Age of Worms

SJ_the_Bartender

Perma-Newbie
As soon as Babe in the Woods ends, I'll be starting a new campaign called Age of Worms(AoW). It will progress from the very beginning of level 1 with an adventure called The Whispering Cairn all the way to level 20. It will be a very long campaign, likely lasting well into the next year, and probably beyond. As such, it won't be a very good game for a completely newbie to hop in on.

It will be set in the world of Eberron, in the town of Diamond Lake. Do a search on Wikipedia for Eberron to read a nice introduction to the world, and get a sense of its flavor.

If you are interested, post here, and let me know. I suspect all of my existing D&D gamers will be interested, and I will give them first preference. I'll host up to 6 characters.

More rules and information will follow

Player - Character - Race - Class
Lowthor - Mohan - Shifter - Ranger - Green
Tifferzz - Jaiden - Shifter - Barbarian - Purple
Colvin - Slade - Warforged - Fighter - Grey
Oscuro - Hazrad - Halfling - Cleric - Blue
Raharanor - Fortus - Human - Artificer - Red
 
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How do I make a character sheet?
Go to http://www.thetangledweb.net/profiler/ and sign up for an account. They don't send you spam or anything, but they do send your password, so use a real email account when signing up. Then use that site to create a character sheet. Do NOT use the 3E Profiler Standard template. Use the d20 3.5 dnd Template. It has a lot of nice features, including Action Points. Here is a sample character sheet that you might want to look at: http://www.thetangledweb.net/profiler/view.php?id=593
Take note of the organization used in Feats/Special Abilities, Currency, and other areas. This might help you organize your sheet better. Once your character sheet is made, you may want to include a link to your character in your signature for easy reference. It helps me and you to get to your sheet and information quickly. See Lowthor's signature for an example of this.
Finally, please remember to make your character sheet public, so I can see it.

Where can I find information about the rules for D&D?
The best site I've found for D&D rules is at http://www.d20srd.org and it has all the information you need for a standard D&D campaign. However, it does not have Eberron specific information.

I know normal D&D, I don't know what to do with all this Eberron stuff.
You don't need to know much about Eberron. You can stick with standard races and classes, and you will do just fine. However, if you want to do something that is Eberron specific, or if you just want to learn about the setting, contact me privately and I'll give you the necessary information. You can also check out the Wikipedia entry for Eberron for a nice overview of the world.

How will dice rolls be handled?
All rolls will be done through Invisiblecastle.com. You must include your characters name when making a roll, or it does not count. And I must know what name your character will have before you make any rolls, or they do not count. As I said, I am a stickler for rules, and I don't like cheaters. This makes sure that no one is even tempted to cheat.

How do I generate Stats?
I prefer Point buy. Everyone gets 29 points to buy stats with. Use Invisible Castle again when doing your point buy. I recommend you play around with their form for using pointbuy without using your chars name first, to make sure it looks how you want it before entering your chars name in.

How much money to I start with?
You have 3 options to choose from:
1. You can take the Starting Package associated with your class.
2. You can take the average starting gold for your class and buy carte blanche.
3. You can roll the starting gold for your class, but you must take the results, even if you get lower than average. There are no rerolls.
If you don't know the starting gold or package for your class, just ask here, and I'll be happy to help you out.

