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Valas

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New Campaign - NWN1 - Planescape - Players Needed
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“You look lost, sirrah. Walk with me through
the murky twilight for a moment and I’ll teach you the dark of things -
that’d be the secrets, for a clueless traveler like yourself. Mind you don’t
brush against the grime; there’s lots of soot-stained walls here. Now, sir
prime, look up. Makes you dizzy, don’t it, seeing the city of Sigil above
you? See, living in an impossible city ain’t always simple. You need a
guide. That’ll be twelve silvers."

“Oh, those fellows? Dabus. They speak to each other with those
illusions. They’re servants of the Lady of Pain, who rules the City of
Doors and keeps it safe. - No, I don’t mind the questions. - It’s called
the City of Doors ’cause it’s the center of the multiverse, or leastways, a body can get
anywhere from here through the city’s portals. It’s also called the Cage. Why?"

“Sigil’s a cage for everyone: for the celestials, for the fiends, for the tieflings and the Clueless, and for the Lady. That’s why the cutters who set their cases - uh, their homes - in Sigil call themselves Cagers."

"The Cagers who know the place best are us who teach; we’re known as touts. My name’s Etain the Quick,and I do my level best to tell a cutter everything he needs to know to survive in Sigil. Not everything there is to know, mind you: That’d cost extra. Sigil’s the Crossroads, the great, shudderin home to all the planewalkers of the Great Ring. Under the Lady’s watchful and serene gaze, Sigil stays out of the politics and bloodshed of
the conflicts raging throughout the planes, especially the lower ones where the
Blood War never stops. No matter what a cutter hears, most of the planes ain’t that
friendly to strangers, whether they’re planar or prime or something else. Whether
they’re living in wealth or squalor, smart cutters set up their cases in Sigil.

The Lady creates portals that lead everywhere, and when she wills she closes them. Most
of the simple portals look like doorways; they only take cutters elsewhere when they carry the right key, and a key could be anything - a silver blade, a secret word, or an elaborately illuminated deck of cards. Because the city’s doors lead everywhere, everyone comes to Sigil sooner or later, even if they’re just passing through. That’s when a sharp tout latches onto them, whirls them through the sewers and the jink-shops, and takes his fee. Sure, it’s not polite, hut everyone’s a cynic in Sigil, and the Clueless pay the price for their ignorance. Oh, no, I’m not calling you ignorant, sir prime! You, I respect!”



Hola!

I am starting a new campaign in December based on Planescape and Sigil. It will be mostly roleplay, but there should be enough action to satisfy all. It will be a NWN 1 Sou-HoTU game.
The game will be run on Sunday and the time slot will be 5pm to 7:30 est.

This Planescape and Sigil will be before the Faction War. The fluff and history will be based off the second edition Planescape. If you are not familiar with the Planescape setting, I suggest visiting Planewalker.

http://www.planewalker.com/

There will be some haks involved - CEP 2.1, PRC 3.3g, and couple of my own haks.

The starting level will be 10. I am not restricting what base class or prc class that you may play. Nor am I limiting what race you can play. If it is in the PRC 3.3g, you can play it. The module will be using the ConvoCC, so that means you can access any race or base class that the PRC uses and get all the associated bonuses and downfalls of each class/race. However, I will remind you that you will have to work together as a team - so keep that in mind. I would prefer a non-evil group.

If you are unfamiliar with the PRC, here is a link to their manual.

http://www.nwnprc.com/nwn/index.html

Anyone interested in the game or have any questions, please PM me or apply to the game.

http://www.neverwinterconnections.com/games/index.cfm/fuseaction/displaygame/id/31375.htm

Valas

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Valas

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A little bout Sigil
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Sigil is located atop the Spire in the Outlands. It has the shape of a torus; the city itself is located on the inner surface of the ring. There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. Sigil cannot be entered or exited save via portals; although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, sometimes Sigil is called "The Cage". Though Sigil is pseudo-geographically located "at the center of the planes" (where it is positioned atop the infinitely tall Spire), scholars argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any of them, let alone all of them; thus, Sigil is of no special importance. Curiously, from the Outlands one can see Sigil atop the supposedly infinite Spire.

Sigil contains innumerable portals that can lead to anywhere: any bounded opening (a doorway, an arch, a barrel hoop, a picture frame) could possibly be a portal to another plane, or to another point in Sigil itself. Thus, the city is a paradox: it touches all planes at once, yet ultimately belongs to none; from these characteristics it draws its other name: "The City of Doors".

