conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Charon23: -- OOC Thread --  
  Tumbles and Scrapes, Intrigue and Glory; Post here for in character action for  The Chains of Kahetch  campaign!  
  
      "Shackle spurned, May ye rake the Serpent in Her wicked eye."  - Quimgonian blessing to parting guests  
  
   
  
    A patchwork of nations and city states dot the known world.  Populations eke out an existence on wave-tossed island chains, across frozen tundra, and through the dark embrace of the deepest earth.  Fragile alliances hold the only promise of survival, pitting the common races against every monstrous threat imaginable.  Won't you join the fight?   
  
  
   
  
      STATUS:   
  -   Status OOC :   Ongoing, working on offloading notes to secondary site, filling in world lore.  3 of 4 active slots filled, 1 characters on-boarding, 1 character tentative/recruiting as of 05/01/2017.
  -   Status IC :  Act I, Chapter 05: On the island nation of Yorder, setting foundations for the adventuring party.  Meeting at an adventuring guild in Olgenwart.  Eventually preparing for a voyage by sea to investigate the island of  Sassero  off of Termion. 
  
  
   
  
      ABSTRACT:   
   'The Chains of Kahetch' is an open world campaign set against a backdrop of the epic tidal forces of good and evil.  The races are emerging from a vast dark age following centuries of enslavement and war.  Now they leveraging glimpses of peace, order, and security into a new renaissance.  Secrets long forgotten from early civilizations are recovered from dungeons and tomes alike on a regular basis.  Stunted cultures seek to reclaim their identities and shore up their defenses.  Artifacts and magics once the subject of myth are returning once again.
  
  The power level of the campaign is moderately high versus core.  Typical NPC's are subjected to a tough and gritty life and accrue multiple hit dice over their careers.  There is a severe case of 'survival of the fittest' in all but the most remote or posh areas.  PC's are granted additional abilities drawn from prestige classes to set them apart.
  
  Play starts at level one with accelerated early levels.  Currently characters are Levels 2-3.  Characters of any level may find opportunities to change the course of history.  The emphasis of world-altering narrative hooks is on levels seven through eighteen.  Rewards are split between traditional 3.5e combat and player interaction with each other and the world.  While the game is open-ended, story arcs small and large reveal themselves as the party investigates the world further.  
conversations.from: human
conversations.value: Charon23: - Reserved for Game Mechanics and Conventions Used
   
   Spoiler: Character Creation &amp; Skills 
   
    Starting Level:  Currently Level 1.  Lowest active PC level -1 thereafter.  Options to gain additional XP via backstory and side-quest are provided in most cases, to gain most or all of the lost level. 
    Abilities:  32 Point Buy 
    Build:   PC's are exceptional amid a high powered world.  Prestige Class features and abilities are  added  to the base class on even levels, as negotiated with the DM.  Multiclassing is allowed as per core rules.  Classes with reduced or no casting gain additional bonuses at higher levels. 
    HP:  Maximum at Level 1.  Additional levels; Roll twice, keep the best.  A third roll is optional but must be kept. 
    Gold:  Level 1; (max base class * 3 [i.e. Barbarian = 480gp]).  Character Wealth-by-Level * 1.25 thereafter.  Gear subject to review with 1/3 value cap on most expensive item at creation (with the exception of masterwork arms and armor at level 1). 
    Knowledge(local):   Ranks and checks are according to specific regions.  4 bonus points are granted upon character creation with backstory.  Bonus points are granted thereafter at a rate of approximately one or two per season spent actively adventuring in a given region. 
    Profession:   Like Knowledge(local) above,  bonus points for specific Profession categories may be granted. 
   
   
  
   
   Spoiler: Natural 1, Critical Failures and Fumbles 
  95% of the time natural 1's simply mean that the subject fails to hit or save.  A fumble  may  occur in extraordinary circumstances with overlapping factors.
  
  For instance, a  fatigued  archer who has been covered in slime may snap a bowstring.  A  shaken  creature failing a Will save with a natural 1, from a Sorcerer's  Repulsion  spell, may increase their fear condition for a round.
   
conversations.from: human
conversations.value: Charon23: - dates as 'day/month/year' -   
     ACT 0   
   
     [ {{Prior to 1/4/KD3,624}} ]   
     Solomon joins via solo adventure.   
   
     ACT 1   
    [ 1-?/4/KD3,624 ]  
   
   Spoiler: Act 1 Detail 
   
     [ 1/4/KD3,624 ]   
     Act I, Chapter 01: 'A Trade for Freedom' ; Solomon and Wyonella retrieve the yet-unkown Altana from a jail in West Yorder.  
     Altana joins following a solo introduction.   
     Act I, Chapter 02: 'Bryell's Eye - Part I' ; The magic themed inn greets the party with special images.  Indulgences of baths and drink ensue.  
     Act I, Chapter 03: 'Bryell's Eye - Part II' ; A plan is devised to investigate Captain Malpruit's ship in the morning.  Solomon and Altana discuss morals and philosophy while Wyonella has her fortune read.  
     Vyncent joins sans-prequel.   
     [ 2/4/KD3,624 ]   
     Act I, Chapter 04: 'A Longship Named Desire' ; The Feangeamh is located in the bay with the help of newcomer, Vyncent.  A long carriage ride redirects the group to The Token of Nask's guild hall in east-central Olgenwart.  Altana takes ill along the way and is redirected to a healing center near the guild hall.  
     Act I, Chapter 05: 'The Token of Nask' ; Baldric, John, Solomon, and Vyncent meet at The Token of Nask's guild hall for a dinner meeting.  Elder Olramdol hosts with Captain Malpruit and Muldmera Tiateren as noted guests.  Lieutenant Erma Fowler, Hevlod, and Ghalma from Vamildale join.  A plan is revealed to align efforts towards a treasure hunting expedition headed by Muldmera in the wild nation of Termion.  
     [ 3/4/KD3,624 ]   
    Act I, Chapter 06: 'Patience and Virtue'; Altana awakes from her blacked-out state and re-joins the party, while John is pulled from his assignment with the party.  Baldric and Vyncent encounter a threatening gargoyle atop the roof of their lodging.  The remaining four take another long wagon ride back to the docks near The Feangeamh.  
     John exits game.   
     [ 4/4/KD3,624 ]   
    Travel from Olgenwart to Alkinsenon, of Yorder.  
     [ 5-10/4/KD3,624 ]   
    Travel to northeast T'vessen and along coast.  
     [ 11-13/4/KD3,624 ]   
    Travel along western coast of T'vessen.  Muldmere's ship takes hull damage while near the coast.  
     [ 13-17/4/KD3,624 ]   
    Several days are spent in a small port town in western T'vessen as repairs are made.  
     [ 18/4 - 3/5, /KD3,624 ]   
    Two weeks of open water brings the three ships to a relatively civilized portion of south Termion.  
   
   