Kayolan wrote:Going to take a break from running this game for a while, anyone want to run something?
Thanks for running this game, I enjoyed the btb style. I was hoping to stay in, but Saturday nights were becoming too challenging to handle when the wife wants to do stuff.
Great gaming with Aramis and slimy!
Lord Tadhg - Lejendary Keeper of Castle Ardmore
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Kayolan wrote:Going to take a break from running this game for a while, anyone want to run something?
Thanks for running this game, I enjoyed the btb style. I was hoping to stay in, but Saturday nights were becoming too challenging to handle when the wife wants to do stuff.
Great gaming with Aramis and slimy!
You're welcome Rhu, had fun running it. Looks like Slimy is going to run some kind of post-nuke game next.
Name: Aethelrand (Deceased)
Campaign: White Dragon Run
Land of Origin: Lathargrave Forest
Level: 5th
Race: Human
Class: Fighter
Alignment: Neutral Good
Languages: Human Engale
Secondary Skill: Farming
Age: 30
Birth: Second day of Uthdain
STR 14 +1 Prime
DEX 11 Prime
CON 13 +1
INT 11 Prime
WIS 9
CHAR 9
HP 35/20
AC 19
BTH: +5
Specialization: Long Sword +1,+1
To Hit/Damage:
Long Sword +7/ 1d8+2
Magic Silver Long Sword +8/ 1d8+3
Sling +5/1d4
Small Hand Axe +1
Armour: Plate Mail +1
roman ensemble & med. steel shield, normal helm
Mail shirt
Equipment:
Long Sword
Short Sword
Composite Long Bow
20/ arrows
20 on horse
40' hemp rope
grappling hook
Sling
20 sling bullets
Backpack
Large sack
3 torches
flint and Steel
waterskin 100%
metal flask of oil
bronze lamp
weeks 16 days rations
bed roll
fishing gear
knife
waterskin
net
crowbar
whetstone
10 pitons
small tent
pot
bar of soap
hachet
cloak
iron kettle
1 lb of tea
armour/weapon oil
1 bottle wine
Fflewddur Light War Horse HD3 HP 22/13 AC 16 damage 1d4+2/1d4+2/1d4, Harness, feed for 8 days 70lbs, saddle, bags 2, saddle blanket, bit & bridle, spd 60 ft
Magic Items:
Syrar's Magic Silver Long Sword +1 can affect ethereal/astral creatures, user can see into these planes 30' radius number of rounds as intelligence +1d4 rounds once per day
flint necklace with continuous flame
magic ring
Small Hand Axe +1
potion: cure light
potion: cure serious
potion: charisma?
Treasure:
Gold & silver mirror 225 gp
129 g.p.
156 s.p.
87 c.p.
124 pp
31 pp
162 gp
225 ep
528 sp
300 cp
2 jewelry 500 each
1 magic apple 150 gp
4 gems 100 each
5 gems 250 each
1 gem 500 gp
x.p. 20,067
Father: Aedwald, reindeer herder -100 left of dying herd
Brother: Orlih, died
Mother: Brytha, sick
Hilda the Wise said family under a curse by evil god Gaevud
Boscis the Merchant trying to buy reindeer, wife Greta along with sister Rita (missing)
Sir Kallan heads garrison
Onen god force and protection run by priestess Janra
Lord Lord Ontos Wyln runs area
12 toes inn and tavern run by Wornst Twelve Toes and Mana
Landon retired warrior -The Knights of Astilarian
Smoke, magic user with skeleton servants
Shasta, Kelle barmaids
Terey, armourer
Alfis the Ghezir, brigand leader
Smoke's master: Riffin
Dryad Aralina needs her cup back
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Resurrecting this game after all these years, anyone that has played in it before may keep their characters if they wish, new characters are of course accepted.
Starting XP is 19,598
Money is rolled as if you are first level, then multiplied by level, yes, you are poor for your level, that's part of the background of this game.
