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 Post subject: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sat Jan 20, 2018 10:09 am 
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Soulpedia, Campaign Coordinator
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Location: Always in Your Shadow
Life in Baldur's Gate proceeds as usual, though recent developments on small political scale made by some of known adventurers brought a number of excitements and new movements present within the city.

Regardless of those, many common folk of Baldur's Gate began noticing other changes within the city and its society:
  • The charity efforts of many individuals and organisations across the City have been a great help for relief in the aftermath of the Undead War in years past. Many people that were down-to-luck after the war have came back on their feet and returned to normal with their families, thanks to the help of those good souls. However in recent year some onlookers may have noticed a new, strange trend. It appears a small group of individuals known for having stable-yet-hard work have began appearing at the Temple of Ilmater and other institutions issuing charitable help to those in need. Most of them say that they've lost their job in one way or another and still have family to upkeep, while some of the others can be heard mentioning that they quit their jobs, because gold they're getting from charity groups is better than what they previously earned in a Tenday as dockworkers. Several minor gossip mongers think that's actually pretty clever and wonder about doing the same.
  • The Flaming Fist have successfully replenished their numbers over the past few years, and with that it appears they are going to return to a more organised movements outside of the city limits proper. Rumours circulate that this means the Flaming Fist will be returing their patrols along the Trade Way south and north of Baldur's Gate once again.
  • The Temple of Ilmater continues to amass a high number of worshippers, effectively making it third major faith within Baldur's Gate
  • The Temple of Tymora continues to amass a high number of followers, effectively taking second place as a second major faith within Baldur's Gate
  • The newly rebuild temple to Gond, the Wonderbringer, called The High House of Wonders, is once again full of worshippers of Gond, inventors, craftsmen and those wishing to witness astonishing works of engineering genius! Morale of Gondar worshippers is high once again, and their numbers have increased- taking the place of the largest faith in Baldur's Gate back again.
  • Baldur's Gate commerce and mercantile manouvers since last two years have been increasing back anew, the city regaining much of its lost wealth during he Undead War, and establishing new trading contracts in Calimshan and lands to the east- within the Western Heartlands and beyond. However it is commonly noted that relations with Zhentarim and Thayan merchants have grew significantly colder in past two years, making a point for a number of merchants and nobles within the city to seek different contractors and sources of luxury, spices and clothing.
  • Several rumours speak about one or few small fiendish cults being found within Baldur's Gate. Some say that some people in shadows dealt with those, while others give the praise to the Flaming Fist that hanged several tiefling warlocks and cultists in past two months, which makes a point that they are investigating the matters diligently. Overall, those that have heard of those ongoings feel much safer now.

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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sun Jan 21, 2018 5:47 pm 
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It is rumored that the Grand Dukes of Baldur's Gate on the 20th of Hammer, 1354 DR made significant changes to the laws of the City and enforcement policy for some areas surrounding the City and its Environs as well as to what can define Baldurian citizenship.

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- Practicing Necromancy, eldritch magic, and those Arts that are known as Blood Magic are strictly forbidden, punishable by banishment or death, as determined by judicial ruling. Creation of items or trade of such magic in any form is equally punishable. Any citizens of Baldur's Gate that are found to be consorting with such sinister dark arts users, within or outside of the city, unless officially sanctioned to do so by the Grand Dukes of Baldur's Gate, are committing treason, punishable up to a sentence of death. The consorting provision of this law only applies to individual beings, not organizations or polities. The definition of consorting will be up to the discretion of Baldurian magistrates of the law on a case by case basis. The consorting provision of this law is only for offenses that took place on or after the 20th of Hammer, 1354 DR. The consorting provision may be revised in the future depending on issues with implementation and political status.

