Monday Night Kingdoms of Kalamar Game

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Rigon
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Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Since we will be starting the new campaign soon-ish, I thought I'd start a new thread. I almost have the primer ready. I just have to clean up the format and convert it into PDF format. It will be 3 separate PDFs when it is finished. The one on the gods of Tellene is only going to have brief entries on each god. If anyone plays a religious character (cleric, druid, paladin, ranger, etc), I will supply more specific information about their god to them. We will be using my house rules (found in my signature) and starting out at first level. So make sure you review my house rules as you are rolling up your PCs. I hope to have the PDFs available by Thursday night or Friday evening. I'll post links here so it will be easy for you to get them. I'll also post the character sheet format I'd like you to use. That will be the easiest way for me to locate info on your sheet. I will more than likely continue using Roll20 (as much as I hate to) for the campaign, since that seems to be the most reliable format (as long as I can get in ;) ).

R-

Edit: I got the material worked out sooner than expected.
The Kingdoms of Kalamar Primers & Maps

R-



Official game start date: Feb 2, 2015
Edit: Date - 10/1/18 Exp - 205,337 xp

Kingdoms of Kalamar Campaign Information

Base of Operations: The Village of Yelden (Dutchy of Etwerl, Kingdom of Mendarn)
People of Interest: Duke Cardor (Duke of Etwerl), Prince Mordeln (son of the Duke), Brand (Capt of the Prince’s Guard), Sorley (High Priest of the Bright Eyed Traveler), Kalgar (Capt of the Duke’s Guard)
Notable accomplishments: Rescued Duke Cardor from Pel Brolenon slavers, became Wardens of the West Mark, established trading relations between Yeldon and Lupa’s family from Zoa, freed slaves from the Valley of the Blackmoon (including Aescheloen's sister), restored life to King Llewellyn and returned him to his people, destroyed Beltron's Beacon, destroyed the Blackmoon Tribe of hobgoblins, established school for bravos in Yelden, freed Clan Rockgut from mindflayers, attending the Prince in Dijishy

Dijishy info:
Staying at the House of the Weary Traveler (Farha Al-Khan proprietor)
Prince Mordeln is to meet Ozpan the Scholar for training
Fine dining and drinks: The Hand of Fate Tavern (Holy District), The Stumbling Camel (East Common District), and The Drunken Traveler (Traveler’s District)
The Mage’s Wisdom (reputable magic shop, proprietor: Azikr Al’Amin)
Hazman al-Hinjy (merchant that holds line of credit for the Prince)
Zinobi Niawee (Zoan merchant staying at the House of the Weary Traveler; rival fimaly to Lupa)
Jeoff of Bet Kesel (Kalamari merchant staying at the House of the Weary Traveler)

(More info to come)
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Aramis
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Re: Monday Night Kingdoms of Kalamar Game

Post by Aramis »

Image





Name:Aeschelon
Race: High Elf
Alignment:CG
Languages: Fey
Class/Level: Wizard 1/ Fighter 1
Exp:0
God:Adrededar (The Guardian)
Description: a tall, thin elf with golden hair and fiery red eyes!

STR:13 +1
DEX:19 +3 (P)
CON:14 +1
INT:16 +2
WIS:13 +1 (P)
CHA:10 +0

HP:8
AC:
BtH:+1
# Atts: 1
Percept:+3+1+2
Speed:30
Size:M
Fate:

Casting in Armor +3+1+2+2

Racial Traits:


Class Abilities:

Weapons:

Composite Longbow (sp) /1d8

long sword /1d8+1


Magic Items:


Potions



Spellbook

0th
Detect Magic
Endure Elements
Ghost Sound
Message


1st
Charm Person
Identify
Shield
Sleep

2nd




3







Equip:

Tent
Back Pack
100 feet of Rope (two 50 foot lengths)
Pitons (10)
Flint and Steel
whet Stone
10 days rations
Winter Blanket
Bedroll
chalk
5x bag flour
5x bag of marbles
bowstrings
fletching kit
2 quivers
40 arrows
spell components in belt pouches
waterskin
small mirror
ink
parchment
pen
signet ring
sealing wax
whistle
mini bullseye lantern+oil

Treasure
pp:
gp:
sp:
cp:
gems:

Notes:

Aeschelon was born into a family of the lower nobility and experienced a happy childhood in the Brindonwood on the shores of Shadesh Bay. His days were spent hunting with his bow and his nights were spent reading of the great deeds of his ancestors as they defeated their enemies with arrow and spell. But for all men there comes a time when childhood ends

The young elf's father was appointed a diplomat to the court of wood elves in Lathlanian, in the Lendelwood. The region was under constant threat from the rapacious (and ungrateful!) humans who sought to force the elves from their rightful home. No longer was Aeschelon playing at war. His arcane archery was called upon to kill actual foes, and he came to see the reality of battle, though he was little more than a child.

In his third year in Lathlanian, as he prepared for his naming ceremony when he would become a full member of the tribe and start his own family, raiders captured a caravan of supplies being escorted by, among others, his older sister. The Eldorian raiders thought nothing of selling the captured merchants and guards into slavery to members of the Bringers of the New Order in Pel Brolenon.

Aeschelon, never a particularly religious boy, immediately swore to find and free his sister, even if he had to end the evil of slavery in all of Brandobia to do so. He dedicated himself to the worship of the Guardian, and began to use the skills he had acquired, both magical and martial, to seek out and destroy followers of the Overlord. Such behaviour, especially in one so young, is not conducive to long life.

Fortunately for Aeschelon, members of the Brotherhood of the Broken Chain became aware of his "extra curricular" activities, and have channeled his travels such that he can oppose slavery without being killed foolishly

He dresses modestly for a high elf, with a bow slung over his shoulders, and a longsword with a pommel of an eagle's claw clutching a link of broken chain. The bow has the following inscription

Image

alcyone
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Re: Monday Night Kingdoms of Kalamar Game

Post by alcyone »

Name: Barlieg Bloodsponge, Bloodthirsty, Gnollbane, Sureshot
Race: Half-Orc
Alignment: Chaotic Neutral
Class/Level: Barbarian/4
ExP: 10291
Languages: Common, Goblin, Orc
Description:
Grew up in Eldor, taught to revere the Storm Lord, but has always been drawn to Battle Rager. In his youth had a temper that was slow to build but would suddenly explode with disastrous results. Now has learned to save it for the battlefield, where others have found value in his tempestuous ways.

He is a tall and strong, and slightly favors his Orc side in appearance. He wears simple hide armor with coarse woven and simple but clean clothing. He keeps his few possessions in good working condition as he relies on them for his livelihood and survival. He treats his surroundings and the belongings of others with far less reverence.

