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{Olde School} X2 - Castle Amber

Started by StormBringer, August 31, 2008, 01:48:18 PM

Previous topic - Next topic

Venosha

Quote from: Venosha;260139I suggest you write it all down....don't you know we want it all!  :)

Not sure if this will help but KenHR posted an Herbal link, and I thought maybe our cleric might want to take a look for reference? In case anyone misses the thread.

http://www.republicofnewhome.org/lai...herb5illo.html

Edit:  Illustrated guide to Herbs for RPGs
1,150 things Mr. Welch can no longer do during an RPG

390. My character\'s background must be more indepth than a montage of Queen lyrics.

629. Just because they are all into rock, metal and axes, dwarves are not all headbangers.

702. The Banana of Disarming is not a real magic item.

1059. Even if the villain is Lawful Evil, slapping a cease and desist order on him isn't going to work

StormBringer

Looks like Drohem was using the Invisible Castle to generate a character, which is cool beans.  Using the full title of the thread is probably a good way to keep the rolls unique, so if you want to include the campaign in your rolls, use:

{Olde School} X2 - Castle Amber
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

timrichter9

Quote from: StormBringer;260135I am having a hard enough time keeping track of who wants to hire the shorties, and which characters have thief abilities.  Do you think I will be able to remember who has psionics?  :)

For psionics check (1d100=97)

Storm-
Did you actually role this??  Hahaha.

Well, I was futzing around with psionics, reading my old PHB, and I did a mock psionic power list for Starslinger.  I rolled only 23 for power points, so
nothing scary.  

I randomized the rolls on the disciplines and got
Sensitivity to Psychic Impressions (kinda whimpy)
ESP (as the 2nd level MU spell, which I know), and
Body Equilibrium (which allows water walking, don't sink in quicksand, etc).

The major power was Mass Domination (which is cool).

However with 23 Psionic Strength. he cannot do much...

let me know if the above was a true roll and whether or not you would permit psionics.  I would use them judiciously (based on the points, I would have too)... I never got to play a psionicist in the old days...Then again, I didn't play a lot of Arcane casters either...

Ciao
Tim
--
Overheard when the PCs were being \'recruited\' to the dark side by some devils:
Devil #1 to the PCs:  Come help us, the benefits are wonderful.
PC #1 to Devil:  Is there a dental plan?
Devil to PC #1:  Sure.  You can have as many teeth as you want.

Currently Playing:  Hunter: the Vigil, D&D set in Kalamar, Beta Testing Dresden Files RPG
Want to Play: Hackmaster, DiTV, Paranoia XP

Drohem

#108
Character Name: Thraim Glorerg
Player Name: Drohem

Multi-classed: Fighter 4th / Thief 5th
Race: Dwarf, left-handed
Alignment: Neutral
Age: 73-years-old
Languages: Common, dwarven, gnomish, goblin, kobold, orcish, neutral, elven, halfling, Thieves Cant

ABILITY SCORES
STR- 18 (71%) [+2 hit; +3 damage; +125 lbs; open door 1-4,d6; bend bar 25%]
DEX- 14
CON- 17 [+2/+3 HPs; raise dead 98%; system shock 97%]
INT- 17
WIS- 11
CHA- 13 [5 max henchmen; loyalty 0%; reaction +5%]

HIT POINTS = 31 [fighter 36; thief 27]

ARMOR CLASS = 4 [Bracers of Defense AC 4]

COMBAT STATISTICS:
Base THACO = 17
Weapon Proficiencies = 6 (Double specialized in longsword and light crossbow)
Non-Proficiency penalty = -2

SAVING THROWS
Rod, Staff, or Wand = 8 [thief save + racial bonus]
Breath Weapon = 15 [thief save]
Death or Paralysis = 12 [thief save]
Poison = 8 [thief save + racial bonus]
Petrifaction or Polymorph = 11 [thief save]
Spells = 9 [thief save + racial bonus]