----

- The Gray Orc and the Drow Elf, wicked and evil by nature, are hereby banned from the city of Baldur's Gate. Any citizens of Baldur's Gate that are found to be consorting with such creatures, within or outside of the city, unless officially sanctioned to do so by the Grand Dukes of Baldur's Gate, are committing treason, punishable up to a sentence of death. The consorting provision of this law only applies to individual beings, not organizations or polities. The definition of consorting will be up to the discretion of Baldurian magistrates of the law on a case by case basis. The consorting provision of this law is only for offenses that took place on or after the 20th of Hammer, 1354 DR. The consorting provision may be revised in the near future depending on issues with implementation and political status.

----

Citizenship in Baldur's Gate


Any lawfully residing being in Baldur's Gate that has a rented or owned residence in the city or its Environs and that is not a declared subject, citizen, or dignitary of a foreign polity is considered to be a citizen of Baldur's Gate, with the fully associated rights, privileges, and responsibilities of Baldurian citizenship, including the right to vote in Duchal elections.

Justice in Lands Under the Influence of Baldur's Gate — Outside of the City and Environs


The Flaming Fist Mercenary Company announces on the 20th of Hammer 1354 DR that it will be prosecuting any violations of Baldurian law in certain areas outside of Baldur's Gate and its Environs for alleged perpetrators turned into the Flaming Fist Mercenary Company Headquarters in Baldur's Gate by willing adventurers, as long as at least three credible eyewitnesses can speak for the truth of the accusations made and at least one of the eyewitnesses is a citizen of Baldur's Gate. This new enforcement of law outside of the city and its Environs is only for offenses that took place on or after the 20th of Hammer, 1354 DR. This enforcement policy may be revised in the future depending on issues with implementation and political status.

The areas where this proclamation are relevant include regions outside of the city of Baldur's Gate and its Environs under Baldurian influence that are now again semi-frequently patrolled by the Flaming Fist Mercenary Company given political pressure from goodly organizations to do so after the Zhentarim-Baldur's Gate Treaty went into effect as well as newly restored manpower of a rebuilt peacetime Flaming Fist over the past couple of years, including additional Flaming Fist magistrates for criminal processing. These relevant patrolled areas outside of Baldur's Gate and its Environs include the two adjacent regions east of the city up the River Chiontar, the region on the way to Ulgoth's Beard and Ulgoth's Beard itself, Thundar's Ride, The Fields of the Dead, as well as the Trade Way south of Baldur's Gate through the Friendly Arm Inn region, though not inside of the Friendly Arm Inn or on its gate, The Lion's Way, and south to the stream boundary between the lands under the influence of Baldur's Gate and Amn north of Beregost.

——

Bounty of 15,000 gold is set for any drow killed and proof of the deed brought to the Flaming Fist.


///For more:

Subject: THE LAWS OF THE LANDS (IC) ///

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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sat Jan 27, 2018 9:03 pm 
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Strange Dreams in Baldur's Gate


Hideous and unsettling visions begin to haunt the dreams of certain people who sleep within the city of Baldur's Gate and its surrounding farmlands. Memory of the nightmare's specifics fade upon waking, but leaves the recipient with feelings of intense dread, as if they had learned some terrible secret.

Affected Characters:
Hidden: show
Aasimar
Tieflings
Those with strong ties to Celestials or Fiends, (such as the Fiendish Heritage feat, Fiend-pacted Warlocks or other relevant character background.)


Affected Areas:
Hidden: show
Baldur's Gate's Harbor, Palace and East Gate Districts, Sewers, North, East and South Farmlands and any contained areas.


The strange dreams occur every night, and will continue to occur until this post says otherwise.

Those unaffected by the dreams notice nothing unusual about their sleep.

Those who ward themselves against mind-affecting effects before they sleep find the nightmares no longer trouble them, and those of sufficient Will (30) are similarly unaffected unless they deliberately do not resist the dreams. Elves, who do not sleep, are always immune to the nightmares.

