War of the Spider Queen [ EDIT ]

This game has been retired! That means it's no longer being run.
War of the Spider Queen - DnD 5e either system is fine

Menzoberanzan: A name known well in the surface world and the Underdark as well. Here the eight (8) most powerful Drow houses rule over the city. Here evil plans are hatched, and evil is wrought upon the surface. You are a member of one house in this dark place. A single slice of good within the darkest of places.

House Platin: So named because your ancestors found a valuable vein of platinum in the ground. Your house is 14th in power not large enough to be consulted by more powerful families yet not so small that you are entirely ignored in the largest of power plays between houses. This is good for you because your house holds a secret that, were it to be found out, would utterly destroy you. Your house has been devoted to Eilistraee and your Matron mother holds on to a secret apparently even more dangerous than that a secret known only to her and her wives.

Matron Mother - Lady Platin - Cleric
Wife - Amethyst Platin - Wizard
Wife - Diamond Platin - Druid
Wife - Ruby Platin - Fighter
Wife - Emerald - Rogue
Magister - Vern (a lich)
High Priestess - 1st Daughter Silveria
House Gardener - 1st daughter of Diamond - Canary
Leader of the Guard - 1st son of Ruby - Corubon
House Wyrm - Dakon the Black (a black dragon)
House Smith - Emmet Smith (A human smith)

You will start as a member of House Platin, you need not have the name as they adopt many Drow from around the city. The house is dedicated to finding a path towards good as impossible as that may seem. Because of how you were raised or how you were adopted into the house you are fiercely dedicated to your house; you love your house it is a small slice of peace and order in a world filled with chaos and backstabbing. Most of your family members can be trusted and those who can't are well known to you and purposefully kept out of important tasks or, when necessary, they are removed from existence.

This Game will start your character around 10th level and move on up to around 20 (if you stay with me long enough). I am building it based some on the City of The Spider Queen and Menzoberranzan books along with my reading of the War of The Spider Queen with a whole lot of personalization of plots and ideas.

The Major things you will be dealing with are Intrigue from other houses, spreading heresy, and dealing with the upcoming Silence of Lolth (around 1372). Expect to interact in a major way with the "Cannon" of Faerun and, with some luck or skill, potentially break it.


What am I looking for?
1) Characters who have a strong bond to their house and who would never think of betraying it. You can be as evil as you like but you had best find a reason for your character to want to do what their Matron Mother says and wants to keep them and their family safe.

2) People who plan to stick around or, if you're going to leave, please just let me know...

3) I will be posting on Tues & Thurs please be able to reply on that schedule

4) PHB+DMG+1 other source for character creation (except cantrips and race)

5) A Nice application

Name: Your Character's Name

Race: Other Races beyond Drow are allowed. House Platin takes many in and has no actual slaves. They treat all within their walls well and with actual kindness. It makes their defenses some of the strongest in the city.
Be Warned: outside of the house your character will be expected to act with extreme deference to any Drow they meet.

Alignment: Evil alignments allowed please see above and explain why your evil character is attached to this good house.

Class: What is your class

Family Rank: Less important in house Platin but how closely related to the Matron Mother are you? You may be as close as her fourth child or one of the second children of her sister wives. You may be as far from her as recently adopted by the house or just bought and freed. Feel free to name and make up the personalities of your parents if they are not specifically listed in the House Platin structure above.

Appearance: What do you look like. Description required. Pictures allowed but not required

Background: Who are you related to? What was your upbringing like? How does it feel to be raised in a loving household when seeing the rest of the Underdark? Were you adopted and why? Were you purchased/freed and why did you stay?

The Player: Have you played with me before? What makes you want to play this game? Do you really think you'll stick with this for at least a year? How about 5?

