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Other Games, Development, & Campaigns => Play by Post Games => Topic started by: StormBringer on August 31, 2008, 01:48:18 PM

Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on August 31, 2008, 01:48:18 PM
Ok, I think I would like to run through this bad boy again, except I will be on the other side of the screen this time.  We can do PbP here, or and IRC channel.  The plus side to IRC is pacing, but the downside is the scheduling.

QuoteThis module has been designed for a party of 6 to 10 characters,
between the 3rd and 6th levels of experience. The total of the
party's experience levels should be from 26 to 34, with a total of 30
being best.

Considering the character levels required, this will probably be best as a one-shot.  Levels determined by how many sign up, possibly a henchman or two to round out the level requirements.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 09, 2008, 12:23:42 PM
I got one nibble, anyone else interested?  I will be using 1e or OSRIC instead of Expert.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 12, 2008, 12:15:22 AM
Six players, 4th or 5th level...  You know you want to...
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 13, 2008, 02:53:56 PM
I only have OSRIC to hand, so i'd be up for that.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 13, 2008, 03:03:11 PM
OSRIC should work.  We ran through it with 1st edition when I was a lad, and it wasn't a problem.  Cutting and pasting from the pdf of the module will speed things up as well.  :)
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 13, 2008, 03:11:12 PM
3d6 in order, 3d6 and choose or 4d6 dropping the lowest?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 13, 2008, 03:14:54 PM
Quote from: One Horse Town;2474833d6 in order, 3d6 and choose or 4d6 dropping the lowest?
4d6, drop low, arrange to taste.  If you want to tweak a bit more, you can shift points on a 2:1 basis.
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 13, 2008, 03:44:54 PM
I'll whip up a character then and post both 4th & 5th level versions.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 13, 2008, 05:25:50 PM
Quote from: One Horse Town;247490I'll whip up a character then and post both 4th & 5th level versions.
Excellent.
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 14, 2008, 06:40:46 AM
Starting money? Are you allowing weapon specialisation or double specialisation? Hit points as rolled at first level? Before 3e, we used to give average hit points at first if you rolled lower than that (it only makes a 2 hit point difference to my character, but i thought i'd ask!)

I'm a dwarven fighter, btw.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 14, 2008, 08:46:03 AM
Quote from: One Horse Town;247633Starting money? Are you allowing weapon specialisation or double specialisation? Hit points as rolled at first level? Before 3e, we used to give average hit points at first if you rolled lower than that (it only makes a 2 hit point difference to my character, but i thought i'd ask!)

I'm a dwarven fighter, btw.
Take max hit points and gold at first, roll hit points for the rest.  Double specialization is fine, I can boost the monsters if I need to.  If there aren't enough players, it will help keep things even.
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 14, 2008, 09:43:08 AM
Snorri Steelskin – Dwarf Fighter

Rolled stats – 17,17,14,11,11,11

Strength 17  +1 hit, +1 damage. +50lb enc. OD 1-3, bb/ lift gates 13
Dexterity 11
Constitution 18  +4 hits/die, Resurrection survival 100%, System Shock 99%
Intelligence 14 +4 languages (only +2 - racial limitation)
Wisdom 11
Charisma 10 Max henchmen 4

Age: 51
Level: 5
Level Limit: 8
Hit points: 1st 14, 2nd 21 3rd 29 4th 39 5th 48
AC: -3
Alignment: Lawful Neutral
Move: 60 ft
Exps: 7,750 or 16,000

+10% Experience bonus (Str over 16)

Dwarf racial abilities:

Infravision 60ft
+1 Con, -1 Cha
+5 saves vs Poison & Magic
+1 to hit goblins, half-orcs, hobgoblins & orcs
-4 to hit me, giants, ogres, ogre mage & trolls
Detect shifting doors & slopes

Languages: Common, Dwarven, gnomish, goblin, kobold, Orcish, Lawful Neutral, Titan & Lizard man

Weapon Proficiencies: Warhammer – (double specialisation +3 to hit, +3 damage, 3attacks every 2 rounds), Heavy Mace, Hand Axe, Dagger.

Dwarven Thrower attack: +7 to hit, +7 to damage melee, +4 thrown

Equipment (encumbrance 72.5 lb – 50 enc bonus = 22.5 lb)

Warhammer 1gp 5 lb
Dagger 2gp 1 lb
Hand axe 1gp 5 lb
Banded mail 90 gp 35 lbs AC 4
Medium shield 10 gp 5 lb AC –1
Bedroll 2sp 5 lb
Flint & steel 1 gp
Hooded lantern 7 gp 2 lb
Oil, 2 pints 2 sp 2 lb
6 days trail rations 1 gp 4 lb
2 waterskins 2 gp 8lb
whetstone 2 cp 0.5 lb

Money & treasure

+2 platemail
+3 shield
Warhammer +3, Dwarven thrower
Healing potion
Potion of Fire Resistance
Potion of Invisibility
Potion of Levitation


84 gps & 14 sps
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 18, 2008, 11:33:10 AM
Look, I am offering to run the 15th greatest module of all time (http://robert.infogami.com/Dungeon_116:_30_greatest_adventures)!

Only OHT has taken up the call?

Speaking of, did you ever find that pen I inquired after?
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on September 19, 2008, 03:42:53 PM
Quote from: StormBringer;248989Speaking of, did you ever find that pen I inquired after?

Not yet. I'll be picking up supplies from the biggest local stationary supplier near me, soon. I'll have a look around. If it's not there, i'll see if they can order it. :)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 19, 2008, 04:12:25 PM
Quote from: One Horse Town;249447Not yet. I'll be picking up supplies from the biggest local stationary supplier near me, soon. I'll have a look around. If it's not there, i'll see if they can order it. :)
I appreciate it.  Don't put yourself out, though, with the way the postal service works, it may take a bit to get an international money order to you.  If you get a chance, see how much they want, I will send over the currency and we can go from there.
Title: {Olde School} X2 - Castle Amber
Post by: Koren n'Rhys on September 25, 2008, 05:18:48 PM
Hello!

I'm in one 1e game over on the RPG.net boards and was poking around, looking for something else.  Looks like you only have your single Dwarf so far?  I was hoping to find a B/X or LL game, but no luck so far.  Any chance you'd go back to running X1 that way? I guess I'm interested either way, but prefer to go older-school.

If you don't get more players, we could also try running two each, I suppose.

Let me know what you think - I'll check back later tonight.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 25, 2008, 06:09:35 PM
I am going to stick with OSRIC or 1e, although I may dig up something to run using B/X in the future.
Title: {Olde School} X2 - Castle Amber
Post by: Koren n'Rhys on September 25, 2008, 06:32:00 PM
Not a big deal.  Let me poke around the web a bit more, but I'll let you know very soon if I want to get in on your game.  How soon were you looking to get started?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on September 25, 2008, 10:12:14 PM
Quote from: Koren n'Rhys;251364Not a big deal.  Let me poke around the web a bit more, but I'll let you know very soon if I want to get in on your game.  How soon were you looking to get started?
We will need about four or five more players at this point.  With four more players, everyone will be 5th level.  Five more players and a few may be 4th level.
Title: {Olde School} X2 - Castle Amber
Post by: Koren n'Rhys on October 01, 2008, 12:19:16 PM
Sorry to take so long getting back to you.  I found a B/X game on another board after all, so I won't be joining you here.  Good luck with your game.
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on October 01, 2008, 01:57:59 PM
Sadly, little interest. 8th level with a couple of henchmen? :D :rolleyes:
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 01, 2008, 02:44:02 PM
Quote from: One Horse Town;253502Sadly, little interest. 8th level with a couple of henchmen? :D :rolleyes:
Well, at this point, I think you will have to be 25th level with a couple of henchmen.  :)
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 03, 2008, 12:36:32 PM
Is there any possibility of this being done with Skype/Voicechat?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 03, 2008, 04:07:10 PM
Quote from: DeadUematsu;253996Is there any possibility of this being done with Skype/Voicechat?
I would have to set something up, as I don't have an account with any VoIP services.
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 07, 2008, 03:20:56 AM
Okay. Is this still on?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 07, 2008, 11:21:59 AM
Quote from: DeadUematsu;254593Okay. Is this still on?
I still need several people with 4th or 5th level characters.
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 07, 2008, 11:53:38 PM
EDIT: Here is my character sheet once again - I am officially 5th level and my magic items are listed as well.