(This plot has had developments, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Fri Feb 02, 2018 11:12 pm 
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Troubles in the Farmlands


Rumors spread of various problems being faced by the farmers of the farmlands of Baldur's Gate. Not all farmers have issues, but many have at least one neighbor that does. There are reports of animals gone missing, of patches of blighted plants, and of tainted water sources.

The troubles experienced do not seem to extend into the city itself.

(This plot has had developments, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Thu Feb 22, 2018 9:45 pm 
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Troubles in the Farmlands


By Duchal decree, additional Flaming Fist patrols have been deployed to safeguard the farmlands under the authority of Officer Ushra. They are seen checking plant life and water sources for signs of taint.

The efforts of adventurers seems to have halted the spread of diseased water and afflicted plant life. The charitable faiths of Baldur's Gate are encouraged to aid the effort, as knowledge of how to fight it spreads.

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Tainted water can be countered by Clerics, Favored Souls, Druids and Spirit Shamen of any level.
Withered plants can be countered by Druids, Spirit Shamen and Rangers with 3rd level spells.


Though the cause of the troubles has not been identified, the tide has been stemmed. For now.

(This plot has had developments, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Fri Feb 23, 2018 12:05 am 
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A Lack of Faith


A quiet dissension grows among some of the common folk of Baldur's Gate. The faiths of Baldur's Gate have begun to see an increase in acts of petty vandalism of temple property. A recurring graffiti is seen:

'The Gods Have Failed'


(This plot has had developments, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Wed Mar 07, 2018 3:32 pm 
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Strange Dreams in Baldur's Gate


Word spreads, primarily to tieflings and aasimar, that a joint effort by the Church of Mystra, Order of the Radiant Heart and the Temple of Ilmater is being made to provide a sanctuary from the dreams plaguing the city of Baldur's Gate.

The Temple of Ilmater is being warded daily against the dreams, and any character affected by the dreams, (see above), find the dreams do not trouble them when they sleep inside the temple.

-

A Lack of Faith


The Church of Mystra, Temple of Ilmater and the Order of the Radiant see a noticeable increase in vandalism, after the sanctuary is provided. A single instance graffiti is seen on the back wall of the Church of Mystra, before an acolyte magically erases it:

'The Blood Is Cursed'


The faiths of Baldur's Gate have begun to see a decrease in attendance in recent days.

In response to the recent vandalism, security at Baldur's Gate's temples has increased. Most have a temple guard keeping watch on the building's exterior, and the City Watch has an increased presence near most temples.


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sat Apr 07, 2018 3:12 am 
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When Mercy Experiences Travesty


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Morning came early, too early, as a pillar of flame was brought down in the streets just outside the Temple of Ilmater. The melee was short lived as a large, swift, black ooze were chased from the streets into the sewers by Brother Marcus and a nearby Watch patrolman.

The damage was already done: one of the junior clergy were killed as well as one patient. A third body was found near a sewer grate.

The slime was lost by the Watch as they headed into the sewer and are still loose in Baldur's Gate. The Flaming Fist and the City Watch are on high alert and unease starts to spread in the city. Whispers and rumors quickly circulate of where they may next surface. Other details regarding the ooze, where it came from, how it got in, the rumors are still spreading wildly and are hard to discern.

The City Watch are currently seeking information regarding two individuals: Elspeth Silverleaf and Councillor Eowiel of Doron Amar.


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sun Apr 08, 2018 8:27 pm 
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A runner arrives from Doron Amar to the Gate, a message in his hands.

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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sun Apr 08, 2018 10:21 pm 
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A letter is circulated and announced throughout the city by the criers.

Citizens of Baldur's Gate and Resident Adventurers,

The two individuals, namely Elspeth Silverleaf and Councillor Eowiel of Doron Amar, which the City Watch was seeking information on have voluntarily reached out to the Grand Dukes. Let it be known that their safety is paramount to Baldur's Gate and any escalation in this scenario will result in full prosecution and swift justice at the Hands of the Flaming Fist.