Do you have any special 'house' rules?
Not really, but here are a few special things that you may want to keep in mind:
Smoke 'em if you got em: Use your Action Points. I sometimes throw stronger than normal monsters at you specifically because I know you have these wonderful things, and I expect you to use them. But be careful not to waste them. If you get a goblin horde, and use all your Action points before you come up against the Big Bad Evil Guy (BBEG) you are probably going to die. You start with 5 Action Points, and you lose them when you advance to the next level. This isn't Cingular. You don't get Roll-Over minutes.
Knowledge Is Power: I've found that many DMs don't really mess with knowledge skills. I do. I like to suggest every character at least have 1 rank in at least 1 knowledge, unless you have a negative intelligence score. You will find that I give extra bonuses for especially good rolls on knowledge checks. For example, while fighting a goblin horde, if you roll a 20 on your knowledge check of religion, you will realize that goblins revere Maglubyt, and that their diety shuns signs of weakness. You begin taunting your opponents, saying how weak they are, and they become slightly intimidated by you, each taking a -1 to their attack rolls. Thats just an example. Now, this isn't a real important change, and you can totally ignore it if you want. But if you feel that knowledge checks should have a bigger role, you now have the means to do so. You must be trained in the area of knowledge to try and get a bonus like this.
Be a Self-Starter: I tend to be a very reactive DM. I don't force your characters to do things. I only tell you what happens as a result of your actions. This sometimes leaves players feeling unsure of what they should do next. I don't expect that to be a big problem with people from Ayenee, but if you do feel that way, think about the things you've learned in the past. Think about your goals, and if you still can't come up with a plan of action, then ask me, and I'll see what I can do about giving you a nudge. Otherwise, I won't give you direction, because I expect you to figure out what you are meant to do on your own. This probably won't be a big issue as we start out, because I've got a bit of prodding to do to get you going. But once things are in motion, you'll notice I will become less active in showing you what to do.
Running with the Big Dawgs: DON'T FUCK WITH DRAGONS. If you see a dragon, think long and hard about engaging it in combat. Most normal campaigns have dragons as medium- or high-powered creatures, but they can be defeated. In my campaigns, Dragons are not high-powered. They are stupidly-high-powered. Dragons are one step away from being demi-gods. They can still be beaten, but it is -not- easy. And they will fuck you up in the process. So, as a friend, I'm advising you, DO NOT FUCK WITH DRAGONS.
That guy is all hands: I expect you to be very cognizant about what is in your hands and what you do with them. I'm less worried about whether you put something in your left pocket, right pocket, backpack, or shoe, but your hands and what is in them is important. Left or Right isn't really important, but always keep track of when they are empty, and when they are full, and if they are full, keep track of what is being held, and what you do with it when it leaves your hands. The reason being is this... Say you fight a kobold with your greatsword. Then you throw a grappling hook up a wall, and climb up it where you fight another kobold with your greatsword. You can't climb a rope while holding a greatsword, so how did you climb the wall while still holding it? Obviously, you couldn't have. But you didn't say you sheathed it, so you must have dropped it down at the bottom of the wall before you started climbing. Now, you are at the top of the wall without a greatsword, and the kobold is going to kill you. How embarassing. So please, keep track of whats in your hands and what happens when something leaves your hands.

How do I play over a message board?
Watch how me and Lowthor post. He's done this with me once before and you can pick up a lot from him. Please post the name of your character at the top of every post. Include HP and AC when in combat. This helps me keep track of you. Seperate your IC comments and actions from the OOC information such as rolls. You'll see some examples of this when I make an IC thread, and it will all fall into place.

Does everyone know eachother already, or do we have to form up as a party?
Some of you will know eachother. Some of you won't. I will start with a single person and bring in other people to form the party fairly quickly.

Are we still playing in Ayenee? Whats different about it?
No. This is not Ayenee. This is not Freeform. This is D&D: Eberron style. I am the Dungeon Master (DM). I control everything. I can even control your character, without your permission. However, unless its something vital to the plot... such as a wizard has taken over your body via mind-control, I will not control your character. Unless stated otherwise, you are in control of your character. You decide what he does, how he reacts, what he thinks about events, and everything else about him. I control everything else in the world. I control the NPCs, the animals, the weather, the Dieties, the bad-ass Dragons, the fleas living in your hair, The Sun, The Moon and everything that is not your character. The following are things that we may share control on. If you have a familiar, an animal companion, a pet, or beast of burden which you have gained control over, or an NPC that you have hired, you maintain some control over their actions, but I can take that control away at any time, or insert some new aspect into their personality. For example, if you command your familiar to attack something in combat, you can make the rolls and describe how it attacks, whether with a bite, or a claw, or whatever... and I won't interfere. And then, next round, you command your familliar to attack something else, but I intervene and say 'Your familiar does not seem to respond to your command.' or something like that.

