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Midnight Campaign


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#1 Digital M@

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Posted 09 September 2004 - 07:48 PM

Hello everyone

I am looking for 4 players interested in playing the published adventure Crown of Shadows from FFG. It is set in the Midnight Campaign setting (FFG). It would be best if you had the campaign book, but I don't expect many people have it, so if you send me a character concept, I can send you a stat block of your actual character.

The easiest way to explain Midnight is to think of Lord of the Rings, Return of the King. Now Gollum, bites off Frodo's ring and pushes Frodo into the lava. Frodo dies, Gollum puts on the ring which gets the attention of Sauron and the Ring Wraiths. They easily find Gollum, get the One Ring and easily slaughter the human forces over the next 100 years.

Instead of Sauron, the villan is called Izrador, he is a fallen god and his dark shadow has covered all the lands. Only the dwarves and elves still offer any real resistance and they are losing ground every day. Orc raiding parties terrorize human villages, have enslaved the halflings, and strike fear into everyone they meet. Fey races are killed on sight (Elves & Dwarves) Halflings are usually taken as slaves instead. They are too small to hurt anyone.

It is dark, gritty and dangerous. There is little chance that whatever you do will make an impact to change any of this, but you never know.

The available classes are:
Fighter - Same as WotC PHB
Rogue - Same as WotC PHB
Barbarian - Same as WotC PHB
Channeler - Magic Using Class in Midnight
Waylander - Ranger in Midnight

#2 Stern Kestrelmann

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Posted 09 September 2004 - 09:50 PM

DM-

I've got a PC that I've been itching to play. Half-ogre berzerker/figther. An escaped slave... He's a mute or so they say. His name of course is Mash.

Well?

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#3 Lorderl

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Posted 09 September 2004 - 10:17 PM

Wow, this sounds really cool, if it were possible I would join right quick but alas I would be overcommitting myself. But incase things change are you startiing with first level characters?

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#4 Lady Tam

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Posted 09 September 2004 - 11:50 PM

I would be interested in playing a rogue, haven't played one of them in some time....
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#5 Froggy the Great

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Posted 10 September 2004 - 05:37 AM

Aaaag. I'd been waiting to play this. I'm overcommitted with online games though, so I'll have to sit this one out.

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#6 CripDyke

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Posted 10 September 2004 - 06:18 AM

I'm interested in playing a Channeler or some sort of nasty front-line fighter ... right now, all three of my characters are archer types. Jesset de-emphasizes archery, but she's still good at it, and tho' she used to use her GreatSword a lot, the more levels she picks up as a Wizard, the less she'll be on the front line. Aeolene's a cleric...but of a wind/archery god. I would have made a different character for Taltos/egyptian campaign, but I was asked to play a missileer by the GM, so that was that.

Can you tell me more about what a "channeler" is like?


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#7 Digital M@

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Posted 10 September 2004 - 06:25 AM

Yep characters are first level. LT go ahead and make your character using a 32 pt buy and PM it to me. Write a brief history using the following information. I will use the information to finish the character using the Midnight Rules.

Character histories in Midnight can be extravagent, such as royal birth and such because the kings, dukes and barrons were mostly killed and those that survived went into hiding, often running underground rebelions against The Shadow. HAve fun and let me know if you have any questions.

M@

#8 Digital M@

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Posted 10 September 2004 - 06:27 AM

K, here is a little information for your characters. Please use this to create
a brief character history. Do not worry about character alignment. We will be
choosing alignments when your characters reach third level. I feel this gives
you some time to create their personality and then place the alignment that best
fits how he/she has reacted to situations so far.

You are all members of a small dwarvish community known as Durgis Rock, or "The
Rock" as it is know by the locals. The Rock is an old surface village and the
Western most settlement in the Durgis Clanhold. It is a small village that was
once a key outpost on the trade routes between the dwarves and the Dornish
humans and the gnomes. Like most dwarven towns, Durgis is mostly empty with
only 273 residents living in the settlement that at one time held nearly 2000.
Most of the residents are either too young or too old to fight.

