HH's thread for game.

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Silva the Everdying
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HH's thread for game.

Post by Silva the Everdying »

Heres the thread

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Silva the Everdying
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Post by Silva the Everdying »

Gonna be running the HH's modules, Treebores home rules, you can use classes from different settings if you C&Cinize em

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Silva the Everdying
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Post by Silva the Everdying »

Tree's Homerules.

CHARACTER GENERATION:

Create characters however you wish within the 3-18 range, then racial modifiers. If you want a kind of random method then use either 10+2d4 or 4d6, reroll 1's and 2's until all dice are a minimum of 3, take best 3, arrange stats as desired.

I believe in high stat characters. If you don't I suggest you do for my games. Low stat characters will be very obviously less capable in comparison to high stat characters. So if you want to use low stats, go ahead, but don't complain about it later.

Hit Points: Max Hp's at first level. d4 HD reroll 1's, d6 and d8 reroll all 1's and 2's, d10 and d12 reroll 1-3's. You can also ask me about "take the CK's roll" before you roll for your HP.

Equipment: Max starting gold. Write everything on your character sheet. You don't write it down, you don't have it. Even when I remember you having it. So DON"T FORGET!

DUAL/MULTI-CLASSING RULES:

Dual-Whatever class the PC starts out with stays "frozen" until the new class catches up in level. So if your a 6th level fighter and pick up cleric your fighter class will not advance until your also a 6th level cleric, then you MUST advance in both classes from then on. You cannot permanently stop progressing in one class, simply because there is absolutely no way you can keep from using your old classes abilities, so you will always have to split your XP anyways.

Plus, while your new class is "catching up" you do have to split your XP with your original class. However you cannot level. So once your XP reaches one short of the next level all XP earned after that is lost for your original class. Once your 6th level in cleric you can advance to 7th level fighter as soon as you earn another point of XP, AFTER your cleric has been leveled. So you cannot level to 7th from the same XP that got you to 6th level cleric.

Common rules between multi and dual class:

You use the best HD of your class(es), and only that class. No splitting, switching, etc... So in the Fighter Cleric example above you would only gain HD from the fighter class, nothing is gained from the Cleric class.

Armor for the worst armored of your classes is followed, which in the fighter cleric combo means nothing since neither is restricted. But a wizard combo could only wear wizardly AC items. If you wear any other type of Armor you cannot cast spells. IF your actually in my game I do allow casting in armor with SIEGE checks, but they aren't easy.

BtH follows the best of your classes. For every 3 BtH of only one other class you can add one BtH to your total. So if your a fighter cleric and you cleric BtH is 3, you can add 1 to your over all BtH, when your cleric level allows a BtH of +6 you can add a second 1 to your over all BtH.

Levels:

For saves the level of your highest class only counts. Since most PC's are in a party, they can add a a level from another class whenever the single class party members get 2 levels above the dual/multi class characters highest class level. IF the single class PC ever gets 4 levels ahead, the character gets to add a second level, for a total of +2. This is purely a mechanical decision on my part of keep multi/dual class characters in the same ball park as single class characters at high levels (you will see this level spread around 13th level games).

For skill checks, only levels from classes relevant to the class ability being used are used, they will stack if a situation where two of their classes can do the same thing, but only half of the second class, rounded down stacks with the other.

Only humans will have more than 2 classes, 3 classes max, since you have to have a Prime for the relevant class, and you can never take two classes based off of the same Prime. So there will be no Thief/Assassins, or Illusionist/Wizards or Cleric/Druids. Nor do I allow fighter/Bard/Monk/Paladin/Knight combos, since their combat prowess overlaps too much, and would give them way to high a BtH at mid to high levels.

So humans will be the only race to ever have 3 classes, and they could only be something like a Paladin/Cleric/Wizard or Fighter/Thief/Druid, etc...

Multi class. You are considered "Multi" class when you start out in whatever classes you want all starting at character creation. XP are ALWAYS divided evenly. Again, you can only choose classes in which you have the relevant attribute as a Prime for.

Follow all the rules above for HD, BtH, armor, saves, skill checks, etc...

CLASSES:

Fighters:

They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.

Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so,

Combat Dominance is now "Mass Combat Dominance". They get the multiple attacks per round whenever the Fighter is taking on 3 or more opponents at one time. Irregardless of HD.