THIEF ABILITIES
Backstab [+4 to hit; x3 damage]
Climb Walls = 78% [thief +88%; dwarf -10%]
Find Traps = 56% [thief +41%; dwarf +15%]
Hear Noise = 22%
Hide in Shadows = 40%
Move Silently = 35% [thief +40%; dwarf -5%]
Open Locks = 61% [thief +46%; dwarf +15%]
Pick Pockets = 51%
Read Languages = 15% [thief +20%; dwarf -5%]

MAGIC ITEMS
Bracers of Defense AC 4
Longsword +1 [THACO = 11; 1d8+7/1d12+7; 7 enc]
Crossbow (light) of Speed +1 [THACO = 13; 1d4+4/1d6+4; 60 ft range; 4 enc]


MUNDANE EQUIPMENT
Bedroll [5 enc; 2 sp]
Caltrops [2 enc; 1 gp]
Case (map or scroll) [1 gp]
Chalk x10 [1 sp]
Crowbar [5 enc; 2 gp]
Flint & Steel [1 gp]
Grappling Hook [4 enc; 1 gp]
Ink (1 oz) [8 gp]
Lantern, bullseye [3 enc; 12 gp]
Mirror (small steel) [0.5 enc; 20 gp]
Oil (lamp), 3 pints [3 enc; 3 sp]
Parchment (sheet) x 20 [4 gp]
Pot, iron [10 enc; 5 sp]
Rations, trail x10 [10 enc; 5 gp]
Rope, silk (100 ft) [10 enc; 20 gp]
Shovel [8 enc; 2 gp]
Soap (1 lb) [5 sp]
Tent [20 enc; 10 gp]
Thieves Tools [1 enc; 30 gp]
Waterskin [4 enc; 1 gp]
Whetstone [0.5 enc; 2 cp]
Crossbow (light) bolt x40 [4 enc; 8 gp]
Riding horse with gear and feed
Pack horse with gear and feed
Dagger [Melee THACO 17; ranged THACO 19; 1d4+3/1d3+3; 10 ft range; 1 enc; 2 gp]

DWARVEN RACIAL ABILITIES:
-- +1 constitution, -1 charisma (with respect to all but dwarves)
-- +1 to hit against goblins, half-orcs, hobgoblins, and orcs.
-- +1 bonus per 3.5 points of Con to saves against magic and poison
-- -4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.
-- Languages: Dwarven, gnomish, goblin, kobold, and orcish, and the common tongue and the appropriate alignment tongue. Regardless of intelligence, a dwarf may only ever learn two languages in addition to those listed.
-- Infravision 60 ft
-- Within ten feet, a dwarf can detect certain facts concerning engineering, stonework, etc. Although no significant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the dwarf is using this particular talent in order to gain information).
•Detect the existence of slopes or grades: 75%
•Detect the existence of new construction: 75%
•Detect sliding or shifting rooms or walls: 66%
•Detect traps involving stonework: 50%
•Determine depth underground: 50%
-- Multiclass restrictions: the more restrictive of any two class requirements apply to multiclassed dwarven characters for the use of class abilities.
-- Permitted class options: Assassin, Cleric, Fighter, Thief, Fighter/Thief
-- Movement Rate: 90 ft

DWARVEN NAME MEANINGS (http://grey-starr.ca/Tools/random-male-dwarf-name.htm)
Thr (-Thra) = Black
aim (-and) = Slayer/Killer
Glor (-Glori) = Sliver/Glitter/Glittering
erg = Town

StormBringer

#109
Quote from: timrichter9;260152let me know if the above was a true roll and whether or not you would permit psionics.  I would use them judiciously (based on the points, I would have too)... I never got to play a psionicist in the old days...Then again, I didn't play a lot of Arcane casters either...

Ciao
Tim
I will double check tomorrow, but I think the total would be 64pts for the powers, and 128points for attack and defence.  I will let you know for sure when I have the final calculations, and the attack and defence modes.

The real question becomes, are you sure you want them?  Psionic combat can be deadly, especially if you run out of points for defence.  You can see some of the possible results on pages 76 and 77 of the DMG, if you have that available.

I will get the modes finalized, and see if there are any other modifications to make, then you can look it over and see if you still want to use them.

