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Roleplaying disscussion

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Magus
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Post by Magus »

I could use Magus after Throne of Bhaal, but that might be excessive:
Str: 12
Dex: 13
Con: 12
Int: 20
Wis: 20
Chr: 19
Then again, Int, Wis, and Chr have no real impact on anything besides personality.
Or I could use his stats from after Suldanessellar:
Str: 11
Dex: 13
Con: 11
Int: 19
Wis: 18
Chr: 17
I guess it depends at what point in the Baldur's Gate saga we start at, assuming we're basing our story on the Baldur's Gate saga.

Here's one proposed setting:
After defeating Raistlin, and saving Athlatka, the mysterious band of adventurers disbanded, their identities known only by a select few. The city was left to ponder the strange passage of events unaided, and tall tales grew in abundance.

The most popular of these tales said the gods themselves were offended by the dark mage’s abuse of magic, and that he was stripped of his power and imprisoned deep beneath the earth. Many a power hungry apprentice took heart in the tale and searched greedily for the place of his imprisonment, so that they might use a freedom scroll and become the mage’s right hand.

Others said a great denizen of the Upper Planes, a planetar lord, was upset by the city’s great demonic infestation. He crossed into the prime material and slew the presumptuous mage, sending his soul along with his demon cohorts screaming back to the Lower Planes.

But a few knew the true story. They remained silent, respecting the parting wishes of those that did not care for the burdens of fame. Well, perhaps not so much “respecting” their wishes, as heeding dire threats of bodily harm if they did not cooperate. A stoic barbarian named Fallout comes to mind. Or death come swiftly from the shadows of the night, as Rail the assassin darkly promised. So it was that the heroes’ deed fell into myth and legend, while the heroes themselves went their separate ways, some to settle down, and others to continue adventuring in some other distant land.

But peace is always a transient thing, and eventually all things must come to an end. A decade has passed since Athlatka’s siege by demons, and only in the poorer sections of town do reminders remain of that cruel time. Since then, Athlatka’s paramilitary organizations have grown greatly in power. After the defeat of the demons, they stepped in to fill the power vacuum left by the government’s bumbling ineptitude. The government is now merely a puppet of these powerful groups, namely the Cowled Wizards and the Shadow Thieves.

In the aftermath of the devastation, the Cowled Wizards played on the outrage created by the popular imprisoned dark mage story. They used this leverage to strengthen their power over magic-users into a stranglehold. Now only members of the elite group have the right to practice magic. Not only that, but all magical items brought into or out of Amn must first be inspected for “evil magics.” Of course, a hefty “downpayment” will clear up most misunderstandings. Their coffers swollen with money from the magical item trade, the Cowled Wizards are more powerful than ever before. Enemies and dissidents quickly disappear, never to be seen again.

As the Cowled Wizards’s rule became increasingly corrupt and oppressive, people fled to the only other group influential enough to keep the wizards at bay: The Shadow Thieves. Their ranks swelled with new recruits like never before, and soon the great crime organization wielded as much power as the Cowled Wizards themselves. Smuggling magical items through the Cowled Wizards’ customs posts became as lucrative as the taxing itself. Over time, the Cowled Wizards and Shadow Thieves, in their opposition, achieved an uneasy balance.

Until now, that is...

Absorbed in an ultimately futile struggle against each other, an upstart mercenary group has steadily grown in membership right under their noses. Known only as the Black Helm, it started as a guild created to train Athlatka’s city guard. Their jurisdiction quickly grew more and more, until it now controls Amn’s entire military, excluding the majority of the battlemages, who remain affiliated to the Cowled Wizards. This guild, though as yet still no match for either the Cowled Wizards or the Shadow Thieves, threatens to tip the uneasy balance between the two supergroups.

Amn is at the brink of civil war. Its neighbors lick their chops in anticipation. And opportunistic adventurers and mercenaries alike come to Amn to pledge their allegiance for gold, glory, and adventure.