Clerics:

Clerics can do SIEGE checks similar to Wizards.

Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)

Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.

Rangers:

Get to choose an enemy at 6th level and every other level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.

Druids:

They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to chang into. Elementalists choose one fo the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th level, and you get the Treant form too. So by 9th level a Druid will be able to assume each elemental form and a Treant form, or 4 animal forms and a treant form.

Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.

Animal choices are fixed, but can be changed via a 3 day ritual cleansing and rededication to a new "totem".

At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.

Paladins:

When they gain the Smite Evil ability they can use it once per day per level. OR they can choose to have "religious enemy" under the same rules as the Ranger's "enemy". Then choose a new one every two levels, like the Ranger does. They can only do one or the other, not both Smite and Religious Enemy. To clarify "enemy" choice, as a Paladin I allow it to also add +2 to Damage, and you can track them as well. However to explain why you can Track them and nothing else we will call it a divine power that acts like a very specific "Locate Object/Person" spell that lasts while there is a physical trail that could be followed by a Ranger.

Assassins and Thieves:

Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.

Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 + level/HD of the target.

Wizards:

SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.

Similar checks can be done to maximize damage, CL spell level +3

To double range, CL spell level +3

To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)

Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.

SPELL CASTERS:

A new class ability for ALL spell casters, except Paladins.

Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.

As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.

Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.

For Bran's games: Wizards are "sorcerors, and can use Illusionist spells as well, and they "know" all spells automatically, and are limited to casting the "spells per day". Yeah, its broken as hell, but he is still young.

RUNEMARKS:

Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.

Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.

Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.

So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.

Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.

Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.

Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.

Rune magic items:

Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.

They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.

Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.

SIEGE Checks:

As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.

IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.

***I also allow all class abilities to be treated as if you have the relevant attribute as a Prime.

SKILLS and LANGUAGES:

If you want anything beyond what your chosen class give you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.

When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.

I will not accept skills that are too broadly defined, though. For example, Gymnastics is too broad. You must specify tumbling, balance beam, jumping, the horse, the rings, etc...

As for what a class automatically knows, lets use Wizard as an example. I will be willing to assume they "know" everything about spells, spell casting, spell creation, and creating scrolls, potions, and items. I will not assume they know about magical creatures, the planes of existence, etc...

Similar assumptions will be made for the other spell casting classes. You want them to know about monsters, the planes, etc... then do a back ground write up.

Now a fighter example. I will assume they know how best to fight as an individual and maintain their weapons and armor and how to ride their horse and give basic care to their horse and riding gear. If you want them to know how to make armor, weapons, leather goods, medically treat themselves or others, to be perceptive, etc... you must write up a background history.

For clarity, also list your skills you think your write up gives you. So after you finish your write up then list skills like this:

Weapon crafting

fishing

mountain climbing

skinning animals

etc...

EVERYONE HAS THE FOLLOWING, meaning they can add their level to the following checks:

COMMON ABILITIES

Common ability checks automatically improve as characters advance in level,

Common abilities include:

Strength: Feats of strength, jump, swim

Intelligence: Appraise, estimate, recall information

Wisdom: Perception, sense motive, direction sense

Dexterity: Balance, climb, stealth

Constitution: Stamina, fortitude

Charisma: Bluff, haggle, intimidate, persuasion

LUCK POINTS:

You get one luck point +1 per level. So two at level one.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.

Death, the effect of:

When you die, the CK is the god. I determine if you suffer any penalties, per the spell write up. If I deem you died well, you will suffer no penalties. If I deem you died badly, you suffer the penalties. So die well and you will have nothing to fear.

GOD CALLS:

This rule is to be used when your character, or group, are about to die. IE to prevent TPK's and character death. Its a long shot, but I have seen it save a character and group from a TPK often enough to recommend remembering this when the party or your character is going down.

Specific Rules changes:

Spellcasting: Unless I declare otherwise, you must declare what spell you are casting when initiative is rolled. If you are hit you can make a Concentration check (CL=damage rolled) to not lose your spell and still cast the spell. Parameters of the spell (target, location, etc...) are established when the spell is cast.

You can full move and still cast a spell in the same round.

