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//2 Leaffall, 1376 DR//
//(NOTE: WoTC the 'Wailing Years' (as the time of the spellplague is called) begin in 1385. For this game we are entering a somewhat alternate timeline...)//


 * The Weave is Unraveling; Mystra is Dead; Chaos reigns in the realms.** When you emerge from the vale of ravenloft, you learn that Count Tahd Vlad'Neer, in his machinations, saved you from the first days of what will forever change the realms.

Rules: Pathfinder 3.75, level 16, DMG wealth. update characters to correct skill point total. Recieve adjusted Pathfinder feat total. Any and all WoTC 3.5 material, save prestige classes, is admissable. FR PRC's fine, Flavor-light PRC's fine; Eberron items (but not feats/classes/races) fine, no eberron PRC's Admissable.
 * Stats: These have always been generated by the 4d6/drop lowest/reroll 1 until not a 1 method which generates some fairly inflated stats appropriate to heroics.
 * Races: races from FRCS book only*; in order to presere some iconic realms flavor, we should stay tight to the setting's aesthetic. *(Use of Pathfinder revisions of races highly suggested.)
 * Base Classes: All except Artificer. While I acknowledge that this class is likely to go core and be a part of the realms soon enough.
 * PrC's: Any prestige class from a non-eberron WoTC 3.5 hardback, without any proper nouns in its name, should be fine. Those with proper nouns need some DM consultation; e.g, I think a Purple or Red Wizard, a Haluraan Wizard, a Purple Dragon Knight, and so on would be exciting and interesting--but I can't say that a Emerald Spring Zealot of the Secret Temple of Arunkish would be at all in place.
 * Feats: anything except dragonmarks and the like that are blistering with Eberron flavor should be fine. I might even consider some eberron bits as manifestations of spellfire, but that would require a consult
 * Skills: Skills have changed, a lot, in Pathfinder. Make sure you read the chapter.  Essentially, Synergy is gone, some skills are merged...well actually the changes are myriad and I'm not going to go into it here as I'll have to explain it at the game.
 * Revising Existing Characters:** A full feat-reformat and skill reformat is allowed. Further, If you wanted to swap one level of one class into another class, (that was allowed w/in PRC restrictions), I'd allow it.

Alignments: Any. The weave is unraveling, and anyone that has married their soul to it is having a rough time of things. (//see Spellplague//) also, See //plot//, below.

Plot: the story will revolve around the players experimenting with means to stave off, take advantage of, or merely survive the disaster. Not since the time of troubles has the Realms been so...//troubled.// We begin our story at the Seedvault of Arvandor, where the PC's have forged a makeshift alliance to retrieve the Mythal Seeds of Myth Drannor of old.

Therefore, **Think Creatively** about where to steer the adventure. Things will begin along the seedvault path, but because we're dealing with characters that can teleport, scry, and fly, It's not as if one plot path is very locked-in. If someone, or the party in consultation with each other, has a hypothesis on how to stop the spellplague, bring it up! I'd start with a raw Knowledge (arcana or religion) check to see if it's feasible.

Gameplay During the Day
I know everyone can't come at the same time, and any game has a 'settling in' time. However, I think I'll try a 'dice roll at 3 players' rule and we'll go from there.


 * Combat Encounters:** A very large number of people are going to be around the table. To keep things moving through combat, you need to be ready to take your turn when it's your initiative.  If you need to look up the spell you want to cast, then you're delaying.  I'd really like to reach the 'one encounter per hour' (though I don't think we'll reach it for a number of sessions) goal; there are a number of things that can facilitate this:
 * Delaying to move at the same time as another PC/moving at the same time if there are no monsters in between.
 * Finding non-damage-dealing means of defeating/bypassing the opponent. This could include petrification, domination, distraction (summoning), invisibility, blinding, smokescreens...
 * Writing spells on cards for easy reference. When casting, simply begin with the name of the spell and the save type, and go from there.
 * when an action in one sector of the battle is taking too long to resolve, I may call other actions to resolve semi-simultaneously
 * I may designate a player to adjudicate/resolve actions so that I can move on to the following actions in the order.
 * Preroll miss chances, Spell penetrations, and Damage (where appropriate).

The environments will be challenging. Every character should have a means of flying and seeing invisible, and the party should likely keep a count on the number of translocations (planar or teleports) that are available in a given day. Things I'll need to know: Further, we are dealing with high-level characters here. I not only anticipate divinations and am ready for them (you won't spoil the plot), it will indeed be expected that you will be using divinations to advance the plot. Some of this can be done by having scrolls on hand, consulting NPC clerics/magi, and so on, so that the spell slot burden is not wholly upon you. Some examples that will help things along:
 * Noncombat Encounters**
 * The Party's Stealth Score
 * The Party's Perception Score (passive)
 * The Party's Overland Speed.
 * Forest Eyes, p. 121 Complete Champion. A druid level 3 spell that allows scrying another tree of the same type as one you are near to.
 * Forest Voice, p. 122 Complete Champion. Also level 3 and allows a conversation at distance.
 * Spiritual Advisor, p. 127 Complete champion, Cleric 4, minute/level advice and consultation with spirit/angel or your deity.
 * Scry Location, Cleric 5/Wiz 6/Druid 7, p. 124 Complete Scoundrel, more useful than scry with regards to finding out what is going on at a particular location, no saves.
 * Spymaster's Coin, Wiz 2, Complete Scoundrel, low-level means of scrying a companion so as to teleport to them.
 * Enduring Scrutiny, Wiz 3, Complete Mage, "Become aware when target performs designated action."
 * Allied Footstepts, Wiz 2, Complete Mage, "subject knows direction and distance to your location."
 * Probe Thoughts, Wiz 6, Spell Compendium, "read subject's memories, 1 question/round."
 * Hindsight, Wiz 9, Spell Compendium, psychometry on your location, learn about the area's past.
 * Discern Shapechanger, Wiz 2, Complete Arcane.
 * Weather Eye, Clr4/Druid 3, Predict the weather a week into the future.

The ways to magify healing are almost too numerous to list. A party member starts out healing hit points equal to level, which we will call //x//. With a proper heal check (which I will always assume to take place), the party member heals 2//x//. With the spell //summon elysian thrush//, (bard 1, negligible gold cost for party, I will assume it's always available), the PC gets 3//x// (a second doubling). With the spell //healthful rest//, the party member heals 4//x// (a third doubling). Hence, with minimal application of resources, well within that available if the party had even one member with a leadership feat...one can heal in one evening 4//x//, and I'll assume this is the default value.
 * Healing the previous day's wounds:**

Again, there is so much low-level magic that can accelerate this that I'm going to assume it takes place. Traveler's mount, druid 1, increases the speed of a mount by 10ft and lets it hustle without fatigue (double move out of combat.) Another spell (name escapes me) lets marches continue for 50% longer without fatigue. another spell (albeit higher level, name also escapes me, from FR) doubles overland speed entirely. So now we're at 4*speed+40 for determination of overland speed. I'll assume this is the default value when the party is together
 * Overland Travel**

All of this tends to mess with the conventional perception of combat as a sequence of discrete actions that you can base your judgements off of. But in reality, it's a ball of confusion held together by the laws of physics. As DM, I'm going to try and strain my concentration to the limits to get things going at a fast clip.

Character Briefings
This area will contain data on the chracter's oings as the spellplague unfolded its early stages. We'll start with multiple choice questions, which I'll hand out in short order. I wouldn't want to force anyone's hand; the rationale here is to gauge what your character would have been up to.