Heathcliffe Baltimore Greensberry - 5th Level Halfling Druid

Rolled stats - 17,16,13,12,11,8
Adjusted stats - 17,16,14,12,9,8

Heathcliff is a small ruddy fellow of amber hair and ruddy complexion,
remarkably slender for a halfling, often dressed in the skin of a large
badger and topped in a fine racoon tailed cap.

Strength 8 (natural; 1-2 in 6 minor tests, 1% in major tests)
           18 (gauntlets; +3 to hit, +6 to damage, 1-5 in 6 minor tests, 40% in major tests)
Dexterity 18 (+3 surprise, +3 missle to hit, -3 ac adj)
Constitution 14 (92% res, 88% shock)
Intelligence 8
Wisdom 12
Charisma 16 (8 max henchmen, +20% loyalty, +25% reaction)

Hit Points  31 {7, 5, 6, 5}
Armor Class 5 (4 w/ shield)
Alignment   Neutral
Move        90 ft. (45 ft. encumbered)
Fly         320 ft. (2 turns), 180 ft. (4 turns), or 80 ft. (8 turns)
Experience  12,000
Age         50

Halfling Racial Abilities
 -1 Str, +1 Dex
 +1 bonus per 3.5 points of Con to saves against magic and poison
 4 in 6 chance to surprise when traveling in non-metal armor and
  alone, or more than 90 ft in advance of others, or with a party
  entirely consisting of elves and/or halflings. If a door must be
  opened (or some similar), the chance drops to 2 in 6.
 Racial languages (listed below, needs at least 16 Int for additional
  languages)

Druid Abilities
 Druid's Cant
 Druid's Knowledge
 Saving Throw Bonus (+2 saves versus fire and lightning attacks)
 Spell Casting (see below)
 Wilderness Movement

To-Hit (+3 to melee and hurled weapons)
 Melee   +2
 Ranged  +5
 TWF     +2/+1

Damage (+6 to melee and hurled damage)
 Dagger       1d4/1d3
 Scimitar     1d8/1d8
 Sling Stone  1d4/1d4

Saving Throws (+4 bonus against magic and poison)
 Aimed Magic Items         16
 Breath Weapons            15
 Death, Paralysis, Poison   9
 Pertification, Polymorph  12
 Miscellaneous Spells      14

Weapon Proficiencies (3 proficiencies, -4 non-proficiency)
 Dagger, scimitar, sling

Spells
 Prepares 4 1st level spells, 3 2nd level spells, and 2 3rd level spells
 1 Entangle, Shillelagh
 2 Barkskin, Charm Person or Mammal, Heat Metal
 3 Summon Insects (x2)

Languages
 Common, dwarven, gnome, goblin, halfling, orcish

Equipment (96 lbs.)
 Backpack, bedroll, bell, dagger, leather armor, scimitar, signal whistle,
 small shield, sling, 5 sling stones, ten foot pole, 10 days' trail rations,
 10 torches, waterskin

Magic Items (5000xp)
 Gauntlets of Ogre Strength (1000xp), Leather Armor +1 (300xp), Periapt of
 Wound Closure (1000xp), Potion of Healing (x2, 400xp), Potion of Animal
 Control (x1, 200xp), Potion of Treasure Finding (x1, 600xp), Scimitar +2 (750xp),
Wings of Flying (750xp)

Money
 138 gold pieces, 7 silver pieces, 90 copper pieces
Title: {Olde School} X2 - Castle Amber
Post by: timrichter9 on October 08, 2008, 02:42:03 AM
OK, I don't have OSRIC rules, so I used AD&D from the HC PHB.   I grabbed a set of 1950s bakelite D6s and decided that I would toss them in order (STR, INT, WIS, DEX, CON, CHA) using the 4D6 dropping the lowest.  On my honor, here are the stats of Theile Starslinger, Half-Elven, Magic User:
Alignment: Neutral Good

Str: 6,4,4,2  (14)  +200 weight, Doors: 1-2, Bend Bars, Lift 7%
Int: 6,6,5,3  (17)  6 possible additional languages, Chance to know 75%
                         Min # Spells: 8,   Max # Spells: 14
Wis: 6,6,4,2 (16)  +2 Magical Attack Adj.
Dex: 5,5,3,2 (15)  Reaction/Attacking Adj +0, Defensive Adj -1
Con: 4,4,2,2 (10)  HP Adj: 0, System Shock: 70%, Resurrection Surv: 75%
Cha: 6,5,1,1 (12)  Max henchmen: 5,  Loyalty: normal, Reaction: normal

Stats are way above average, but that is exactly how they fell.  (I am thinking that I got some karma, since I just bought a Moldvay Expert Set off ebay that came with some 1980s badly cast polyhedrals, and I just spent 2 hours and half a white crayon, making them pretty.

HP: 15 (4,4,2,3,2)
30% resistance to Sleep/Charm
Languages: Common, Alignment, Elven, Gnome, Halfling, Goblin, Hobgobin, Orc, Gnoll (Bugbear: additional language due to INT)
60' Infrared vision
1 in 6 Chance to notice a secret door if passing by
2 in 6 if searching (for secret door)
3 in 6 if searching (for concealed door)
+10% to XP award due to INT
Starting Money (4,3)  70 gp: less equip leaves 48 gp 3 sp 15 cp

Saving Throws:
Rod, Staff or Wand: 11  
Breath Weapons: 15
Death, Paralysis, Poison: 14
Pertification, Polymorph:  13
Miscellaneous Spells: 12

Equipment:
Spell Book (0 pg -- PHB p. 25 says it is assumed that he has one)
Normal Daggers (x4) 8 gp
Robe 6 sp
Hat (pointy) 7 sp
Belt 3 sp
Boots, high, soft 1 gp
Large Belt Pouch 1 gp
Bone Scroll Case  5 gp
Iron Rations 1 week 5 gp
5 candles (tallow)  5 cp
4 darts   1 gp


Weapon Proficiency:  Dagger,  -5 NWP penalty

Spells Unable to be learned:  Comprehend Languages, Feather Fall, Protection from Evil, Tenser's Floating Disc, Detect Invisibility, Forget, Knock, Shatter, and Stinking Cloud

Spells per Day:  4 1st, 2 2nd, 1 third

Magic Items:
Dagger +2, +3 vs. Creatures greater than man sized   250xp
Bracers of Defense AC6            2000xp
Scroll of Remove Curse            800xp
Scroll of Protection from normal missles      600xp
Scroll of Fly               600xp
Potion of Invisibility            250xp
Figurine of Wonderous Power (Serpentine Owl)      100xp
Necklace of Missiles (1 5HD, 1 3HD)         400xp

SPELL BOOK:

