The Angaeron Ocean was charted by Captain Cornon Dâvë, the High Captain of Exploration of the dwarven halls of Uristzoz, far to the north, in the kingdom of Twin'kaali. He only charted the largest islands, however, and mysteries abound in this massive stretch of the sea...
Welcome to the Angaeron Explorers, a Dungeons and Dragons 3.5 (like my [admittedly stupid] title joke?) campaign. It takes place on the same planet as Twin'kaali (but with an entirely different pantheon of gods). This will greatly differ from my other campaigns in several ways, but let me give you the lowdown first.
The player characters are friends and have known each other from childhood. (Therefore, while I will accept evil characters, please do not have any characters who are running around and murdering randomers akin to a bored DF player. That's not friendly of you.) All of you live on the Dual Islands, a mildly small pair of islands in the southwest of the Angaeron. The last of the seven original settlers and grandfather of a randomly decided PC, Gil'agön Dâvë, has died, and left the six of you his old boat, the U. U. Seawolf. His dying wish to the six of you is for you to explore the mostly uncharted ocean. He has left his father's map, above, in the cabin of the ship, with a note reading:
"To whom it may concern:
I am old, and probably dead, if you're reading this. This map is to go to my grand[son/daughter] and [his/her] friends. I wish for them to fill in the empty portions of the map and complete the work of my father, who could not come to see the place where his son settled.
-Yours Truly, Gil'agön Dâvë"
Alright. Some ground rules.
-First and foremost, as this island is in the middle of nowhere, the standard PC races live here, along with kobolds. Please avoid don't applying templates to your character.
-Second and slightly less foremost (foremore?), standard PHB classes and standard prestige classes are allowed. If you desire so for some insane reason, I'll let you pretend to be an NPC and take an NPC class. Speaking of which...
-Commoners have a d6 for a hit die now. Happy birthday, you dirty knaves.
-Wizards only have to give up one school to specialize, even if they aren't doing Divination. Happy birthday, Gandalf.
-Traits and flaws, 2 of each, are A-OK.
-Prestige classes now have TOP SECRET TESTS if you want to take them.
-We're using the Honor variant of Unearthed Arcana for the lulz.
-Horses are mostly unheard of in the Angaeron, and are not tamed for riding. We have boats anyway.
-Yes, you all start off with a somewhat expensive boat, the Seawolf. DO NOT SELL THE BOAT. DO NOT HOG THE BOAT. DO NOT EAT THE BOAT. It is thirty feet long. It can carry 10 tons of cargo, because it is old. It is expected to be operated by you people and only you people. It is clearly capable of sea voyages. It has one mast with a triangular sail, which is emblazoned with a large "τ", which is the Dwarven sign for "ocean" in this land. You are still allowed to buy your own boat when you're filthy freaking rich.
-I would just like to inform you that I might give out free level advancement on a case-by-case basis.
-Because I felt like a mildly DF-themed campaign, do not expect to have typical fantasy crops. Expect instead to see the belowground crops of .34 edition when dealing with dwarves, miners, and other earthy folk, aboveground crops like rope reeds and prickle berries when dealing with humans, and stuff like sun berries when dealing with elves and gnomes. Speaking of which, gnomeblight exists.
-A randomly selected character is an orphan, because procedural generation is fun. Be warned.
-You know those stupid restrictions that say that classes like Monks and such can't raise other class levels ever? Ignore those.
-Spellcasting classes which prepare their spells before casting them have a new restriction: to cast a spell, you must roll a percentile to cast it, for which the DC is the inverse of spell level x 10, then with your spellcasting class level added. If you aren't threatened, you can opt to autopass, to allow for the casting of level 9's.
-Lastly, my apologies, but if you're already in the Twin'kaali campaign, you can't be in this, in case I feel bored one day and decide that I'm going to go throw the archaeologists into the ocean, in order to avoid you slapping yourself in the face or something.
-First and foremost of nontriviality, this is something of a sandbox campaign. You have the eventual goal of charting the entire Angaeron Ocean, but otherwise you are allowed to do whatever the crap you want. Merry Winternight.
-Rules concerning island location: When a 100 by 100 mile square is entered, a two percentile rolls are made for each island in the area. This determines the location of the center of the island, which is decided by hand. Reaching the island leads to it being marked. A Wisdom check is made if there are more islands in the area; if there are and you pass the check, your character makes a leap of intuition and has a hunch that there is another island. Finding at least one island means the area is "charted".
-Boat Rules: Winds blow in 8 directions, North, Northeast, East, Southeast, South, Southwest, West, and Northwest. In a 100% favorable wind, the ship gains a +1d4 boost to its speed. In a mostly favorable (different in only one dimension, i.e. headed southeast, wind is east), your speed is as marked in the tables. In a mediocre wind (different in two dimensions, i.e. headed north, blowing east), your ship has a 1d100/2 reduction in speed, up to 50%. In an unfavorable wind (almost opposite, i.e. headed west, blowing northeast), your ship has a 1d50 x 2 reduction in speed, up to 99%. If the wind is blowing the opposite direction, you will need to tack, which requires a Concentration check once every hour to stay on course and causes speed to be reduced by 1d100/2. Wind is decided each day by random number generation. Winds cannot become unfavorable overnight.
Nish, the lawful neutral patron of dwarves. Nish is usually depicted as a male dwarf and is associated with metal and craftworking.
Idräth, the chaotic good patron of humans. Idräth is usually depicted as a giant hoary marmot for some crazy reason and is associated with wealth and treasure.
Anan, the chaotic neutral patron of elves. Anan is usually depicted as a female elf and is associated with twilight and trees.
Tenshed, the lawful evil patron of kobolds. Tenshed is usually depicted as a male kobold and is associated with games and trickery.
Shedim, the neutral good patron of gnomes and halflings. Shedim is usually depicted as a female humanoid of low stature and is associated with animals and dreams.
Zasit, the lawful good patron of heroes. Zasit is usually depicted as a male humanoid (myths differ on his race) and is associated with valor, adventure, and the sea.
Shosêl, the lawful neutral patron of art. Shosêl is usually depicted as a female dwarf and is associated with art and beauty.
Dusak, the chaotic evil patron of all that is dark. Dusak is usually depicted as an Xantalos eldritch abomination and is associated with disease, blight, death, war, and fortresses.
Island Repository A B C D E F G
_ _ _ _ _ _ _
1 |_|_|_|_|_|_|_|
2 |_|_|_|_|_|_|_|
3 |_|_|_|_|_|_|_|
4 |_|_|_|_|_|_|_|
5 |_|_|_|_|_|_|_|
6 |_|_|_|_|_|_|_|
7 |_|_|_|_|_|_|_|
B7: Dual Island. Home of main characters.
B6: Shipwreck Spire. Very dangerous.
C5: Megidltemos. Dwarven mine.
D4: Toad Island. Largest community in the sea.
E4: Twisted Ruins. Suspicious broken buildings and unexplained zombies.
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PlayersSirus is playing Darwyn, a male human druid.
Silthuri is playing Ayleth, a female human necromancer.
Flying Dice is playing Beolas Sansea, a male human barbarian.
Nerjin is playing Sacha Overbeck, a female human cleric of Tenshed.
Rolepgeek is playing Ness Rennsforde, a female human bard and aspiring paladin.
Dwarmin is playing Relic, a female wild elven ranger.
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