No multiclassing in this campaign.
HP is rolled as per the rules.
All alignments are accepted.
All elven, dwarven and gnomish subraces are allowed, including drow, svirfneblin, and duergar among others.
No magic items to start with.
Keep in mind that this is a by the book style game and sometimes it can be a little more than some can take. Others may find this style to their liking and I'm hoping to get players that will enjoy the game for what it is. I use the 1st-3rd printings of the PHB and M&T, and do not accept the changes to the rules that succeeded those volumes. That being said if you only have access to later printings then you should largely get by, unless you play an illusionist or a barbarian that is.
Darkvision 120 ft Light Blindness: 1 round (-2 to dexterity AC, and attack rolls) when exposed to bright light. Poison Use: +2 to poison saves Drow Spell-Like Abilities: Cast each once per day.
Cleric Class Abilities: Divine Spell Casting Bonus Spells: Bonus 1st, 2nd and 3rd level spell (Wisdom 18) Turn Undead: Successful Wis check to turn undead within 60 ft with holy symbol presented.
Starting Coin 2d10 x 10 x 5 = 650 gp
Armor:
Full Chain Suit (AC +6)
Expert Medium Steel Shield (AC +2)
Normal Helm
Full Chain Suit
Expert Medium Steel Shield
Normal Helm
Longbow
Expert Heavy Mace
Backpack
Crowbar
7 days rations
Silver Holy Symbol (Utumno)
Hemp Rope (50 ft)
Flint and Steel
20 Torches
Quill
Ink (1 ounce)
Parchment (10 sheets) in scroll case
Small Belt Pouch
Waterskin
Winter Blanket
Winter Clothing
Small Steel Mirror
Prayer Beads
2 Quivers
24 Arrows
Razor (in left boot)
Currency: 31 gp 2 sp 0 cp
Divine Spells (Typical Daily Selection): 4/4/3/2
0-Level: Create Water, Detect Magic, Endure Elements, Purify Food and Water
Drow Elf: Corrupted by greed and avarice, these elves have abandoned the open spaces on the surface of the world in favor of the darkness of the underworld. There they live in solitude, trafficking little with those above. The breed has lived beneath the surface for so long that their features no longer resemble those of typical elves. Their skin is usually either pasty white (with pinkish eyes), or so black as to be invisible in the dark (usually with purple eyes). Drow are obsessed with magic, and spend much of their time exploring the boundaries of wizardry. They are altogether chaotic and evil, and have utter disdain for all others, living or dead. In battle they wield an impressive array of magic and melee weapons. They gird themselves in ornate armors and use outlandish weaponry, often with unique properties.
Though usually alone, they are occasionally found in small family groups that can contain from a dozen to several hundred individuals.
Female drow typically study clerical arts, and male drow usually become wizards. All drow have the following spell like abilities: dancing lights (1/day), darkness (1/day), detect magic (1/day), faerie fire (1/day), know alignment (1/day), and levitate (1/day); in addition, if the Drow is female, she gains clairvoyance (1/day), detect lie (1/day), dispel magic (1/day), and suggestion (1/day).
Unlike their surface brethren drow do not gain the ability to move silently in the wilderness.
Drow have darkvision at a range of up to 120 feet, and a spell resistance of 3.
Deity Information: (Utumno)
Perferred Weapon: Long Bow
Armor: Any
Province: Dream, Travel, Trickery
Alignment: Neutral
Sanctum: Anywhere worshippers are present
Ceremony: None
Taboo: Seeing the new day come and not having slept
Granted Abilities: Air/Water Walk Once per week/per level (6 times) at 6th level
Use Nightmare twice per week at 8th level
Here's the link to Roll20 https://app.roll20.net/join/14229524/UJOMug There are blank character sheets available
also post your character up on this thread if you are interested in playing. All of the information on character generation is on page 1 post 1 of this thread.