1st Level
Burning Hands
Charm Person
Detect Magic
Enlarge
Firewater (Unearthed Arcana)
Grease (UA)
Hold Portal
Identify
Jump
Light
Magic Missile
Shield
Sleep
Spider Climb
2nd level
Continual Light
Darkness 15' Radius
Detect Evil
ESP
Flaming Sphere (UA)
Invisibility
Levitate
Magic Mouth
Melf's Acid Arrow (UA)
Mirror Image
Pyrotechnics
Rope Trick
Web
Wizard Lock
3rd Level
Blink
Clairaudience
Clairvoyance
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Phantasmal Force
Protection from Normal Missiles
Protection from Evil, 10' Radius
Slow
Tongues
Wind Wall (UA)
Title: {Olde School} X2 - Castle Amber
Post by: Sinjin767 on October 09, 2008, 03:24:35 PM
Have to dig out some books and dice.  Ill repost tonight just wanted to toss my hat in the ring as it were.
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on October 09, 2008, 04:55:16 PM
I'll jump in on the action.  I can have a character whipped up in a day or so.
Title: Hey
Post by: Sinjin767 on October 09, 2008, 06:21:07 PM
Well just so we understand each other im the thief and the elf and the crazy one :) well somewhat anyway
Title: {Olde School} X2 - Castle Amber
Post by: Shellbee on October 09, 2008, 06:27:06 PM
I'm in. Feeling a bit overwhelmed though can't remember how to make a character *S*O*B*
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 10, 2008, 12:21:13 PM
I'm interested if it's play by post.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 10, 2008, 01:13:53 PM
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.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 10, 2008, 02:24:55 PM
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)
Title: {Olde School} X2 - Castle Amber
Post by: timrichter9 on October 11, 2008, 12:00:21 AM
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
Title: Level
Post by: timrichter9 on October 11, 2008, 12:01:37 AM
Also, I vote 5th rather than 4th level, since it will give the spellcasters access to the 3rd level spells.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 11, 2008, 12:34:41 PM
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.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 11, 2008, 02:20:39 PM
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.  ;)
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 11, 2008, 02:40:07 PM
Quote from: StormBringer;255705Cleric/Assassin should be ok, but no Chaotic Asshole behaviour.  ;)
No problem, wasn't thinking of it, and thanks.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 11, 2008, 02:44:44 PM
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.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 11, 2008, 03:15:24 PM
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. ;)
Title: {Olde School} X2 - Castle Amber
Post by: Oni Kadaki on October 11, 2008, 05:58:11 PM
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"?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 11, 2008, 06:14:58 PM
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.
Title: {Olde School} X2 - Castle Amber
Post by: Oni Kadaki on October 11, 2008, 07:45:34 PM
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
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 11, 2008, 11:06:39 PM
Quote from: Oni Kadaki;255743Alright, 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.
Hit points are max at first level, 8 in your case, then rolled normally for the remaining levels.  Saving throws are in the DMG.  For a cleric of your level:
Paralyzation, Poison, Death magic: 9
Petrification or Polymorph: 12
Rod, Staff, Wand: 13
Breath Weapon: 15
Spell: 14

Some saving throws will be modified by your Wisdom score, I will alert you as those come up.

Quote4th lvl- 1? (Stormbringer said we have access to one level higher than we normally would)
Sticks to snakes
Only for scroll purchases with your magic item purchases.  The DMG has all the magic items and their xp values, which is what you would use to purchase them from the 5000xp provided.  Since spells scrolls don't have an xp value, I set the cost at 200xp per level, and an additional limitation is that the spells can only be one level higher than the maximum you can normally cast.  That is so people aren't walking around with three or four wish spells apiece.  ;)
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on October 12, 2008, 01:02:35 AM
I have decided to be a human monk.  I will have the complete character up by tomorrow, too tired tonight.
EDIT:

Semina – Human Monk
Strength       16   +35lb enc. OD 1-3, bb/ lift gates 10%
Intelligence    9   1 extra language
Wisdom         15   +1 magical attack adj
Dexterity      15   no AC bonus, Monk restriction
Constitution   11   Resurrection survival 75%, System Shock 80%
Charisma        9   Max henchmen 4

Age: 24
Hit points: 21
AC: 5 (7) - Ring of Protection +2
Alignment: Lawful Neutral
Move: 190 ft
xp:  23,571

Monk abilities:

Speak with Animals
ESP attempts 28% successful
Immune to disease, haste and slow
Save vs Petrification to dodge missiles
Successful save vs attack form = no damage
Thief abilities:

Languages: Common, Lawful Neutral, Elf

Weapon Proficiencies: Hand Axe, Crossbow, Dagger

Open Hand attack
2-7, 5/4 attacks

Hand Axe +3
1-6/1-4  +3 to hit and damage, +2 damage (Monk levels)

Hand Axe
1-6/1-4  +2 damage (Monk levels)

Crossbow of Distance (double range in all categories)
1-4/1-4  +1 to hit and damage, +2 damage (Monk levels)

Daggers
1-4/1-4 +2 damage (Monk levels)

Staff (-3 non-proficiency penalty)
1-6/1-6 +2 damage (Monk levels)



Equipment (encumbrance 60.5lbs – 35lbs enc bonus = 25.5lbs)
Hand axe +3             -    5lbs
Hand Axe               2gp   5lbs
Crossbow of Distance    -    3lbs
Quiver w 20 quarrels   3gp   5lbs
Staff                   -    5lbs
Daggers (x4)           8gp   4lbs
Bedroll                2sp   5lbs
Flint & steel          1gp    -
6 days trail rations   1gp   4lbs
2 waterskins           2gp   8lbs
Torch (x4)             4cp   10lbs
Backpack               2gp   2lbs
Rope, 50'              4sp   7.5lbs
Belt Pouch             2gp   1lb
Light Warhorse       300gp    -
total:                13gp   60.5lbs
                       6sp
                       4cp

Mount
Light Warhorse
Icerick
AC     7
hp     9
mv     24"
att    2
dam    1-4/1-4
carry  3000/5000

Money & treasure
15gp
Healing Potion (x2)
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 12, 2008, 04:20:52 PM
Hey Stormbringer, check out my magic items.

Magic Items (5000xp)
 Gauntlets of Ogre Strength (1000xp), Leather Armor +1 (300xp), Periapt of
 Wound Closure (1000xp), Potion of Healing (x2, 400xp), Potion of Animal
 Control (x1, 200xp), Potion of Treasure Finding (x1, 600xp), Scimitar +2 (750xp),
 Wings of Flying (750xp)

Are these okay?

Also, I plan on recruiting some halfling fighters as henchmen. What are the monthy rates (I am assuming 100gp/level/month)? Also, can I use the additional 10,000 gold pieces to outfit my henchmen with magic items or does that have to come out of my pool?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 12, 2008, 04:51:26 PM
Quote from: DeadUematsu;255903Hey Stormbringer, check out my magic items.

Magic Items (5000xp)
 Gauntlets of Ogre Strength (1000xp), Leather Armor +1 (300xp), Periapt of
 Wound Closure (1000xp), Potion of Healing (x2, 400xp), Potion of Animal
 Control (x1, 200xp), Potion of Treasure Finding (x1, 600xp), Scimitar +2 (750xp),
 Wings of Flying (750xp)

Are these okay?
Those look fine.

QuoteAlso, I plan on recruiting some halfling fighters as henchmen. What are the monthy rates (I am assuming 100gp/level/month)? Also, can I use the additional 10,000 gold pieces to outfit my henchmen with magic items or does that have to come out of my pool?
Henchmen aren't hired, and they don't generally have their own magic items, but you can have them use any of yours for which they are permitted use.  Finding classed hirelings won't be particularly easy, and they will be limited in numbers.  Porters, teamsters, pack handlers and so on are fairly easy to come by.

So no halfling army, but you can probably find two 2nd level or three or four first level fighters. They will normally want a half share of treasure, expect to be healed like anyone else, and have equipment supplied or replaced.  The going rate averages 100gp/level/month, up front.  They will be, in all respects, normal hirelings; no bonuses to morale and such.
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 12, 2008, 05:31:18 PM
Fair enough. I will see what the others think before I take on any. If I do, I will probably aim to attract two 2nd level fighters and will parcel out the gauntlets to one and the wings to the other. With those items, plate mail, shields, short bows, and short swords, they ought to be formidable helpers.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 13, 2008, 08:43:47 PM
Here's my character, lemme know if there are any problems. I still need to pick a god to worship, still paging though Deities and Demigods, are Greyhawk Gods also acceptable?

Kagan-Zur – Male, Half-Orc Cleric 4/Assassin 4

Rolled stats
12, 9, 17, 8, 17, 17
Adjusted stats after shifting points as Half-Orcs have max Wis of 14
Adjusted stats – 11, 9, 14, 9, 18, 17

Leanly built and standing around five and a half feet, Kagen-Zur is all whipcord muscles and panther-like speed. His dark bristly hair, brownish-green tinged complexion, heavy jaw, and nose so upturned that you can look almost directly into his nostrils, hint strongly at his orcish heritage.

