Hawk's Death

from: Man of the Cranes [4]
Re: [hawksdeath] hello

Well we are all here now, apologies to those I didn’t get around to actually asking but – hey – we’re all friends right?

I was harassing a few of you earlier via IM about the photos – how come everyone went shy all of a sudden? I have my ugly mug up here several times for you all to fire poisoned arrows at, and my bio is on the website. I want to see some group bonding…

If not photos to share, does anyone here have any websites of their own? Luis was showing me his earlier, dedicated to his newly arrived and handsome little man.

How about some more cheesy, ‘get to know you’ questions where we all state ASL and harp on about our roleplaying experiences?

Does anyone’s spouse roleplay? I am trying to figure out a way in which to involve my wife. I could get away with so much more if she just UNDERSTOOD! Actually she is extremely understanding, but still, it would be cool to tabletop with her, I can find no-one else.

Roleplaying is sort of like smoking – if you don’t pick it up as a kid, you are not likely to start later in life.

Cheers
Ian

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from: Man of the Cranes [3]
Re: [hawksdeath] Computer Woes

Sorry to hear that Fran. You have my total sympathies (although I am not sure what you do exactly to blow up a hard drive).

Anyway, with the use of some new virus software I have discovered the root of all evil lurks within my computer: the KLEZE WORM. I cleaned up over 200 corrupted files, but could not remove the actual virus itself. The software I have (Panda) is an online wossname and is apparently coming up with a solution in the next 48 hours.

I hope so because I want my computer back. As things stand with several hours of effort I can get online for just long enough to send maybe an email or two before everything comes crashing down!

Cheers
Ian

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from: Lion Fang [2]
Re: [hawksdeath] Computer Woes

Hmm… Well, call it a coincidence, but I blew my hard drive again yesterday (some of you will recall, I blew another one around may or so) Well, at least the warranty of the “new” drive is still good, although just barely. So I’ll be without regular Internet conection for a few days, while
I sort this out.

Francisco Sucre

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from: Man of the Cranes [2]
Computer Woes

I am finally back online. Many of you have probably heard me bitching over the past few weeks but my computer is not getting any better. I missed Thursdays update’s because the computer was locked and frozen tighter than a … well nevermind that … but it has only now begun to co-operate.

Apologies.

Maybe I will send it to the doctor’s next week.

Cheers
Ian

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from: Man of the Cranes

‘Hello’

Actually only half of us are on this list so far, I am still collecting consents to add everyone else – or maybe I will just go ahead and add everybody.

Anyway, this list came up as an idea chatting with Gav and Fran, as a way to get to know the players behind the characters. I reckon everyone knows me well enough, so I won’t bore you with my own mundane details (my bio is on the website), but I have included some photos. I will be docking experience points from anyone not brave enough to send in their own – as Gav said it would be nice to put faces to email addresses.

(Dale – if you haven’t got any, I have some from our holiday in Greece, some more from Skegness, and a few from knocking around the Chestnuts ;) )

And just general chat and banter of whatever comes up (like my getting beaten up several times at work this week – so far I’ve been punched in the throat and face on Monday, headbutted on Wednesday, and stabbed/gouged with a pen today – I won’t go into the feces part of it!)

A few game related issues have come up behind the scenes lately with one or two of you, and I think I mentioned that here would be a good place to put things to open discussion. I may come back with some threads on that.

But my one request is no IC chat, get to know one another, or do what you like with this list but no “I am Bob and I play Rowan the Centaur Necromancer.” And no discussion of the game itself – game mechanics, house rules, posting protocol, etc is all fair game – but no planning tactics for your up and coming battle with the kobold war party mounted on giant ferrets.

We could begin by all wishing Lenny and his new wedded wife Congratulations and all the best forever more. Lenny was my first player to sign up, actually securing a place several months before we began. He was just married last week, and is currently away honeymooning.

And congratulations to Luis and his wife and newly expanded family. Luis had his first born son and heir on the same day last week – and is in fact a mate of Lenny’s.

Things don’t get much better than that I reckon.

Cheers
Ian

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from: Lion Fang
Re: [hawksdeath] hello

Hello…

Yes, some of us are still here. We were just, uh… hibernating.

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from: Kuje
Re: [hawksdeath] hello

morning. :)

Kuje

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from: Dale Palmer
hello

come in hawksdeath, hello is anyone there?

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Hawk's Death. House Rules 0.0
Hawks Death Campaign. PBeM House Rules (feb 2002)

Living Document. A work in progress.