[ 07-05-2001: Message edited by: Magus ]
Lost Souls: A bereft lover. A masterless familiar. Friends gone their separate ways. Time marches on, and destiny heralds the meeting of comrades old and new. Can they find what they're seeking? Or will the search bring them only more pain?
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Post by Magus »

Originally posted by craig:
<STRONG>Yes i do want you to be DM but whats the plot?</STRONG>
And a plot ye shall have...
Originally posted by Weasel:
<STRONG>????</STRONG>
No one said a word about my suggestions or questions in two days time. I just thought it kind of odd.

So what do you guys think? A good intro or do we need to think of something else?
Lost Souls: A bereft lover. A masterless familiar. Friends gone their separate ways. Time marches on, and destiny heralds the meeting of comrades old and new. Can they find what they're seeking? Or will the search bring them only more pain?
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Post by Nightmare »

Not to interupt, but can I join?

Thal'xall
True Neutrel Elf Thief
Str: 12
Dex: 18
Con: 11
Int: 13
Wis: 12
Char:12


Aegis@ Have you read the legacy? you can't be dinin do'urden (plus, he's CE)
If nothing we do matters, then all that matters is what we do.
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Post by Aegis »

Actually, I'm only on the third book now (have to buy it) If that's the case though, I can change the name easily to something else.

How about Kereth Denvien, or some other name. It doesn't matter, cause I'm still playing a Drow Outcast with the same stats, seeing as my Aegis character is killed off.
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Post by Nightmare »

third book of which series?
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Post by Aegis »

@Gaxx: Third Book of the Legacy. I still have to buy it, and see what, if anything, happens to Dinin now that he is an exile (As House Do'Urden has certain problems) It's no problem though, I'll go with the other name. Same quipment though, and abilities.
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Post by Magus »

Let me get this straight. So far the people who want to be in the story are: Faux, Weasel, Craig, Aegis, Gaxx, and me. Are you in, Brink?

As for me, the main character I intend to control will be Magus. If I end up being the DM, I'll probably control Void and Aerie too (it's helpful having more than one character when you're leading the story). I might bring in another character of mine, Gilthanas, too. But then again, maybe not. Having too many characters can be a real hassle.

If everyone likes the intro I came up with and wants me to be the DM, I think I'll start off the story tomorrow or Saturday.
*****

Magus's Equipment:
Note- The first three items are specifically attuned to Magus, and defy any attempts by others to equip them.

Mystic Robe- This translucent robe shimmers with alien colors. It allows Magus to better tap and focus the astral energies he has access to. Its ethereal nature also makes him immune to normal weapons and first level spells.

Amulet of Clarity- This amulet glows with a pale, pulsing lavendar light. The brightness seems to increase whenever Magus is in deep thought. The amulet aids his concentration, and helps to channel his psychic powers. Wearing this, he is effectively immune to confusion.

Staff of Magica- This azure staff glows faintly with trapped energies. Both magical and of the soul. Magus gave much of himself in the making of this item, forever losing some of his physical well-being (-2 to Con). It comes to life in Magus’s grip, the glow increasing in intensity, and the keen of ear can detect a low humming emanating from it. The staff augments the power of any spell he casts while wielding it.

Ring of Illusion- Normally this ring looks like any old generic mint-condition gold ring. But in combat its true nature is revealed. When enemies attack it sparkles with a golden luster, and it automatically casts a unique version of the mirror image spell. Unique because the images return after being hit. The only way to get rid of the images is to cast a spell that dispels illusion. This depletes the item until the user rests. If the user has the mirror image spell memorized before he sleeps, he will wake to find the ring recharged and the spell gone from his memory.

Ring of the Servant- This blood red ring somehow seems to flow around one’s finger. A conjurer’s dream, it allows a mage to actually inhabit, or possess, the creatures HE summons or gates, allowing him to both control their actions and perceive the world through their senses. It can be used on multiple creatures at once, and the user can still function normally. The number of creatures the user can control at once and still remain coherent depends on his Int and Wis, with the lowest stat of the two used. But caution must be exercised for two reasons when using this item. First, creatures can deny the user entrance into their minds, so a moment of persuasion will be necessary for intelligent creatures. Second, any harm that comes to a possessed creature will be inflicted in part on the caster. A high price indeed for the average frail magic-user.
*****

I didn’t list AC and THACO because that stuff is pretty pointless for our purposes. We’re not actually going to be rolling dice for battles, after all.