EDIT:

Ok, looks like you will have 32 attack points, and 32 defense points, for a psionic ability of 64pts.  You have one attack mode, and two defence modes, which you can choose.  If you are comfortable with the possible outcomes for psionic combat, pick your attack and two defence modes, and we should be set.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Sinjin767

Elven Thief

Sinjin

Str:  15  To Hit:+0  Dam:+0  WA:+200  OD:1-2  BB:7%
Int:  14  Bonus Lang:4
Wis:  11  MA: 0
Dex:  18  R:+3 AA:+3  DA:-4
Con:  11  HP:0  SS:75%  RS:80%
Chr:  11  Max:4 Loy:0 RA: 0

Age: 151
Level: 5
HP: 25
AC: 4
Alignment: Chaotic Neutral
Move: 60 ft
Exps:

Thief Abilities:
    * Pick Pockets 65% (50% Dex:+10 Elf:+5)
    * Open Locks 52% (42% Dex:+15 Elf:-5)
    * Find Remove Trap 45% (40% Dex:+5)
    * Move Silently 55% (40% Dex:+10 Elf:+5)
    * Hide in Shadows 51% (31% Dex:+10 Elf:+10)
    * Hear Noise 25% (20% Elf:+5)
    * Climb Walls 90%
    * Read Languages 25%

+10% Experience bonus (Dex over 16)

Elf racial abilities:

Infravision 60ft
90% Resist Sleep and Charm
+1 to hit with short or long bow or sword
1 in 6 detect secret doors
2 in 6 looking for secret doors
3 in 6 concealed door
4 in 6 to surprise when alone

Languages: Common, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll

Weapon Proficiencies: Long sword, sling, dagger

Equipment

Long Sword +3 15gp 6lbs
3x Dagger 6gp 3lb
Sling & 2 score bullets 1gp 1lb
Leather Armor +3 5 gp 15lbs
Bedroll 2sp 5lbs
Flint & steel 1 gp
6 days trail rations 1 gp 4lbs
2 waterskins 2 gp 8lbs
2 candles
20ft rope
1 set thieves picks 30gp
ball of twine
Boots soft low

Money & treasure
Leather Armor +3 1200xp
Boots of Elvenkind 1000xp
Ring of Feather Fall 1000xp
Long Sword +3 1400xp
Healing Potion(x2) 400

Wearing
 Cloak
 Boots
 Hat
 Belt
 Light leather pants
 Cotton shirt
In pack not listed above- Black cotton shirt, black leather shoes soft sole, Black sash Light black leather gloves, small pouch sulfur, small bag cut glass multiple colors.
 
8,995gp

Wearing
To err is human. As an Elf, I should know.

Shellbee

Character Name : Adaralieh
Player Name : Shellbee

Elven Ranger/Magic User

Str: 16 To Hit:+0 Dam:+1 WA:+350 OD:1-3 BB:10%
Int: 15 Bonus Lang:5 Min:7 Max:11
Wis: 15 MA: 0
Dex: 10 R:0 AA:0 DA:0
Con: 14 HP:0 SS:88% RS:92%
Chr: 11 Max:4 Loy:0 RA: 0

Age: 200
Level: 4/4
HP: 40
AC: -1
Alignment: Chaotic Good
Move: 120 ft
Exps: 10,001/10,001

+10% Experience bonus (Str over 16)

Ranger Abilites:
+4 damage vs giant type humanoids (Bugbears, Ettins, Giants, Gnolls,
Goblins, Hobgoblins, Kobolds, Ogres,
Ogre Magi, Orcs, Trolls)
Surprise 3 in 6
Surprised 1 in 6
Tracking outdoors

Elf racial abilities:

Infravision 60ft
90% Resist Sleep and Charm
+1 to hit with short or long bow or sword
1 in 6 detect secret doors
2 in 6 looking for secret doors
3 in 6 concealed door
4 in 6 to surprise when alone

Languages: Common, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll

Weapon Proficiencies: Long sword, long bow, mace, dagger

Spells:

1st Level
Affect Normal Fires
Burning Hands
Charm Person
Detect Magic
Feather Fall
Hold Portal
Light
Magic Missile
Push
Read Magic
Spider Climb
Unseen Servant