Strength 18 (+1/+2, +100 lbs enc. OD 1-3, BB/LG 16%)
Intelligence 11 (2 extra languages)
Wisdom 14 (bonus 1st level spell)
Dexterity 18 (+3 reaction, -4 defensive)
Constitution 10 (75% res, 75% shock)
Charisma 7(9) (3 max henchmen, -10% loyalty, -5% reaction)

Hit Points 17 {7, 3(4,2), 3(5,1), 4 (4,4)}
Armor Class 3 (0 with shield)
Alignment Neutral
Move 120 ft.
Experience 10,000/10,000
Age 24

Half-Orc Racial Abilities
+1 Str, +1 Con, -2 Cha to non Orcs
Infravison 60 ft.
Racial languages (Common, Orcish)
Additional languages (Elvish, Dwarven)

Assassin Abilities
Pick Pockets 30%
Open Locks 49%
Find Remove Trap 35%
Move Silently 31% (95-100% with boots)
Hide in Shadows 25%
Hear Noise 15%
Climb Walls 91%
Disguise
Backstab (double damage)

To-Hit
Melee +1
Ranged +3
Broadsword +4

Damage
Dagger,1d4+2/1d3+2
Broad Sword +3, 2d4+5/1d6+6
Composite Short Bow, 1d6+2/1d6+2, RoF 2, 50 ft.

Saving Throws
Paralyzation, Poison or Death Magic 9
Petrifaction or Polymorph 12
Rod, Staff or Wand 13
Breath Weapons 15
Spell 14
 
Spells
Prepares 4-1st level spells, 2-2nd level spells,
1 Cure Light Wounds x2, Darkness, Detect Magic
2 Hold Person, Silence (15' Radius)
 
Weapon Proficiencies
Dagger, Broad Sword, Composite Short Bow

Equipment (84 lbs)
Studded Leather (20#), Shield, small (5#), Dagger (1#), Broadsword (8#), Composite short bow (2#), 20 arrows (4#)

Cloak, hooded (2#), Leather Backpack (10#), Bedroll (5#), Bone Case (map or scroll), Chalk, 10 pieces, Flint & Steel (0.5#), Grappling Hook, (4#), Holy Symbol, silver  (god) (2#), 10 days trail rations (10#), Rope, silk (50 ft) (5#), Thieves Tools (1#), Waterskin (4#), Whetstone (0.5#)

Money
150 gp, 6 sp, 8 cp

5000 xp in gear
Ring of Invisibility (1,500), Studded Leather +1 (400), Shield +2 (500), Broadsword +3 (1,400), Candle of Invocation (1,000), Potion of Healing (200)

10,000 gp in gear
Ring with secret compartment for Ingestive Poison (200 gp)
Insinutive Poisons: Poison Type D (1,500 gp), Poison Type D (1,500 gp), Poison Type C (600 gp), Poison Type C (600 gp), Poison Type C (600 gp)
Ingestive Poison: Poison Type D (500 gp), Poison Type D (500 gp)
4000 gp in gems (payment for a recent job he hasn't gotten around to spending it yet also good for bribes and such)
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 13, 2008, 08:50:04 PM
Here's my character. Still paging through the Deities and Demigods looking for a god to worship. Are Greyhawk gods also acceptable?

Kagan-Zur – Male, Half-Orc Cleric 4/Assassin 4

Rolled stats
12, 9, 17, 8, 17, 17
Adjusted stats after shifting points as Half-Orcs have max Wis of 14
Adjusted stats – 11, 9, 14, 8, 17, 17

Leanly built and standing around five and a half feet, Kagen-Zur is all whipcord muscles and panther-like speed. His dark bristly hair, brownish-green tinged complexion, heavy jaw, and nose so upturned that you can look almost directly into his nostrils, hint strongly at his orcish heritage.

Strength 18 (+1/+2, +100 lbs enc. OD 1-3, BB/LG 16%)
Intelligence 11 (2 extra languages)
Wisdom 14 (bonus 1st level spell)
Dexterity 18 (+3 reaction, -4 defensive)
Constitution 10 (75% res, 75% shock)
Charisma 6(8) (2 max henchmen, -15% loyalty, -10% reaction)

Hit Points 17 {7, 3(4,2), 3(5,1), 4 (4,4)}
Armor Class 3 (0 with shield)
Alignment Neutral
Move 120 ft.
Experience 10,000/10,000
Age 24

Half-Orc Racial Abilities
+1 Str, +1 Con, -2 Cha to non Orcs
Infravison 60 ft.
Racial languages (Common, Orcish)
Additional languages (Elvish, Dwarven)

Assassin Abilities
Pick Pockets 30%
Open Locks 49%
Find Remove Trap 35%
Move Silently 31% (95-100% with boots)
Hide in Shadows 25%
Hear Noise 15%
Climb Walls 91%
Disguise
Backstab (double damage)

To-Hit
Melee +1
Ranged +3
Broadsword +4

Damage
Dagger,1d4+2/1d3+2
Broad Sword +3, 2d4+5/1d6+6
Composite Short Bow, 1d6+2/1d6+2, RoF 2, 50 ft.

Saving Throws
Paralyzation, Poison or Death Magic 9
Petrifaction or Polymorph 12
Rod, Staff or Wand 13
Breath Weapons 15
Spell 14
 
Spells
Prepares 4-1st level spells, 2-2nd level spells,
1 Cure Light Wounds x2, Darkness, Detect Magic
2 Hold Person, Silence (15' Radius)
 
Weapon Proficiencies
Dagger, Broad Sword, Composite Short Bow

Equipment (82 lbs)
Studded Leather (20#), Shield, small (5#), Dagger (1#), Broadsword (8#), Composite short bow (2#), 20 arrows (4#)

Leather Backpack (10#), Bedroll (5#), Bone Case (map or scroll), Chalk, 10 pieces, Flint & Steel (0.5#), Grappling Hook, (4#), Holy Symbol, silver  (god) (2#), 10 days trail rations (10#), Rope, silk (50 ft) (5#), Thieves Tools (1#), Waterskin (4#), Whetstone (0.5#)

Money
151 gp, 1 sp, 8 cp

5000 xp in gear
Ring of Invisibility (1,500), Studded Leather +1 (400), Shield +2 (500), Broadsword +3 (1,400), Candle of Invocation (1,000), Potion of Healing (200)

10,000 gp in gear
Boots of Elvenkind (5000 gp), Poison Type D (1,500 gp), Poison Type C (600 gp), Poison Type C (600 gp), Potion of Flying (750 gp), Scroll of Dispel Magic (600 gp), Scroll of Resist Fire (400 gp), Scroll of Cure Light Wounds (200 gp), Scroll of Cure Light Wounds (200 gp)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 13, 2008, 09:13:37 PM
Quote from: GrayPumpkin;256160Here's my character, lemme know if there are any problems. I still need to pick a god to worship, still paging though Deities and Demigods, are Greyhawk Gods also acceptable?
It won't make a huge difference, although I will be able to use it for future plot hooks.  ;)
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on October 14, 2008, 08:57:30 AM
Sorry guys, i'm out. I won't be available for a bit.
Title: {Olde School} X2 - Castle Amber
Post by: Eric E. on October 14, 2008, 04:08:30 PM
Fortuitously, I'm working on a human fighter.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 14, 2008, 04:15:02 PM
Excellent!  I haven't gotten confirmation back yet, but I was planning on keeping OHT's dwarf fighter in the group, if he wants, until his glorious return from holiday.  So a human fighter in the lead, and an NPC dwarven fighter for a bit of extra punch.
Title: {Olde School} X2 - Castle Amber
Post by: DeadUematsu on October 14, 2008, 08:34:19 PM
This is exciting! It's like a small army being amassed.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 14, 2008, 08:45:02 PM
Quote from: DeadUematsu;256605This is exciting! It's like a small army being amassed.
Well, it is an Olde School module.  You will need it.

:D
Title: {Olde School} X2 - Castle Amber
Post by: Oni Kadaki on October 14, 2008, 10:32:58 PM
Could somebody with a DMG help me figure out some equipment for my cleric? I'm new at this and am completely lost.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 14, 2008, 10:46:39 PM
I'll do what I can. What are you needing?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 14, 2008, 11:05:05 PM
Quote from: Oni Kadaki;256615Could somebody with a DMG help me figure out some equipment for my cleric? I'm new at this and am completely lost.
Here is one set of options:

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

You can drop the eversmoking bottle and add two healing potions instead.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 15, 2008, 02:45:30 AM
Supposing one wanted to play a Glass Cannon...I mean, Wizard - What's the name of the not-really-0e rules download?