I want to make a change to my character sheet. Is that ok?
Once you make your first post to the IC, your character sheet is locked in, and you cannot change it. Up until that point, you can make changes. The exception to this rule is your inventory. I expect you to maintain your inventory at all times. If you pick up a stick, it needs to be listed on your inventory. Otherwise, a week later, when you go to retrieve that stick from your backpack, it will have mysteriously vanished. Likely, some rogue stole it while you weren't paying attention.

How often do I have to post? (Updated 12/5/07)
I expect you to post a minimum of three times per week. Once on Mon/Tue, once on Wed/Thu, and once on Fri/Sat/Sun. Post every day if possible, but thats the minimum. Even if your character isn't doing anything, post something so the rest of us know you are keeping up with the story. Post about how he's thinking about his mommy's home-cooked stew for all I care. The exception to this rule is during Initiative/Combat scenes. You can skip days if you are waiting for the person before you in initiative to post. However, after they have posted, you are officially on the clock. You can post before the people in front of you if you desire, but then you risk their move doing something that affects your move and you need to fix it before I get to it and lock it in. If for some reason you won't be able to post for a temporary period of time (Vacation, grounded, moving, etc) let me know before you go missing. I'll impose a -50 XP penalty per level, for each deadline missed without notification.

How do I link the character sheet I made to the campaign?
Log in to TheTangledWeb.net. Click the edit button next to the character you are playing. Find the area for Campaign ID and enter in 182. Click Join Campaign. Thats it.
 
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At a perfumed arcade known as the Emporium, Governor-Mayor Lanod Neff rubs shoulders with common laborers awaiting an appointment in the Veiled Corridor. In an adjoining antechamber, snakes an exotic dancers gyre to a sonorous weave of cymbals and seductive pipes. A floor below, a gaggle of grasping miners presses against the windowed door of a darkened cell, impatient for a glimpse of a two-headed calf.

Out in the street, a gang of rowdies screams obsenities at a crumpled halfling, kicking it as if scrambling for a ball. Their drunken laughter echoes off shuttered windows and bolted doors.

In a tower-flanked fortress across the shadowy square, filthy men with nothing to lose shout hyms to the Silver Flame, clutching to their idealism and principles like cornered animals. Their wild-eyed chief minister smiles as he draws a cat-o-nine-tails across his bare back, awash in their adulation and the spirit of his deity.

But its just another night in Diamond Lake.



Overview
Diamond Lake is a mining town, located on the Dagger river, in the country of Breland. It sits north of Sharn, The City of Towers. It is a town where desperate folk toil in lightless depths for a pittance while corrupt mine managers live in relative largess, ruthlessly scheming to undermine one another and protect their piece of the action. Most residents of Diamond Lake can be categorized into two groups: Those with nowhere else to turn and those who have come to exploit them.

Things are not safe in Diamond Lake, and a right-thinking person would have every reason to want to get out of town as soon as possible. You will all begin play as residents of Diamond Lake, who share one common goal - escaping to a better life... once certain financial obligations have been met.

Diamond Lake in Brief

Diamond Lake nestles in the rocky crags of the Cairn Hills, three days north-north-east of Sharn, to which it is subject. Iron and silver from the mines fuel Sharn's markets and support its soldiers and nobles with raw materials necessary for weapons and finery. Regular shipments of the ore are sent down the dagger river to be processed in the forged beneath the towers of Sharn. A garrison of sixty militia soldiers stands ready to defend the mines from bandits and raiders from the forests.

This trade draws hundreds of skilled and unskilled laborers and artisans, all hoping to strike it rich. In ages past, Diamond Lake boasted an export more valuable than metal in the form of treasure liberated from the numerous tombs and burial cairns crowding the hills around the town. These remnants of long dead ancient cultures, from the Age of Demons to the Age of Monsters, to the present Age once commanded scandalous prices from the city's elite, whose insatiable covetousness triggered ab oom in the local economy. Those days are long gone though. The last cairn in the region coughed up its treasures decades ago, and few locals pay much mind to stories of yet-undiscovered tombs and unplundered burial cairns. These days only a handful of treasure seekers visit the town, and few return to Sharn with anything more valuable than a wall rubbing or an ancient tool fragment.

