Game in Honor of Gary- C&C Rules Keep on the Bordlands

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Wulfgarn
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Game in Honor of Gary- C&C Rules Keep on the Bordlands

Post by Wulfgarn »

I am consideriong running a One shot C&C game - Keep on the Borderlands - those intersted should post here- People in our wednesday group have preferences ---

Martin

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Post by slimykuotoan »

i'm in
For crying out loud, do what you can with the attributes the dice have given you. This is what separates the men from the boys... -Kayolan

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Post by Kayolan »

You can count me in too.

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Post by LordSeurek »

I'm in Marty, looking forward to it.

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Post by Lurker »

I'm in.... I assume it's tomorrows game time?
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Post by LordSeurek »

yup, 8 est.
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Post by Wulfgarn »

Ok folks - looking fowad to it with you all

Matin

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Post by Wulfgarn »

oh- Have a couple chaactes eady in the wings as we wiull be playing iun the time honoeed tadition of - "Let the dice fall whee they may"

The wold Setting is ofcoase going to be Greyhawk

Character creation should be simple I offer the following as a potential for your use

Arrange stats as desired - Spending 42 points off the following system

8- 0 points

9= 1

10= 2

11= 3

12= 4

13= 5

14= 6

15= 8

16= 10

17= 13

18= 16

Ability Modifies for race are added after all points have been purchased

Or you may choose to us the following dice system

Note that Caviliers get 9 dice for thier Charisma

and for that matter any class Prime should get 9 dice.

IGnore Comlines (ie COM )

Here is a change for Fighters and those classes allowed to Specialize

As we are not using profiency slots a charater may only Specialize (May not double specialize)

Rangers may not specialize per se but instead may chose to dual weild or become an Archer. (Note a Fighter may opt to choose one of these combat options instead of Specilization)

Dual weild - Benifit- Ranger may make a bonus attack every round with an off hand weapon that is of a smaller size than thier main melee weapon

this attack suffers a -2 penalty to attck. (This superseedes the dual weild rules of C&C).

Note a Ranger or other martial type that choose dual weild may opt to be a finesse fighter when dual weilding - if so they may choose to use thier Dex bonus as the bonus to hit and damage rather than strength- but this choice is perminant as it is a style choice.

Archer - Choose a single missle weapon type. Bows, slings, daggers, spears, Javlins and crossbows (Note crossbows normally take a while to load - but hell this is a fantacy game right.)

Point Blank Range Category: 5ft-30ft +2 to hit and score x2 damage on any hit. Short Range +1 to hit and damage. Archers at level 1-6 gain 2 attacks per 1 round.

Weilding a 2h weapon gives a +1 bonus to damage in addition to any Strength bonus. Weilding a 1h weapon with 2h also gives you that +1 Bonus as well

Begin the Game with random coin please not max.

If I think of anything else Ill let you know

lets have a blast

Martin

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Post by Wulfgarn »

OH Caviliers and Pala dins - get 1d12 HD and

Rangers Get d8 with 2d8 given at first level (Ranger hp at 1st level are Max on the first HD and random on the seciond die rolled.)

Cleric Spontaniously Cast Heal spells

Wizard and Illusionists - may choose a number of spells equal to what they can cast in a single day and then they may cast spells from that list (Much liuke a sorceror)

Example a FFirst level Wizard has 4 0level spells and 2 1st level spells (that he can cast per day).

He has lets say for argument - all the 0level spells in his spell book and has the following 1st level spells

Magic Missile, Sleep, Unseen Servant, burning hands Jump hold portal and read Magic.

At the begining of the day the Wizard spends time memorizing 1 Spell for each that he can cast in a single day never taking the same spell twice - these spells will stay in his memoy untill he decides to change them

Continuing our example :

the 1st level Wizard studies 2 1st level spells sleep and Jump

he may cast either of those spells and when he does he uses up a slot - so he could cast 1 of each o say 2 Sleep spells.

Each Wizad type character begins the game with 2 1st level Spell scrolls of thier choice- chosen from thier alottment of spells

Each Wizad type Chaacter may begin the game with all 0 level spells

and 4 1st level spells plus Read Magic.