The equipment may seem excessive at first, but there’s some large trade-offs for the more powerful ones. And you have to remember that this is post-post Baldur’s Gate II (after Baldur’s Gate II, and after Roleplaying in Athlatka). By now, Magus is an archmage of no mean power. Besides, the equipment in Throne of Bhaal is better than what I have here. Nonetheless, I’ll change it if you guys really think I’m going too far.

[ 07-06-2001: Message edited by: Magus ]
Lost Souls: A bereft lover. A masterless familiar. Friends gone their separate ways. Time marches on, and destiny heralds the meeting of comrades old and new. Can they find what they're seeking? Or will the search bring them only more pain?
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Post by Brink »

@Magus-I'll post my answer during the weekends :)
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Post by CM »

Ok been busy for the past week, end of the term and all, but can i join??
I am holding myself to the 85 mark.
Human Paladin - wannabe i.e. squire, not a paladin yet.

Str: 14
Dex: 13
Con: 13
Int: 13
Wis: 15
Cha: 17

No magical equipment, other than his father's sword - which he has no idea how to use.
Or what exactly it's magical properities are.
Just starting off at the Black Helm.
Name?
Al Faisal Zulifiqar
From Calim****e.
No God chosen yet, as he ain't a full paladin yet.

But wait can the Black Helm have paladins???
If not i will change that.
For what is it to die but to stand naked in the wind and to melt into the sun? - Khalil Gibran

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Post by Xandax »

Don't know if I have the knowlegde/experience of roleplaying but I might want to join - I'll think of something today(friday)
'kay?? :cool:

What do I need to join - a character yes, what level etc? (this is gonna be my first non CRPG experience if I join /if I may join)
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Post by Aegis »

The More the merrier Xandax. Feel free to join. Just avoid my Drow. He may not like you..
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Post by Craig »

Orriginaly posted my me
Blade of edges(+5 5%chance to "drain 3d6 +2 damage over 1 round)
Cloak of the wolf(ac 5(he has no armour)25% chance magic misses)
Rings of chance 25 % on all rolls
Ring of protection(sanctuary 2X per day)
Boots of the cheatah(fast walk speed like boots of speed but beter)
Gloves of reflexes(+2 APR)
Sheild of the shadows (+4 AC)
Armaridian bow(+4 short bow speed 0 attacks per round +2 1d4 ice damage)
Ill change this so it looks as good as maguses
Venenum
This massive sword imbued with the blood of Thryn and a mystical poison, drains all opponents
Lumus pelt
A cloak that has been with Thryn since birth, wraped in it to protect from cold, he grew up using it, and when he does he has the power to vanish, some believe that is telepots him to a place rather than him hiding himself
Fortuitus ring
These ring, given be his father, it cannot be removed be it magic or brute force it doesn't move, it gives him luck also
Feet of the wind
With these boots on Thryn can out run a horse in speed and dodge magic
Gloves of reflex
These ordinary-looking gloves actualy add to Thryns sword-play
Arrmidian bow
An amazing fletcher started making a bow enchanted imensly, his name lost in a fathom of tomes, Thryn has finished the work and it is a splenderrous bow and quick to fire

Magus i don't mind the stats, cos you could be Sagus LOL
I'm Devious

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Post by Craig »

What happened?

[ 07-06-2001: Message edited by: craig ]
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Post by Magus »

@Fas: Sorry for the gross misspelling of your name (Faux). I actually meant you.

As for your question about whether your paladin can join the Black Helm, keep in mind that none of the three groups is truly good or truly evil, as of yet. Each is corrupt in its own way, but that doesn’t make them evil. A paladin such as yourself could have joined up with the Black Helm to try to nudge it along the path of good and gain the favor of your order. But keep in mind that our characters are VERY powerful and experienced. A squire just wouldn’t cut it, unless you’ve dual-classed. How about you be a fighter dualled to cleric, like Anomen?