This set of house rules is intended to be a living document. This campaign is at least as much the players’ as it is the DM’s. Any suggestions for changes or improvements to the house rules are highly encouraged, and will be given full consideration. Any updates or changes to these house rules that are incorporated, will be communicated in monthly updates to this post. Therefore players are recommended to check back here at least once monthly to review the house rules.

Posting Protocol

Full DM postings will typically occur twice a week. Any deviation from this schedule will be communicated to the players as soon as it is known. Players should post at least once after each full DM posting. Role-playing is encouraged, so feel free to post as frequently as you wish in order to develop your character. If a player does not post within three days of a DM post, (without having given prior notice) the actions of that player for the turn in question will be determined by the DM (based on character history, common sense, and the actions of the rest of the group). Shorter DM posts will occur more frequently these will be updates, usually be to answer character questions, provide NPC dialogue, or react to character movements,
and are intended to quicken the pace of the game.

If for any reason, a player will be unable to respond to turns for awhile (e.g. business trip, holidays, busy week, etc.), a short note to that effect, along with an estimated return date would be greatly appreciated. Obviously, emergency situations are exempted. The DM will control the character during any such periods. If a player fails to post for a period of 10 days without providing advance notice, then that character is subject to removal from the game.

If a player decides that they wish to permanently leave the game, I would appreciate a short note informing me of this (this note should be sent to me only, and not posted to the entire group). Once notified, I will either seek a replacement player for that character, have the DM take over the character as an NPC, or write the character out of the campaign – whichever is deemed most appropriate by the DM.

Once an action or words are posted, they cannot be retracted or taken back. It is done. If a player posts contradictory information regarding his actions, the DM will have sole determination over what actually occurs.

Postings to the entire group should only include information that the entire group can see, hear, or be aware of. (Note that this does not include character thoughts that others would not be aware of!) If you wish to perform some action that only part of the group will be aware of you should only post that particular information to the applicable players. The DM will
provide information after each post as to where to post any replies.

Similarly if the party splits, or if one or more players pursue their own goals, then those postings should be kept private to the DM and any players who are also present, rather than publicly posted to the message board. If you wish to conduct some action in secret, unbeknownst to any members of the group, you should only post that particular information to the DM.

Actions should be described in terms of how the other characters would see them. For example, instead of posting, “Ezekiel will cast a sleep spell upon the goblin horde.”, a mage character should post something to the effect of: “Ezekiel dug into the belt pouch hanging from his side, threw a pinch of fine particles into the air and proceeded to intone cryptic words while moving his hands about in odd gestures.” The player would then post
privately to the DM, “I cast my sleep spell at the goblin horde.”

Any out-of-character questions or comments that are included within your postings must be distinguished as such by placing “OOC” in front of such comments.

Any postings that are not sent to the entire group should contain the word “PRIVATE” in the subject heading. It is then up to the recipients whether the information contained within should be shared with other characters.

The DM must be copied on all correspondence, both public and private.

Profanity is acceptable in postings, provided it is not overused, and providing that is within character dialogue and appropriate to that character.

In the event of inter-party friction or conflict, please remember that you are playing a role. All conflict and bad feeling should at all times be kept within character. Never flame or attack any other player directly and out of character.

All posts should be written in the past tense.

Time & Weather

Time and weather will be observed in the campaign. The campaign begins after the New Year’s Needfest celebrations, 585CY. The date and the observed weather will be noted in the DM’s posting at the beginning of each game day if the characters are able to be aware of such things.

Weekly Expenses

At the end of each game week, the DM will deduct a sum of money from your character’s funds. This deduction will be communicated to you privately and will be calculated to cover the costs of rent, lodging, food, drink, clothing or any other mundane costs accumalated by daily living in the big city. Any other costs or purchases made will be covered within the normal
course of gaming (eg. healing costs, armour repair, unusual purchases). If the character cannot cover the costs, the repurcussions will be roleplayed (eg. eviction, going hungry etc.). If a character has any form of income, this will also be calculated into the weekly expenses and may even result in monetary gain if the income offsets the outgoings.

Character Death

In the unfortunate event that a character of a player in good standing dies, and is unable to be resurrected, restored, reincarnated, etc., the following will occur. The DM will allow the player to submit a new character for inclusion in the campaign. The following restrictions will apply:

1. The character must be of a different character class, race and alignment than the one who just died.

2. The DM will provide information regarding starting wealth, equipment and magical items, as well as the appropriate time for the character to join the campaign.

