Normally, I just roll for Comeliness but, if you want to use the formula, feel
free. It is almost certain that a PC's Comeliness will not make the slightest
bit of difference in the actual game.
Full HP for the first level; roll dice for second and third level.
Do whatever you wish for gold. Your rule is fine.
A 3-hour, one-off game is very short. You are welcome to create a full PC but
only the most important details, such as hit points, weapon, spells, class, race
and name, are actually likely to come up during the game. When time is short,
it is very hard for both the player and the GM to remember and to use details
about a PC.
I found this online, not sure its the right way so im gonna stick to doing it
like u said as if it was an ability score.
The basic formula for Comeliness is as follows:
[ ( Str + Con ) / 8 ] + ( Cha / 2 ) + ( 3d6 / 4 )
Hp... Since we r gonna make 3rd lvl chars we only do the first lvl full then
roll dice? or all lvls?
About gold.... I dont think 100gp per lvl is the right way...
Warrior -> 5d4 x 10gp
Wizard -> (1d4+1) x 10gp
Rogue -> 2d6 x 10gp
Priest -> 3d6 x 10gp (Priest can only buy equip and goods but must return all
but two or three of his remaining gold pieces to his superiors)
And when u say doesnt really matter to get too much into details u mean like
nonweap prof? or what kind of details...
And a question about my char, i was wondering if u r gonna allow the complete
wizard's handbook... im interested in the witch kit.. not a 100% sure but so
far it seems really good :P
I think thats it for now, thanks :D
Seeing that this is a one-time game, there's not really a reason to get too
concerned about how PCs are generated. Since the game will only last a few
hours, it is likely that much of the extra detail and extra equipment will
simply not come into play.
That said, here's my standard blurb on "Character Creation":
"As with all rules, this is my way; use your own way if you like. I trust my
players to be adults so do not ask me to watch you roll. If you must cheat, do
not be obvious."
"There are 7 ability scores: Strength, Intelligence, Wisdom, Dexterity,
Constitution, Charisma and Comeliness. For each ability, roll 4d6, subtract the
lowest die roll. Roll the scores in order. Now chose race and class. Add racial
adjustments to scores. If Strength is 18 and you are a non-multi-classed
fighter, roll percentile dice. All scores must be a minimum of 3 and a maximum
of 18. Percentile dice are for Strength only."
"For hit points, do not roll; choose the maximum. At 2nd level and above, roll
as normal."
For gold, I'd say use the same method as a 1st level PC.
I think that equipment should be limited to ordinary and regularly available
equipment. Randomly roll 2 potions, if you like. Hopefully, you'll roll
something interesting.
I'll probably do a city adventure so you can prepare for that. No guarantees,
though.
In terms of rule books, I suggest that we stick to the Core Rules since that
will be easiest for me. Let's ignore Skills & Powers for now. I'll probably
focus more on the story and the action rather than the rules.
It might be possible for me to attend the game since it can be played with just
a browser, so I'll make a character just in case. However, if I don't show up
for the beginning of the game, you should probably just drop my character, since
I probably won't be joining later (or keep it for extra muscle, if you prefer).
Anyway, I was planning on making something simple that I can play without having
the books with me, so I'm thinking of creating a dwarven fighter called Mongo.
Probably armed to the teeth and not very well-mannered.
So a few questions about creation:
1) Shall we use point buy for the stats or is there a possibility to roll them
on the server at some point?
2) Starting gold for buying equipment? Don't remember if 300gp (100gp/lvl) was
the standard for 2nd Ed
3) Any restrictions on equipment that can be bought? Also should we prepare for
something specific, e.g. overland adventure?
4) Do we get any magic items or special equipment?
5) Any house rules on starting hp? Can probably roll these when adveture starts
as well.
Let's use 3rd level characters. If you don't mind, please post the name, class
and race of your PC so I can customize the adventure for you all.
I also have all my books, plus electronic versions, so, thank you for those that
offered, but I am already covered. Even so, for one off games, I tend not to
get too hung up on formalities and rules.
hey!!! i just read ur email about the game on july 18... i found u a while ago while i was browsing yahoo. we have never played b4 so im not quite sure how u guys do this but i would like to try and play :) so ahm i dont know if u could give me more info about it.... if i need to do something, well i guess i need to make my char or something, i have A LOT of 2nd edition books so also if u need any info about it let me know and ill try and give u the info u need... well thanks
btw my name is carla :) so... i hope i hear soon from u byebye
ˇObtén la mejor experiencia en la web! Descarga gratis el nuevo Internet Explorer 8.br>
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I'll be holding a one off AD&D game on Saturday, July 18, at 3:00 PM to 6:00 PM
EST (noon to 3:00 PM PST).