The ruler of Sigil is the mysterious Lady of Pain. The Lady is sometimes seen in Sigil as a floating, robed Lady with a face bearing a mantle of blades. The Lady does not concern herself with the laws of the city; she typically only interferes when something threatens the stability of Sigil itself. However, she is an entity of inscrutable motives, and often those who cross her path, even accidentally, are flayed to death or teleported to her hidden Mazes, lost forever. It is widely believed that she never speaks, although some unconfirmed (and, most would argue, highly questionable) rumours to the contrary do exist. Sigil is also highly morphic, allowing its leader to alter the city at her whim.

Sigil is, theoretically, a completely neutral ground: no wars are waged there and no armies pass through. Furthermore, no powers (such as deities) can enter into Sigil; the Lady has barred them from the Cage, though some disguised avatars have made it in and been promptly dispatched by the lady. It is also of great interest to them, as they could use Sigil to send their worshippers anywhere, and it is at the center of the Outer Planes. Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from angelic devas to demonic glabrezu, violence is common, usually befalling the foolhardy, the incautious, or the poor. Most natives of Sigil - "Cagers" are quite jaded as a result of living there.

People coming to Sigil from the Prime Material Plane are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as the "Clueless", or more charitably, as "Primes".

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Valas

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Still looking for players. The time slot can be flexible, however I am east coast DM, so the time cannot go too late. So if your interested and the time slot is a problem, PM and propose a time and I'll see if I can work toward the best time for the overall group.

Players will start out as "clueless", otherwords not native to Sigil. Players will be able to join one of the 15 Factions if so desired once they get established within Sigil. The 15 Factions are....

Athar - ("Defiers", "The Lost" ), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers" ) are powerful but have limits and do not deserve worship. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar.

Believers of the Source - ("Godsmen" ), who believe that each life is a test, and that every person has the potential to become a god. Their headquarters is the Great Foundry, symbolizing their belief that the multiverse constantly forges and refines all beings.

Bleak Cabal - ("Bleakers", "Madmen" ), who deny that any belief system has any merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within. Their headquarters is the insane asylum of Sigil, called the Gatehouse.

Doomguard - ("Sinkers" ), who believe in the sanctity and inevitability of entropy. They see the decay and destruction of the universe as necessary; for once it is destroyed all imperfections will be gone with it, paving the way for a perfect new world. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.

Dustmen - ("The Dead" ) believe that both life and death are false states of existence, that there is a state of True Death which can only be accomplished by denying one's emotions and physical wants and needs. Their headquarters is the Mortuary, where Sigil's dead are interred or cremated.

Fated - ("Takers", "The Heartless" ) believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else. Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil.

Fraternity of Order - ("Guvners" ), who believe that knowledge is power; they learn and exploit both the natural laws of the universe and the laws of society. Their headquarters is the City Court, where they serve as judges and legal advocates.

Free League - ("Indeps" ), who reject the other factions and their bureaucratic, hierarchical dogmatism; in fact, they don't consider themselves a faction at all. For this reason, they don't have a factol or an official headquarters, though Sigil's Great Bazaar serves as an unofficial one.

Harmonium - ("Hardheads" ), who believe that peace and stability can only be established under one rule -- theirs. The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho. In Sigil, they serve as the city's police force, and their headquarters is the City Barracks.

Mercykillers - ("The Red Death" ), who believe in justice and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. Appropriately, their headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.

Revolutionary League - ("Anarchists" ), who believe that social order and man-made laws are inherently corrupt and must be destroyed--though none of their members can agree on what, if anything, should replace them. Like the Indeps, they don't have a factol or a headquarters, though they have many safe houses and secret meeting places.

Sign of One - ("Signers" ), who believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature.

Society of Sensation - ("Sensates" ), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features an endless series of entertainments and a library of magically stored experiences.

Transcendent Order - ("Ciphers" ), who believe that by tapping in to the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds.

Xaositects - ("Chaosmen" ), who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, which is the most disorganized part of the Sigil ward of the same name.

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Valas

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What to expect
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Just a little rundown on what to expect within this campaign.

I am a very hands on DM. I will be interacting with the characters frequently with various NPCs. Only scripted npc conversations will be merchants.