In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Lake, its seething, tainted blood. But they are also Diamond Lake's foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, ale halls, and temples. Because work int he mines is so demanding and dangerous, most folk come to Diamond Lake because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence-level pay simply because the system has allowed them no other option. Many are foreigners displaced from native lands by the Last War or famine. Work in a Diamond Lake mine is the last honest step before utter desolation or crimes of desperation. For some, it is the first step int he opposite direction: a careful work assignment to ease the burden on debtor-filled prisons, one last chance to make it in civil society.

Despite its squalor, Diamond Lake is crucial to Sharn's economy. The city's directors thus take a keen interest in local affairs, nothing the rise and fall of the managers who run the mines in trust for the government. The city's chief man in the region is Governor-Mayor Lanod Nef, a lecherous philanderer eager to solidify his power and keep the mine managers in line. Neff exerts his capricious will via the agency of the grandiloquent Sherrif Cubbin, a man so renowned for corruption that many citizens assumed the announcement of his commission was a joke until he started arresting people.

The alliance between the governor-mayor and his pocket police might not be enough to cow Diamond Lake's powerful mine managers, but Lanod Neff holds a subtle advantage thanks to the presence of his distinguished brother, the scrupulous Allustan, a wizard from Sharn, who retired to Diamond Lake five years ago. None dare move against Neff so long as Allustan is around.

So instead of scheming against the government, Diamond Lake's six mine managers plot endlessly against one another, desperate to claim a weakened enemy's assets while at the same time protecting their own. While they are not nobles, the mine managers exist in a strata above the normal society. They consider themselves far above their employees, many of whom are indentured or effectively enslaved as part of a criminal sentance. The miner's loyalty tends to map directly to the working conditions, pay, and respect offered to the miners by their wealthy masters.

If the

Mechanics
Diamond Lake(Small Town) Conventional, AL N, Population 1,023; 800GP limit; Assets 40,920GP, Isolated (94% human, 2% halfling, 1% warforged, 1%gnome, 1% other)
Authority Figures: Governor-Mayor Lanod Neff(male human). Balabar Smenk, mine manager(male human). Chaum Cansworth, mine manager(male human). Ellival Moonmeadow, mine manager(male elf). Luzane Parrin, mine manager(female human). Ragnolin Dourstone, mine manager(male dwarf). Sheriff Cubbin (male human). Tolliver Trask, garrison commander (male human)

Outside of Diamond Lake

The ring of crumbling menhirs on the bluff overlooking Diamond Lake is a remnant of an ancient orc druidic culture that once inhabited the region. They too came to the hills for the ancient cairns, seeing them as monuments to great ancestors of the invisible past. Although modern humans displaces the native druids during the great migrations over a thousand years ago, pockets of indigenous architecture and culture remain.

Druids and rangers who honor the ancient ways and a host of fey spirits of the Old Faith routinely congregate in great moots three hours northeast of Diamond Lake, at the ancient megalithic structure called the Bronzewood Lodge. Devotees of the Druidic sects of the Eldeen Reaches are all welcome at these meetings, if a bit gruffly, but all other attendees must be invited personally by someone who is already within the circle of trust. At these great moots, the woodsfolk observe rituals from long ago, celebrate with create contests of strength and wit, and debate policy regarding the natural affairs of the region.

A small permenant community inhabits the Lodge itself and the wooded copse surrounding it. Perhaps 30 assorted druids, rangers, and scouts protect the sacred site and keep watch on the nearby roads and valleys. occassionally, they step in to rescue a traveler from some natural menace, but just as often they warn explorers to stay on the roads and let the wilderness take care of itself. Their leader is Nogwier (male orc), and aged proponent of the Old Faith who strives to keep the focus of his community on preservation of a near-extinct way of life and away from anger at Sharn and its operatives in Diamond Lake, whos avariciousness continually rapes the land. Nogwier urges cautious cooperation with Lanod Neff via a former Bronzewood man named Merris Sandovar(male shifter) who now works as the garrison's chief scout, but he wishes that Sharn would have given him a more reasonable governor-mayor than Neff, and knows he won't outlive him.

