secrets from the module's backstory as they seek out fortune and glory. In order to best the dungeon, the party will have to explore many strange locations. Perhaps they will find powerful allies and lost artifacts to help them against Benthosruthsa, the great red dragon dwelling at the bottom of the dungeon. It's also likely that they will make powerful enemies.
The Sixteen Questions:
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 3.5.
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Old school dungeon crawl set in the World of Aereth (the Dungeon Crawl Classics campaign setting produced by Goodman Games).
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Four. Anyone who expresses interest will be contacted first if we lose somebody.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
Play-by-post here on the boards.
5. What is the characters' starting status (i.e. experience level)?
Level 1.
6. How much gold or other starting funds will the characters begin with?
Average as per class (PHB pg 111).
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
There absolutely must be one Fighter-type, one Rogue, one Cleric, and one Wizard/Sorcerer. DMG PrCs only and no homebrew whatsoever. No Druids allowed.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
PHB races only. No homebrew.
9. By what method should Players generate their attributes/ability scores and Hit Points?
28 point buy. You may only have one ability score lower than average for your race. This means nothing lower than a 10 for humans (except for one 8), no Constitution lower than an 8 for an elf (unless you use your one below average score and make it a 6), likewise no Dex lower than 12 for an elf (unless you use your one below average score and make it a 10) - so on and so fourth. No super ugly half-retarded fighters. You guys are heroes, not the village idiots.
10. Does your game use alignment? What are your restrictions, if so?
Yes. Good/Neutral only. No evil or malicious characters.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Yes. You must still be able to fulfill your role in the party (tank, healer, thief, arcane caster).
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Die rolls will be rolled by you and included in your post preceded by your character's intended course of action for that round - in game mechanic terms. You may then edit your post accordingly to accomodate an accurate IC description.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Leveling up will not rely on experience points. To make a long story short, you basically level up when I say you do. Bonus experience will be awarded for accomplishing specific goals/tasks on each level and completing subquests, although this does not count towards leveling up. Instead, it can be used to craft magic items. Characters unable to create magic items may donate such experience they have earned to someone who can. Also see character creation.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. Short is okay. This is mainly a test of literacy, punctuation/post cleanliness, and your general enthusiasm to participate. Admittedly, your background will have little to do with the campaign as this is one enormous site-based adventure, but it should give me (and yourself) an idea of how your character will react to certain situations and circumstances throughout the game.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
A good combination, but with emphasis on hack & slash. It is one big super-dungeon, after all.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Yes. PHB only! There are a few exceptions to this to keep in mind before you start hammering out your character. First of all, a Wizard/Sorcerer and a Cleric are both required for this game. I'm well aware they are considered overpowered classes and I'm wary of these two spellcasters abusing all the (lame) tricks people post online and otherwise ruining this game for everyone. As such, the following amendments to spells will be in effect (others may be added or banned outright if I feel they are being abused):
Spoiler
Alter Self [fix: remove the natural armor clause]
Astral Projection [fix: spell ends if the recipient leaves the Astral Plane by any means; OR doesn't make copies of worn and carried items]
Black Tentacles [fix: allow a Reflex save to leave the area un-grappled]
Comprehend Languages [fix: gives a set bonus of +10 to Decipher Script skills instead of auto-deciphering]
Divine Power [fix: remove the ability to cast spells while under the effect of Divine Power]
Enlarge Person [fix: reduce duration to 1 rd/CL, and move to 3rd level]
Entangle [fix: reduce radius to 10'; OR move to 3rd level]
Force Cage [banned]
Freedom of Movement [fix: move to 6th level]
Gate [fix: delete the clause "In the case of a single creature, you can control it if its HD do not exceed twice your caster level."]
Knock [fix: adds a set +10 bonus to Open Lock checks]
Mage's/Mordenkainen's Disjunction [fix: does not permanently destroy magic items, but does suppress them for CL rounds]
Magic Circle vs. Evil/etc. [fix: see Protection from Evil, and move to 5th level]
Mind Blank [fix: reduce duration to 10 min/CL]
Mirror Image [fix: move to 3rd level]
Planar Binding line [fix: don't set a HD cap, set a CR cap instead; or use Summon Monster-like tables for call-able creatures]
Protection from Evil/etc. [fix: only protects from possession and mind control originating from creatures of the warded-against alignment, and move to 3rd level]
Polymorph [fix: only allow polymorph subschool spells. Sure, this has been said by WotC, but many groups still allow Polymorph all the same]
Polymorph any Object [fix: there is no fix. This spell must go]
Resist Energy [fix: do not increase the energy resistance at higher CLs]
Shapechange [fix: remove the ability to use the spell-like and supernatural abilities of a creature you shapechange into, and introduce a clause stating that you cannot use any natural spellcasting the creature you shapechange into might have (such as a Planetar's Cleric spellcasting)]
Wall of Stone/Iron [fix: 1 round casting duration]
All player options from the World of Aereth: GM's Guide are also allowed. Clerics must choose a deity specific to the setting and must select domains specific to that deity. Favored weapons are also dependent on deity.