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Post by Wulfgarn »

IMPORTANT BACK DROP INFORMATION

the Setting for this adventure is that of the World of Greyhawk

the Adventure takes place in a Small area in the Yeomanry

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Post by Wulfgarn »

Background on the Yeomanry excerpt from WoGH

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Post by Wulfgarn »

here is a bit of a map I threw together in Photshop from various sources

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Post by Wulfgarn »

For those of you playing a cleric

Trithereon the Summoner (god of Retribution and Self protection ) is very popular within the Yeomanry

St. Cuthbert as well as others

feel free to ask me about the powers of the area and Ill be glad to post info on them for you here

Trithereon is CG

St. Cuthbert is LG

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Post by BLOOD AXE »

Great stuff Wulfgarn! Can you guys please post some details about how your game goes so we can all enjoy it? (even if we all can't play) The Keep on the Borderlands brings back fond memories for alot of old role-players. Thats where it started for many of us.

Thanks!

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But when life loses its value,
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Post by Wulfgarn »

Ok sue I will pos he explois and aalities of the advenue as well as those bave souls who played

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Post by yzarCritS »

I'm confused. Is this being run tonight (Wednesday) in place of Don's usual game? If so, I should be there as well.

Thinking Barbarian. Figuring a strong, blood shedding, chaotic mess would be a good change of pace from the fragile book worm that is Kharsis.

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Post by LordSeurek »

Wulfgarn wrote:
Ok sue I will pos he explois and aalities of the advenue as well as those bave souls who played

Was the missssssspelling on purpose
I heard about having a few characters to run in case of some untimely deaths. I must be the only one who has never played this adventure before
Anywho, for what its worth, I will have a cleric, fighter, and paladin (never played one before) ready to go by 8 EST.

Cheerio, L.S.
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Post by LordSeurek »

yzarCritS wrote:
I'm confused. Is this being run tonight (Wednesday) in place of Don's usual game? If so, I should be there as well.

Thinking Barbarian. Figuring a strong, blood shedding, chaotic mess would be a good change of pace from the fragile book worm that is Kharsis.

Martin is running this one stop game as I am not ready yet to start my Faerun game til next week.

L.S.
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Post by LordSeurek »

A duel wielding ranger, hmmm, think i might try something different
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Post by Wulfgarn »

My keyboard is broke- err not working right -- r's and f's sorry

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Post by Treebore »

I am expecting a lot of deaths tonight, so I am going with simple to make characters, all fighter types.

Rel Mar, Knight

STR*, DEX, CON*, INT, WIS, are all 14's. Yes, ALL 14's. CHA is 16*

Al Zuel, Fighter

STR 17*, DEX 14*, CON 11, INT 15*, WIS and CHA 13

Almore KAinen, Paladin of ST. Cuthbert

STR 14, DEX 16*, CON 12, INT 18*, WIS 18, CHA 17*

EDIT: They are all human

Identical Equipment lists:

Coat of Plates

Large Steel Shiled

Morningstar

ShortBow Composite (20 arrows)

=205 GP

BackPack

L. Belt Pouch

Candle (5)

Canteen

Flint and Steel

Grappling Hook

50 foot rope (2)

Torch (10)

Whetstone

Quiver, Score

Chisel

Crowbar

=15 GP

Clothes

Belt

Heavy Boots

Cloak

Leather Gloves

Trousers

Tunic

Vest

=3GP 5 Silver

No, I am not playing them all at the same time.
I likely start with the fighter, then the Knight, then the Paladin

16 gold 5 silver left over
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Post by Wulfgarn »

BACKGROUND

The Realm of mankind is narrow and constricted. Always

the forces of Chaos press upon its borders, seeking to enslave

its populace, rape its riches, and steal its treasures. If

it were not for a stout few, many in the Realm would indeed

fall prey to the evil which surrounds them. Yet, there are always

certain exceptional and brave members of humanity,

as well as similar individuals among its allies - dwarves,

elves, and halflings - who rise above the common level

and join battle to stave off the darkness which would otherwise

overwhelm the land. Bold adventurers from the Realm

set off for the Borderlands to seek their fortune. It is these adventurers

who, provided they survive the challenge, carry

the battle to the enemy. Such adventurers meet the forces

of Chaos in a testing ground where only the fittest will return

to relate the tale. Here, these individuals will become

skilled in their profession, be it fighter or magic-user, cleric

or thief. They will be tried in the fire of combat, those who return,

hardened and more fit. True, some few who do survive

the process will turn from Law and good and serve the

masters of Chaos, but most will remain faithful and ready to

fight chaos wherever it threatens to infect the Realm.