Crits and Fumbles:

Criticals: A natural, unmodified roll of 20 on the 20 sided dice is considered a "critical hit". If it is with a non-missile weapon this means you get a free extra attack roll. If it is a missile type weapon it means you multiply your damage by 2.

When rolled on a save versus spell it means no damage is taken if it is a damage type spell. It means you saved versus any spell if the TN was to high for you even to succeed otherwise.

Fumbles: Are one a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage.

For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depending on your roll I'll determine some kind of detrimental result, or nothing more at all.

If your weapon is a feathered edge weapon you may cut off one of your limbs.

Movement: I allow 30 foot moves (or whatever your normal move is) in combination with attacks. Not 15 foot. So a charge covers 60 feet, but still allows +2 to hit and -2 to AC.

SPELL CHANGES/CLARIFICATIONS:

Dismissal and Repulsion are on the Wizard spell list at the same level.

All items are the minimal caster level required to cast the most powerful spell on the item. Still a minimum of 9th level if a wizard item, or 12th level minimum for Clerical items. The rule of needing 3 levels for every + bonus of weapons, armor, etc... still stands. So +5 items will require 15th level.

Only potions change the casting time of a spell, all other items follow all spell parameters as if being cast normally. With the exception of spell components/somantics. Verbal commands are required for all staves, wands, and rods.

Custom designed items can change these things, but it will cost considerably more. At least 30% more.

Item Usage: Scrolls, Wands, Staves, and Rods are only usable by spellcasters. A spellcaster is anyone able to cast spells, which includes Paladins, since they can cast Cure Disease, and later on the 12th level powers. However, Divine is restricted to Divine, and Arcane is limited to Arcane. So a Wizard cannot use one of these devices divine powers, however if the item has both Arcane and Divine spells on it they can still use the Arcane powers. An item can be made to allow access to both, but that would be a customized item.

Armor stacking. Fighter type stuff stacks, so shields and Armor. Mage stuff type stacks, so bracers, Staff of the Magi, rings, and cloaks stack. Fighter stuff never stacks with mage stuff. Now stuff that gives some kind of other bonus, such as Luck, or Divine in the same manner as Prayer or Protection from Evil, does stack with all the others.

Bonus of similar items do not stack. So rings or cloaks do not stack with themselves. IE a Ring +2 does not stack with a ring +3, only the +3 counts.

EXPERT/MASTERWORK ITEMS:

Each bonus (to hit or damage, they are counted separately) costs 250 GP. Same goes for making bows STR adjusted. Weapons and armor are limited to only a +1. So a sword with +1 to hit and damage will cost an additional 500 GP, and add two weeks to construction times when solicited in game. Bows are limited to +3 STR adjustments, and to have +3 to hit and Dam would cost 1,500 additional gold above base. To reiterate, each +1 adds a week to construction times. So a +3 bow would take 6 additional weeks to make.

POLYMORPH HOUSE RULES:

To mostly clarify polymorph effects, but some rule specifics are in here.

You can only polymorph into creatures twice own size and weight. Which means Creatures descriptions which put them as being taller OR heavier cannot be polymorphed into.

Example: So if you are 6 foot tall you can Poly into a Ogre or Troll, but not giants or horses. They exceed the height and/or weight limit.

When Polymorphed (self, or other, by the caster) the caster can manipulate the STR of the form, even a "buffed up" version of yourself.

CL=2xSTR increase

Example: Your STR is 13 and you want the new form to be an 18.

CL-2x5=10

Failure: STR stays 13

Crit Fail: STR drops by 5 to an 8

Crit Success: +2 to STR score, so an 18 becomes 20.

Items Worn:

Small things like rings, earrings, bracers, shoes/small boots, necklaces, etc... "meld into" the new form. Unless the new form is still "humanoid", even if size is changed, so are the items changed. IE your clothes. Armor, etc... change size with you, as long as you remain humanoid (human shaped). If they meld they become inactive if they are magical. If they do not meld because you assume a humanoid form, then they still work. Plus they can still be recognized.

Larger things, like pants, knee high boots, armor, helmets, shirts, large necklaces, etc... fall off. This is because your body will ooze right out of them, since they cannot be absorbed.

So stuff dropped like this will have to be picked up by the caster in their new from, or some ally will have to pick them up, etc....