Campaign Background
Spoiler
The game begins in the town of Cillamar, a thriving community set on the doorstep of a vast wilderness in the Kingdom of Morrain, lying just a day's ride from the ruins of Castle Whiterock.
Long before Morrain was an independent kingdom, it was known to explorers as the Argent Vale - a wide and verdant basin surrounded by towering mountains in the east and thick, highland forests in the north and west. Rocky foothills, open tundra, and a mineral-rich river comprised the Vale.
The passage of time and influx of the civilized races have done little to change the vale's wild geography. Since the time of Jorem the Elder and his famous son, the first Lord Morro Stormwarden, the people of Morrain have respected nature and taken from the land only what they need to survive. They cull lumber for their homes and hunt game for their food; they do not export these resources or seek to grow their economy with overt foreign trade. Only the silver mines and gem-rich hills provide material wealth that Morrain desires to trade with neighboring kingdoms.
The climate of Morrain showcases the extremes of Ildavir's demesne. The entirety of the Vale has only two real seasons, summer and winter, with very short intervals of moderation between them. Summers are temperate, if wet, often beset by lightning storms. Strong winds howl through the Vale throughout the year and precipitation is frequent. Winters are long, cold, and heavy with snow. The dwarf-highways that wind about the mountainous eastern border are nearly inaccessible after the first snowfall, and the ponds, lakes, and waterways are covered in a layer of ice. Even the most traveled roads are seldom traveled in the snow-filled months. A popular saying proclaims "a man does not brave the Morrain midwinter unless he a ranger, a fool, or a raiding giant."
The anchor of civilization in the wilds of western Morrain, the town of Cillamar has long carried an importance belied by its small size, and the last two years have brought dramatic changes to the once sleepy town. The looming Ul Dominor peaks have always hidden mineral treasures, but the discovery of rich placer veins has brought a surge of new wealth and foreign treasure seekers, and the motley train of gambling dens, bawdy houses, and rogues that must inevitably follow. Add to this mix the influx of desperate refugees from the conflicts of the Warlands, and adventurers looking to make a quick fortune - the result is a Cillamar that none of its founders could have predicted: a chaotic frontier boomtown where the quick and courageous can become wealthy overnight, and where sharp knives and longswords settle disputes as frequently as the town watch.
Cillamar bears scars of its violent past. Founded in CE 2572, the settlement was sacked by the red dragon Benthosruthsa 319 years ago. Today, over half of the original Lord's Gate Citadel is still in ruins, and the town's western wall has yet to be repaired. the remains of old Cillamar still loom above the town, a constant reminder. Only in the last century has Cillamar begun to recover, once again luring merchants and adventurers alike with the promise of wealth in the nearby mountains. Just two years ago, the neighborhood of shacks, warehouses, and tents known as the Warrens was merely a collection of burnt and sodden ruins.
The laws of Cillamar are enforced by the warriors of the Lantern Watch, known by the distinctive silver-painted lanterns they carry on poles during their night watches, and by the Magn'gard, the Patriarch's personal company of elite soldiers. Those in the Lantern Watch gird themselves in studded leather and carry spears and crossbows, with officers wearing shirts of chain and fight with longsword and shield. The Magn'gard wear suits of chainmail and plate, and typically fight with bastard swords. The Magn'gard is augmented by the Anseur-lyth, a company of elven master archers serving at the pleasure of the fae Queen of the Anseur Forest.
One of the most famous destinations in the town of Cillamar is the Inn of the Slumbering Drake. Nearly 200 years ago, this location was proudly occupied by an inn called the Famished Vagabond. The gnomish establishment was well known throughout the region for its clean rooms and savory meals. However, the wooden structure was razed during one of Benthosruthsa's random attacks, and burned to the ground. Yet the townsfolk were resolute - they attempted to rebuild on the site several times over the years.
Unfortunately, during each period of construction or shortly thereafter, some sort of accident would occur. Usually a fatal one. This occurred seven times, accompanied by another razing of the dragon, and a roof collapsed that killed four workers. Eventually, the town abandoned the site, believing it was cursed by the dragon. For over 100 years, the site lay fallow.
Then, about 20 years ago, a mysterious woman with long silver hair purchased the property. Two years later, she opened the Inn of the Slumbering Drake, a two-story stone building with an attached stable. At first, locals shunned the place, fearing the proprietress, her lumbering door guard, and even her precocious dragon pet. However, travelers soon discovered inexpensive rooms, hearty meals, and rousing bardic entertainment. Eventually, the townsfolk began to enjoy homestyle meals in front of a roaring fire with a soft lute strumming in the background. The sight of the diminuitive "slumbering drake" curled up on one of the many strategically placed pillows around the taproom was commonplace.
Lady Chauntessa is now an accepted member of the community. It is widely known that she is a powerful sorceress, and quite wealthy. She has helped fund many community projects over the years, and even hosts a few annual costume balls open to the whole town, complete with complimentary food and ale. Her generosity has won the townsfolk over to the extent that they look the other way when strangers arrive at the inn during the wee hours of the night and are whisked inside the back entrance. She is also fond of adventurers, and often cuts them a price break on extended stays.