The Lodge itself is a twelve-chambered structure composed of piled megaliths covered by earth. The cairn's central gallery contains a huge uprooted petrified bronzewood tree planted upside down so that its roots are exposed. Nogwier and his three servitors use the tree as a massive altar. Other chambers contain the sorted, commingled bones of generations of druids as well as priceless natural treasures accumulated over the course of centuries.

Map Notes
#4. Temple of St. Cuthbert is actually a Temple of the Silver Flame.
#5. Tidwoads is actually a Kundarak Bank, run by Tidwoad d'Kundarak. There is also a House Sivis outpost maintained there with speaking stone.
#12. The Garrison houses a temple to Dol Arrah, and the Sovereign Host.
#21. Able Carter Coaching Inn is owned and operated by House Ghaladra. House Orien coaches make regular stops here.
#17. About an inch to the right of the #17 is an unmarked house. That is the Jorasco house of healing.
The road that reads 'To the Free City' actually leads towards Moonwatch, and from there, one can reach Sharn, City of Towers.
The Yard
A modest dwelling squats upon the crown of a small hill. While the rough stone walls of the first floor look mostly intact, the second floor has completely collapsed. A half height wall rings the house, but it too is in a state of severe disrepair. Rubble and dense weeds choke the yard.

Clearing Debris = 20 hours of labor. Result is that the Yard is normal terrain instead of rough terrain. 2 hours accomplished
Repairing Well = Cost of a new bucket, and 1 hour to clear out stale water. Completed
Repairing Outhouse = DC 10 Craft(carpentry) until value reaches 20 GP. No material cost needed.

The Building Exterior
Made of smooth stone blocks, this building stands in shambles. Thick vines creep up the side and most of the windows are broken. The front door hangs open, barely on its hinges, under a sagging and partially collapsed porch.

Stats:
Wooden Door = 1.5 in. Thick; Hardness 5; HP 15; Break DC 18
Stone Walls = 1 ft thick; Hardness 8; HP 90; Break 35; Climb 20 (15 w/ vines)

Front Door = DC 15 Craft(Carpentry) Check, and an hour of labor. Optionally, purchase a new lock and install.
Back Door = Same as Front.

Clearing Debris from around building and the second floor = 40 hours of labor
Repair Outter Structure = DC 15 Craft(Stoneworking) until value reaches 200 GP. This results in the walls on the first floor, including living room and porch. Matterial Cost of 20 GP
Repair Second Floor Structer = DC 15 Craft(stoneworking) until value reaches 500 GP. Material cost of 50 GP.
Replace Windows = 1 hour of labor each. Material cost of 2 GP each for new glass.


The Building Interior
Small mounds of debris litter the floor of the building's interior. Loose stones, dead weeds, and grime cover virtually every surface. Paintings must have once adorned the place as indicated by the particular stain patterns marring the walls. The only light comes from thin shafts sneaking in from outside, illuminating clouds of dust dancing through the stale air.

Clear Chimney - 1 hour of labor Complete
Clear Debris - 20 hours of labor 8 hours completed
Renovate 1st Floor = 40 hours of labor. Material cost of 50 GP.
Renovate 2nd Floor = DC 15 Craft(Carpentry) until value reaches 200. Material cost of 100 GP.
Furnishing and supplies = 200 GP of material.
Furnishing lavishly = 1000 GP of material. Gives a+2 Diplomacy and Intimidate bonus while inside the house.