STR: 15 (+1)
DEX: 14 (+1) PRIME
CON: 16 (+2) PRIME
INT: 11
WIS: 12
CHA: 12

HP: 29
AC: 19 (+2 Banded Armor)
BtH: 3
# Atts: 1
Percept: +1
Speed: 30'
Size: M
Luck: 1d8+1+2 (0)

Racial Traits:
Darkvision, Enhanced Sense of Smell, Martial Prowess, Resistant to Disease,
Attribute Check Modification (STR)*
Class Abilities: Combat sense, deerstalker, intimidate, primeval instincts,
whirlwind attack*, primeval will, ancestral calling, ditch medicine*

* see house rules

Weapons:
Battle Axe (x2), Bolas
Longbow, Composite
18 normal arrows
18 arrows (Masterwork: +1 to hit only)
Magic Items:
Cure Serious Wounds
Periapt of Wound Closure
PERIAPT OF WOUND CLOSURE: This stone is bright
red and dangles on a gold chain. The wearer of this periapt
automatically becomes stable if his hit points drop to between -1
and -9 inclusive. The periapt doubles the wearer’s normal rate
of healing or allows normal healing of wounds that would not do
so normally. Hit point damage that involves bleeding is negated
for the wearer of the periapt, but he is still susceptible to damage
from bleeding such as that dealt by a wounding weapon.

Ring of Displacement:
This item appears to be a normal ring,
but when it is worn by a character its magical properties distort and
warp light waves. This displacement of light wave causes the wearer
to appear to be 1 foot to 2 feet from his actual position. Any missile
or melee attack aimed at the wearer automatically misses the first
time. This can apply to first attacks from multiple opponents only if
the second and successive attackers were unable to observe the
initial displacement miss.
After the first attack, the ring affords a +2 bonus to protection
(i.e., two classes better on Armor Class), as well as a +2 bonus to
saving throws versus attacks directed at the wearer (such as spells,
gaze weapon attacks, spitting and breath attacks, etc., which are
aimed at the wearer of the cloak of displacement).
Note that 75% of all cloaks of displacement are sized for humans
or elves (persons 5 to 6 feet tall), and 25% are sized for persons of
about 4 feet in height (dwarves, gnomes, halflings).

Equip:
Rope
2 Large Sack
1 wk Rations
Grappling Hook
Canteen
Bone Necklace
Horse named "Snowball"

Magic:
Elfbane Two-Handed Sword (Magical, +1)
(has an elf thigh handle, but covered by leather)

Treasure
pp:
gp: 858
sp: 42
cp: 1
gems:

Notes:
1st level
Combat Sense +2 surprise and reduces opponent’s back attack by half
Wilderness survival skills.
Intimidate foe of equal or fewer hit dice
Primeval instincts grants +4 to last ditch physical attribute check

4th level
Whirlwind attack against multiple foes: 2 at 4th, 3 at 6th, 4 at 10th

6th level
Primeval Will add 12 extra hit points

10th level
Ancestral Calling grants extra hit points to the Barbarian’s followers
Attachments
Barlieg the Barbarian Token
Barlieg the Barbarian Token
barlieg-token-70.jpg (9.29 KiB) Viewed 39054 times
Barlieg the Barbarian Portrait
Barlieg the Barbarian Portrait
barlieg.jpg (196.78 KiB) Viewed 39053 times
My C&C stuff: www.rpggrognard.com

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Rigon
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Joined: Mon May 01, 2006 7:00 am
Location: Conneaut Lake, PA

Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

I'll also be tracking exp points at the top of the first post. I may even decide to track treasure, but not really sure how much book keeping I want to do.

R-
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Treebore
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Re: Monday Night Kingdoms of Kalamar Game

Post by Treebore »

Name: Valrune Meltor, Warden of the Eastmarch*, Knight of Wittershin.
Race: Human/Silver Dragon
Alignment: Neutral Good
Class/Level: Druid-Thief 6/7 (Effectie Level 6)
ExP:74,458/74,458
Languages: Common, Druidic, Fey, Auran
Deity: Liela (The Raiser) Symbol: Blazing Hearth, Church of the Lifes Fire, Sickle
Description: Silver-White Hair, Silver Iris', very pale grey-white (Silver) skin, very tall and very thin. Reptile like facial features, but no scales.
Height: 86 Inches (7 ft, 2 Inches)
Weight: 178 LBS
From: VoldorWoods, North of Cosdol, Brandobian accent
Totem Creature, Lvl 6: Gold Eagle, Lvl 7: Lvl 8:

STR:15
DEX:18 (20 w/Bracers) (Prime)
CON:16
INT:15
WIS:18 (Prime)
CHA:13

HP:44 -6
AC: 19 (Laminar Leather, expert, Green Dragon, Acid Resistance 5, Extends my fear by 30 feet) 17 LBS)+ Magical +1 Wooden Buckler
BtH: 3
# Atts: 1
Percept:
Speed: 30
Size: M
Fate: 1D8+3+6

Racial Traits: 2 Primes. Various Fixed and Variable Abilities, +1 to Hide and Find Traps.

Immune to Cold based attacks
Frightful Presence: This ability takes effect automatically whenever a half-dragon
attacks or charges, 4x/day, out to 45 feet, including armor. Creatures within a radius of 30 feet are subject to the effect if they
have fewer HD than the half-dragon. Creatures subject to the effect must make a
Charisma save to avoid the consequences; if successful, will remain immune to the
half-dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD
become panicked (treat as the effects of the fear spell) for 4d6 rounds and creatures
with 5 or more HD become shaken (suffering a -2 on all attack, damage, attribute, and
saving throw rolls) for 4d6 rounds. Half-dragons ignore the frightful presence of other
half-dragons (but not dragons).
90 foot Darkvision
Feather Fall 1/day

Breath Weapon, 8 feet long, 4d4 Damage, cold, 2x/day

Class Abilities: Nature Lore (Wis), Spells, Resist Elements (Level 2), Woodland Stride (Level 3), Totem Shape (Huh, didn't know they completely rewrote this until now.) Rogue/Thief: Special (about wearing various armors), Back Attack, Cant, Climb (DEX), Decipher Script (INT), Hide (DEX), Listen (WIS), Move Silent (DEX), Open Locks (DEX), Pick Pockets (DEX), Traps (INT), Sneak Attack (4th level),
Ditch Medicine: The druid is able to use his knowledge of herbs and plants to make effective poultices. The druid is able to heal 1d6+Wis mod hit points of damage once per day per person (a recipient can only benefit from one use per day). At 6th level and every 6th level, the number of dice healed increases by 1 (2d6 at 6th, 3d6 at 12th, etc).

Weapons: +2 Mace, Long Bow, Expert Dagger (+1/+1), Short Sword, Sling, SYLVAN (Expert Ammo, +1/+1 x40), Spear, lots more usable.
+1 Expert Long Sword, +1 to hit only.
-1 Magic Stone
Claw Attacks, x2: 1d4+1

Hydra Poison, CL 5, Sleep for 1 day, 5 doses.