Long live the Dukes! Long live Baldur's Gate!

Captain Beluarion


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Thu Apr 12, 2018 9:38 pm 
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The Hardly Floatsum Returns


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Early in the morning, the Hardly Floatsum, captained by the Lantanna renegade noble Fluazifop Dippledop, can be seen returning to the Harbor of Baldur's Gate and unloading a healthy cache. The flag of Lantan flies proudly from the odd ship, which is equipped well with Lantanna machinery.


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Sat Apr 14, 2018 5:01 pm 
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Troubles in the Farmlands


Strange new afflictions have begun to appear in the farmlands, as the corruption previously held off begins to change. Flaming Fist patrols warn citizen and traveler alike to keep their distance from the afflictions, as they are very dangerous. Fortunately, the hazards are still fairly rare.

Black, cursed sludge has begun to appear in areas where water once flowed, such as wells, streams and small ponds.

Hidden: show
Exposure to this sludge inflicts 1d8 Strength damage a round. If a character instead ingests the sludge, for some reason, it deals a full 8 Strength damage.

Effects that would reduce this Strength damage function at 50% efficiency. (For example, immunity would only halve the damage.)

Characters reduced to 0 Strength from the sludge are killed. Characters killed in this way cannot be raised by Raise Dead, and instead require Resurrection.


Small patches of darkness, bathed in lethal cold have begun to appear in isolated areas of wilderness.

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Exposure to the areas of lethal cold deal 10d6 points of damage a round. Half of this damage is Cold damage and the other half is Unholy damage.


(This plot has had developments, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Fri May 11, 2018 1:48 pm 
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Troubles in the Farmlands


A strange blue-black shimmering is seen in the sky above the Baldur's Gate Farmlands.

Those trained in spellcraft notice... (Spellcraft: 20)
Hidden: show
The shimmering appears to be a powerful ward beginning to fail.


(There have developments in this plot, see more recent posts.)


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 Post subject: Re: 1354DR - Baldur's Gate & Surrounding Lands [DM Posts]
Unread postPosted: Fri May 11, 2018 5:14 pm 
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Troubles in the Farmlands


The strange blue-black shimmer above the Baldur's Gate farmlands fades, as strangely as it appeared.

A section of farmland, deeply frozen as if caught in a terrible, endless winter has appeared near Baldur's Gate. The region seems to encompass what was once the Ransell farm, an unassuming local farm, and the surrounding woodland.

The Flaming Fist are quick to surround the area with guardsmen, but are unable to venture within due to the intense chill.

An unholy cold infuses the region.
Hidden: show
Those who enter the region take 10d6 points of cold damage a round. Half of this damage is unholy damage, and cannot be reduced.


Scouting the area proves impossible due to the cold.
Hidden: show
Those who try take 21,000 points of damage over the period of an hour. Those with access to cold immunity for the hour only take 10,500 points of damage. Those able to heal that much damage over the period of an hour, learn what the spot check learns, albeit through more close encounters.


Those who know of local lore, or have a suitable background in the farming community (such as a Chauntean or a local farmer.) (Knowledge: Local: 25)
Hidden: show
Reilan and Tif Ransell have lived and worked at the Ransell farm for over forty years. Locals report them as friendly, but quiet. If pressed, none can recall ever actually having visited the farm at any point in the last four decades, always having remembered other business before venturing towards the farm.


Those with good spot and a spyglass, or those with scrying magic. (Spot 25)
Hidden: show
The region seems deeply frozen, but life of some sort is visible in the frozen woodland. The keen eyed can spot misshapen wolves, ice elementals, and what appear to be the dark outlines of shadows within the frozen wasteland.

The frozen region appears centered on the Ransell Farm itself.


Those with knowledge of the Planes. (Knowledge: Planes 25)
Hidden: show
The cold gripping the Ransell farm appears to be consistent with the Hellish eternal winter of Cania, domain of Mephistopheles.


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