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{Olde School} X2 - Castle Amber

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

Previous topic - Next topic

Sinjin767

Well just so we understand each other im the thief and the elf and the crazy one :) well somewhat anyway
To err is human. As an Elf, I should know.

Shellbee

I'm in. Feeling a bit overwhelmed though can't remember how to make a character *S*O*B*

GrayPumpkin

I'm interested if it's play by post.
 

StormBringer

Quote from: GrayPumpkin;255401I'm interested if it's play by post.
It certainly is.  Whip up a character with 4th and 5th level versions, it looks like there will be no need for 6th level characters with the all the sudden interest.
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

GrayPumpkin

#34
Will do, I'll have him up early next week.
Thinking about a human illusionist or a maybe a cleric of some kind (half-orc cleric assassin?).
Here are the stats I rolled overall pretty awesome with a couple of low points to make it interesting.
4,3,5,1 (12)
5,2,2,2,(9)
6,5,6,1 (17)
2,3,3,1 (8)
6,6,5,4 ( 17)
6.5,3,6 (17)
 

timrichter9

Quote from: GrayPumpkin;255453Will do, I'll have him up early next week.
Thinking about a human illusionist or a maybe a cleric of some kind (half-orc cleric assassin?).

Well, I am playing a Half-Elf MU, we have a Halfling Druid, and a Dwarf Fighter.  A cleric would not be a bad idea but if you are hell bent on an illusionist, I can change my MU to something else.  I had a good strength, and an additional fighter would certainly not be overkill.
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

timrichter9

Also, I vote 5th rather than 4th level, since it will give the spellcasters access to the 3rd level spells.
--
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

GrayPumpkin

Quote from: timrichter9;255602Well, I am playing a Half-Elf MU, we have a Halfling Druid, and a Dwarf Fighter.  A cleric would not be a bad idea but if you are hell bent on an illusionist, I can change my MU to something else.  I had a good strength, and an additional fighter would certainly not be overkill.
Tim
Right now I'm leaning more toward a half-orc cleric assassin, if StormBringer is good with that, I've always wanted to try one out back i the day but never got around to it. That said, having a MU and illusionist in one party shouldn't be a problem, they are different enough classes I would think.
 

StormBringer

Quote from: GrayPumpkin;255679Right now I'm leaning more toward a half-orc cleric assassin, if StormBringer is good with that, I've always wanted to try one out back i the day but never got around to it. That said, having a MU and illusionist in one party shouldn't be a problem, they are different enough classes I would think.
Cleric/Assassin should be ok, but no Chaotic Asshole behaviour.  ;)
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

GrayPumpkin

Quote from: StormBringer;255705Cleric/Assassin should be ok, but no Chaotic Asshole behaviour.  ;)
No problem, wasn't thinking of it, and thanks.
 

StormBringer

Quote from: GrayPumpkin;255708No problem, wasn't thinking of it, and thanks.
I was just goofing with you.  I will have a set of ground rules shortly to post.
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

#41
Ok, here is what we have so far:

One Horse Town - Dwarven Fighter
DeadUematsu - Halfling Druid
timrichter9 - Half-Elven Magic-User
Sinjin767 - Elven Thief
Venosha - Still working
Shellbee - Still working
Grey Pumpkin - Half-Orc Cleric/Assassin

So, it looks like maybe another fighter type and a single classed cleric would be good, but not strictly necessary at this point.

With seven players, we can do fifth level.  Everyone will start at the minimum xp value for fifth level, except for multi-classers.  Anyone playing a multiclass character gets 20,000xp to divide among their classes.

Additionally, everyone gets 5000xp worth of magic items, so dig out your DMGs and use the XP values to buy magic items.  For example, a potion of healing is worth 200xp, so you would have 4800xp left for other items.

Limitations are: one melee weapon, one missile weapon, and one wearable item each.  No need for three sets of bracers of protection or two robes of eyes on one character.  :)  No manuals, librams, tomes, and the like.  Spell scrolls will cost 200xp per spell level inscribed thereon, and you pick the spells you have.  Maximum spell level is one higher than you are able to cast normally.

Example list:
Boots of Elvenkind - 1000
Healing Potion (x5) - 1000
Rope of Entanglement - 1250
Splint Mail +1 - 700
Sword +2 - 800
Shield +1 - 250
Total:  5000

Rods and Staves are all pretty much out of range, but wands and other charge using magic items will be assumed to be at full capacity at the start of the module.

You can pool unspent xp to get additional items for general party use, like potions, or to get an extra item for someone else.  Otherwise, unspent xp is lost.