The game also begins on the Day of Fates - the summer solstice and the culmination of a weeklong celebration honoring patron deities and local saints. On the last day of the week, newborns are named, couples renew their vows of love, and oaths to lord and liege are declared anew. It is common practice for knights to embark on quests on this holiday, and it is deemed a blessed day for wizards to choose apprentices. Adventuring companions often choose this day to make their first vows of brotherhood.
Btw, I have it in good info that Autopsibiofeeder may be a bit late in replying to this thread. I think he had to travel for a bit but he will be able to join soon.
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Well, I'm not entirely sure, but in one thread he said next Sunday. I'm not sure whether he meant this coming Sunday or next Sunday because he posted that around Friday. He did say he would be online every so often.
I think we can wait a bit until he replies from either posts from this thread or PM's, how bout you guys?
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Up to you guys. We can wait for Auto or I can shoot a PM to Hamste and see if he still wants to play with his cleric. I don't mind waiting, but I don't want you guys to lose interest either. So feel free to express your opinion.
Also, the vote for starting at the Slumbering Drake as opposed to the Castle ruins stands 2 to 1 (respectively) at the moment.
I'm pretty comfortable with either way. I mean, it's a play by post game - it will not progress very quickly regardless, so waiting a little while to have what you've judged to be the best party won't be a killer.
Btw, I have it in good info that Autopsibiofeeder may be a bit late in replying to this thread. I think he had to travel for a bit but he will be able to join soon.
Yes, and thanks for mentioning this. I really expected a few moments of internet time the past few days, but the days were fully packed with social functions, an awesome concert, beer, slight hangovers and little sleep. That's what you get when you emigrate and g back 'home' for a few days per year.
I am sorry about delaying things, but I am here now.
Ernst will speak in "Blue". Here is the character sheet as well as the character background and personality.
Just want to share with you all that I am thoroughly stoked about this game! It is my one and only game here on the boards, so you all have my full attention.
There will be an abundance of eye-candy all throughout the game, as you may have already noticed. Be sure to let me know if there's anything I can do to make it better/more enjoyable.
Also, I think now is a fair time to warn you guys that Cillamar has a population of just over 1,000, giving it a gp limit of 800. This means you can't buy most magic items there (800 gp or less only, not enough for a +1 sword). The next nearest/biggest town is Galaron, which has a population of just over 8,000 and a gp limit of 15,000. Traveling there risks random monster encounters (without EXP seems how you level up when I say you do) and magic items worth over 15,000gp are virtually unattainable without very distant travel.
Luckily, Auto's cleric is presumably taking some item creation feats, so this may help in some regard. Just thought you guys should know since I figure it's kind of a big deal.
Also, I think now is a fair time to warn you guys that Cillamar has a population of just over 1,000, giving it a gp limit of 800. This means you can't buy most magic items there (800 gp or less only, not enough for a +1 sword). The next nearest/biggest town is Galaron, which has a population of just over 8,000 and a gp limit of 15,000. Traveling there risks random monster encounters (without EXP seems how you level up when I say you do) and magic items worth over 15,000gp are virtually unattainable without very distant travel.
Luckily, Auto's cleric is presumably taking some item creation feats, so this may help in some regard. Just thought you guys should know since I figure it's kind of a big deal.
Okay, so that means this is not going to be type of dungeon where we will be 'stuck' till the end. That's good . There's no point in trying to make a magic item when you're stuck in a dungeon with monsters that haunt you all the time.
I am happy to take a few item creation feats (arms&armour and wondrous items spring to mind). However, if I am to create these items for the party that is going to cost a lot of time and xp. Time is not necessarily an issue, but xp might be. First of all, because we don't 'do' xp. I don't know how you want to handle that, but I would like to make use of the variant rule that party members can contribute xp/energy/whatever else it will be for their own items. I don't fancy the idea of making everybody happy with magic weapons and nice magical clothing and as a thank you get rewarded with being lower level all the time
That will largely be an issue left to discuss amongst yourselves, but I can assure you that there will be XP awards which will serve explicitly to cover the costs of magic item creation.
I guess the main determining factor is your penchant for roleplaying and your friendliness towards the other players
Also, as mentioned previously, players are welcome to donate their bonus exp towards magic item creation if they are unable to craft magic items themselves. But we'll cross that bridge when it comes
I'm not worried about acquiring expensive shinies for the forseeable future; just rounding out my current equipment, maybe getting some better armor and starting to upgrade to masterwork will take quite some time unless the dungeon is loot-heavy. I hadn't intended to put points into Craft skills, but if you'd like I could start doing so next level as part of my contribution.
I sent Jello a line. We'll continue without for now.
Hopefully Milo will show up at the Inn or we can incorporate his arrival IC at the dungeon. If not, I'll seek a rogue replacement, and if Jello shows up and still wants to play, we'll just have 5 players instead of 4 and everything will be fine
Fast forwarding is fine with me; I'm probably playing the least talkative character of the three of us. If the two of you would like to converse though, feel free; Gladius is a bit gruff, but not opposed to answering simple questions as long as he doesn't feel like people are prying.