TELEPORTING:

I personally think that Teleporting from anywhere you wish, to anywhere you wish is more powerful then teleporting from locations you have to prepare with a circle/pillars/etc...

So I am changing up the order in which you receive the spells, and altering them a little bit. At 5th level you get Teleport Circle, its duration is instantaneous, not 1 turn per level. Its CT is a full round, meaning it always goes off on a initiative of 1. Which means you, and whomever is going with you, needs to be within the circle when you finish casting.

Teleport is now a 7th level spell, but is otherwise the same.

There is still an 8th level Teleport Circle, and it is as written other than still taking a full round to cast. IE it goes off at 1 on the round in which it is cast.

Teleport W/O Error is now a 9th level spell.

Teleport Circle spells teleport 250 pounds per caster level of creatures and equipment.

No circle means they teleport 1 person/creature/2 caster levels and all those creatures are wearing and holding, or 100 pounds of equipment/objects. Combinations are not possible.

There is a 9th level Teleport Circle that has a casting time of 8 hours and a permanent duration when cast and has a material component cost of 10,000 GP. The area of effect is determined by the size of the component(s) used to create the spell. The weight limit per caster level can be multiplied ([250]x2, x4, etc...) by adding 1000 GP in components per multiple (x2=2000 GP, x4=4000 GP, and so on.)

So to have it teleport 1000 pounds per level that is a x4 multiplier so the material component cost is 14,000 GP.

The material can be whatever the caster wants (standing stones, a circle of solid silver 30 foot in

diameter, a doorway, archway, pool of mercury, etc...)

GRAPPLING:

When grappled a target can make either a STR or DEX save, whichever is better, to break free of the grapple. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken.

To be made prone/helpless the attacker must make an additional STR check to throw and pin you to the ground, size/STR modifiers apply, as well as any other modifiers that seem sensible. Plus they must be of similar size or bigger, or only be able to pin arms, negating any attack ability of the target, except for a Monks feet.

A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.

Two Handed Fighting:

If you want to be a two weapon Fighter take DEX as Prime. This cuts the penalties in half to -2 for primary hand and -3 for the off hand. Dex bonus' offset these penalties, so an 18 DEX would change these to +1/0. If DEX isn't prime then the penalties remain 3/6, but the DEX bonus still offsets these before a roll is made. So if you have a +2 DEX bonus the penalties are 1 and 4, then you roll your attacks as normal. Typically BtH + STR bonus' + magic.

ENERGY DRAINS:

When hit by a creature that energy drains you get a save. The save is CON based, CL is equal to HD of the creature. If you fail the save then you lose a level and HP loss is equal to your HD average plus your CON bonus, if any So if you are a fighter you lose 5+CON bonus in hit points.

Still, all is not lost. It takes creatures about 24 hours to fully digest your life energy in my games. So if you kill the creature, or creatures, who stole your life force within 24 hours of them doing so your life force will be released and will find its way back to your body. You must be within 10 feet of the creature when it is destroyed for this to happen automatically. For every 10 feet beyond 10 feet there is a cumulative -2 penalty to your CHA (or CON, whichever the CK decides is most appropriate and beneficial to the player) save for your life force to find and return to you.

So if you are 30 feet away when the creature is destroyed you must make a save at -4 to get your life force back. 10 feet or less no save is required.