Thanks. :)
Title: {Olde School} X2 - Castle Amber
Post by: Eric E. on October 15, 2008, 08:01:57 AM
OSRIC.

You can get it here (http://www.yourgamesnow.com/index.php?main_page=product_info&products_id=362) for free.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 15, 2008, 07:20:57 PM
Thanks. :)

Stat roll: 4d6, drop-lowest. Dice from my dice-bag.
(5 + 5 + 5, 3) 15
(6 + 2 + 2, 2) 10
(5 + 5 + 4, 3) 14
(6 + 5 + 2, 2) 13
(6 + 4 + 4, 2) 14
(6 + 5 + 3, 2) 14

No great rolls, but no bad rolls. Is 15 Int sufficient for a Magic-User?

Bedroll, 5 lb., 2 sp
Bell, 1 gp
Caltrops, 2 lb., 1 gp
5 Candles, 5 cp
Canvas (sq. yd), Cut into rags, 1 lb., 1 sp
3 Cases (Map or Scroll), 3 gp
10, Chalk, 10 cp
5 Fishhooks, 5 sp
Flask, Leather (Wine) 2 gp 3cp? - Can I get a confirm on this?
Flint and Steel, 1 gp
Ink (1 oz), 8 gp
10 Flasks, Lamp Oil, 1 Pint each, 10 lb., 10 sp
5 Sheets Parchment, 2 sp
5 Rations, Trail (Day), 5 sp
Signal Whistle, 8 sp
1 lb Soap, 1 lb, 5 sp
Spellbook, 5 lb, 25 gp
Twine (Leather), 10 lb, 1 gp
Torch, 1 lb, 1 cp
Waterskin, 4 lb, 1 gp
Total: 38 lb, 46 gp, 9 sp, 9 sp
Remaining: 3 gp, 1 cp
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 15, 2008, 10:11:35 PM
Quote from: Narf the Mouse;257045Thanks. :)

Stat roll: 4d6, drop-lowest. Dice from my dice-bag.
(5 + 5 + 5, 3) 15
(6 + 2 + 2, 2) 10
(5 + 5 + 4, 3) 14
(6 + 5 + 2, 2) 13
(6 + 4 + 4, 2) 14
(6 + 5 + 3, 2) 14

No great rolls, but no bad rolls. Is 15 Int sufficient for a Magic-User?
15 Int is more than adequate.  As I am fond of mentioning, my original Magic User went all the way to 16th level with a 16 Int.

Quote...Can I buy some wire?
Wire wasn't very common until quite recently, but some tough silk cord,  or hemp or leather twine is available.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 15, 2008, 10:22:48 PM
Right, then. Added some leather twine. Need to know if the weight is right, though - OSRIC doesn't have it.

HD: 1d4: 1. Dreaded that. I'll just be hiding in the middle of the formation, then.

And I'm done for the day.
Title: {Olde School} X2 - Castle Amber
Post by: Oni Kadaki on October 16, 2008, 12:31:35 AM
Quote from: StormBringer;256622Here is one set of options:

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

You can drop the eversmoking bottle and add two healing potions instead.

I'm easy to please, i'll go with that.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 16, 2008, 10:25:20 AM
Quote from: Narf the Mouse;257078Right, then. Added some leather twine. Need to know if the weight is right, though - OSRIC doesn't have it.

HD: 1d4: 1. Dreaded that. I'll just be hiding in the middle of the formation, then.

And I'm done for the day.
Nope, max hit points at first level, then roll normally after that.  Give your character 4 more levels, you have 5000xp with which to buy magic items (guidelines above), and 10,000gp in whatever mix of currency you want.

The leather twine will be 1lb per 20', and braided should be strong enough to lash things together and such, but don't count on it supporting anything near your weight.
Title: {Olde School} X2 - Castle Amber
Post by: Eric E. on October 16, 2008, 04:51:31 PM
Quote from: Narf the Mouse;257078Right, then. Added some leather twine. Need to know if the weight is right, though - OSRIC doesn't have it.

HD: 1d4: 1. Dreaded that. I'll just be hiding in the middle of the formation, then.

And I'm done for the day.

I'm pretty sure somewhere earlier in the thread SB said to take max HP for first level, so worry avoided.

Gah!  SB's post wasn't showing up for me when I did this.  No idea why.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 16, 2008, 06:22:15 PM
The dice mock me. (4 + 2 + 1 + 2 + 1) 10 HP

Does anyone know of a (Legal) .pdf with a list of AD&D magic items and a leveled list of the spells? OSRIC doesn't have the first and their spell list is alphabetical and expanded - And I don't have hours to pour over everything. :) (I'm rather slow at making characters. I consider 'fast' to be 45 minutes - And that's without background)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 17, 2008, 01:14:23 AM
Final round up:

One Horse Town - Dwarven Fighter (npc for now)
DeadUematsu - Halfling Druid
timrichter9 - Half-Elven Magic-User
Sinjin767 - Elven Thief (still to post)
Venosha - Human Monk
Shellbee - Elven Ranger/Magic User (still to post)
Grey Pumpkin - Half-Orc Cleric/Assassin
Oni Kadaki - Human Cleric
Eric E. - Human Fighter
Narf the Mouse - Human (?) Magic User

No more room, so this is the final player list.  I will monitor the thread over the weekend to finalize characters.

I will set up the IC and OOC threads Sunday night or Monday morning.  Once those are in place, I will post the opening description, and we will start.

For my part, I will likely play around with a couple of different formats for descriptions, NPC dialog, and so on to keep it separate and easy to follow.  

With the In Character thread, I would like to see dialogue set off with apostrophes ("Of course, this isn't a dissertation," said StormBringer brightly, "so there it won't be graded"), and if you wish to share your character's thoughts, those can be in scare quotes ('Wonderful idea', StormBringer thought darkly).  Otherwise, it can be as freeform as you like, with whatever formatting you feel is most readable.  If you are replying to another character's dialogue, it would be easiest to follow if you cut and paste the dialogue and then responded.  If necessary for clarity, add in who said what.

Quote"I'm more concerned about the devil than my blood pressure." He put both elbows on the counter, put his hands up and in his hair, cracked his neck as he jostled it side to side. One finger slipped down and bumped his glasses.

Quote"I'm more concerned about the devil than my blood pressure." said StormBringer
"Blood pressure medicine is very important. You should be regular about it. Just tell me your last name." She tried to remain in the zone of 'nice' but felt like just turning around and waiting on the car window, where someone had just pulled up and placed an order in the sliding slot.
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Describe your character's actions or reactions to the environment, avoid describing anyone else's.  In the example above, you wouldn't want to add 'StormBringer said through gritted teeth' or 'StormBringer said cheerfully', as that may not have been the intention, even if it wasn't explicitly stated.

Considering the nature of the exchange in PbP, you can post as much as you want, of course, but I may split up a post's worth of actions into more than one 'round' if it seems necessary.

Quote"I am ready when everyone else is." said StormBringer, hefting his pack over his shoulders, belting on his sword and donning his helmet.  Striding out the door with purpose, he unties his horse and slings the saddlebags behind him as he places a foot in the stirrup and swings up and over the horse into a comfortable position
Not a large post, obviously, but I would have to break that down into three or four rounds worth of action.  In these cases, you will be assumed to be committed to the entire chain of events, but I will allow reasonable interruptions as warranted.  If no one stops you before you are out the door, you may spend a few rounds sitting on your horse before you realize everyone else is still inside.

In addition, I would like to see at least one post per day from everyone, hopefully more.  Combat rounds are going to be tricky, especially with this size of group.  We will play that by ear until things settle out, but I would like to start out with individual initiative, so things may bog down a bit in order to get attacks in the correct sequence.

I am not going to be a hardass about any of it, but I might put out a few gentle reminders here and there in OOC.

