Current Campaign: Faalor V
Last Updated:
PST.
Start Date: May 13th,
2006
Here's
the results of my poll, upon which I will base the upcoming
campaign.
Setting
The main setting for this campaign will be an area between
the Faewood Marches (north west Faewoods) and the city of
Faalor.

Player Characters
| Player |
Name |
Race |
Class |
Confirmed |
| Magus |
Arrand |
Human |
Monk |
March 6, 2006 |
| Arwin |
Jack Reed |
Human |
Rogue |
April 28, 2006 |
| Carn |
Gregory Oak |
Human |
Cleric/Paladin |
April 29, 2006 |
| Jas |
Rilan Gadeli |
Human |
Barbarian |
April 29, 2006 |
| Beggar |
Gnoth, the Hairy |
Gnome |
Wizard |
April 15, 2006 |
| Veth |
Cyril Tormund |
Human |
Cleric |
April 29, 2006 |
| Mayvik |
Valdo
Bross |
Human |
Fighter |
April 29, 2006 |
| Floria |
Mary F. Reed |
Human |
Rogue |
April 30, 2006 |
| Rangarig |
Kala Horntaper |
Human |
Ranger |
April 30, 2006 |
| Patricia
Gillia |
"Duskfang" |
Half-orc |
Fighter |
May 2, 2006 |
|
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Players will start at 1st level and play a short prelude
adventure. This "adventure" will be
biographical in nature and will help the player experience
some of the major events his or her development. This
"adventure" begins ten years before the campaign
present during the Night of Fog and Fear. The PC will
have a chance to live through that period of time, then go
through a series of doors representing choices they make in
training, lifestyle, as well as "living through"
several life-altering events. Here, the player will have
the opportunity to go to Spirit College, join the army, become
a merchant or find a mentor, whatever is most
appropriate. By the end of this, the PC will be between
3rd or 5th level, depending on the choices made and will have
earned gold, items and housing as a result.
PCs should be human, halfling or dwarf. A gnome or two
would be an excellent addition to the party. A dwarf may
prove to be a very valuable member of the group as well.
Other races are
playable, but may not be the best for this campaign.
Elves are not going to be a very fun race to play at all this
campaign, at least through the first few sessions, after which
it might be very fun to play (talk to me if you're interested
in playing an elf, something interesting can be worked
out). Half-orcs can work but be prepared for some
serious racism!
There will be a concerted effort to make all classes useful
in this campaign. With that in mind, the party should
include a pure rogue, fighter, cleric and wizard. Core
classes, with heavy specialization, will be most useful.
All players should strive to play a single class, but there
will be room for multi-classing (you will get a small XP
penalty each week for multi-classing). The party should
include someone with decent negotiating skills, a healer, a
magic-user, scout, and brawler. All Prestige Classes
will be heavily discouraged. Reliance upon your fellow PCs will be very important because
no one PC will be able to do it all.
The Campaign
The campaign will be a very low-magic campaign and will
take place ten years after the events of Faalor IV and the
Night of Fog and Fear. Yurissa has nearly absolute
control of the Island, with the notable exceptions of the
Gnomish Nation, the Faewood, Bridalveil and the orcish haunts
of the Crags and the Black Morass. The elves seem
to have taken a different approach to the human
"problem", mounting small raids further and further
north toward the city of Faalor. In recent years, the elves
have taken to using orcish slaves to attack human settlements.
Though the dwarves are still unofficially allied with the
elves, tension has been mounting between this traditional
friends.
Havenshire
All PCs will be based in the Village of Havenshire. While they may
not have grown up here, this is currently where they call
home. Havenshire is a small town about a 15 miles south-east of
the City of Faalor and 10 miles southwest of the Crossroads. It is a main thoroughfare between
Faalor and Duath and a common stopping place for many
travelers. The town was originally settled by a group of
Halflings but humans quickly settled there as well. A
clan of dwarves lives and works nearby, running a very
successful gold mining operation.
NPCs of Note
- Mayor Grabo Smith- taking over for the
ailing Mayor Stephen Mayfield, Grabo is a congenial, intelligent
and very charismatic ex-adventurer. He took up
mayor-ship only 4 years ago. He originally came from
Duath and lead many successful forays into the Crags and
Black Morass. He claims to be a distant relative of
King Padral, though, of course,
there's much room for doubt.
- Sheriff Westerbrook - Westerbrook is a bear of a
man and ex-adventurering partner of Grabo. It is
said that Mayor Grabo rescued Westerbrook from the orcs
and the two men have been constant companions ever
since. Westerbrook is a savage warrior, wielding a
huge sword. Only last year, a group of bandits set
up camp nearby and Westerbrook successfully sent them
packing (it is rumored that he killed them all).
- Laynia Kelmer - Laynia is the current Rector of
the Havenshire Church of Adrahil. She took over the
job 10 years ago, when Wilmer Ralm was killed on the Night
of Fog and Fear. She is a calm, popular and well-read
minister.
Technical Details
Please update your NWN program to the latest version. As of this writing, you will need the following haks:
and Portraits:
Rule Changes
Rest will be slightly different. You will be required
to find a place to camp, tell the DM what measures you are
taking to secure the sight, then, if the DM sees that you have
taken proper precautions. In safe areas, you may be able
to rest as often as you like, depending on the situation.
I will also be pausing the game at certain times during
combat to give you more of a chance to shout orders, plan
attacks.
Magic and items will not be the focus of this
campaign. You should be prepared to rely on your
character's native skills, spells and special abilities.
While there will be opportunities to create items, purchase or
"liberate" loot magical doo-dads throughout the campaign,
the focus of this campaign will be on character-building and
story-development. Based on the poll numbers, expect to receive only
3-6 one-shot items (mostly potions and wands, for example) and 1 or 2 permanent magic items
(weapons, armor, rings, etc., all of relatively low power
level)
including items you make per character for the whole campaign.
(Please note, that spell-caster scrolls will be more available
than usual and will not count against the one-shot magic item
limit.) Healing kits will be available, but I won't be
using the standard Bioware item. Instead, I have created
a system where people can create their own kits out of available
items and the items themselves will behave more in line with
your healing skill. (A failure on a heal roll may
actually cause damage.) Again, these items will be
available, but not in great numbers, nor will they be easy to
create; the cleric/druid's healing spell will be the main
means of healing in the campaign. Encounters will be scaled in anticipation of a low-level
magic campaign with the limitations placed on it by the rest system.
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