Equipment bundles

Pack 1, Delvers bundle

Backpack 2g

Bedroll 1s

Belt pouch large 1g

Blanket, winter 5s

Canteen gallon 2g

Flint and steel 1g

Hammer small 1g

Lantern hooded 7g

Oil 6 flasks 6g

Pitons / spikes 10 1g

Rope 50 hemp 1g

Sack large 2 1s

Torch 5 5c

Whetstone/weapon kit 1g

Total 25 gold

Pack 2, mage kit

Case, scroll or map 2 2g

Chalk dozen pieces 12c

Flask 6 18c

Ink 3oz 24g

Paper 10 sheets 10g

Quill 3 3s

Wax, sealing 3 3g

Tongs 6s

Vial 6 (1oz) 6s

Total 4o gold

Pack 3, cleric kit

Candle 5 sticks 5c

Holy symbol wood 1g

Incense sticks 6 6g

Prayer beads 2g

Wolves bane 2g

Total 10 gold

Pack 4, rogue gear

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

Pitons/spikes 10 1g

Rogues tools 30g

Sack small 1s

String 50 4s

Vial 4 4s

Total 40 gold

Pack 5, provisions cheap

Water skin 1g

Rations 2 weeks 6g

Total 7 gold

Pack 6, provisions good

Water skin 1g

Cheese block 2 4s

Rations 2 weeks 6g

Beer ration, daily 7g

Tea 1month supply 1s

Wine, fine 2 bottles 20g

Pipe, and 2 weeks pipe weed 6g

Total 40 gold

Wulfgarn
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Post by Wulfgarn »

Hello friend - me aqn the ladies here

We is a workimn on our charakters fer playing wit ye soon

will post when done-

what world setting will it be in laddie?

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Silva the Everdying
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Post by Silva the Everdying »

Erde....dunno if im spelling that right though.

Might of been Ehrde....Cant remember how is is spelled

Wulfgarn
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Post by Wulfgarn »

It might be Airdhe not sure - but very cool ty

I know that in my d20 source done by trolls had Black powder weapons in it- is that the direction you want your game to go?

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Silva the Everdying
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Post by Silva the Everdying »

Nah, Black Powder doesn't really seem fantasy too me.

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Silva the Everdying
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Post by Silva the Everdying »

After thinking about it, I have come up with a thing that is kind of like blackpowder, called Flame Rods, basically just a rod of glowing orange stone that when struck by something (or thrown against something) explodes into flame, dealing 5D6 damage on impact, no reflex but you have too hit a targets AC if you throw at a specific target, but if you throw it at the ground in the center of a group of mob's (WoW term for enemy/monster) then they get a reflex save. Range is 30ft and the AOE is a 5 foot radius

However since this is a 'New' item that had just been found out, it sells for 1000-1500 G, can be haggled down of course. Also because it is "new" it can only be found in major citys, or in a large tavern that is very rich. It can also be used as a light source

Wulfgarn
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Post by Wulfgarn »

Speaking od setting - where in the world setting are we to begin-

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Post by Wulfgarn »

Hello again - I know you said the Start kingdom for the campaign is Sterich- I looked ity up in the Airhde book and I did not find it- Are you sure you are not thinking of Stierch from the Greyhawk setting- I know that your Dad uses both "settings" in his world.

So please let me know _ I like Greyhawk as well if that is the contient you want to run on .

Martin

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Silva the Everdying
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Post by Silva the Everdying »

ah, yeah that is the one, im actually kinda confused because I am using my dads campaign world maps and he has combines all the worlds so greyhawk and airhde are combined and sterich is where I am most familiar with, but yeah your in Sterich just not all that close too civilization, your in a small town that has been having trouble with the local monsters.

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Post by Wulfgarn »

Ok we are working on the characters digging out names

I will say that we have

Evy

Female Half-Orc (favoring Human Lineage)

Ranger

Brenna

Female Avariel

Rogue

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Post by Wulfgarn »

Player Brenna

Character Image:

Name:

Titles and Ranks Grim Sentinel of the Pale.

Campaign: Haunted Highlands

Class: Rogue

Level: 1

Race: Avariel (Winged Elf)

Alignment: NG

STR 15

DEX 18p

CON 14

INT 16 p

WIS 17

CHA 10

BtH: +0

Languages: Common,

HP 9

AC

DR

Armor:

Weapons:

Magic Items

Racial Abilities:

Class Abilities:

Equipment:

________________ Family Name:_____________

Cultural Background: Civilized, Decadent

Native Environment: Wilderness

Birth: Blessing at Birth: Turn Undead 60% 1d6, Receives Family Birthmark (Violet Bat shape- on abdomen)- Father Has same Birth mark, older Sister does not.