You are indeed members of that exceptional class, adventurers

who have journeyed to the KEEP ON THE BORDERLANDS

in search of fame and fortune. Of course you are inexperienced,

but you have your skills and a heart that cries

out for adventure. You have it in you to become great, but

you must gain experience and knowledge and greater

skill. There is much to learn, and you are willing and eager

to be about it! Each of you has come with everything which

could possibly be given you to help. Now you must fend for

yourselves; your fate is in your hands, for better or worse.

Ahead, up the winding road, atop a sheer-walled mount of

stone, looms the great KEEP. Here, at one of civilizations

strongholds between good lands and bad, you will base

yourselves and equip for forays against the wicked monsters

who lurk in the wilds. Somewhere nearby, amidst the

dark forests and tangled fens, are the Caves of Chaos

where fell creatures lie in wait. All this you know, but before

you dare adventure into such regions you must become

acquainted with the other members of your group, for each

life will depend upon the ability of the others to cooperate

against the common foe. Now, before you enter the grim

fortress, is the time for introductions and an exchange of information,

for fate seems to have decreed that you are to

become an adventurous band who must pass through

many harrowing experiences together on the path which

leads towards greatness.

START

You have traveled tor many days, leaving the Realm and

entering into the wilder area of the Borderlands. Farms and

towns have become less frequent and travelers few. The

road has climbed higher as you enter the forested and

mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural

stone is on your left, the path falling away to a steep

cliff on the right. There is a small widening ahead, where

the main gate to the KEEP is. The blue-clad men-at-arms.

who guard the entrance shout at you to give your names

and state your business. All along the wall you see curious

faces peering down at you - eager to welcome new

champions of Law, but ready with crossbow and pole arm*

to give another sort of welcome to enemies.

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Post by Wulfgarn »

After Much consideration I have decided to run the 1st B2 - ie the original adventure written by Mr. Gygax.

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Post by Wulfgarn »

All Player character should have atleast 1 Stat that is 16+

Martin

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Post by slimykuotoan »

Hope you guys have some food for Heric, 'cause he's broke:

Heric the Cleric

Level 1

Race: Dwarf

Class: Cleric

Alignment: Chaotic Good

STR 13

DEX 18

Con 17 Prime

INT 11

WIS 18 Prime

CHAR 16

HP 10

AC 18 Scale Mail Steel Med Shield

Melee +0

Heavy Flail

Gold: none

Underwear: doubtful
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Post by Lurker »

I've got stats for 3

halfling thief. halfling fighter, 1/2 elf ranger (bowman)

All I need is their equipment (as I flip quickly through the books....

I'll roll up a cleric if no one else wants to play one....
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Forgive all spelling errors.

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Post by yzarCritS »

Used your optional rolling rules. Damn they produce pretty results. Since when are Barbarians charismatic?
Name: Unknown, he answers to whatever his companions choose to call him.

Level 1

Race: Human

Class: Barbarian

Alignment: Chaotic Neutral

STR 17 Prime

DEX 16 Prime

CON 17 Prime

INT 10

WIS 15

CHA 17

HP 14 (if we max 1st level, otherwise I need to roll)

AC 15 Hide Armor, Dex.

Melee +2 to hit, +3 to damage

Range +2 to hit, +2 to damage

Axe, Bearded (2-handed)

Axe, Throwing

Gold: Less then 5gp, still handling minor equipment

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Post by Treebore »

Time to sign on to SKYPe guys, I don't see Slimy or yzarcrits.
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Next Con I am attending: http://www.neoncon.com/

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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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Post by slimykuotoan »

Thanx for the game Martin; always a pleasure to meet Mr. Mordenkainen!
For crying out loud, do what you can with the attributes the dice have given you. This is what separates the men from the boys... -Kayolan

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Post by LordSeurek »

slimykuotoan wrote:
Thanx for the game Martin; always a pleasure to meet Mr. Mordenkainen!

Ditto, thanks Marty. See a few of you in my Undermountain game on Sat night.

L.S.
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