3. Acceptance of the proposed new character into the campaign is at the DM’s discretion.

Experience Points

Awarding of experience points will be given at appropriate points within the game, and will be kept in private postings between DM and player. Experience points will be awarded as per the DMG (3ed) but particularly for the following actions (in no special order):

1.) Problem-solving, cleverness, inventiveness, etc.

2.) Good role-playing, playing within character motivations & alignment, etc.

3.) Posting frequency and quality of posts.

Level Advancement

Level advancement will take place at the experience point levels specified by the 3ed D&D Core Rules. However, occasionally (and at the DM’s discretion) for the characters to obtain certain skills or feats they may need to seek out training.

Also discussion amongst characters of these game mechanics (Hey, Jhaax what level are you now?) is strongly discouraged.

Sorcery and Spellcraft

Sorcerers do not exist within my campaign as presented within 3ed rules. The few sorcerers that do exist are extremely rare individuals. Special dispensation from the DM will be required to play a sorcerer.

Mages however are as per the Core Rules. However if designing a mage character for inclusion as a new player, please use only those spells presented within the Players Handbook (3ed) or the Wizards supplement Tome and Blood. If other sources become available these house rules will be updated, but as it stands special dispensation from the DM needs to be
granted before any other spells may be used.

This campaign will utilize material spell components for spell-casters. Spell-casters will be responsible for making sure they have an adequate quantity of spell components on hand. It will not be assumed that a spell-caster will simply have them�she must acquire them. Spell components are not required when casting spells from scrolls.

Die Rolls

All die rolls will be conducted exclusively by the DM, and will be largely invisible to the players – they will only see the results. My intention is that this campaign will read like a multi-authored piece of fiction, rather than as a mechanical game.

Combat

Fumbles and critical hits will be used in this campaign differently from the Core Rules to reflect the potential danger of lethal combat. As all game mechanics and dice rolling will be effectively ‘invisible’ to the players the specifics of these rules are presented here.

Combat can be quite time-consuming in a PBEM campaign. Since I do not want combat to take away from the other elements of the campaign, I would like to be able to conduct combat sequences in as few postings as possible. In order to accomplish this, players will need to provide as much information as they can once a combat sequence begins. Please consider providing information such as:

1.) Contingency plans once hit points fall below a certain level.

2.) A prioritized list of opponents.

3.) Note one or two special tactics you are on the watch for.

4.) Note what you intend to do if your opponent flees; and if other members of your party flee.

5.) Note what actions you will take, and when, during the combat sequence (what weapons, what spells, special defenses, special attacks, contingencies, etc.).

This is not intended as an exhaustive list. It simply illustrates some examples. The bottom line is that I plan to conduct combat sequences to their full completion based on the initial information given me by the players. The more information players provide, the more likely the combat will go as they intended it.

I will only interrupt a combat sequence with additional postings if it is an extremely pivotal event in the combat, if unexpected/unanticipated circumstances dictate that it is necessary, or if the combat extends beyond 5 rounds.

Character Creation

New players are always welcome. The DM will also consider players with multi characters (although two would be the limit). When designing a character for submission please bear the following in mind.

1) Feel free to choose race, class, level and alignment, but please use only those options presented within the Players Handbook, DMG, or Tome and Blood or in these house rules(and these includes skills, feats, and equipment magical or otherwise). If other sources become available these house rules will be updated but as it stands special dispensation from the DM needs to be granted before any other options may be used.

2) Initially, please concentrate on your characters background and personality. The higher the level you intend to start out at, the more detailed your history needs to be. If you intend to play a 12th level druid, it needs to be clear how your druid got to 12th level. Of course personality and motivations should always be detailed. Well-rounded and balanced, or
original and interesting characters stand a much better chance of being included than stereotypes or cliches.

3) Again if designing a higher level character you may feel free to suggest any magical items than have acquired, although these will need to come from the above noted sources and be approved by the DM.

4) If you are not familiar with 3ed rules but still wish to play, this is not a problem. Simply design your characters background and personality, and provide as much information as you can and the DM can design the game stats from your specifications.

5) The DM reserves the right to approve or deny and character submissions and also to change any details of a character that he chooses.

Other Rules

All rules not covered within these House Rules are at the discretion of the DM, but will generally correspond with those presented in the 3ed D&D Core Rules, Core Rule Supplements.