2nd level
Audible Glamer
Continual Light
Detect Evil
Detect Invisibility
Invisibility
Levitate
Magic Mouth
Stinking Cloud
Strength
Web
Wizard Lock

3rd Level
Blink
Clairvoyance
Dispel Magic
Feign Death
Fireball
Gust of Wind
Haste
Hold Person
Lightning Bolt
Slow
Water Breathing

Equipment

Studded Leather Armor +3 5 gp 15lbs
Shield +3
Long Sword +2 15gp 6lbs
Footman's Mace
Dagger 2gp 1lb
Long Bow +2
Quiver w/ 40 arrows
Bedroll 2sp 5lbs
Flint & steel 1 gp
6 days trail rations 1 gp 4lbs
2 waterskins 2 gp 8lbs


Money & treasure

Studded Leather Armor +3 1200xp
Shield +3 800xp
Long Bow +2 1000xp
Long Sword +2 800xp
Healing Potion(x2) 400xp
Extra Healing Potion 400xp
Oil of Slipperiness 400xp

10,000gp

StormBringer

#112
Ok, out of our original intrepid band, we have four active players still, which leaves seven characters left to play.  Due to unstable magic effects, they could show up just about anywhere.

UPDATE:

Current party:
Sigmund - Dwarven Fighter - Snorri
 Venosha - Human Monk - Semina
 Narf the Mouse - Human Magic User - Naren
 Drohem - Dwarven Fighter/Thief - Thraim
Kord's Boon - Human Cleric - Sander
Cranewing - ??? (Human Cleric) - ??? (Curate Loric)

Available PCs:
Halfling Druid
Half-Elven Magic-User
Elven Thief
Elven Ranger/Magic User
Half-Orc Cleric/Assassin
Human Fighter

The character sheets are posted earlier in this thread, so if you want to join in , drop a message here with the character you prefer, and we will work something out!
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Kord's Boon

I might like to go with Sander Lightwalker human cleric.
"[We are all] victims of a system that makes men torture and imprison innocent people." - Sir Charles Chaplin

Drohem

Quote from: Kord's Boon;310224I might like to go with Sander Lightwalker human cleric.

A cleric would be nice right about now, especially with Semina's blindess. :)

Cranewings

Name and Title: Curate Loric of Moray
Age  17
Level 5
Alignment - CG

STR  5    Hit -2, Damage -1, Weight -250, OD 1, BB 0%
DEX  7
CON  9   SS 65% Res 70%
INT   11
WIS  14  2 Bonus 1st level spells
CHA  11  Max Henchmen 4

HP   27
AC   10

Languages: Common, Elven, Ancient

Spells per Day 5 / 3 / 1

Default Spells

Cure Light x3
Bless
Remove Fear

Augury
Hold Person
Silence 15'r

Dispel Magic

Curate Loric is a simple young man, second born to Lord Fredrick of Moray. He was sent to a monastery as a child for two reasons: to get him out of the way of his older brother's inheritance and to get him out of his fathers sight. He was born as if sleeping and quite small, but his family's prayers saved his life for some purpose. Still, his father saw him as a disgrace, set on him by the gods to mock him and cause him shame. Loric is frail, clumsy, slow, and weak, nothing like his father or older brother.

Once at the monastery, he showed great promise, especially for someone of limited intellect. He took imediately to the faith and began performing miracles by the age of 7.

An adventuring group in need of a healer asked him to join. They offered to provide him with food and to carry his few simple belongings.

Equipment: Robe, Staff, Coin Pouch, Holy Symbol, Prayer Book

Cranewings

I didn't see the 4d6 rolling method. If the GM wants to give me a strength / wisdom bonus to make up for my manly stats, it would be appreciated.

StormBringer

It might be easier to just pick one of the current zombied players.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

StormBringer

Quote from: Kord's Boon;310224I might like to go with Sander Lightwalker human cleric.
Excellent.  If you are ready, I can pull you in now.  You can download the OSRIC rules and use those, if you don't have the 1st edition books.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Sigmund

Sweet. I'm using OSRIC despite having the 1e rules :)

Edit: Sweet about getting a cleric aboard I mean :)
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.