OOC will be more freeform, and the most appropriate place for general questions or clarifications.  Of course, all the mechanical stuff will be in there also.  Again, if there is something you want clarification on without alerting the rest of the party, you are free to PM me directly, and of course, you can PM or email each other as desired for secret planning and so on.

So, until the game officially starts on Monday, this will be the place for any last minute questions, clarifications, suggestions, discussions, protests and whatnot.
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Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 17, 2008, 01:25:32 AM
The minimum/maximum spells - Per level or total? Also, the last two questions I posted. :)

If necessary, I will go through the alphabetical list, but it'll probably eat up at least half the day of my going 'Is this better, or is that better?'.

I'm a perfectionist. I annoy myself with that. Yes, I know that doesn't make sense.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 17, 2008, 09:46:43 AM
Sounds good to me, Stormbringer. Can't wait to get started.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 17, 2008, 09:48:42 AM
Quote from: Narf the Mouse;257457The minimum/maximum spells - Per level or total? Also, the last two questions I posted. :)

If necessary, I will go through the alphabetical list, but it'll probably eat up at least half the day of my going 'Is this better, or is that better?'.

I'm a perfectionist. I annoy myself with that. Yes, I know that doesn't make sense.
Min/Max is per spell level.  Picking spells is tough business sometimes.  I still have to get a list together for timrichter9, which I will do tonight or tomorrow morning, then the spell casters can trade spells before the start, if they want.
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on October 17, 2008, 10:07:37 AM
*zzzooooommm*

I thought you were ready to start, or i wouldn't have pulled out over a short break.

Okey, dokey, can someone with the DMs guide to hand equip my dwarf please? Armour, weapons & shield are favourite.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 17, 2008, 10:10:07 AM
Quote from: One Horse Town;257551*zzzooooommm*

I thought you were ready to start, or i wouldn't have pulled out over a short break.

Okey, dokey, can someone with the DMs guide to hand equip my dwarf please? Armour, weapons & shield are favourite.
No problem, we had a few last minute joiners.  I thought you would be out for a week or two.

If no one else offers a suggestion, I will get a list together tonight for you.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 17, 2008, 10:19:53 AM
Yeah, I'm going to need a magic item list, too, please.

So basically, I grab Read Magic and one other spell, then go down the list alphabetically, rolling to see if I can learn a spell - And then I choose my remaining spells from among them randomly?

* Is a bit confused. OSRIC is very brief.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 17, 2008, 10:54:25 AM
Quote from: Narf the Mouse;257558Yeah, I'm going to need a magic item list, too, please.

So basically, I grab Read Magic and one other spell, then go down the list alphabetically, rolling to see if I can learn a spell - And then I choose my remaining spells from among them randomly?

* Is a bit confused. OSRIC is very brief.
More or less.  It doesn't have to be random so much, as everyone is fifth level, I will assume the spell casters have had adequate time to build a spell book of their own design.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 19, 2008, 11:36:44 PM
Quote from: One Horse Town;257551*zzzooooommm*

I thought you were ready to start, or i wouldn't have pulled out over a short break.

Okey, dokey, can someone with the DMs guide to hand equip my dwarf please? Armour, weapons & shield are favourite.
How does this look?

Plate +2
Shield +3
Hammer +3, Dwarven Thrower
Healing Potion
Fire Resistance Potion
Invisibility Potion
Levitation Potion
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 19, 2008, 11:47:53 PM
Quote from: Narf the Mouse;257558Yeah, I'm going to need a magic item list, too, please.

So basically, I grab Read Magic and one other spell, then go down the list alphabetically, rolling to see if I can learn a spell - And then I choose my remaining spells from among them randomly?

* Is a bit confused. OSRIC is very brief.
Bracers, AC5
Cloak of Protection, +1
Decanter of Endless Water
Healing Potion
Potion of Gaseous Form

I set timrichter9 up with 14 spells per level in his spell book.   I can whip up another list for you, if you like.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 12:07:16 AM
Quote from: timrichter9;255604Also, I vote 5th rather than 4th level, since it will give the spellcasters access to the 3rd level spells.
Ok, here is your spellbook:

1st Level
Burning Hands
Charm Person
Detect Magic
Enlarge
Firewater (Unearthed Arcana)
Grease (UA)
Hold Portal
Identify
Jump
Light
Magic Missile
Shield
Sleep
Spider Climb
2nd level
Continual Light
Darkness 15' Radius
Detect Evil
ESP
Flaming Sphere (UA)
Invisibility
Levitate
Magic Mouth
Melf's Acid Arrow (UA)
Mirror Image
Pyrotechnics
Rope Trick
Web
Wizard Lock
3rd Level
Blink
Clairaudience
Clairvoyance
Dispel Magic
Fireball
Fly
Haste
Lightning Bolt
Phantasmal Force
Protection from Normal Missiles
Protection from Evil, 10' Radius
Slow
Tongues
Wind Wall (UA)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 12:19:52 AM
Quote from: GrayPumpkin;25616010,000 gp in gear
Boots of Elvenkind (5000 gp), Poison Type D (1,500 gp), Poison Type C (600 gp), Poison Type C (600 gp), Potion of Flying (750 gp), Scroll of Dispel Magic (600 gp), Scroll of Resist Fire (400 gp), Scroll of Cure Light Wounds (200 gp), Scroll of Cure Light Wounds (200 gp)
Dang, I just noticed this.  I wasn't having anyone buy magic items, that is what the 5000xp stipend is for.  The 10,000 was for rounding out your gear, perhaps hiring a henchman or two, or getting a horse.  Mundane stuff one collects in five levels of adventuring.

The poisons are fine, but we will have to work something out with the magic items.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 12:38:38 AM
Ok, we are locked in, tomorrow morning I will be posting the IC and OOC threads and posting the intro to IC.  No one has posted over the weekend, I will assume everyone is ready to go.  Here is the rundown:

QuoteOne Horse Town - Dwarven Fighter - Character and Magic Items
DeadUematsu - Halfling Druid - Character, Magic Items and Spells
timrichter9 - Half-Elven Magic-User - Character, Magic Items and Spells
Sinjin767 - Elven Thief (still to post)
Venosha - Human Monk - Character, Magic Items and Spells
Shellbee - Elven Ranger/Magic User (still to post)
Grey Pumpkin - Half-Orc Cleric/Assassin - Character, Magic Items and Spells
Oni Kadaki - Human Cleric - Character, Magic Items and Spells
Eric E. - Human Fighter (still to post)
Narf the Mouse - Human Magic User - Character, Magic Items, Still to Post Spells

Sinjin, Shellbee, and Eric E, there is going to be a bit of time during the intro to post characters.  Post them in here; while other things are going on and if anyone has last minute shopping to do there should be some time to finalize your characters.

Considering the recommended levels are exceeded by about half, I will be boosting encounters by a roughly equal amount to keep it challenging.

Other than that, I think everything is ready, I will post the intro tomorrow morning, and we will go from there.

If I have forgotten anything for anyone, or there are any questions that come up during play, I will leave this thread active.  I was considering another thread for rulings and questions, but that would seems to many to keep track of, so post any ongoing rules or rulings questions in here, and I will address them.

Thanks for all your time and effort in getting characters together, and for the enthusiasm!  See you tomorrow morning!
Title: {Olde School} X2 - Castle Amber
Post by: One Horse Town on October 20, 2008, 05:25:33 AM
Quote from: StormBringer;258578How does this look?

Plate +2
Shield +3
Hammer +3, Dwarven Thrower
Healing Potion
Fire Resistance Potion
Invisibility Potion
Levitation Potion

Groovy. I'll alter my character sheet.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 20, 2008, 09:04:51 AM
Sorry; had some computer-related troubles logging in and some...Sleep-related troubles due to...Uh...Neverwinter Nights 2...It's addictive!

Quote from: StormBringer;258598Ok, here is your spellbook:
Naren Ezer. Hmm...LN, cold, logical. I don't do neutral often, nor the other two.

Brought up by a distant and cold Wizard his parents 'apprenticed' (Read: Sold) him to, he scrubbed floors, cleaned dishes and learnt magic. It wasn't a loving environment, so he doesn't really know that emotion, but it was stable and reliable. He suspects he was taught magic because the wizard (Arceth Zezzar) didn't know what else to do with him and was LN as well, so fair pay for fair work.