Cost of Hired Labor
Cleaning the Debris = Laboror = 1 SP per day cost = 8 hours of labor done per day
Repair Outhouse = Carpenter = 3 SP per day cost = 18 SP worth of crafting per day
Craft(Stonework) = Mason = 3SP per day cost = 27 SP worth of crafting per day
Renovate 1st floor = Limner = 6 SP per day cost = 8 hours of labor done per day
Renovate 2nd floor = Carpenter = 3 SP per day cost = 27 SP worth of crafting per day

Materials still need to be paid for, roughly 400 GP.
Adding an Architect costs an additional 5 SP per day, but makes the outhouse go at 20 SP per day and the other crafsters go at 30 SP per day.
Due to limitations on available labor, only 6 carpenters and 8 stone carvers are available at a time.

Assuming you go for the max, All together, 87.5 GP and 21 days of work, and 400 GP of material.
 

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Interested and want to try something completely new. What do you think we might need? I was looking at the Psiforged or the Psionic Artificer but not sure how those will help out with the group just yet.
 
I'm a big fan of the warforged artificer. However, Artificer is considered an 'advanced' class. Similar to a wizard, there are so many options to choose, that it can be overwhelming. But if you can handle it, it can be a very fun class. The artificer generally does well as a support character, who uses his infusions to buff everyone else's abilities, similar to a bard, but on a broader scale. Also, if there is no rogue in the group, your ability to find and disable traps will be very useful.

Of course, thats a regular artificer. I don't know about a psiartificer, but you are welcome to use it if you so desire. Just be damn sure that you know what you are doing. That means that you know exactly how the mechanics of your class work. You need to be able to tell me what roll is required for what action, including modifiers and the like. Be sure to check for errata as well. As long as you can do that, I've got no problem with it.
 
I will go with rogue on this one...still not sure on race just yet. I will try the others when I get better acquainted and when the opportunity arises.
 
Colvin, am I detecting a trend in your gaming patterns? :p
Staking my interest now. Need to thing of what to play this time.
 
LOL I am going to take up your role this time Scott lol. Warforged Fighter...I dare you to play rogue =P
 
If I were you, I'd be asking him (or Raharanor, if he's playing) to be an Artificer, or Wizard. You are going to need someone to patch you together.

Maybe Oscuro could be Cleric and Rah can be wizard? *shrugs*
 
I'm thinking Shifter Ranger, so far. Getting bored with spellcasters.

While I'm fine with you playing a Ranger, I just need to make clear that this is not a wilderness campaign, like the Woods. You won't get as many opportunities to lead the party around, like Phaeder does. There will still be plenty of opportunities to use your skills. Just not the constant ones that he got.
 
Hmmm...House Jorasco Cleric....or some magic blasting fiend...*scratches his head* I'll get back to this and the other game in the morning.

(I would go Rogue, but we do need someone to keep everyone alive....)
 
Somebody wanna take up artificer or wizard? C'mon...you know you want to...*nudge nudge*
 
I should be up for this campaign...I'll put my hand up for either being an artificer or a wizard as I've never been one of those in a D&D campaign as yet. My DM friend in real life has run this campaign too...finished it only last March/April before we started with Savage Tide campaign.
 
So I have made up the character sheet for the fighter so far SJ. (see my signature heh) Aside from background...am I missing something from the starting package?
 
Slade:
BAB is wrong
I see you took the Racial Sub level ability for Battle Hardened. Be sure to note that in your Class listing.
Also, your speed is actually 30. Its your heavy armor that slows you down. You don't need to change that. Just making sure you are aware of it.
Skills aren't finished.
You don't need trail rations, since you don't eat. You can keep them if you so desire.
Your equipment needs weights
And you are missing Currency
 
Skills: I only get 12 according to the formula there (2+int modifier)x4. Int modifier is +1 so its 12. I thought I was going to save at least two heh or was that after a level up? *shrugs*

Currency: I only get 4gp anyway right? not sure what I should have left.
 
@Colvin - You need Base Saving Throws

This is the Human Fighter's Starting Package equipment:

Scale Male Armor
Greatsword
Shortbow
Quiver w/ 20 Arrows

Backpack
Waterskin
Trail Rations (1 day)
Bedroll
Sack
Flint/Steel
2d4 GP

Personally, I think you'd be better off taking the gold and buying a la carte.
 
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