Magic Items: Magical
Wooden Buckler +1
Bracers of Dexterity +2
Helm of Telepathy
Ring of Sustenance (2 hours of sleep=8 hours, gives nourishment)
Talisman of the Sphere
5 Spell Levels (druid scroll) (Spells: calm animals , protection from elements , detect snares and pits )
Instant Fortress (exp: 2,250)
Potion of Cure Light Wounds x7
2 Scrolls of Cure Light Wounds
Potion of Cure Critical
Potion of Cure Serious x1

Animal Companion: Wolf, 2 HD, HP 11, AC 13.
Boar, Hammie.

Spells:
0 Level: 4 per day.
1st Level: 4

speed of the Horse
Entanglex2
Obscuring Mist

2nd Level: 4

Stealth of the Deer
Summon Swarm
Barkskin
Climb as an Animal

3rd Level: 3

Neutralize Poison
Form of (Hawk)
Stealth of the Herd

Equip: Pack 1, Delvers bundle

Backpack 2g
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Bulls Eye Lantern
Canteen ½ gallon 2g
Flint and steel 1g
Hammer small 1g
Lantern hooded 7g
Oil 6 flasks 6g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Grappling Hook
2 Man Tent
Sack large 2 1s
Torch 5 5c
Whetstone/weapon kit 1g

Candle 5 sticks 5c
Holy symbol wood 1g
Incense sticks 6 6g
Prayer beads 2g
Wolves bane 2g

Total 10 gold

Belt pouch small 2 1g
Case scroll or map 1g
Chalk 3 pieces 3c
Chisel 1g
Cord 50’ 5g
Crowbar 2g
Dust bag of 3 -
File metal 1g
Mirror, Small steel
Pitons/spikes 10 1g
Rogues tools 30g
Sack small 1s
String 50’ 4s
Vial 4 4s

Total 40 gold
(Just a rough list for now, will decide upon specifics later)
4 Winter Wolf pelts

Treasure
pp: 2,030
gp:1
sp:35+8+8+3
cp:10+3+3+3
gems:.Jade Dragon statuette, 500 GP.


Dwarven book on Gods of Telene.
Dwarven book of Mining techniques
Dwarven book of Smithing (Stonework ability, only get +2 to ACTIVE searching)
Dwarven Treatise on Divine Magics.(=1 to my CL for spells, so 6+1=7)

Identify Fund: 328 GP, 200 used
Mule, Pack

Notes: Valrune comes from a long tradition of Druids who are also thieves. In fact he is the 4th generation in his family to be a part of this Druidic circle. They primarily use their thieving abilities to go into civilized settlements to rob and sow discord among the population to disrupt logging and other incursions into the natural lands surrounding them. They find this to be a better alternative to bloody conflicts. This Druidic Circle has also garnered enough favor from the gods of nature to have been granted a number of Divine spells specifically aimed at aiding in these "thief" activities. Such as a 2nd level prayer called "Stealth of the Deer" that gives a +5 Bonus to Hide and Move Silently checks for 1 Minute per level to the Druid/Thief, only. There may be higher level versions that give the bonus to others, and maybe even a whole group, much like a Mass Invisibility Spell (Depending on what Rigon approves), as well as a range of other prayers this Circle uses.

This Circle is also only committed to being Reincarnated when they die an early, unnatural death. Which is typically from being killed in battle. As such they are also rumored (Again, dependent upon Rigon's approval) to be able to enable such reincarnated Druids to keep performing as Druids in their new forms via prayers similar to Awakened and other means.

*Warden of the Eastmarch, can command any of the troops, can seek rest, healing and mundane gear in any of the fortifications. Prices are now normal in Yeldon. We have Medallions to prove our status.

Coins:
13gp


Magic Items: Talisman of the Sphere , Ring of Sustenance (exp: 560) , 5 Spell Levels (druid scroll) (Spells: calm animals , protection from elements , detect snares and pits ) (exp: 500) , Instant Fortress (exp: 2,250)
Total xp value of magic items: 3,310 xp.

Total xp (1gp = 1xp): 10,582 xp.

Coins:
350gp

Gems: jade worth 5 gp, malachite worth 10 gp, precious opal worth 10 gp, lapis lazuli worth 25 gp, moonstone worth 25 gp, white agate worth 50 gp, common opal worth 100 gp, whiteish moonstone worth 100 gp
Total value of gems: 325 gp.
Total value of coins and gems:~ 675 gp.

Extraordinary: Mantle worth 1 gp , Wooden gourd worth 1 gp , Expert Morningstar worth 80 gp , 2 Expert Flail, Heavys worth 150 gp each , Relic worth 1,000 gp , Necklace worth 1,250 gp made of Silver with gemstones
Total value of extraordinary items: 2,632 gp.

Magic Items: Invisibility (oil) (exp: 200) , Clone (scroll) (exp: 900)
Total xp value of magic items: 1,100 xp.

Helm of Telepathy: With this helm, the wearer can use the detect thoughts
spell at will. Furthermore, he can send a telepathic message to anyone whose
surface thoughts he is reading (allowing two-way communication). Once per
day, the wearer of the helm can implant a suggestion as the spell (save versus
charisma negates) along with his telepathic message.

Instant Fortress: This metal cube is small, but when activated by speaking
a command word it grows to form a tower 20 feet square and 30 feet high,
with arrow slits on all sides and a crenellated battlement atop it. The metal
walls extend 10 feet into the ground, rooting it to the spot and preventing
it from being tipped over. The fortress has a small door that opens only at
the command of the owner of the fortress (even knock spells can’t open the
door).
Each of the adamantine walls of instant fortress have 100 hit points. The
fortress cannot be repaired except by a wish which restores 50 points of
damage taken.
The fortress springs up in just 1 round, with the door facing the device’s
owner. The door opens and closes instantly at his command. People and
creatures nearby (except the owner) must be careful not to be caught by the
fortress’s sudden growth. Anyone so caught takes 10d10 points of damage
(dexterity save reduces damage by half ).
The fortress is deactivated by speaking a command word (different from
the one used to activate it). It cannot be deactivated unless it is empty of
creatures.


Deers Stealth
CT: 1
Duration: 1 Turn (Minute) per level of caster
Level: 2 (Druid)
AoE: Caster
Range: Caster
Material: Holy Symbol, Hoof of a Deer, or similar

Effect: Bestows +4 bonus to Stealth and Hide checks in a non City environment. IE rural towns, villages, and similarly non developed communities, as well as any naturally wild areas. In a city environment, it only bestows a +2 bonus to Stealth and Hide checks.

Stealth of the Herd
CT: 1
Duration: 1 Turn/Minute per caster level
Level: 3 (Druid)
AoE: Caster and 1 additonal "target" per 2 levels of the Caster
Range: 10 foot radius, 20 foot diameter, centered on caster.
Material: Holy Symbol, Deer Hoof, and Deer Antler

Effect: As Deers Stealth, including limitations, but upon additonal allies of the Caster as well.

Tenacity of the Raven
CT 1
Duration: 1 round per level of caster
Level: 2
AoE: Caster
Range: Caster
Material: Holy Symbol, Thieves Tools, and Raven Feather, or live Raven present

Effect: Gives a Thief a +4 bonus to any time they use their Thieves tools to Pick Locks or Disarm Traps.