I will respond to players actions, whether it is good or bad. Player actions will have consequences that will affect the overall story.

I will be using skill checks for alot of things using the DMFI toys. If you want to try something, we use appropiate skill checks to determine success.

Experince will be rewarded in game for role-play, brilliant play, and creativeness. Additionally, experince will be given at the end of every session.

Player death - characters will have to be rezzed by their companions or have their companions find an appropiate npc to sort it out.

Running is discouraged unless it is appropiate to the scene. I expect characters to walk unless running from an encounter or as stated above.

Character class, prc, and race is entirely up to the player. I honestly dont care what you play. So otherwords, you want to be a feyri antipaladin, thats cool. Just keep in mind that the group has to work together.

I am expecting that you stay together as group. I will be the only DM and it makes it easier for me to provide a excellant game if I am able to focus on the players and not be bouncing all over the mod just to keep up with lone individuals.

And finally, I expect and hope that everyone will have fun. After all, thats why we are here. I am always open to suggestion and criticism. Please feel free to make any comments during the pre game OOC and the post game OOC.

Any questions PM me.

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Valas

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About 2 weeks away from starting this campaign and I still need some players. I have had to change the time. Its now 7pm to 9:30 EST.

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vanya mia

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Pah, for a minute there I thought it had moved to Monday. Damn that confusing midnight crossover.

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Valas

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The campaign kicks off next week and I still have some open slots for interested players.

PM me if you have any questions.

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Hmmm...

Some people have come to me and said the time frame/day was not condusive, so let me post some times I can run this campaign. Chime in on which of the choices work for you.

Sunday - anytime from 5pm-9pm start time EST.
Monday 9pm-11pm EST
Tuesday 9pm-11pm EST
Thursday 9pm-11pm EST

Valas

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Races!
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Here are the races available...

Planar - Aasamir, Azer, Bladeling, Bralani Eladrin, Genasi( Air, Water, Earth, Fire), Buomman, Fey'ri, Githyanki, Githzerai, Hound Archon, Nathri, Neraph, Scro, Shadowswyft, Tanarukk, Tiefling, Tuladhara, Zenythri, Chaond,

Elf - Aquatic, Athasian, Avariel, Drow, Forestlord, Kagonesti, Silvanesti, Snow, Sun, Wild, Wood

Half-Elf - Athasian, half drow,

Halfling - Athasian, Deep, Ghostwise, Glimmerskin, Kender, Strongheart, Tallfellow, Tundra,

Dwarf - Arctic, Athasian, Dark, Duergar, Fireblood, Gold, Gully, Mul, Urdunnir, wild

Reptilian - Asabi, Baaz Draconian, Bozak Draconian, Dragonkin, Kapak Draconian, Khaasta, Lizardfolk, Poison Dusk Lizardfolk, Pterran, Viletooth Lizardfolk, Yuan-ti Pureblood

Fey - Brownie, Grig, Maenad, Nixie, Nymph, Pixie, Satyr,

Humoniod - Bugbear, Athasian Half-Giant, Catfolk, Dromite, Flind, Frostblood Orc, Gnoll, Goblin, Gray Orc, half giant, half orge, half orc, hobgoblin, Irda, Kobold, Korobokuru, Krynn Half-Ogre, Krynn Minotaur, Minotaur, Naztharune Rakshasa, Nezumi, Ogre, Orc, Orog, Rakshasa, Sunscorch Hobgoblin, Tasloi, Troll, Volodni, Wemic, Xeph, Zakya Rakshasa

Aberration - Drider, Illithid, Elan,

Gnome - Forest, Rock, Stonehunter, Svirfneblin, tinker, Whisper

Human - Silverbrow Human, Spirit Folk, Changeling, Deep Imaskari, Kalashtar, Shifter,

Constructs - Warforged

If unfamiliar with any of these races, please read the race section of the PRC Manual.

http://www.nwnprc.com/nwn/index.html

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Valas

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Game time changed to Tuesday 12/8/09 at 9pm EST.

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Darn, I could have joined if it was on the Monday or Thursday slot.

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Valas

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Postions filled. I will post when a position comes open.

Thanks!

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Valas

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I am looking for an additional player. Campaign restarts very shortly. PM me if interested. Group currently consists of:

Earth gensai brawler
Fire gensai warblade
Human druid/shifter
Human Ranger

Game will be on Tuesday 9pm-11pm est.

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