For those that don't have a DMG, the other players can give you a hand, and I will also be available to get some magic items set up for you.

Additionally, everyone gets 10,000gp to buy more equipment.  You can also use that to enlist the services of henchmen or hirelings.  I will create those as necessary, and arbitrate their actions.

I have final say over any magic items or other equipment, including henchmen, but I would rather work out an equitable solution that fits with your character than bicker over minutiae.

Alignments should be in the neutral to good range.  In the case of the Cleric/Assassin, I will ease the stricture to be an evil alignment only.  Other alignment restrictions still apply.  I am also going to remove restrictions on racial level limits, and race/class limits.  Being a one-shot adventure, I don't much see the point in those.  However, I may run another adventure or two, so if you want to use the same characters and I  allow them, they will not be bound to the restrictions I may enforce.  EDIT:  No Chaotic Stupid or Lawful Asshole, please.  In my games, alignment is a guideline, not a straitjacket.

Since we haven't started yet, you may adjust your characters however you wish.  Edit your original character post instead of making a new post, please.

Some posting conventions to make things easier for everyone:


+/- =

Example:

StormBringer attacks the orc with the spear
15 + 3 = 18

Rolling for damage with the attack, whether or not you think it is successful will speed things up also.

For other die rolls, I will provide all the relevant details, such as what to roll, what modifiers apply, and so on.  If there is a modifier that you aren't sure will apply, note that in a seperate line.

Dexterity check for StormBringer
14 + 2 = 16
Holding Fighter's belt +2

Other than that, pretty much everything is negotiable.  This will be very much in the olde school style, so your planning and occasional retreating will be more important than what is on your character sheet.  I encourage everyone to send PMs back and forth for plotting and scheming purposes, and if you want to ask me something without others knowing about it, you can send me a PM also.  I would ask that you include a tag like [Amber] or something so I know it is related to the game.

One last caveat:  you can have your character try anything you want, but there is no guarantee of success. ;)
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

Oni Kadaki

#42
I'm working on a cleric now. I have a couple of questions though:

Do clerics forget their spells after they cast them?

In the instance of reversible spells, such as cure light wounds, do I have to choose one or the other, or does knowing one, such as "cure light wounds" automatically give me access to "cause light wounds"?

StormBringer

Quote from: Oni Kadaki;255725I'm working on a cleric now. I have a couple of questions though:

Do clerics forget their spells after they cast them?

In the instance of reversible spells, such as cure light wounds, do I have to choose one or the other, or does knowing one, such as "cure light wounds" automatically give me access to "cause light wounds"?
Clerics meditate and pray for spells every day.  The mechanic is exactly the same as Magic Users re-learning their spells.

I am pretty sure that OD&D allowed the casting of reversible spells if you knew the normal version, but AD&D did away with that.  For this one-shot, I don't see that it will make much difference, as you will be expending a spell slot, and the extra versatility isn't going to break the game.  Unless someone has a compelling reason not to, I will allow all spell casters automatic use of reversible spells.  Magic Users have somewhat fewer reversible spells, but a wider diversity of spells overall, so I don't think that will be a problem either.  But I am open to discussion, and everyone is certainly welcome to offer their opinions.  Any individual player can opt-out if they wish, as well, and memorize the normal and reversible form of a spell separately.
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

Oni Kadaki

#44
Alright, I started a character sheet, but i'm confused about a couple of things. First, how do I determine starting HP, and how do I determine saving throws? Also, where can I find a list of costs for magic equipment? I'll determine encumbrance and move rate once my starting equipment is set in stone.

If you guys could let me know if there are any glaringly obvious errors here, i'd appreciate it, as this is my first character sheet.

Name: Sander Lightwalker
Race/sex: Human male
Class: Cleric, level 5
Age: 24
Starting HP: 30 (rolled 1, 7, 8, and 2)
Alignment:  Neutral, Neutral

Skills:
Strength: 14
Constitution: 14
Dexterity: 12
Intelligence: 15
Wisdom: 15
Charisma: 12

Weapon proficiencies: Mace, Staff, Flail

Starting equipment:
Plate +2 1750
Shield +3 800
Mace +4 1500
Healing potion (x2) 400
Eversmoking Bottle 500

Starting spells:

1st lvl- 5
Cure/cause light wounds
Command
Purify food and drink
Light/dark
Remove fear

2nd lvl-4
Hold person
Chant
Find traps
Slow poison

3rd lvl-1
Animate dead


Skill rolls (lowest dropped)
6,3,5= 14
6,4,5=15
6,2,4=12
6,4,4= 14
3,5,4=12
6,5,4= 15