Tenacity of the Murder of Crows
CT: 1
Duration: 1 rnd/caster level
Level: 3
AoE: Caster plus 1 ally per 2 caster levels.
Range: 10 foot radius, 20 foot diameter, centered on Caster
Material: Holy Symbol, Live Raven, or 1 Raven feather per desired target of spell, plus each thieves set of Thieves Tools spell to be cast upon held in each Thief's hand.


Effect: As per Tenacity of the Raven.

Edit:

Form of (Animal)
CT: Full round
Duration: 1 Turn/Minute per level of Caster
Level: 3
AoE: Caster
Range: Caster
Material: Holy Symbol and touching living creature of type Druid wishes to transform into, or has a hide (or equivelent) of such a creature.

Effect: Allows Druid to Transform into a specific type of Animal, but not exactly identical to a specific animal. However, if it applies, the Druid's form can be so close to being identical as to confer a +5 bonus to fool anyone familiar with the original animal, and has cause to take a "closer look". This spell is typically used in order to infiltrate a settlement of some kind. So forms are typcially a type of dog, cat, local bird, etc... but can be any animal the Druid has the required Material for, and is no heavier than the Druid is. Once transformed they may only use the one shape for the duration of the spell. They may end the spell at any earlier time. Refer to Polymorph Self spell for any further guidance.

Edit 2:

Climb as an Animal
CT: 1
Duration: 1 rnd per level of caster
Level 2
AoE: Caster
Range: Caster
Components: V, M
Material: Holy Symbol and paw of animal known for Climbing (Cats, Monkey, etc...), or able to touch a living specimen at time fo casting.

Effect: Partially transforms Casters hands/arms and legs/feet to confer a +6 bonus to Climbing any climbable surface. So hands and feet will take on the animals features, such as claws, elongated digits, pads, etc...
If whatever is to be climbed is ruled as being easy for any such animal to do by the CK, the caster would then be able to do so automatically as well, IE no roll needed after the spell is cast. For example, a tree may be so easy to climb after the spell is in effect, the CK may deem no roll being necessary.

Speed of the Horse
CT: 1
Duration: 1 rnd/caster level
Level: 1
AoE: Target
Range: Touch
Components: V,M
Material: Holy Symbol, able to touch a living horse, or has a preserved hoof.

Effect: Adds 20 to base speed of Target. So a 30 base movement becomes a 50 base movement.

Edit 3:

Cause Illness
CT: 1
Duration: As per Illness, but when not being specific, 1 hour
Level: 2
AoE: Target
Range: Line of Sight
Save: CON
Components: V, S, M
Material: Holy Symbol

Effect: To cause a non lethal illness in a target. Onset is within 1 round. Symptoms will be of a campaign specific illness, or can be determined by Caster. Examples would be nausea, heavy sweating, feeling of weakness, etc... This spell is most often used to make a guard ill and less capable of being vigilant. Caster can have 1 symptom for every 2 caster levels per casting. So, as an example, a 3rd level caster can use this spell to cause food posioning, with extreme nausea and vomiting. A 5th level caster could add in vomiting from the other end. Penalties to any "Guard" checks should be within the range of -1 to -5. Additonal Material Components could be used to make the Targets save even harder. For example, rotten food when making the Target suffer from food poisoning could make their save 2 points more difficult. CK's call.

Cause Plague
CT: 1
Duration: As per Campaign Disease
Level: 4
AoE: Initially targets within a 20 foot diameter.
Range: Up to 50 feet.
Save: CON
Components: V, S, M
Materials: Holy Symbol

Effects: As per Campaign Disease. This is a "natural" disease that is simply triggered by this spell, and will be highly virulent, meaning it spreads quickly through a group or community. Within a week, if they don't start locking themselves in doors and avoiding contact with others sooner. Casters of Evil bent will cause Fatal Diseases. Others will simply use this spell to make living in the area unpleasant, and hopefully persuade unwanted communities to move away sooner rather than later. Additonal Material Components could add aditional penalties to the saves of the initial targets of the spell. For example, clothes worn by someone previously stricken by the disease could cause a 2 point penalty, CK's call.



Gems: amber worth 5 gp, amethyst worth 5 gp, white agate worth 50 gp, 2 amethysts worth 250 gp, diamond worth 5,000 gp
Total value of gems: 5,560 gp.

Extraordinary: Wooden gourd worth 1 gp , Pewter goblet worth 4 gp , Expert Morningstar worth 80 gp , Ankle Chain worth 100 gp made of Wood with silver inlay , Holy Symbol worth 100 gp , Waist Chain worth 1,000 gp made of Gold
Total value of extraordinary items: 1,285 gp.

Magic Items: Remove Paralysis (potion) (exp: 200)
Total xp value of magic items: 200 xp.

Total xp (1gp = 1xp): 7,045 xp.

Coins:
29gp

Gems: jade worth 5 gp, malachite worth 10 gp, precious opal worth 10 gp, moonstone worth 25 gp, pearl worth 25 gp, tiger eye worth 25 gp, bloodstone worth 50 gp, white agate worth 50 gp, 2 common opals worth 100 gp, whiteish moonstone worth 100 gp
Total value of gems: 500 gp.
Total value of coins and gems:~ 529 gp.

Extraordinary: Wine worth 50 gp , Choker worth 100 gp made of Stone , Expert Scimitar worth 150 gp , Earrings worth 500 gp made of Ivory , Torque worth 500 gp made of Silver with gold , Miniature figurine worth 1,250 gp
Total value of extraordinary items: 2,550 gp.

Coins:
28gp

Gems: jade worth 5 gp, moonstone worth 25 gp, pearl worth 25 gp, bloodstone worth 50 gp, violet-blue sapphire worth 50 gp, white agate worth 50 gp, amethyst worth 250 gp, green nephrite worth 250 gp, blue sapphire worth 5,000 gp
Total value of gems: 5,705 gp.
Total value of coins and gems:~ 5,733 gp.

Extraordinary: Expert Arrow worth 1 gp , Expert Hand Axe worth 40 gp , Decorative egg worth 100 gp , Expert Mace, Large worth 250 gp , Death Mask worth 750 gp , Holy Symbol worth 750 gp , Statue worth 1,000 gp , Troll Knuckles worth 3,500 gp
Total value of extraordinary items: 6,391 gp.

Total xp (1gp = 1xp): 12,124 xp.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Lurker »

Hat in hand & throwing it into the ring :)

9 Sept 2018 edit, 8th level -

Name: Lupa-spadar Vinardi – Wolfsword Wine-son (Polite way of being called a bastard)
Race: Renaarian Human
Alignment: NG
Class/Level: Swashbuckler / 8
ExP: ....
Languages: Renaarian, common, dwarf, elf,

Pays homage to - equally - The Valiant Swift Sword, & The Bright Eyed Traveler. He pays a little deference to Old Luck the Prince of Dice.
Description: 5’11, darker brown hair, brown/gray eyes, olive skin, Fit but more quick and wiry than strong. Always has an impish half smile on his lips & some form of a prank brewing in the back of his mind.