A formidable wall surrounds Durgis and though there are many surface buildings,
there is a substantial underground complex as well. With the reduced population
many of the peripheral buildings and unused portions of the underground were
sealed off for defensive purposes. The wall around The Rock is an excellent
example of dwarven stonework. It stands 30' tall and is well maintained.
Unfortunately, the low population means it is not well guarded. There is a
large gate on the Southern end and a small one on the Northern end.

Surrounding Durgis are many Marmot holes. These are secret doors carved into
the stone. The entryways are superbly crafted stone doors designed to look
exactly like their surroundings and are just large enough for a dwarf to squeeze
through. These holes give entryway into a maze of tunnels and hidden paths.
Dozens of them give entry to the surface village and the complex below. Any
dwarf that grew up in the community used to play a game called Marmot Hole, in
which they start in different parts of the village, and using their knowledge of
the hidden passages and the complex halls and chambers under the village, race
each other to various locations.

Below is a list of some of the NPCs you know in the village. Feel free to
create your own, but remember that it is a poor community, so a jeweler or
goldsmith would need another profession to keep her fed. Use this information
to create your character background. Anyone who grew up in Durgis Rock or has
lived here long should be apprenticing in a craft or trade. Please use at least
one skill point in your character to reflect this (use as a class skill from now
on)

Amund the Angry Baker
You've enjoyed Amund's bread for longer than you can remember but always dreaded
the weekly trip to her bakery. She was as gruff a Dwarf as you've ever known,
and she’d sooner send you off to hunting Orts than trade you her prized loaves.
Emerging from the haze of smoke and heat, Amund squints and looks you in the
eye. She's wearing the same old tattered apron, blackened by many years at the
hearth, and she has her long red hair all knotted up on top of her head.
"Whattda want?"

Vidar, the Kind Stabler
The stables were one of your favorite spots for games at a young age; seldom
filled with horses, you would hide in the straw and sneak up on your friends.
There was the time that you scared Vidar half to death when you jumped out with
a scary orc mask on that you had made. He dropped to his knees shaking and
begging for his life, until he opened his eyes to see you standing there
laughing. That was the only time you've ever seen Vidar angry, and you were
lucky to escape a hot brand by escaping through a marmot hole. Nowadays, there
is even less traffic, so the stables are mainly used to store grain for Old
Ulek, the miller.


The Mountain Goat Pub
The Mountain Goat Pub, located near the center of town is your group's place to
hang out whenever you are away from your various apprenticeships and daily
duties. Wirtik, the pub owner and sole cook, makes the best use of sparse
supplies as you've ever seen. Not only is he able to make you forget the poverty
of your town, but he does it with damn good food too. Dave, especially, is proud
of his goat's milk cheeseloaf, as his father is the soul provider of milk to the
pub. Most have tabs at the pub and simply keep Wirtik stocked with supplies, and
in turn, he keeps their bellies full.
Wirtik is a skinny Dwarf, by Dwarven standards that's probably not saying much,
and he seems to always have a hatchet in his hand, unless of course it's point
down in the large wooden stump where he is always chopping up root vegetables or
carving up roast ort.


Snurri, the Gate Guard with the Ill-Fitting Helmet
Snurri has guarded the Southern gate since you can remember. It’s his post, and
he never leaves it. He used to always say, "The only thing that could move me
from this spot would be Izrador himself," until Woden warned him to watch what
he said, for the wind wisps and echoes through the mountains, and you never know
who has turned their ear to the wind. He did, in fact, leave his post to go to
sleep, but that's when Kort, the Sergeant-at-Arms, usually took over his shift,
and Snurri would always make an elaborate deal about the changing of the
Southern Post. As usual, his ill-fitting helmet was covering his eyes, "Hey
there, nothing interesting today, we haven't had travelers in over a week, but
my eyes are keen as a hawks, if something is coming, I'll see it."


Kort the Stern and Serious Sergeant-at-Arms
Kort always spoke in a serious tone; even the one time he was told you the story
about how he killed a mountain goat, it was worked up to epic quest status where
he battled a hundred orcs just for a good meal. Conveniently, he told this story
about a month ago, soon after an Orc patrol was sighted on a distant ridge.
Since then, no one has spotted any sign of the Shadow's forces, but there always
seem to be clouds in the air, dark and brooding.