@Brink: Got it.

@Xandax: Any who want to join are welcome, at least in the beginning. After the story gets going, it might be too much trouble to add more people in. The level of our characters will be early to mid Throne of Bhaalish, if that makes sense. We’re going to be pretty powerful. And we’ll have to be to deal with these powerful guilds.

@craig: Sagus???

Since it seems I’m the only one with a super-statorific character, I suppose I’ll have to make some modifications.

Str: 9
Dex: 12
Con: 10
Int: 19
Wis: 18
Chr: 17

There, he meets the 85 limit now. I don’t want to change his Int, Wis, and Chr because that’s important to his personality.

Does anyone else think we should change the name of this topic? Perhaps to “The Guild Wars” or “Civil War in Athlatka” or some such? We’ll need to start up a story discussion thread for input/criticism about the story anyway, and we could call that “Roleplaying Discussion”.

Finally, everyone needs to decide soon whether they’re going to start off affiliated with a guild or as an outsider. I think I’ll start off the story this evening. Until then...
Lost Souls: A bereft lover. A masterless familiar. Friends gone their separate ways. Time marches on, and destiny heralds the meeting of comrades old and new. Can they find what they're seeking? Or will the search bring them only more pain?
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Post by Weasel »

Ohhh When I said I wasn't DM'ing, I should have said I will not be taking part in the story. I was just trying to answer questions till Magus or whoever was going to be the DM showed up and set the rules.

Sorry for this misunderstanding.
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Post by CM »

Ok, no paladin.
A fighter then.
i will have to think about this then.
Stats will also change.
Decide and post later on tonight.
Story is perfect btw.
Also who else is getting involved.
Also are there any rules i should know about, as i am very very very new to this story telling.
For what is it to die but to stand naked in the wind and to melt into the sun? - Khalil Gibran

"We shall fight on the beaches. We shall fight on the landing grounds. We shall fight in the fields, and in the streets, we shall fight in the hills. We shall never surrender!" - Winston Churchill
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Post by CM »

Ok my stats
fighter/cleric as we don't have one.

Str: 18/95
Dex: 15
Con: 15
Int: 11
Wis: 16
Cha: 10

There is the 85.

Name: Al Faisal Zulifiqar
Calim****e.

The character is new to Amn and specifically it is his first time out of his region.
He grew up with his mother only.
Father was part of an adventure band.
Died, when he was young.


Weapons
"Nur" - Long Sword - Fathers weapon: 3 mystical runes on the sword giving it powers. Written in the ancient arbe language of calmi****e.
Known power's resitance to acid, 85%.
Other 2 have no idea - aim to find out about them in Amn ie translation of the runes.

"Haq" - Shield - 4 runes, 1 provides Faisal with an extra cleric spell per level.
2nd: Immunity to chaos and confusion, hold spells - any variation - cause the person to slow, but is not held.
The other 2 again must be figured out.

Amulet - arbe writing, have no idea what it does if it does anything. Wears it for sentimental value.

New to adventuring - does not have anything else.

Again my character is not part of the Black Helm but will join, after his young butt is saved.

Note that the 4 unidentified runes don't have to be identified in the game at all.
Just like the mystery of it.

That good enough???
For what is it to die but to stand naked in the wind and to melt into the sun? - Khalil Gibran

"We shall fight on the beaches. We shall fight on the landing grounds. We shall fight in the fields, and in the streets, we shall fight in the hills. We shall never surrender!" - Winston Churchill
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Post by Magus »

@Weasel: Oh well. Nice seeing ya.

@Fas: That'll be fine.

I'll post the beginning later.
Lost Souls: A bereft lover. A masterless familiar. Friends gone their separate ways. Time marches on, and destiny heralds the meeting of comrades old and new. Can they find what they're seeking? Or will the search bring them only more pain?
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Post by Magus »

It's getting late here. I'll post the beginning in the morning.
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Post by Xandax »

Will I be able to participate without having played ToB yet (won't get it before around the 13th :eek: )

And how much roleplaying knowlegde do I need?
(Remember I can be killed of early :D )
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