I'll be using my new software at:
http://www.svexpertise.com/ajaximrpg/server/
At the URL, type "/help" into the text field for help.
It will be 2nd Edition AD&D (or whatever I can remember about it since I haven't
playing in 5 years).
I have one player right now. If you're interested in joining, let me know.
I just joined up because I am a big fan of AD&D 2.0 and it's semi-unusual to see
a 2.0 campaign now. I do have a char sheet all ready, if the DM is willing to
allow it, made using TSR's official Char creator/GM Toolkit for 2.0
> I happened to notice the scheduling for ethshar event on yahoo
> calendar (which I've hardly ever used). Since there has been no
> announcement of a new campaign, I assume that it is a reminder from
> years ago. Has it really been five years already?
>
> Anyway, just wanted to ask whether the plan for a new campaign has
> gone forward?
After the World Maker campaign ended, I decided to go try to build a
software company. I did that (and am still doing that). The 3-year
estimate was my best guess as to the earliest time that I might get a
new campaign started.
I missed my estimate; I don't have any plans for a new campaign. I've
considered running a few one-off games in the past few months to test
a new system that I'm developing similar to OpenRPG but it would be
all web-based and require zero installation. It's still under
development and I work on it haphazardly but it is minimally usable now.
Is anybody here interested in a few one-off game sessions?
--- In ethshar@yahoogroups.com, "Dan Howard" <dan_howard@...> wrote:
>
> Also, I expect to run a new campaign in a few years. Right now, that
> estimate is 3 years. If and when that campaign is started, I'll post
> a message to this message board.
>
I happened to notice the scheduling for ethshar event on yahoo
calendar (which I've hardly ever used). Since there has been no
announcement of a new campaign, I assume that it is a reminder from
years ago. Has it really been five years already?
Anyway, just wanted to ask whether the plan for a new campaign has
gone forward?
The end of the game upset me for several days. After taking several weeks to mull it over, I came to a simple conclusion: D&D is meant to be fun and the end of the game was not fun, period. So, I'm sorry. Please forgive my poor judgement.
Now, the message board will go silent. Thank you to all who played, even briefly. Special thank yous to the longer running players. Farewell.
[As Pentaglio had correctly guessed five months earlier in the Sea Fortress, the World Maker was actually very similar to a Stargate (from the movie and television shows). Besides being able to step through to different worlds, the World Maker also subtly shifted the alignment of nations and peoples towards the person who stepped into it, if he spent any period of time in it, and this feature was the origin of the World Maker moniker. And, of course, the World Maker sent out a shock wave when it was activated.]
[The Offworlders were a more technologically advanced race. (Any Stargate scenario mandates that a technologically advanced world clashes with a more primitive one.) Describing rocket launchers as "fireballs" and machine guns as "wands" was not a great approach but seemed fair. The Offworlders were not as nice as Kurt Russell and the U.S. Army. They sported a Vietnam-era style paranoia from their own world which was only fed by the first attack by the Drow General and his army which was only a few days before the party arrived on the scene. Though they could be reasoned with, they had a serious "us versus them" mentality and were not going to be easily convinced about the differences between the party and the Drow General. If, however, the party decided to confront them violently, they were beatable: the Northern Army or several thousand Z'tals attacking them would have eventually forced them to quit and retreat. Due to the battles on their
own world, they simply did not have the resources to push a significant army through the World Gate. When the party arrived, they had 200 men which would have been increased to 500 before they would have to give up.]
[Prince Yyrkoon, the Drow General, S'vedrin the Insane and their other cohorts were less organized but more numerous opponents. Their decisions and mentality were designed to be realistic: they made mistakes, were uncoordinated, missed information and under-estimated the threat of the party as well as made the occasional brilliant or lucky move.]
[Despite his title, the Drow General was a poor general, having only two battles to his credit. Both battles were lost to the party: at Nara, the Drow General's 2,000 orcish hordes had been rounded beaten by the party and 600 or so determined Narans in a simple-minded full frontal assault by the Drow and, at Tintallion, the Drow General's alliance of 500 drow, deep gnomes and duergar chieftains and their bodyguards were so disorganized and distrustful of each other that the party, 5 other higher-level NPCs and 20 ordinary men had successfully routed them from the castle there.]
[Broken and discredited, the Drow arrived in Mezzonoborrean via magic and learned of the World Maker. He hastily put together an alliance sponsored by Prince Yyrkoon to obtain it, adding Pentaglio's nemesis (S'vedrin) to the mix. From the start, this alliance was quite wobbly as each sought to gain advantage over the others. When the Council (of Thieves) became involved, their ambitious masters looked for the opportunity (which never came) to split from the alliance and compete directly with the alliance and the party as a third rival grasping for the World Maker.]