STR: 13 - +1
DEX: 18 P - +3 *** 20P - +4 (due to magic bracers of Dex)
CON: 17 P - +2
INT: 14 - +1
WIS: 16 +2
CHA: 17 P - +2
PB: 14 - +1

HP: 76

AC: 10 + Armor, + Shield + Dex + class improved armor
Breast plate magic +2 & Buckler +2 - +6, +2, +3 +3 = 27
Padded MW & Buckler +2 - +2, +2, +3 +3 = 22
Defensive/Evade 31 or 26 if only padded

BtH: 7

2 weapon fighting 0 / 0

# Atts: 1

Percept: d20 +2 v 15

Speed:

Size: M

Fate:

Weapons:

“Dardo” Masterwork/blessed Cut-n-Thrust sword – Broad Sword - +1 to hit & +2 vs fear - damage 2d4 & permanent bless effect - signature weapon

Short Sword MW +1 / +1 – 1d6+1

Dirk MW+1/+1 - 1d4+2

throwing daggers MW x3 - 1d4

light cross bow +1 +1 = d6 +1


Magic / Unique Items:

Dardo – Magical +2 /Blessed Broad sword Aid & bless spells on it, effect any in 10 ft R

Steel Buckler +2
Steel Breastplate (of shadows) +2
Magic Helm - see under water, breathe and freedom of movement underwater
Boots of Striding and Springing
Ring - Protection from fire (stops up to 0 pts of fire damage)
Ring - of blinking

Ever smoking bottle
Fan of winds





Racial Traits: N/A

Class Abilities:

Starting at 1st level
Finesse fighting (Dex):
use Dex modifier instead of Str modifier for a bonus to hit and damage in combat.


Two-weapon combat (Dex):
1 point off the penalties for attack rolls in two-weapon combat. This improves to 2 by level 4, 3 by level 8, & 4 by level 12. - the reduction in penalties will never result in a bonus, only a reduction (to 0) of the penalties normally associated with 2 weapon fighting.


Improvised shields, (if not using a buckler or a second weapon).
able to use items in a surprising defensive manner. the swashbuckler is always considered to have the benefit of a shield.

2nd level Abilities

Signature Weapon
Per a fighter's weapon specialization, but limited to 'swashbuckling' weapons

Taunt (Charisma) - three times per day at 6 - 7th lvl


The swashbuckler can force an opponent to make a charisma save or become enraged. An enraged target is focused on the swashbuckler and will not attack any other target. The effect last for one round per the swashbuckler's level.

While fighting an enraged opponent, the target receives a negative to it's BTH & AC equal to the swashbuckler's charisma bonus (at minimum the opponent will be at a -1 even if the swashbuckler has no charisma bonus)

The swashbuckler can attempt this ability 1 per day at 2nd level, 2 per day at 4th level etc

starting at 3rd Level

Combat sense (Wis)
The swashbuckler has a canny ability to sense (and avoid) attacks that would surprise others.
With a successful wisdom check, the swashbuckler can cancel the to hit bonuses for a thief/assassins surprise based attacks, or avoid a back attack from any class (The attack can still be attempted but will have no bonus to hit)
At 6th level, even with a failed wisdom check, the attacker's bonus is limited to half
At 9th level a swashbuckler cannot be back attacked

Improved initiative (Dex)
The swashbuckler can add his dex modifier to all initiative rolls

Defensive fighting - attacks (dex)
The swashbuckler is able to attempt to make an attack at the end of a round if they have chosen to fight defensively (dodge, parry, evade etc) - which normally does not allow an attack.
The swashbuckler must make a successful dex check (vs the target's level) to attempt the attack.
Can be attempted once per day at 3rd & 4th level, twice at 5th & 6th, etc - 3 times a day

Starting at 4th level

Improved athletics
Can add dex bonus & 1/4 of level to any roll involving jumping, swinging tumbling etc etc etc

5th

Move silently, scale, hide – per the ranger/thief but at 1st level, progressing as the swashbuckler gains experience ( 2nd level when the character reaches 6th level, etc)




Equipment



Sturdy traveling cloths – Heavy boots, trousers, shirt, tunic, cloak, large leather hat, belt,

Good cloths – soft boots, breeches, shirt, doublet, cape

Signet ring

Back pack
Bed roll & blanket
flint steel/tinder box
whetstone
leather oil for armor
waterskin x2
wineskin x2


Owlbear feather 1 in hat (3 others packed carefully – 1 to be sent to each side of his family, 1 to … )

Wyvern fangs (1 to be carved into a pipe, 1 for a handle for a masterwork short sword he will commission, 2 to send back to Zoa to bith sides of his family


Treasure
pp:
gp: 115
sp: 100
cp:
gems:

Notes:

Lupa-spadar Vinardi Lupa for short


Lupa is the bastard son of Marco del Bondone Viceomes de Zoa and Vita Fica da Bello .


Marco, the High Capetian of the Castle Guard & Aide-De-Camp to Signoria Riisia Xataal, and eldest son of the patriarch of the Bondone family. Vita Fica is the second daughter of the Bello family – a wealthy, successful, merchant family, but not of old enough blood to be as politically important as they desire.


Lupa was treated well by both families, but never completely accepted into either house. However, being a Viceomes' son he had ample access to the best sword master teachers the city had and as a son of a wealthy merchant family he had exceptional tutors in the academic skills all Renaarian merchants require. Lupa excelled in the martial training – explaining the spadar – a slang for sword's man - addition to his name, and tolerated the academic studies. Furthermore, as a member of both houses, Lupa had access to any and all balls, social clubs, and gambling halls (only of the proper social class that is). Additionally, Lupa excelled in baiting his friends and tutormates into steeple races, pranks and other sophomoric entertainments.


Though not officially a Bondone, the family ensured Lupa received the training and appointments he would need to receive an officer ship in the corpus of the city’s Shields. In this, Lupa proved himself as a gifted cut and thrust sword/buckler man – he was less gifted with the pole arms used by the guard. Also, Lupa learned what laws a Shield’s Man is expected to take bribes to ignore – and how to give and receive said bribe without being guilty of taking a bribe, what guards took bribes for more than the norm, and what guards and officers were truly corrupt and took bribes regardless of the law or required payment even when no bribe was needed.


Additionally, as a member of the Bello family Lupa was also given opportunities to travel with the family's merchants on various trade ventures – normally spices but delving into other trade goods when there is a profit. In this Lupa traveled both over land and on ship to the dwarven trade villages, various ports of trade, and the family factor houses. In this Lupa enjoyed working with the family guards, and also helping the family's merchants tease out the information needed to succeed at the trade ventures.