Father: Viscount Retired from Public Life and Displaced (See Events Below)

Mother: A peacemaker Wine Merchant

Siblings- An older Sister and Younger Brother (She is very close to her Younger Brother)

Older Sister Age 24

Younger Brother Age 14

Social Status: Nobility (Viscount- ) Comfortable servants estate etc. Has 14sq miles Father is the Watch Warden of the Eastern Domain

Home land: Yeomanry (mountains- relocated to Northern Sterich as a nominal Vassal to the Earl of Sterich

Childhood Hobbies : Hair Dressing and cosmetics, Acting and Breeding Giant eagles

Childhood & Adolescent Events

- 5yrs Disease almost kills Character as a child

- 6yrs Runs away- returns after 8 days

- 9yrs gains a friend (friend wants to protect you- will lay down life for you)

- 14yrs- gains the ability to sense Lycanthropy in 20ft radius

- 15yrs. Family forced to move to a new area by rival

- 17yrs Gains a monster friend

Adulthood Events:

Character Joins the Military in Sterich to prove Loyalty of her Fathers House to the Earl of Sterich

She serves 2 Hitches in both the Monster Hunting units and the Scouts picking up a lot of skills to be a Soldier. She learned early on that Soldiers die and decided on taking a subtle route becoming a Rogue.

Due to her Social Status She entered the Free Companies as a Lt II Class

The skills learned are as follows Sword, Axe, Spear, 2h Axe, Javelin, Endurance Exercises +1 Str, See weakness (after 3 rounds of Combat Character gains a +1 Insight bonus to hit them)

Short War against Beast men 3 battles

Fierce Fighting, Decorated made Knight, (promoted)

Battle 2 (Lost) Lost 66% of your sides force, Received a serious Leg wound- Character has a Limp when walking (Promoted)

Battle 3 (Won) Captain and decorated for heroism

Second Hitch Character reassigned to Scouts

Encountered/ Battled Giant Animals, Lycanthropes, and Creatures of Great evil during this hitch.

Battle 1 (Win) Character kills the leader, turning the tide of the battle.

Disease runs rampant and character falls ill and is now sensitive to the Damp and cold.

She becomes Blood Bound with another Soldier in her company- they are as close as blood relations and Character adopts her companion into her family

Knighthood: Grim Sentinel of the Pale

Personal Holdings- 4 sq miles with a keep in some boarder area.

Rolled Ability Scores

10, 14, 14, 16, 17,17

She gains +1 Strength (Military)

+1 Dex -1 Con (Racial)

Skills obtained from Central Casting

Survival Wilderness Rank 2

Survival Urban 3

Command Skills (Made Rank of Captain)

Personality

Giving

Loving

Grim

Kindly

Merciless in Battle

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Post by Wulfgarn »

Player Name: Evy

Character image:

[
Name:

Campaign: Haunted Highlands (Sterich ~Greyhawk)

Class: Ranger

Level: 1

Race: Half~Orc 3rd Generation

Alignment:

STR 18p

DEX 16

Con 17p

INT 14

WIS 13

CHA 11

COM:

BtH: +0

Languages: Common,

HP 12

AC

Armor:

Weapons:

Magic Items

Racial Abilities:

Class Abilities:

Equipment:

________________ Family Name:_____________

Cultural Background: Barbarian

Native Environment: Wilderness

Birth: Born at Midnight on a Ship at Sea Born extremely Pale, Suffers from light sensitivity Takes 1 HP damage per Hour spent out in the sun uncovered.

Father: Retired Adventurer- A warrior (10th Level) (Father obsessed about keeping Character from illegal activities)

Mother: A peacemaker Wine Merchant

Siblings- An older Sister and Younger Brother (She is very close to her Younger Brother)

Social Status: Wealthy- Family has some lands and is prominent in their community.

Mountain vineyard and estate.

Childhood & Adolescent Events

- Character Hobby- Running- loves to run (+1 Con)

- Dancing she will spend 30% of money on Dancing (clothing- lessons et)

- Learns her Mothers Trade at Rank 2 (Wine Merchant)

- Family dislikes her Friends (age 11)

- Age 15 She is attacked by a Half Elf Ranger/Cleric, she was left for dead. She has a slight limp from a serious foot injury and still suffers from headaches and has a serious scar down the left side of her face.

- At 16 she learns how to skate

- Rescued an intelligent talking (articulate Shield) from being destroyed and they have bonded as close friends ever since. (Shield is magical) It is very enthusiastic (Opposites attract I guess)

Adulthood Events:

Rescues an Old Man named _________ who is from _______ and is a _______. He was beset upon by Bandits and wounded badly. Character is blessed acts as a Good Luck Charm +1 to all allies within 20ft.