[When the party arrived in Mezzonoborrean, the alliance completely under-estimated their threat. The Gang of Sixty, who attacked the party at the temple, were paid to beat the Company of Elaster and the party and, thus, convince them to leave Mezzonoborrean. The Gang of Sixty failed, being low-level ruffians, and looked for another chance to attack the party (but never getting one). In time, the contract to hassle the party was yanked away from the Gang of Sixty and given to the Council (of Thieves).]
[After the thieves captured the party in Septuapha, Prince Yyrkoon's men paid the contract and told the thieves to get rid of the party. Between the failure of the Gang of Sixty and the capture of the party, the alliance had begun to suspect that the party was more powerful and dangerous than previously thought. The party's capture, though, evaporated those suspicions and, as a result, the party was left in the custody of the thieves. The thieves "got rid" of the party in their customary way: they sold the party's still living bodies as a lot in a blind auction for a hundred or so gold pieces.]
[Escaping from the trader who bought them, the party arrived in Z'tal and, within days, were pretty much running the place with Atur-Mazen as their only competitor. The Z'tals were savages and only understood two things: power and fear. The party's spectacular and bloody massacre of several hundred savages (hit by lightning, fell off the pyramid or trampled by crowds) got the attention of all the Z'tals. Both Atur-Mazen and Queen Nepheriti were eager to latch onto that power and fear. Atur-Mazen had spent the last ten years (since the previous Pharaoh was killed by the Mezzonoborreans) in making the Empire fully revolve around him. He was quite eager to befriend the party, once he learned that they could cast lightning bolts. However, the marriage of the Queen to anybody, especially a powerful foreigner, would ruin all that. Suspecting that the Queen would propose marriage, he hatched a desperate plan to assassinate her which he almost instantly regretted (as the plan
was born of impulsiveness, not malice). When his treachery was revealed and he was discredited, a power vacuum was left in the Empire, throwing the Empire into crisis.]
[Any "behind the scenes" questions that you have?]
Pentaglio the Mysterious, also known as Pharaoh Pentaglio-Ra, was difficult to know, perhaps even unknowable. At times, he held back important information from his comrades, probably not through malice but through a certain obsessive secretiveness whose source was only known to him.
Most perplexing was his marriage and his ascension to the Golden Throne of Z'tal. For a creature of secrets, marriage would seem to be the ultimate violation. Yet, Queen Nepheriti clearly awakened something inside him and came closest to finding the true heart of the man.
* * * * *
The failure of the Pharaoh to return to Z'tal caused great anguish to Queen Nepheriti. Despite the mismatch of cultures and the briefness of their union, deep roots of love had truly been planted in that inhospitable soil. Within the year, Queen Nepheriti was consoled by giving birth to twin sons whom she named, Pentatep and Pentohep.
The Queen's anguish was only matched by the anguish to the Empire. Already wracked by internal religious strife, the suddenly headless nation plummeted into chaos. Renegade priests broke into the palace and liberated Atur-Mazen. A bloody civil war was fought with Apep-Nar and the pregnant Queen Nepheriti on one side and Atur-Mazen on the other. [Nepheriti rolled 15 on a d20; Atur-Mazen rolled 16 on a d20.] In time, a complicated truce was reached whereupon Atur-Mazen would regain much of his former power whilst Ptahha would rule as regent and, thus, guarantee that the progeny of Pentaglio and Nepheriti would assume the Golden Throne in the future.
[Pentaglio won the title of the "longest, continously playing player" in the campaign. Luther Hex actually played longer, I believe, but did it over two distinct time periods, using different PCs. His perseverance really set him apart. He persevered with his PC, even though he does not like mages and often wanted to change PCs. He persevered in pursuing S'vedrin the Insane which lent focus to the game. In addition, deeply involving his PC in the game world was very helpful.]
Castor Wren did not die to save the world. He died for his friends. Simple as that.
In the end, it was inconceivable that Castor could have saved himself when he saw his fellow priest and friend, Gisalic Danae, killed. It was not a choice to wade into the mass of Outworlders, swinging his great two-handed sword. There was no choice. It was simple inevitability.
Castor Wren may not be remembered in poem and song and leaves little in the world of Urth. But, if he had been told that a year before he died, he probably would have laughed and said: "What would Urth do with a shabby robe and a worn-out pair of sandals, anyway? Ha!"
[Castor was a good player. He came up with some good ideas at the right time. He also solidly chose and supported good ideas by other people on the message board. A sensible and nice enough guy.]