Unfortunately, like all Renaarian city states, politics in Zoa is mercurial and always a shifting sands game. The Bondone family, always powerful in the city's great game – but never quite powerful enough to hold an Elders seat on the City’s Counsel, recently suffered a setback. With the diminished power, a rival family, or a consortium of families, moved and pushed an ostracism against the family. It required the removal of a Castle Guardsman officer of Bondone blood – aimed at Marco. However, before the ostracism took effect Lupa turned 18. He volunteered to take Marco's place, so the family quietly bought him an officership in the Castle guards – with the aide and blessing of Riisia Xataal, Master of the Castle. As such, surprising the rival families, Lupa was able to fulfill the ruling against the family and Marco retained his valued position. This reversal of the rival families’ plans helped improve the Bondone family’s standing.


With the ostracism, Lupa cannot return to Zoa for 10 years, but is not under any other legal restrictions or sanctions. Additionally, as he filled the place of “Bondone blood” if he survives the 10 years abroad he will be a full legal member of the family when he returns. While on the ostracism, Lupa is expected to report back to both of his families on any information he happens on, whether it is military or political – the realm of the Bondone, or it is mercantile and trade related – the realm of the Bello


Lupa is open and friendly and he has an impish personality, laughing when he can as much as he can. In this his personality is more the fox than the Wolf that he is named for. Unfortunately, for his friends and compatriots, he is also a natural leader. Able to talk them into an ill-conceived mischievous pastime more often than not. However, though he is at times sophomoric, he is not immature. This is especially true when fighting and dueling. In this he fully embraces his name sake. Taking his time, working to find a weakness, and then exploit it. Whether it is a fast attack to end the fight quickly, or fighting defensively for a time to tease out a weakness in a superior foe and exploit it as opportunity presents itself.


Lupa has a taste for the finer things – good food, good vino, good cafe, good music, pretty things in ball gowns, but as a 'Vinardi' he understands the less fortunate. As such he is less cold and haughty to the 'commoners' than others of his family rank would be. Additionally, he has a well-developed sense of personal honor. Though taking a bribe is expected in his city, he never forced more money from the briber than was just and NEVER look the other way on the more critical laws. Also, he always does his best to keep his word when given, and he steps up to duel when a weaker is wronged and they cannot protect themselves. Even if it means countering a friend – though he avoids duels to the death in those situations..

Lupa's most treasured possession is his masterwork 'cross-hilted finger-ringed cut and thrust' sword -which he has named Dardo . A weapon that fits him - both his sword arm and personality - like a glove. It is a weapon custom built for the Rannarian Bravo paid for by an unnamed benefactor. The sword is perfectly balanced for his preferred style of fighting. The sword is exceptionally made, but not ornate. In a way, it's simplicity perfected IS it's ornamentation. The only unique markings on the sword are on each side of the master crafted blade. On one side the symbols of the 2 Gods Lupa pays homage to are intertwined. On the other the Rannarian words "Dance, Laugh, Live" are inscribed - Words intoned in the opening prayers of the balls and galas Lupa was known to frequent before his ostracism. The sword, along with a kiss on the cheek & a whispered message, was a surprise gift to Lupa (from a benefactor that Lupa does not yet fully know of as someone that is actively interested in his life and success) given to him as he boarded one of the Bello's many trade cogs delivered by his aunt's - on the Bello family - hand maid.

He traveled on the trade vessel along the edge of the "Sea of the Dead" up to Kalamaran Bay, across to Ozhvinmish, then up to Elos Bay - stopping and trading along the way. In Elos bay, at the city of Baneta he disembarked - forced from the trade vessel because of losing a bet in a game of dice or cards (cheated by someone closely following the nefarious side of teachings of 'Ole Lucky" ... explaining his lessened deference for Luck) that resulted in him having to help a local merchant travel up the Banader river to P'Bapar. There he crossed over to the Cosdol side of the Legasa Mountains. In that crossing he met and started to travel with the party.


During Lupa's first adventure, his party was hired to clear an old temple of the "The Valiant Swift Sword". As Lupa paid homage to the God, he was careful and respectful to the temple. As such, while resting in the temple under the glow of the temple's statue, Lupa dreamed of the God and received a blessing from the God on his sword blade. It is now not only a master work weapon it is also blessedly magical - glowing blue when used and having the effect of a permanent bless spell.


Dardo has 3 meanings, 1st it is the Feminine version of the family name of his sword/duel master-teacher. 2nd, it is the Renarian name for 'dart' which fits Lupa's style of sword play. 3rd, it is a style of dance that Lupa preferred in the balls and galas he attended - made up of fast feet work and intricate movements between lines of males & females.




http://everwho.deviantart.com/art/Freep ... -504640274
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Forgive all spelling errors.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Kayolan »

Image

Name: Kelidor, Holder of the White Key, Warden of the East March
Race: half-elf, human lineage (Age: 98, Height: 5'11", Weight: 165 lbs.)
Class: cleric of The Riftmaster/wizard
Level: 6/6
XP: 46,328/46,328
Alignment: N
HP: 32/32
BtH: +3
AC: 10
Perception: +3
Luck: 1d8+8

Attributes
Str 10
Dex 10
Con 13
Int 18*
Wis 17*
Cha 12

Languages
Common, Elf, Dwarf, Gnome, Halfling

Class Abilities
turn undead
cleric spells
wizard spells

Prepared Cleric Spells (5/4/4/2 per day)
Level 0: n/a
Level 1: bless, protection from evil, sanctuary, remove fear
Level 2: darkness, hold person, remove paralysis, silence
Level 3: dispel magic x2

Prepared Wizard Spells (6/5/4/3 per day)
Level 0: n/a
Level 1: mage armor, magic missile x2, sleep, unseen servant
Level 2: enhance attribute, invisibility, mirror image, web
Level 3: fly, fireball, lightning bolt

Racial Abilities
empathy
move silently
spot hidden doors
attribue check modification (Con)
spell resistance
magical nature
twilight vision

Armor
none

Weapons
expert dagger
dagger
light crossbow
light mace
1 quiver (12 capicity) holding 12 bolts
1 quiver (12 capacity) holding 12 silver-tipped bolts

Spell Book
Level 0: arcane mark, ghost sound, mage hand, mending, message, open/close, prestidigitation
Level 1: change self, identify, mage armor, magic missile, shield, sleep, summon familiar, unseen servant
Level 2: detect thoughts, enhance attribute, invisibility, mirror image, pyrotechnics, web
Level 3: clairaudience/clairvoyance, fireball, fly, gaseous form, lightning bolt, tongues

Magic Items
scroll of cure light wounds x2
scroll of shape change
wand of magic missiles (39 charges)
"cloak of night" (not worn)

Equipment
backpack (containing):
bandages
bedroll
candle x5
chalk (1 piece)
incense stick
ink (1 ounce)
mirror, small steel
quill
sealing wax
soap (1 bar)
torch x3
whetstone
large sack (contains coins)

large belt pouch (containing):
flint & steel
tinder box (10 fires)
bag of dust

small belt pouch (containing):
wolvesbane
flask of holy water

spell component belt pouch

mule
saddle bag (containing):
tent, small
trail rations x7
waterskin (1 gallon cap.)