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Character Creation
27 Point Buy
Characters must be created using DMG + PHB+ Official Book
Starting gear will be class and background + DM provided items based on Background
Multi Class Allowed
Feats Allowed
Characters Start at 10th Level as such you may pick a place where you were trained if you wish:

Arach-Tinilith: For non-arcane casters
Wisdom +2 (or primary casting ability)
1 Powerful Rival
1 Ally/Friend

Madness Check
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. Disadvantage on skill and ability checks.
11-20 The character escapes to their own mental dream world. Each day when you arise from reverie you have a 10% chance to imagine you are living in a personal dream world. Disadvantage on skill and ability checks.
21-30 The character suffers extreme paranoia. You immediately distrust any Drow who is not from your family. Disadvantage on insight when dealing with Drow.
31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41-45 You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56-75 In Stressful situations the character falls unconscious. DC 14 will save. No amount of jostling or damage can wake the character for 1d4 rounds.
76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
86-90 The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
91-100 You were not driven mad.
__________________
Melee Magthere: For melee and ranged combatants
+2 To attack Bonus or +2 AC
1 Powerful Rival
1 Ally/Friend
Injury Check
01-10 Facial scarring. +2 Intimidate -2 Deception
11-20 Lose a hand. You lost one of your hands and have a fake hand. Disadvantage on Athletics checks
21-30 Lose an arm. You lost one of your arms you may not use two handed weapons. You may use a shield with a false arm -1 AC.
31-40 Lose an eye. Disadvantage on Perception checks
41-45 Lose a foot. Your speed is reduced by 5 feet
46-55 Lose a leg. Your speed is reduced by 10 feet.
56-75 Died and raised -1 Con
76-85 Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-95 You were not injured
96-100 PTSD - Roll on the Madness table
Sorcere: For arcane casters
Int +2 (or spell casting ability) or +2 spells/day you may choose any spell level up to 5th
1 Powerful Rival
1 Ally/Friend

Magical Accident Check
01-10 You radiate a permanent light glow. Invisibility spells do not work on you.
11-20 You were polymorphed into a small animal or insect. Pick a small animal or insect. When targeted by a hostile spell there is a 10% chance the polymorph spell goes off again. Spell wears off in 3 minutes.
21-30 Died and raised -1 con
31-40 Sticky hands. When attempting to throw or drop an item there is a 30% chance it is not thrown or dropped.
41-45 Somnia spell. You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell.
46-55 Accidental flames. After any fire based spell you cast there is a 10% chance you burn one item in your inventory that is flamable.
56-75 Demonic Influence - You visited the lower planes and a demon or devil there has some hold on your soul.
76-85 Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells.
86-90 Driven Mad - Roll on the Madness table
91-100 You were not involved in a magical accident

Drow Sign
In addition to Elven every character gains Drow Sign - You can use your hands to 'speak' with any Drow within 50'
For the actual language itself I use this

Equipment
You may equip your character with anything in the Player's Handbook Chapter 5 equipment area

Every character has a Platin House Insignia: This small platinum amulet bears the symbol of house Platin (along with your individual sigil denoting your rank within the house) - Three times per day, by speaking the command word, you can utter a short message into the item, which transmits it up to 1 mile away to another character wearing an insignia of the same house. The recipient hears the message in its mind. To transmit the message, you must name the intended target as part of the command word. Should the target not be wearing its drow house insignia, the message is lost, but you have no way of knowing whether it successfully transmits or not. Since each insignia is slightly different, even those from the same noble house, a person aware of the unique shape of an individual insignia can magically locate that amulet with a scrying or similar spell