Woden, the Dorthane (leader) of Durgis Rock
This once powerful dwarf is in the moon of his life. The powerful days of the
sun have passed him and the wisdom of the moon now guides his actions. Woden
was always warm and nice to chat with. For a Dorthane, you thought, he could be
a little more stern and tough, but he seemed to be well liked by most everyone
in Durgis Rock. He had been their leader for as long as you've been alive, so he
must be doing something right. That, or no one wanted to challenge his position.

Dunk
Is a stern sergeant of arms who helps Lognar train young dwarves in the way of
war craft. He is smart, crafty and takes no crap from anyone. When he makes up
his mind, things are going to be done his way or there will be hell to pay.
When found at the Mountain Goat Pub he is usually found smiling and willing to
talk.

Lognar Broadchest
This mighty dwarf is the Master at Arms and only Nephew of Woden. There is no
soldier of equal stature to come from Durgis in the last 10 generations. Two
years ago Woden has passed down the mighty mithril urutuks Wrath of the moon and
Fury of the Sun to Lognar. Never before have these powerful weapons been
wielded by anyone but the Dorthane himself. This is an honor Lognar has never
forgotten. There is little humor and no room for fun according to Lognar, "Get
back to work! There will be time for fun when your light joins the night sky."

Dwork the alchemest/healer/herbologist
Dwork is a nerd in all things. He loves details and is very strict in his daily
routines. He sends the youngsters out to collect all kinds of "goodies" and
then mixes them up in every way imaginable. Dwork thinks his greatest
re-invention is that of the Sun Rod. He has only a few, as the ingredients are
hard to come by. The rest of The Rock think his greatest invention is Druok
dressing. It is a wonderful dressing made from the Drouk root and makes bland
food zing with flavor. The brewer is experimenting with Drouk flavored Ale.




Council Members:

Woden - Head of Council

Modi -
Fond of drink and fiercely proud of his dwarven heritage. There are dwarves and
the needs of dwarves, nothing else matters. He is married to his wife Lursa,
who is often by his side. Although silent, Lursa's body language often makes
her opinions clear

Elsensohn -
Only female member of the Council. Her intelligence and wisdom is too great to
ignore. Members of the council used to go to her in secret to seek her advice
and when. Sadako died of goblin fever, she was a logical choice. Almost none
regret changing the rules to allow women to join. Although some worry about
what future woman may do to the council.

Chundras:
Has lost all of his family from battle or disease. He has buried 4 sons, a
daughter and a wife. He has also had two stillborn children. He still trudges
on, but with little emotion. He seems to put all his effort towards the growth
and success of the clan, but he is emotionally withdrawn. He does not argue,
shout, yell or laugh. Sadly, the muscles required to smile seem paralyzed
through the shadows of the past.

Durrl -
A more organized mind the dwarves have not seen. Durrl can take garbled facts,
loose ends and vague objectives and quickly put together a plan of attack. A
sharp mind and sometimes a sharp tongue. A good friend to most, but his quick
wit and sharp tongue has made him fiercely disliked by a few.

Starag -
A humble dwarf who is more of a follower than a leader. He listens well, weighs
the facts and courses of actions that others provide and then decides what he
believes is the best coarse of action and supports those who proposed it. He
rarely provides his own ideas, but can often reword others ideas to drive their
points home. Friendly, open to discussion and willing to go out of his way to
help people.

Ank -
Ank has worked hard to get on the council. He is the youngest member of the
council and seems to love power. He tries to take charge of every initiative
and take credit for every boon. Despite all of this, he has a lot of ability
and is a real asset to the clan.


Feel free to add other NPCs. I had wanted to do more, but it is late and I am
running short on time. I want to make Durgis Rock stand out. For the time
being it is your home base and I want you to know about it, so it is not just
"another" town you travel through. Some ideas are Blacksmith, barber, brewer,
tanner, mason, soldier/guard, weaver, woodworker, miller (Old Ulek).


Whether you grew up in Durgis Rock or were accepted into the clan by Woden, you
put your allegiance to the clan above all else. You know that one day you shall
perhaps have to join in the war against the Shadow, but you hope that day is
long in coming. It's the twenty-third day of the Arc (month) of Shareel, and the
snows have begun to melt, and the mud season has arrived. So in other words,
it is like the beginning of March. The weather will bounce from below freezing
to around 40 degrees.