Money & Treasure
6 pp, 357 gp, 26 sp, 15 cp

Description
Standing just under 6 ft., Kelidor has pale blue eyes and fair skin with blond hair and a short beard. He is of Fhokki and Grey Elf stock. He wears a hooded robe of black and white alternating patterns. His holy symbol is a platinum key that he wears around his neck on a chain. Ready for travel, he is outfitted with a backpack and thick boots, several pouches and a dagger hangs from his belt.

Background
Born of two Keyholders of the Temple of Enchantment, Kelidor never knew his parents for they were forced to give up their child upon threat of excommunication when it was discovered that an aura of magic surrounded him at birth, the temple authorities view such an occurrence as a potentially destructive force in the world that must be carefully nurtured. Thus Kelidor was raised by the Keyholders at the temple in Cosolen. Educated and trained in the ways of magic both arcane and divine (a rare privilege), he learned of the balance of magic in the universe that the Flowmaster controls and what it means to keep that balance in harmony. Recently he has passed his test to become a Holder of the White Key. He must now prove himself worthy by wandering the world and seek out any imbalance in the flow of magic and undo its source. He must also bring back an item of power to be sacrificed if he is to attain the rank of Holder of the Brass Key.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Aergraith, the only thing I see that needs to be clarified is which attribute does your attribute check modification apply to? It can't be a prime attribute.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

So, I've been thinking, I really can't stand using Roll20, so I'm going to go back to MapTools. I'm hoping that I can get the thing to run correctly every week. I just don't like the Roll20 interface. I'll mess with MT at some point this weekend and see if I can't get it figured out so it works every week without worry.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Treebore »

Something occurred to me today. Now YOUR house rules are more extensive than mine! :D
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Treebore wrote:Something occurred to me today. Now YOUR house rules are more extensive than mine! :D
BLASPHEMER!

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Ok, so I have a server up on MapTools, version 1.3.b91. It is listed as Rigon's Game. This is a test to see if I finally got the solution to my connection issues figured out. Would some of you guys see if you can connect and just drop a token in there by the one I have there called test.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Aramis »

Rigon wrote:Ok, so I have a server up on MapTools, version 1.3.b91. It is listed as Rigon's Game. This is a test to see if I finally got the solution to my connection issues figured out. Would some of you guys see if you can connect and just drop a token in there by the one I have there called test.

R-
Looks like it worked (for now)

I left a token of my character for the pure intimidation factor

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Aramis wrote:
Rigon wrote:Ok, so I have a server up on MapTools, version 1.3.b91. It is listed as Rigon's Game. This is a test to see if I finally got the solution to my connection issues figured out. Would some of you guys see if you can connect and just drop a token in there by the one I have there called test.

R-
Looks like it worked (for now)

I left a token of my character for the pure intimidation factor
I saw. Very intimidating. ;)

I think I got the connection mumbo jumbo figured out so it works every time and lets me connect to the MapTool server instead of doing the direct connect thing (that for what ever reason changed ever other session) and the straight up portforwarding thing that I could never figure out. We'll give it a go none the less. I also asked Ol' Effer Nate if I could use his campaign properties since he has a lot a of nifty things set up in it that makes the game run smoother for me and you guys.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Aramis »

Rigon wrote:
Aramis wrote:
Rigon wrote:Ok, so I have a server up on MapTools, version 1.3.b91. It is listed as Rigon's Game. This is a test to see if I finally got the solution to my connection issues figured out. Would some of you guys see if you can connect and just drop a token in there by the one I have there called test.

R-
Looks like it worked (for now)

I left a token of my character for the pure intimidation factor
I saw. Very intimidating. ;)

I think I got the connection mumbo jumbo figured out so it works every time and lets me connect to the MapTool server instead of doing the direct connect thing (that for what ever reason changed ever other session) and the straight up portforwarding thing that I could never figure out. We'll give it a go none the less. I also asked Ol' Effer Nate if I could use his campaign properties since he has a lot a of nifty things set up in it that makes the game run smoother for me and you guys.

R-
Yeah, but my understanding is Nwelte also added a "kill Aramis!" button to his array. So, you have to pinky swear not to use that.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Kayolan »

Is this starting tomorrow or next week Rigon?

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Kayolan wrote:Is this starting tomorrow or next week Rigon?
I'm shooting for next week. I just wanted to have everything squared away before then (pertaining to VTT and such. Plus, I've started to follow the new 1.4 build discussions for MT and the new MOTE VTT based on MT. I'm going to stick with MT (in one version or another) if it kills me.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Aramis wrote:
Rigon wrote:
Aramis wrote:
Rigon wrote:Ok, so I have a server up on MapTools, version 1.3.b91. It is listed as Rigon's Game. This is a test to see if I finally got the solution to my connection issues figured out. Would some of you guys see if you can connect and just drop a token in there by the one I have there called test.

R-
Looks like it worked (for now)

I left a token of my character for the pure intimidation factor
I saw. Very intimidating. ;)

I think I got the connection mumbo jumbo figured out so it works every time and lets me connect to the MapTool server instead of doing the direct connect thing (that for what ever reason changed ever other session) and the straight up portforwarding thing that I could never figure out. We'll give it a go none the less. I also asked Ol' Effer Nate if I could use his campaign properties since he has a lot a of nifty things set up in it that makes the game run smoother for me and you guys.

R-
Yeah, but my understanding is Nwelte also added a "kill Aramis!" button to his array. So, you have to pinky swear not to use that.
If that's the case, you better roll up several characters. :twisted:

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Re: Monday Night Kingdoms of Kalamar Game

Post by Kayolan »

Rigon wrote:
Kayolan wrote:Is this starting tomorrow or next week Rigon?
I'm shooting for next week. I just wanted to have everything squared away before then (pertaining to VTT and such. Plus, I've started to follow the new 1.4 build discussions for MT and the new MOTE VTT based on MT. I'm going to stick with MT (in one version or another) if it kills me.

R-
Ok, I'll have my character up soon. I still like MT, just went with Roll20 because of other issues. I think MT is a bit superior.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Lurker »

What version of maptools are we using.

When I cleaned up my hard drive I must have moved or deleted a file ... I need to reload it between now and then ...
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Treebore »

Lurker wrote:What version of maptools are we using.

When I cleaned up my hard drive I must have moved or deleted a file ... I need to reload it between now and then ...
MapTools, version 1.3.b91
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Lurker wrote:What version of maptools are we using.

When I cleaned up my hard drive I must have moved or deleted a file ... I need to reload it between now and then ...
You can also use the launcher from the RPTools site too. And I think I am going to go with the 1.3.b91 version. It's supposed to port over to the 1.4 version they are working on without any troubles (but that's yet to be seen) and I'd imagine that it should port to MOTE relatively easily when that thing hits the streets.