He finished his apprenticeship at a mutually-agreeable age (Check ages) and left to adventure and as aquantances.

(Bit of a departure from the standard 'Sold into slavery' story. Suspect he was done a favor, in the end)

So that's five spells at first level, two at second and one at third? I'll check for sure after I get some sleep; I'm running rather low.
Quote1st Level
Burning Hands - Yes.
Charm Person - Yes.
Detect Magic
Enlarge
Firewater (Unearthed Arcana)
Grease (UA) - Yes.
Hold Portal
Identify - Yes.
Jump
Light
Magic Missile
Shield
Sleep - Yes.
Spider Climb
2nd level
Continual Light
Darkness 15' Radius
Detect Evil
ESP - Yes
Flaming Sphere (UA)
Invisibility
Levitate
Magic Mouth
Melf's Acid Arrow (UA)
Mirror Image
Pyrotechnics
Rope Trick
Web - Yes
Wizard Lock
3rd Level
Blink
Clairaudience
Clairvoyance
Dispel Magic
Fireball - Yes.
Fly
Haste
Lightning Bolt
Phantasmal Force
Protection from Normal Missiles
Protection from Evil, 10' Radius
Slow
Tongues
Wind Wall (UA)

Post may be late tomorrow. I'm hoping to get some sleep.

Stormbringer has authorized a HP increase.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 10:22:45 AM
Quote from: Narf the Mouse;258652So that's five spells at first level, two at second and one at third? I'll check for sure after I get some sleep; I'm running rather low.
Did you want the same spell list as timrichter9?
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 20, 2008, 07:40:09 PM
Oh, sorry - I put a 'Yes' in front of every spell I picked on the list. :) Was rather tired; didn't really realize it would be hard to see.

1st: Burning Hands, Charm Person, Grease, Identify, Sleep.
2nd: ESP, Web.
3rd: Fireball.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 08:40:20 PM
Quote from: Narf the Mouse;258860Oh, sorry - I put a 'Yes' in front of every spell I picked on the list. :) Was rather tired; didn't really realize it would be hard to see.

1st: Burning Hands, Charm Person, Grease, Identify, Sleep.
2nd: ESP, Web.
3rd: Fireball.
No problem, but your spellbook will have more spells than just the ones you have memorized.  With a 15 Int, you will have a maximum of 11 spells per level inscribed in your spellbook, and those are the only ones you will be able to use from that level.
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 20, 2008, 09:10:47 PM
Ok, fixing. X's are memorized spells. I've chosen ten each and left one open.

1st: Burning Hands (X), Charm Person (X), Detect Magic, Grease (X), Hold Portal, Identify (X), Magic Missile, Shield, Sleep (X), Spider Climb.
2nd: Continual Light, Darkness 15' Radius, Detect Evil, ESP (X), Invisibility, Levitate, Melf's Acid Arrow, Mirror Image, Rope Trick, Wizard Lock.
3rd: Blink, Clairaudience, Clairavoyance, Dispel Magic, Fireball (X), Fly, Haste, Protection From Normal Missiles, Protection From Evil, Slow, Tongues.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 09:19:25 PM
Quote from: Narf the Mouse;258878Ok, fixing. X's are memorized spells. I've chosen ten each and left one open.

1st: Burning Hands (X), Charm Person (X), Detect Magic, Grease (X), Hold Portal, Identify (X), Magic Missile, Shield, Sleep (X), Spider Climb.
2nd: Continual Light, Darkness 15' Radius, Detect Evil, ESP (X), Invisibility, Levitate, Melf's Acid Arrow, Mirror Image, Rope Trick, Wizard Lock.
3rd: Blink, Clairaudience, Clairavoyance, Dispel Magic, Fireball (X), Fly, Haste, Protection From Normal Missiles, Protection From Evil, Slow, Tongues.
Looks good.  You can edit those back into your previous post, if you like, or set your self a link to that post for quick reference.
Title: {Olde School} X2 - Castle Amber
Post by: timrichter9 on October 20, 2008, 09:50:06 PM
Ok.. So this is my first Module (rather than a social WoD type thing).
Are we doing a real time IRC game, or a post as you can type thing?
Will there be a FAQ explaining how you plan to conduct the game?
Thanks
Tim
Title: {Olde School} X2 - Castle Amber
Post by: Narf the Mouse on October 20, 2008, 10:25:18 PM
Thanks. :)

Naren Ezer. Hmm...LN, cold, logical. I don't do neutral often, nor the other two.

Brought up by a distant and cold Wizard his parents 'apprenticed' (Read: Sold) him to, he scrubbed floors, cleaned dishes and learnt magic. It wasn't a loving environment, so he doesn't really know that emotion, but it was stable and reliable. He suspects he was taught magic because the wizard (Arceth Zezzar) didn't know what else to do with him and was LN as well, so fair pay for fair work.

He finished his apprenticeship at a mutually-agreeable age (Check ages) and left to adventure and as aquantances.

(Bit of a departure from the standard 'Sold into slavery' story. Suspect he was done a favor, in the end)

Stat roll: 4d6, drop-lowest. Dice from my dice-bag.
(5 + 5 + 5, 3) 15
(6 + 2 + 2, 2) 10
(5 + 5 + 4, 3) 14
(6 + 5 + 2, 2) 13
(6 + 4 + 4, 2) 14
(6 + 5 + 3, 2) 14

HP: 14

No great rolls, but no bad rolls. Is 15 Int sufficient for a Magic-User?

Bedroll, 5 lb., 2 sp
Bell, 1 gp
Caltrops, 2 lb., 1 gp
5 Candles, 5 cp
Canvas (sq. yd), Cut into rags, 1 lb., 1 sp
3 Cases (Map or Scroll), 3 gp
10, Chalk, 10 cp
5 Fishhooks, 5 sp
Flask, Leather (Wine) 2 gp 3cp? - Can I get a confirm on this?
Flint and Steel, 1 gp
Ink (1 oz), 8 gp
10 Flasks, Lamp Oil, 1 Pint each, 10 lb., 10 sp
5 Sheets Parchment, 2 sp
5 Rations, Trail (Day), 5 sp
Signal Whistle, 8 sp
1 lb Soap, 1 lb, 5 sp
Spellbook, 5 lb, 25 gp
Twine (Leather), 10 lb, 1 gp
Torch, 1 lb, 1 cp
Waterskin, 4 lb, 1 gp
Total: 38 lb, 46 gp, 9 sp, 9 sp
Remaining: 3 gp, 1 cp

Ok, fixing. X's are memorized spells. I've chosen ten each and left one open.

1st: Burning Hands (X), Charm Person (X), Detect Magic, Grease (X), Hold Portal, Identify (X), Magic Missile, Shield, Sleep (X), Spider Climb.
2nd: Continual Light, Darkness 15' Radius, Detect Evil, ESP (X), Invisibility, Levitate, Melf's Acid Arrow, Mirror Image, Rope Trick, Wizard Lock.
3rd: Blink, Clairaudience, Clairavoyance, Dispel Magic, Fireball (X), Fly, Haste, Protection From Normal Missiles, Protection From Evil, Slow, Tongues.

Do I get Read Magic by default, or do I have to select it? It isn't on the list that I can see.