You may have up to 5 of the following (no more than one of each item):
[list]
  • +1 version of any weapon in the players handbook
  • +1 version of any armor in the players handbook
  • +1 ammunition (100/100) bonus for ammunition and weapon do not stack
  • Ring of protection (requires attunement): +1 AC, +1 Saving throws
  • Bracers of Defense: While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield
  • Collar/Necklace of Magic Fang: Gives one natural weapon of the target a +1 bonus on attack and damage rolls
  • Amulet of the devout +1: A worshipper of Eilistraee may wear this holy symbol, they gain the magical bonus to spell attack rolls and the saving throw DCs of spells
  • Bag of Holding: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
  • Lesser [TT="Piwafi"]Cloak of Elvenkind[/TT]: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
  • Cinnabar Eye Cups: These are pink lenses of polarized crystal that fit comfortably over the eyes. When worn in an area with an intense concentration of faerzress or other magical radiations of the Underdark, the eye cups enhance vision. If the wearer does not already have darkvision or low-light vision, they gain darkvision out to 120 feet.
  • Breathing hood: Allows you to breathe underwater or in poison clouds for 30/30 rounds per day
  • Mister: This small steel hand-held device can contain a single dose of poison or a potion. As a standard action that does not provoke attacks of opportunity, it can be used it to deliver that dose in droplet form to any single target within 5 feet as a ranged touch attack. The mister is an effective vehicle for both contact and inhaled poisons. Ingested poisons allow the victim to attempt a DC 15 Reflex save to avoid contact with the mist and escape the poison's effect. Mister-borne injury poisons are effective only if the victim is wounded and has not been treated with a Heal check. If the mister delivers a potion, that potion can be used against an adjacent creature that breathes. You can automatically do this to yourself or to a willing or disabled subject. Oils, salves, and elixirs cannot be delivered through a mister.
  • Potion Bladder: Crafted from the thin, rubbery organs of cloakers and lurkers, these items are slung over the shoulder and worn on the upper back. They are small enough that they do not interfere with backpacks, can be worn under armor, and are easily concealable (+5 circumstance bonus on Sleight of Hand checks to hide). A flexible tube made from the same material runs from this rubbery bladder under the collar and ends below the chin of the wearer. A potion bladder can hold a single dose of one potion. A valve in the bladder prevents the potion from leaking unless suction is placed at the end of the straw-like tube. A potion bladder allows you to drink the potion within as a standard action without provoking attacks of opportunity. Refilling a potion bladder requires a full-round action and is done by siphoning the potion through the straw, this action provokes attacks of opportunity.
  • Spider Kit: This kit includes hand, feet, elbow, and knee pads set with hundreds of tiny hooks and smeared with a sticky alchemical substance similar to that in a tanglefoot bag. These pads provide a +2 circumstance bonus on Climb checks; this stacks with the bonuses provided by climber's kits and spelunker's kits. The substance on the pads actually becomes stickier when exposed to moisture, so no penalties apply for slippery surfaces if the slipperiness is caused by wetness. In addition to the pads, the kit also includes a harness, to which are attached four retractable telescoping legs (two on each side of the back so there is room for a backpack between them). These legs also end in the same sticky pads. If you have made a successful Climb check, you can extend these legs and attach them to the surface you are climbing as a full-round action. You can use your hands freely once the legs are extended, because the legs (along with your own feet and knees) adhere you to the wall. The legs can be detached from the wall with a move action and refolded with another move action. If you climb with the legs still extended, you do not gain the +2 bonus on Climb checks normally provided by the spider kit.
  • Stoneburners: These are special boot tips and gloves with reinforced fingertips that hold small receptacles for stoneburn acid. When pressure is applied to these compartments, the acid is released onto whatever surface is being pressed. If the surface is stone, the finger or boot tips immediately burn a small divot that can be used as a hand or foothold. Using stoneburners along with stoneburn acid provides you a +2 circumstance bonus on Climb checks on stone surfaces. This does not stack with the bonuses provided by climber's kits, spelunker's kits, or spider kits. Stoneburners are typically used by drow who are in a hurry and are not picky about leaving behind a permanent trail.
  • Mother's Corset: Woven into this black corset is purple thread suggestive of webbing. Up to 20 minutes each day (which you can split up as you choose), you can cause the mother's corset to sprout eight spider legs from your body. You gain a climb speed of 30 feet and a +8 bonus on Climb checks. While under this effect, you can take 10 on Climb checks, even if rushed or threatened.
  • 3 Bottled Night: You can throw bottled night by making a ranged touch attack with a range increment of 10 feet. Upon impact, it instantly fills the area with magical darkness, granting concealment to all creatures in a 20-foot radius. The darkness lasts for 10 rounds.
  • 3 Daylight Pellets: This implement was devised by drow for use against other drow, but it is equally useful against any light-sensitive creature. A daylight pellet can be thrown up to 50 feet; when it lands, it shatters and creates illumination equivalent to a daylight spell, but with a duration of 5 rounds
  • [*] Sunglasses: You may wear these to remove sunlight sensitivity. While wearing them you have no darkvision.

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