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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Lurker wrote:Hat in hand & throwing it into the ring :)

Name: Lupa-spadar Vinardi – Wolfsword Wine-son (Polite way of being called a bastard)
Race: Renaarian Human
Alignment: NG
Class/Level: Swashbuckler / 1
ExP:
Languages: Renaarian, common, dwarf, elf,
Description: 5’11, darker brown hair, brown/gray eyes, olive skin, Fit but more quick and wiry than strong. Always has an impish half smile on his lips & some form of a prank brewing in the back of his mind.

Two-weapon combat (Dex):
1 point off the penalties for attack rolls in two-weapon combat. This improves to 2 by level 4, 3 by level 8, & 4 by level 12. - the reduction in penalties will never result in a bonus, only a reduction (to 0) of the penalties normally associated with 2 weapon fighting.
reworking it to fit the HRs
I just looked over my house rules and I'm inclined to allow them to stack, with the caveat that I can change it if I feel it is too powerful.

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ArrowHawk
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Re: Monday Night Kingdoms of Kalamar Game

Post by ArrowHawk »

Hobgoblin2.jpg
Hobgoblin2.jpg (10.02 KiB) Viewed 38888 times
Name: Chaktar
Race: Hobgoblin
Alignment: Chaotic Neutral
Class/Level: Druid/Lvl 2
ExP: 0
Languages:Common, Goblin, Orc, Giant, Dwarf, Gnome
Description:

STR: 17(+2)
*DEX: 17(+2)
CON: 15(+1)
INT: 10(+0)
*WIS: 12(+0)
CHA: 11(+0)

HP: 18
AC: 17(10+2(DEX)+5(Expert Cuir Bouille)
BtH: +1
# Atts: 1
Percept: +2
Speed: 30 Ft
Size: Medium
Fate:

Racial Traits:
Darkvision: See in Complete darkness up to 60 Ft in shades of grey.
Need one minute to adjust if there is any light
CONCEAL (DEXTERITY):In wilderness areas can camouflage with a successful dexterity
check and be unnoticeable by most passers-by. Can conceal and move silently at the same time at
5th level but must make a successful conceal and move silent check at -5 and movement is reduced to one quarter the normal
movement rate.
Stonecraft (WISDOM): Pass within 10 ft Wisdom Check +2(+4 if searching)

Class Abilities: Druidic, Nature Lore, Ditch Medicine(Heal 2d6+Wis mod hit points of damage 1/Day/person)

Animal Companion: Secretary Bird
250px-Sagittarius_serpentarius_Sekretär.JPG
250px-Sagittarius_serpentarius_Sekretär.JPG (26.42 KiB) Viewed 38888 times
SIZE: Small (1’)
HD: 6
MOVE: 5/10 ft. (fly)
AC: 14
ATTACKS: 2 Talon (1), Beak (1d2)
SPECIAL: Twilight Vision, Dusk Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal

Weapons: Club(+3 hit, 1d6+1+2 Dmg), Lucerne Hammer(+3 Hit, 1d12+2 Dmg), 5 Hand Axe(+3 Hit, 1d6+2 Dmg), Sling(+3 Hit, 1d4+2 Dmg)
Dual Wielding: Primary-Club(+3 hit, 1d6+1+2 Dmg), Hand Axe(+1 Hit, 1d6+2 Dmg)

Dual Wielding: If a character is Dex Prime, they get a bonus to dual wielding. They gain a +2 to both attacks. This offsets the -3/-6 of normal dual wielding. A high Dex bonus can never give a positive bonus to an attack roll, it just offsets the negative. (Rigon has Dex prime and a Dex of 20. He dual wields. His attacks rolls are made at +0/+0 (-2 offset by +4 Dex bonus and -4 offset by +4 Dex bonus). He does still get to add any Str bonus to the attack roll.

Magic Items: None

Spells: 4(0 Lvl), 2(1st Lvl)

Equip:

Backpack
Bedroll
Flask

Treasure
pp:
gp:
sp:3
cp:7
gems:

Notes:

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Rigon
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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

FYI: I made a small change to Fate Points.

I renamed them Luck Points and changed the die to a 1d8 from a 1d6.

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Rigon
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Re: Monday Night Kingdoms of Kalamar Game

Post by Rigon »

Just a reminder, the game is this coming Monday (Feb 2), so you guys might want to get your characters up. Also, Aeragrath has made up a really nice framework for MT. It has a crap ton of "plug and play" features, where you don't have to make up macros and I was thinking of using it for the game. I can do a basic framework for properties that you guys can put your own macros in if you want. Either way is ok by me. Let me know what you guys prefer and we'll go with that.

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alcyone
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Re: Monday Night Kingdoms of Kalamar Game

Post by alcyone »

Rigon wrote:Just a reminder, the game is this coming Monday (Feb 2), so you guys might want to get your characters up. Also, Aeragrath has made up a really nice framework for MT. It has a crap ton of "plug and play" features, where you don't have to make up macros and I was thinking of using it for the game. I can do a basic framework for properties that you guys can put your own macros in if you want. Either way is ok by me. Let me know what you guys prefer and we'll go with that.

R-
It still needs some work, but I think everything that's in it works. I should at least give you one more macro so you can delete weapons. By the way, you don't have to use the campaign macros; everyone can still make their own. You can also make another set of properties and set those for someone who prefers different ones.
My C&C stuff: www.rpggrognard.com

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Lurker
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Re: Monday Night Kingdoms of Kalamar Game

Post by Lurker »

I just noticed we have a 1/2 Orc Barb and a 1/2 Hob Druid. If we are going for a more rustic/rural party than my Swashbuckler will fit, do I need to change characters?

I do have an idea for a rural rustic knight/sheriff type if he'll fit with those character concepts.

I was looking forward to play testing my character class, but not at the cost of hampering everyone else's characters.

Let me know & I'll pull the trigger asap on the other character.

Oh yeah, if I do play the swashbuckler, don't count on me being the moral compose ... He is tooo impish for that ! ;)

Oh yeah x2, I got the Zoa info you sent. Thanks! Assuming I do play Lupa, I'll change a line or two to make my history fit a bit better. Do you mind if I make up a name for one of the Lady council members to tie the family directly into the politics of the city? It'll be an appropriate Italian ladies name.

Also, I assume that there is a city guard, besides the military units you mentioned, tasked with stopping the smuggling, policing the streets (above and beyond the 100 lancers restationed into small town) and guarding the counsel. If not I'll modify the history accordingly.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Kayolan
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Location: Ohio

Re: Monday Night Kingdoms of Kalamar Game

Post by Kayolan »

Looking at playing a half-elf wizard/cleric of The Riftmaster.

Background is a bit sketchy at this point, will have him up soon.

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Aramis
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Joined: Sat Apr 21, 2007 7:00 am

Re: Monday Night Kingdoms of Kalamar Game

Post by Aramis »

Lurker wrote:I just noticed we have a 1/2 Orc Barb and a 1/2 Hob Druid. If we are going for a more rustic/rural party than my Swashbuckler will fit, do I need to change characters?
We generally stick to a "play whatever would be the most fun for you" rule.

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