'101 Ways of Bypassing Security', by Unsigned. (Co-signed by a Paladin, with church stamp, saying that the thief who wrote it is Good)
'Dirty traps and tricks', by M.Y. Shiv. (Front cover and first thirty pages: 'Gardening, Flowers and You'. Yes, Naren has a nasty mind. He's Lawful with very little Good. That means 'Mercy for bandits and monsters' isn't really that interesting a concept for him...)
'Morovain's Contemplations of Death Magic', by Morovain. (One of the very rare Good necromancers. No remaining spellbooks of his are known to exist)
'Laws and Due Process', by Sir Reginalt, with Unwanted Commentary by The Guy You Never Caught. (The Unwanted Commentary version is both more expensive and more helpful, from both sides of the process. TGYNC had an odd sense of humor and fairness, apparently)
'A Short Treatise of the Ethics of Magic Use and the Many Quandaries and Concerns Therein, Revised Edition, Vol. 1 of 32, Introduction', by Quincy Morris, Librarian. (The Introduction is what most people would call 'Very thorough')
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 10:55:15 PM
Quote from: Narf the MouseDo I get Read Magic by default, or do I have to select it? It isn't on the list that I can see.
Read Magic is a freebie, no spell slot taken up.  So, you will have 11 first level spells, plus Read Magic, so 12 total first level spells in your spellbook
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 20, 2008, 11:02:27 PM
Quote from: timrichter9;258884Ok.. So this is my first Module (rather than a social WoD type thing).
Are we doing a real time IRC game, or a post as you can type thing?
Will there be a FAQ explaining how you plan to conduct the game?
Thanks
Tim
Most of the guidelines (http://www.therpgsite.com/showpost.php?p=255716&postcount=42)
Additional guidelines (http://www.therpgsite.com/showpost.php?p=255716&postcount=70)
Start of OOC and final instructions (http://www.therpgsite.com/showpost.php?p=258735&postcount=1)

I am going to keep the original recruiting thread open for rulings or other game related questions, and OOC for questions relating to the module itself.  I am not going to be some kind of hardass about that, though, so don't worry overmuch if you have a question about Castle Amber in the recruitment thread, or a general game question in the OOC thread.
Title: {Olde School} X2 - Castle Amber
Post by: Drohem on October 23, 2008, 02:04:43 PM
Do you still have room for another player?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 23, 2008, 02:09:04 PM
Quote from: Drohem;259793Do you still have room for another player?
It is looking that way.  What did you have in mind?
Title: {Olde School} X2 - Castle Amber
Post by: Drohem on October 23, 2008, 02:21:58 PM
Quote from: StormBringer;259798It is looking that way.  What did you have in mind?

Well, reading through the most of the posts it looks like you have all the party roles covered; is there any role that the party is currently lacking?

I am flexible and can play anything really; although, I am leaning towards a dwarven fighter/thief if possible.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 23, 2008, 02:55:08 PM
Quote from: Drohem;259804Well, reading through the most of the posts it looks like you have all the party roles covered; is there any role that the party is currently lacking?

I am flexible and can play anything really; although, I am leaning towards a dwarven fighter/thief if possible.
Sure, sounds good.  There is going to be overlap no matter what you choose, at this point.  We have a monk, and possibly a thief, so that is one area that is somewhat lacking.
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on October 23, 2008, 06:43:08 PM
Quote from: Drohem;259804Well, reading through the most of the posts it looks like you have all the party roles covered; is there any role that the party is currently lacking?

I am flexible and can play anything really; although, I am leaning towards a dwarven fighter/thief if possible.

Have you decided that you will be joining us then?  Haven't seen anything more on the thief front, or another fighter? What do you think StormBringer?
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 23, 2008, 06:52:38 PM
Quote from: Venosha;259924Have you decided that you will be joining us then?  Haven't seen anything more on the thief front, or another fighter? What do you think StormBringer?
Eric E looks like he might have to be integrated later, if he still wants to, and I have it on good authority that Sinjin and Shellbee will be more available starting next week.  So for the time being, your Monk appears to be the only one with thief abilities.  The group could certainly use another thief for backup.
Title: {Olde School} X2 - Castle Amber
Post by: GrayPumpkin on October 23, 2008, 11:05:29 PM
Quote from: StormBringer;259931Eric E looks like he might have to be integrated later, if he still wants to, and I have it on good authority that Sinjin and Shellbee will be more available starting next week.  So for the time being, your Monk appears to be the only one with thief abilities.  The group could certainly use another thief for backup.
As an assassin I got some thief abilities, though granted not as good as full blown thief.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 23, 2008, 11:13:42 PM
Quote from: GrayPumpkin;259987As an assassin I got some thief abilities, though granted not as good as full blown thief.
Dammit, I forgot about that, too.  I am going to have to start writing things down.  :)
Title: {Olde School} X2 - Castle Amber
Post by: timrichter9 on October 24, 2008, 11:05:11 AM
Hey, I just realized that there is a 3% chance that I have psionic powers.  Care to roll that off for me Storm??  heh heh
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 24, 2008, 11:23:27 AM
Quote from: timrichter9;260130Hey, I just realized that there is a 3% chance that I have psionic powers.  Care to roll that off for me Storm??  heh heh
I 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) (http://invisiblecastle.com/roller/view/1783369/)
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on October 24, 2008, 11:29:54 AM
I 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
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 24, 2008, 11:59:25 AM
Eeeeeenteresting.

The Druid would certainly know some of this, as well the Assassin.  Probably the Ranger, possibly the Clerics.

It may come in handy.
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on October 24, 2008, 12:00:26 PM
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 (http://www.republicofnewhome.org/lair/games/herb5/herb5illo.html)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 24, 2008, 12:08:51 PM
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
Title: {Olde School} X2 - Castle Amber
Post by: timrichter9 on October 24, 2008, 12:14:49 PM
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) (http://invisiblecastle.com/roller/view/1783369/)

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
Title: {Olde School} X2 - Castle Amber
Post by: Drohem on October 24, 2008, 01:20:01 PM
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
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 25, 2008, 02:35:49 AM
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.
Title: Sinjin <ready to go>
Post by: Sinjin767 on October 29, 2008, 11:31:13 PM
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
Title: Shellbees Character
Post by: Shellbee on October 29, 2008, 11:42:23 PM
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
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on June 20, 2009, 12:02:00 PM
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!
Title: {Olde School} X2 - Castle Amber
Post by: Kord's Boon on June 24, 2009, 08:18:26 PM
I might like to go with Sander Lightwalker human cleric.
Title: {Olde School} X2 - Castle Amber
Post by: Drohem on June 24, 2009, 08:22:23 PM
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. :)
Title: {Olde School} X2 - Castle Amber
Post by: Cranewings on June 24, 2009, 08:25:41 PM
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
Title: {Olde School} X2 - Castle Amber
Post by: Cranewings on June 24, 2009, 08:29:26 PM
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.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on June 24, 2009, 11:42:54 PM
It might be easier to just pick one of the current zombied players.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on June 25, 2009, 11:12:45 AM
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.
Title: {Olde School} X2 - Castle Amber
Post by: Sigmund on June 25, 2009, 11:59:43 AM
Sweet. I'm using OSRIC despite having the 1e rules :)

Edit: Sweet about getting a cleric aboard I mean :)
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on June 25, 2009, 01:04:08 PM
Quote from: Sigmund;310322Sweet. I'm using OSRIC despite having the 1e rules :)

Edit: Sweet about getting a cleric aboard I mean :)
Yeah, OSRIC managed to clear up the abstruse surprise rules in the DMG.  For that alone, it is worth its weight in gold.
Title: {Olde School} X2 - Castle Amber
Post by: Kord's Boon on June 25, 2009, 06:39:28 PM
Great to hear it, I have a copy of OSRIC to reference as well.
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on June 25, 2009, 06:40:39 PM
Quote from: Kord's Boon;310395Great to hear it, I have a copy of OSRIC to reference as well.
Excellent, you ready to jump in?
Title: {Olde School} X2 - Castle Amber
Post by: Kord's Boon on June 25, 2009, 06:47:19 PM
I suppose so, but I've been unable to find the character background amongst the creators posts, only know he's a repenting cleric.
Title: {Olde School} X2 - Castle Amber
Post by: Venosha on June 26, 2009, 01:18:50 AM
Hey Boon...here is the character sheet Oni left for Sander.  Welcome to the game BTW.

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
Title: {Olde School} X2 - Castle Amber
Post by: StormBringer on October 28, 2009, 01:24:43 AM
Ok, looks like we are on a short hiatus until some players can get things settled in the real world, so now is a good time to try a recruiting drive!

We have a number of PCs that need some good players, or if none of them interest you, there is room to bring in your own.  5th level-ish is what we have been shooting for, so if you have a character around that level you want to play again, send me a PM and let's get something worked out!

The cast of characters:

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

The character sheets are posted all over this thread, but I am sure we can direct you to a specific character if you want to take them over.

Have a look, skim the thread to get caught up, and drop me a note with your thoughts!