Devotion Campaign Planning and Discussion Thread
Posted: Sun May 03, 2015 5:18 pm
This thread is for pre-campaign planning and in-character posting once it is underway. This first post serves as the Player Guide for the campaign.
Campaign Overview
Devotion is based on a campaign I originally created in 2003 called Shades of Moonshae, augmented with considerable quantities of new material. Some of you have played in that campaign in one of my previous runs, but in order to avoid spoiling the story for newer players you should avoid using player knowledge of events from that campaign in the course of this run.
The campaign is set in the Forgotten Realms setting, with play beginning in the Moonshae Isles off the coast of Faerûn. The campaign begins on the tiny island of Haven Rock, at a monastery called the Temple of All Faiths. At this place a community of priests that pays honors to the major deities of the Faerûnian pantheon has gathered for peaceful contemplation of the mysteries of the divine. The mysterious but powerful woman known only as the Prelate who runs the monastery ensures a strict truce for all residents and guests. While discussion and debate are encouraged, doctrinal squabbles are forbidden while at the site.
I haven't tied this campaign to specific events in Realms canon, but consider it be after the Time of Troubles but before the Spellplague (so right in the middle of the 3rd edition continuity, which is the default setting of the Neverwinter Nights single-player campaigns).
The player characters are junior residents of the Temple when the campaign begins.
Character Creation Guidelines
Player characters begin at first level. All player characters will be divine spellcasters (clerics, druids, paladins, or rangers) at the start of play. Multiclassing is allowed, but the first level should be in a spellcasting class. Any of the NWN default races are allowed.
Players should select a Forgotten Realms deity to serve during character creation. You can coordinate with the others in this selection if you wish, but that is not required. Multiple player characters may serve the same deity, but I think that the campaign will be more interesting if we have a range of archetypes. Any good- or neutral-aligned deity may be selected (evil gods may be selected in consultation with the DM).
If you are not familiar with the Forgotten Realms, there are many resources online that can help you with your selection, including Wikipedia (link to http://en.wikipedia.org/wiki/List_of_Fo ... ms_deities) and the Forgotten Realms Wiki (http://forgottenrealms.wikia.com/wiki/Portal:Deities).
Characters will begin with a small amount of gold and a basic robe. Additional gear will be selected in-game.
Game Notes
The DMFI widgets package has been installed in the module. HABD bleeding/death rules and Supply-Based Rest are implemented.
At the start of the campaign, the difficulty slider will be set to "D&D Hardcore Rules." This means that full PVP will be in effect and monster attacks can inflict critical hits. I have balanced the campaign so that it should be doable without constant TPKs. Remember that clerics have access to a range of spells that can reduce damage taken.
Feel free to post questions or engage in pre-campaign discussion in this thread.
Campaign Overview
Devotion is based on a campaign I originally created in 2003 called Shades of Moonshae, augmented with considerable quantities of new material. Some of you have played in that campaign in one of my previous runs, but in order to avoid spoiling the story for newer players you should avoid using player knowledge of events from that campaign in the course of this run.
The campaign is set in the Forgotten Realms setting, with play beginning in the Moonshae Isles off the coast of Faerûn. The campaign begins on the tiny island of Haven Rock, at a monastery called the Temple of All Faiths. At this place a community of priests that pays honors to the major deities of the Faerûnian pantheon has gathered for peaceful contemplation of the mysteries of the divine. The mysterious but powerful woman known only as the Prelate who runs the monastery ensures a strict truce for all residents and guests. While discussion and debate are encouraged, doctrinal squabbles are forbidden while at the site.
I haven't tied this campaign to specific events in Realms canon, but consider it be after the Time of Troubles but before the Spellplague (so right in the middle of the 3rd edition continuity, which is the default setting of the Neverwinter Nights single-player campaigns).
The player characters are junior residents of the Temple when the campaign begins.
Character Creation Guidelines
Player characters begin at first level. All player characters will be divine spellcasters (clerics, druids, paladins, or rangers) at the start of play. Multiclassing is allowed, but the first level should be in a spellcasting class. Any of the NWN default races are allowed.
Players should select a Forgotten Realms deity to serve during character creation. You can coordinate with the others in this selection if you wish, but that is not required. Multiple player characters may serve the same deity, but I think that the campaign will be more interesting if we have a range of archetypes. Any good- or neutral-aligned deity may be selected (evil gods may be selected in consultation with the DM).
If you are not familiar with the Forgotten Realms, there are many resources online that can help you with your selection, including Wikipedia (link to http://en.wikipedia.org/wiki/List_of_Fo ... ms_deities) and the Forgotten Realms Wiki (http://forgottenrealms.wikia.com/wiki/Portal:Deities).
Characters will begin with a small amount of gold and a basic robe. Additional gear will be selected in-game.
Game Notes
The DMFI widgets package has been installed in the module. HABD bleeding/death rules and Supply-Based Rest are implemented.
At the start of the campaign, the difficulty slider will be set to "D&D Hardcore Rules." This means that full PVP will be in effect and monster attacks can inflict critical hits. I have balanced the campaign so that it should be doable without constant TPKs. Remember that clerics have access to a range of spells that can reduce damage taken.
Feel free to post questions or engage in pre-campaign discussion in this thread.