At times I may be using published adventures from either Greyhawk, other D&D, or other roleplaying sources. These adventures will be altered to a greater or lesser degree. If any player should happen to recognize any of these sources they will be expected to keep their player and character knowledge separate at all times.

Of course I will also be using the various Greyhawk source books that detail the Free City and its environs and again players are expected not to abuse any knowledge that they may have.

NEW SKILLS

URBAN LORE (Wis)
Class Skill: Bard, Fighter, Rogue, Paladin
Cross-Class: Barbarian, Cleric, Druid, Monk, Ranger, Sorcerer, Wizard
Untrained: No

Use this skill to survive the intrigues of the great metropolis, spot pickpockets working the crowd, recognize corruption amongst officials, assess quickly political and social climate, or to find a particular neighbourhood or guild.

CHECK: You are comfortable in the biggest of cities, you can keep yourself and others safe and negotiate the corruption, bureaucracy and intrigues of city life.

DC TASK
10: Spotting pickpockets working the crowd/Recognize corruption.
15: Finding a particular neighbourhood or guild in an unfamiliar town
20: Reading between the lines, analyzing gossip, emotions etc. to assess political/social climate.

RETRY: To analyze a climate, retry’s may be made every week. The result of that check applies until the next check is made. All other situations allow for retries as the situation presents them.

SPECIAL: If you have 5 or more ranks of Gather Information, you can get a +2 synergy bonus in all applicable situations.

NEW PRESTIGE CLASSES

Vanguard (by Gary Gygax)

The vanguard serves as infiltrator and spell support on thieving missions. They are typically part of any scouting mission, using their thieving abilities to get them close enough to the locale and/or mark to use their spell and detection abilities to reveal guardians and other dangers. During missions, they coordinate group movement and increase the effectiveness of
their roguish compatriots through the use of their spells. Thieves’ guilds greatly value the services of vanguards, and actively recruit vanguards for membership in the guild, often offering many perks as enticement. Vanguards also prove valuable as spies for many military units.

Clerics who value wealth and other material gains above honest philosophical principles make the best vanguards. Multiclass bards, fighters, monks, and rogues also pursue this path. Multiclass wizards rarely become vanguards, but those that do provide strong spell support.

HIT DIE: d6

REQUIREMENTS: To qualify to become a vanguard, a character must fulfill all the following criteria:
SKILLS: Hide: 6 ranks, Move Silently: 6 ranks, Speak Language: Thieves Cant, Urban Lore: 4 ranks

FEATS: Combat Casting

SPELLCASTING: Ability to cast 1st-level divine spells

CLASS SKILLS: The vanguard’s class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Read Lips
(Int), Search (Int), Scry (Int), Spot (Wis), Tumble (Dex), Urban Lore (Wis), and Use Rope (Dex)

SKILL POINTS PER LEVEL: 4 +Int bonus

Weapon and Armour Proficiency: Vanguards are proficient with the crossbow (hand or light), dagger (any types), dart, light mace, sap, sling, and shortsword. Medium-size vanguards are also proficient with certain weapons that are too big for Small vanguards to use but that still conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Vanguards are proficient with light armour but not with shields.

SPELLS PER DAY
LEVEL 1st 2nd 3rd 4th
1st 0 – - -
2nd 1 – - -
3rd 1 0 – -
4th 1 1 – -
5th 1 1 0 -
6th 1 1 1 -
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1
*
LEVEL ATTACK FORT REF WILL SPECIAL*
1st +0 +0 +0 +2 Detect Secret Doors (3/day)
2nd +1 +0 +0 +3 Detect Scrying (1/day)
3rd +2 +1 +1 +3
4th +3 +1 +1 +4 Invisibility (1/day)
5th +3 +1 +1 +4 Silent Spell
6th +4 +2 +2 +5 See Invisibility
7th +5 +2 +2 +5 Invisibility (2/day)
8th +6 +2 +2 +6 Nondetection
9th +6 +3 +3 +6
10th +7 +3 +3 +7 Improved Invisibility (1/day)

CLASS FEATURES:
DETECT SECRET DOORS: At 1st level, a vanguard gains the spell-like ability of detect secret doors three times per day. The ability functions as the spell, with the vanguard’s level determing duration.