YOU DO NOT NEED TO BE A DWARF, YOU ARE STARTING IN A DWARVEN VILLAGE BECAUSE THEY ARE SAFER AND MORE STABLE THAN HUMAN VILLAGES.

On a side note. All races in Midnight have different/more bonuses than the PHB. This inclused humans.

Let me know if you have any questions

M@

#9 Digital M@

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Posted 10 September 2004 - 06:40 AM

I'm interested in playing a Channeler or some sort of nasty front-line fighter ... right now, all three of my characters are archer types. Jesset de-emphasizes archery, but she's still good at it, and tho' she used to use her GreatSword a lot, the more levels she picks up as a Wizard, the less she'll be on the front line. Aeolene's a cleric...but of a wind/archery god. I would have made a different character for Taltos/egyptian campaign, but I was asked to play a missileer by the GM, so that was that.

Can you tell me more about what a "channeler" is like?

The channeler is like a sorcerer. Channelers are powerful characters, more powerful than in the PHB. They can cast more spells and have more flexability. Mage is a PrC.

If you are interested in playing a channeler I can put together an email, but it will be time consuming. IMO magic is handled much better in these rules than in the PHB. For instance, when you use up you spell energy or slots then you can cast spells by taking temp Con damage. This will give you access to a lot more power in a pinch, but at a personal cost.

Izrador, The Shadow, has these creatures that can sniff out magic and hunt you down. It is an increased risk with being a magic user. Also as a side note, all classes in Midnight cast cast magic, they have to take two feats, but it will then open spell casting to them without having to multiclass. The power level of magic is lower than a channeler, but it is there.

There are no clerics in Midnight. Izrador rose to power in the heavens and challenged his brothers and sister (other gods). After a long and deadly war, Izrador was cast from heaven. Izradores last act was to create a seal around the world, blocking the gods from being able to intereact with their creations. There is absolutely no planar shifting in Midnight. No Teleport, no summoning creatures that do not exist somewhere on the planet, etc.

Fighters are straight forward.

#10 Digital M@

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Posted 10 September 2004 - 06:41 AM

I wanted to add one more thing. In Midnight, any class can cast spells if they purchase to feats to do it. You will not be a high powered magic user, but you will be able to cast magic.

#11 CripDyke

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Posted 10 September 2004 - 08:33 AM

okay, put together a PM on channelers. I'm interested. I like the idea of being powerful but vulnerable - the way Gandalf often had to avoid casting magic for fear of writing a sign, "Gandalf is Here" as he said in the Book.


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#12 Lady Tam

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Posted 10 September 2004 - 09:13 AM

On a side note. All races in Midnight have different/more bonuses than the PHB. This inclused humans.

What kind of bonuses? Thinking of either human or elf. printed the info you sent so I can go over it at work tonight. Will start working on it most likely tomorrow. 1st level?
LT

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Is like Elvis, is often seen but my existence has yet to be proven.

I am so busy, I don't know if I found a rope or lost a horse.

#13 Digital M@

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Posted 10 September 2004 - 09:35 AM

On a side note. All races in Midnight have different/more bonuses than the PHB. This inclused humans.

What kind of bonuses? Thinking of either human or elf. printed the info you sent so I can go over it at work tonight. Will start working on it most likely tomorrow. 1st level?
LT

Yep first level.
32 pt buy
Max HP
50% of max gold to start

There are three breakdorns for humans: Sarcosan, Dorns and Erlanders

arcosans (from FFG website)

The humans of southern Erenland, descended from the Sarcosans, are smaller and much leaner than the big Northmen. They have dark brown skin and black, shiny hair. Their eyes are the deepest brown and set in narrow lids that grant them hard stares when angry and bright smiles when pleased. They paint their skin with herbal salves that bleach intricate, pale designs on their faces, arms, and chests for nothing more than the haunting beauty it creates. They dress in flowing pants and loose robes that offer them both protection from the elements and the freedom they need to ride and fight. Like the Northmen, the Sarcosans once swore allegiance to noble princes. With the rule of the Shadow, most of these sussars, or sworn riders, have been killed or forced to ride as outlaws. Those that remain are traitors and have become soulless and hollow tyrants under the control of the legates and their orc enforcers.