An Evil Despotic Ruler Orders all persons of Characters general age, race and sex killed- Character is the only one to escape.

Character participates in a failed rebellion against the ruler and is outlawed with a price on her head.

Rolled Ability Scores

13, 17, 16, 13, 16, 14

+1 to Con (Running)

Half Orc/ Ranger

+1 Con/ Str -2 Cha (Orcish heritage)

Dark Vision 60ft, Keen Night Vision (Unusual Birth)

Enhanced Smell 30/60ft

+1 AC when Unarmored. +2 Save vs Disease

Has slight limp

Prone to head Aches

Sun Sensitivity Skin very Pale - suffers -1 HP per hour of Sun exposure)

Wealth: Character gains 300% Start monies and has 3 Pieces of Jewelry worth 10x start money. E/C Dagger

Riding Animal

Furnished Home

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Post by Wulfgarn »

Martins Character

Name:

Campaign: Haunted Highlands

Class:

Level:

Race:

Alignment:

STR

DEX

CON

INT

WIS

CHA

BtH:

Languages: Common,

HP

AC

DR

Armor:

Weapons:

Magic Items

Racial Abilities:

Class Abilities:

Equipment:

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Post by Wulfgarn »

Will update character as they get finished

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Post by Silva the Everdying »

Black wings?....Ideas are springing too mind.....EVVVIILLLL IDEAS!! MUAHAHAHAHAHHAHAHAHAHAHAHAHA..................

Oh and Martin if you want you can be an avorial elf as well, be like one of brenna's child hood friends

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Post by Silva the Everdying »

Oh Martin, I was thinking of her monster pet being like a young eagle, cuz I was looking in Monsters and treasures and Eagle are actually pretty good for 1st level characters. Might let it have 2 hit dice.. gonna think on it more

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Post by Wulfgarn »

Ok posted the Rough backgrounds- please look thru and alter what you need to out of them and repost - I appreciate it

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Post by Wulfgarn »

Good Game today

the non-evil violin playing Ogre was a treat- a real ally we sure need out there in the Hinterlands.

Will post up characters asap.

Itommorow most likely

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Post by Silva the Everdying »

Mk

Treasure:

Roman Ensemble +1

Ringed Sword +2

Gold in total: 2128

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Post by Silva the Everdying »

Hey Martin, since we only had to do the game that early because of the theater stuff Im moving the game time too 12 PM my time, 3 PM your time

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Post by Wulfgarn »

Yah thats okey dokey

You want to post a total xp for the session?

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Post by Wulfgarn »

Can we mak it 2pm my time

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Post by Silva the Everdying »

As I went too the movies right after the game the pure awsomeness of the day blew the total from my mind, sorry. Although I think it was around 6500 divided by 4, and 2 PM is fine tht is 11 my time so I should be up unless I caught a cold

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Post by Silva the Everdying »

Well I didnt catch a cold but I got food poisoning. Im over it now though so if your up for playing in the game an hour or two from now then I am feeling up too running,

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Post by Wulfgarn »

I was gone all day sorry Bran - sent a PM to Silva the Undying

Looking forward to next week

Martin

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Post by Wulfgarn »

Treasure from last week was

Bag of Holding

+2 Nine ring Broadsword

+1 Roman ensemble ( Lorica Segmata)

We are being paid 500 gp for killing the kobolds and getting 25 9either silver or gold ) per Right ear .

2247xp before we got the bag of dholding and the encounter

the bag of holding is 8500 xp

sword is 750xp

+1 Full Plate (Breast Plate Only) (selling for 2150gp)

this works out to 12400 divided by 4 = 3100 each +2147 = 5247 each and 2623.5 for each class in multi classed people

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Post by Wulfgarn »

I am glad I was able to get ahold of your dad, let me know if you want to discontinue the game - I rea;ize I mystt have caused you a good bit of trouble - for that I appologize.

Martin

PS - just try to give me a little notice....

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Post by Silva the Everdying »

No I don't wanna discontinue , It just got really crazy here cuz of me and all my friends graduating from high school. things should be back too normal and unless my friend is planning a party I should be able too run , if not I shall Post

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