SPELLS: Beginning at 1st level, vanguard gains the ability to cast a small number of divine spells. To cast a spell, the vanguard must have a Wisdom score of at least 10 + the spell’s level, so a vanguard with a Wisdom of 10 or less cannot cast these spells. Vanguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the vanguard’s Wisdom modifier (if any). When the vanguard gets 0 spells of a given level, such as 1st-level spells at 1st level, the vanguard gets only bonus spells. A vanguard without a bonus spell for that level cannot yet cast a spell of that level. The vanguard’s spell list appears below. A vanguard has access to any spell on the list and can freely choose which to prepare, just like a cleric.

DETECT SCRYING: At 2nd level, a vanguard gains the spell-like ability of detect scrying once per day. The ability functions as the spell.

INVISIBILITY: At 4th level, a vanguard gains the spell-like ability of invisibilty once per day. The ability functions as the spell, with the vanguard’s level determining duration. This ability may be used twice per day at 7th level.

SILENT SPELL: At 5th level, a vanguard gains the silent spell metamagic feat as a nobus fea.

SEE INVISIBILITY: At 6th level, a vanguard gains the spell-like ability of see invisibility. The ability functions as the spell of the same name except that it is a permanent ability that requires concentration to activate. It takes a full action for the vanguard to use this ability for one round.

NONDETECTION: A vanguard gains the permanent supernatural ability of nondetection. This ability functions as the spell of the same name except that the duration is permanent.

IMPROVED INVISIBILITY: At 10th level, a vanguard gains the spell-like ability of improved invisibility once per day. The ability functions the same as the spell, with the vanguard’s level determining duration.

Vanguard Spell List: Vanguards choose their spells from the following lists.
1st Level: Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Sanctuary.
2nd Level: Darkness, Delay Poison, Find Traps, Remove Paralysis, Silence, Undetectable Alignment.
3rd Level: Dispel Magic, Glyph of Warding, Invisibility Purge, Locate Object, Meld Into Stone, Water Breathing.
4th Level: Air Walk, Freedom of Movement, Neutralize Poison, Sending, Status, Tongues.

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Turn 0.1 Campaign Background

Hawks Death.

The year is 585CY and an unsteady peace has descended upon the Flanaess. For three bloody years, the whole of the Flanaess flew banners of war. Nations fell as new empires were born. Demons and devils from the dread planes were bound into service by the foul demigod Iuz and the crazed Ivid V, and hundreds of thousands of mortals died. Finally, the battle-weary combatants gathered in the Free City of Greyhawk to declare peace. Last year the month of Harvester saw the signing of the Pact of Greyhawk, fixing borders and mandating an end to hostilities.

And so peace broke out over the Flanaess. But it was a shaky and unsteady peace. The balance is out of alignment. Evil stands astride the Flanaess poised to deliver the fatal stroke. The gods are watching closely for the actions of a few may make the difference for good or for ill.

Iuz, thought to have been slain in the final weeks of the war has returned to his lands. He is greatly weakened, many believe that he is no longer a god, but whatever the truth he is once again supported by his mother, Iggwilv.

The powerful necromancer returned to Oerth in 583CY, bursting from beneath the streets of Greyhawk City. Long forgotten dwarven dungeons connecting with the infamous ruins of Castle Greyhawk were exposed directly beneath the homes of the Free City. Iggwilv did not return alone, and she did not return quietly. She led a tide of demon spawn into the streets, and the battle to defeat her left much of the River Quarter in ruins. The famous Great Library of Greyhawk was reduced to rubble.

The defenders of the city fought valiantly: warriors, priests, the guilds, wizards from the University and the Circle of Eight all banded together in their time of need and Iggwilv while not killed was driven off.

And then at the very end of the war, just four months ago, tragedy struck again. On the Day of the Great Signing, Rary, a senior member of the Circle of Eight betrayed his companions, shattering the circle by death and treachery. Again the people suffered as much of the Old City was devastated by fire.

Now it is a new year, 585CY, the so-called ‘Year of Peace’ and with the festive events of Needfest behind them the people are looking to rebuild their future. But the fate of the city hangs on a knife-edge. The flood of refugees into the region brings the threat of racial tension, poverty and crime. The champion of the people Michael Torgrim has disappeared, and many fear him to be dead.

The dwarven catacombs beneath the city spew forth creatures of evil nightly and a subterranean war is already being waged. The health of Lord-Mayor Gasgal is in question and it is widely known that the cambion Iuz, seeks a terrible revenge on the city.

The forces of good are scattered, isolated and desperately clinging to their once great stations. Now, must the good folk from every corner of the Flanaess join in the fight against evil. The balance must be restored. Evil must be checked long enough for the forces of good to recover.

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