By the time the forces of Izrador had reached the southern cities of Erenland, the human armies had been crushed and only a few cities resisted. Cambrial and Alvedara were both razed for their refusal to surrender. Sharuun, Hallisport, and several other cities still stand, essentially as they did before the war. As a result, there are still many southern Erenlanders that live in the cities, though their fragile economies and orc garrisons make such a life hard.

Many Erenlanders have reverted to the ways of their ancient Sarcosan ancestors and returned to nomadic, horse-tribe lifestyles. These mobile bands are led by outlaw sussars or their kin. They live in small tent villages that pop-up in the night and are gone by dawn. Every tribe member is as one with her horse and no other cavalry can stand against Sarcosan riders. These nomads are renegades and live off horse meat, wild game, and the spoils of their raids. They are continuously hunted by the minions of the Shadow and must be careful of who they trust.

Sarcosan riders wield lances and wickedly curved scimitars when on horseback. On foot, they prefer their short, hook-bladed swords called cedeku.

Sarcosan Racial Traits
• +2 Charisma, –2 Wisdom: Sarcosans are by nature socially adept and outgoing, but they are an impulsive race and often fail to fully consider the consequences of their actions.
• Medium-size: As Medium-size creatures, Sarcosan humans have no special bonuses or penalties due to their size.
• Sarcosan base speed is 30 feet.
• 1 extra feat at 1st level, because the Sarcosans are quick learners and an unusually diverse culture.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level, since Sarcosan humans are ambitious and capable.
• +1 racial bonus on Reflex saves. The Sarcosans are small but quick.
• +4 racial bonus on Handle Animal and Ride checks when working with horses.
• +1 racial bonus on weapon damage rolls when attacking from horseback.
• Natural Horsemen: Sarcosans do not have to make Ride checks to guide their horses with their knees in combat, and they do not have to make Concentration check to cast spells from horseback (see Mounted Combat, PHB). In addition, all attack penalties for ranged weapon attacks made from horseback are halved. The benefits of this ability stack with those from the Mounted Archery feat. • +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks: Even the lowliest sheol is adept at everyday social manipulation and petty intrigues.
• Sarcosan humans gain Knowledge (southern Erenland) as a class skill. They gain a +2 racial bonus on Wilderness Lore checks when on the southern plains and a +2 racial bonus on Gather Information and Knowledge checks when in large cities. Southern Erenland is the only region of Eredane that still supports large cities, and the Sarcosans are uniquely at home in urban environments.
• Sarcosans gain proficiency with the cedeku as if it were a martial weapon.
• Automatic Languages: Colonial and Erenlander. Bonus Languages: Courtier, Halfling, Norther, Orcish, Orcish Pidgin, and Trader’s Tongue.
• Favored Class: Any. When determining whether a multiclass Sarcosan suffers an XP penalty, his highest-level class does not count.


Dorns
Dorns are a fiece barbaric (like Germanic tribes were to Rome, not neccessarily Wulfgar or Conan Barbaian) northmen with a hearty and proud history. They came to Eredane fleeing the oppresive Empire of the Sarcosans. Later when the Sarcosans also came to Eredane they swore sovernty inorder to keep the titles of the lands they possessed.

+2 str / -2 intel
Extra feat at first lvl - same as PHB humans
Extra skills same as PHB humans
Cold resistance 5
+1 racial bonus on Fort saves
Prof w/ bastard sword as if it were a martial weapon
+1 bonus when attacking in a group of 5 or more Dorns
+1 atk bonus when fighting with greatsword, bastard sword, great axes and all spears
Knowledge Northlands as class skill + 2 bonus on wilderness lore whenin the northlands

Erlanders
Player chooses +2 / -2 stats for the character
2 bonus feats at first level
8 skill points at first level + 2 extra every level after that
4 bonus ranks in craft of players choice
knowledge central ereland as a class skill

#14 Lady Tam

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Posted 10 September 2004 - 09:47 AM

Printed this up too!
LT

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Is like Elvis, is often seen but my existence has yet to be proven.

I am so busy, I don't know if I found a rope or lost a horse.

#15 Digital M@

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Posted 10 September 2004 - 09:51 AM

Oh, after the Dorns & sarcosans made nice they formed a country called Ereland and the generations of their mutt children became known as Erlanders.




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