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The desert is a hard place to die and be remembered. The unrelenting sun decays corpses quickly. The sands quickly shift to separate and bury blood, bones and baked flesh. Dying in a distant desert at the hands of an unknown Outworlder is even more undeserved.
But, as a priestess of Il Mater, The Sufferer, one might wonder if Gisalic Danae expected such a fate. For her, all of life was suffering, for herself and for others. A relentless do-gooder who gave charity to even the undeserving, Gisalic Danae was a wanderer who had nothing and nobody in the world yet she made the ultimate sacrifice for it. Like a thousand thousands who give their lives in hopeless causes, she may not be remembered but she gave everything even when she had nothing.
[Gisalic Danae was the de-facto leader of the "third wave" of the campaign. Leaders in the campaign were always problematic; the party was normally unleadable. But, at various points, a player can somehow emerge as a "first among equals" and this player did that.]
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The sun rises on the empty desert as the gnome called Fleetwood Zatter limps slowly towards the mountains. In the final battle, he was sorely wounded but, somehow, some way, he managed to escape. He looks towards the mountains ahead.
The adventure ahead is grim and profitless.
* * * * *
In the end, Fleetwood arrived at the mountains and surrendered to the Northern Army encamped there. Surprised but accommodating, the Northern soldiers obliged and took him prisoner. After a month, he was marched back to Mezzonoborrean in chains.
When he arrived in Mezzonborrean, he was thrown in prison. For two years, he endured exquisite torture at the hands of his Mezzonoborrean captors. Fortunately, through wile and manipulation, he engineered his own escape and was smuggled out of the city at the beginning of the third year.
Now, he travels and adventures on the Wild Coast.
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The World Maker Campaign, which lasted 3 years, has ended.
All Saturday sessions are cancelled indefinitely.
Epilogues for each PC, a campaign epilogue and other "wrap-up" posts
will be posted on the message board for the next few weeks.
Then, this message board will go dormant. If you decide to stay
subscribed thereafter, you will get occasional e-mails when new
annotated session and e-mail logs are posted. These messages are
expected to be posted less than once per month.
Also, I expect to run a new campaign in a few years. Right now, that
estimate is 3 years. If and when that campaign is started, I'll post
a message to this message board.
Castor looks over the desert, seeing a dark cloud to the far, far north. Winter has come and the desert will experience rainless storms over the next few months, full of thunder and lightning.
After a brief discussion, Pentaglio agrees. The party shall dimensionally fold to the base of the temple. Gisalic begins to chant.
A minute later, a transparent magical disc appears in thin air. Beyond is the sandy desert, shadowed by the temple. The party steps through.
The great temple, built of black obsidian, gleams in the late afternoon sun. The temple is fantastically large, clearly not man made. Great arcs of obsidian rise up from the ground and then bend to contain the building, bending to meet in the middle. Fleetwood looks at the arcs and gulps. The party looks at him and he says: "Not an easy climb." Gisalic replies: "Hopefully, that will not be necessary."
The entrance is far above and to the right. As near as the party can tell, there is only one entrance though it is difficult to see that entrance from here. A great, long, gently sloping obsidian ramp stretches away from the party and the temple. The ramp, probably 300 feet long, rises approximately 100 feet and, presumably, ends at the entrance.
Pentaglio, parchment in hand, sketches a quick drawing, for later.
"Gisalic, Pentaglio. Lo." Castor summons the party's attention away with his pointing index finger.
Two hundred feet off, the bodies of nearly twenty Northern soldiers litter the desert. Their torn cloaks and discarded banners flap in the fierce, late afternoon desert wind.
Castor,
Gisalic did not mean that two groups are visible upon the plain. She is only
inferring, maybe incorrectly, from a statement made by Hermes. I, or more
appropriately, Gislaic may have misunderstood, but Hermes seemed to indicate
that our foes at the Gate had met with a hostile group "unknown" to the Gods.
In Gisalic's mind, this can only mean that the group is from some place the Gate
leads to for the Gods would, or should, know all within their given sphere/world
of influence. She seems to think that some people or "something" from the other
side of the Gate is in conflict with or has stalled the party's present enemies
and given such the party's enemies my be occupied with that struggle and less
able to notice a discrete arrival of our small party at the Gate or closer to
the Gate itself.
GeneT
> Message: 2
> Date: Tue, 21 Oct 2003 12:59:41 -0000
> From: "Castor" <niko_rintala@...>
> Subject: Re: The Camp
>
> "Aye, Priestess. The same thought occurred to me also. Let us avert
> the camps altogether and fold directly to the building."
>
> >
> > Gisalic Votes (F)To the Gate.
>
> Castor also votes (F) To the Gate.
>
> A little clarification: Are their distinctly two different groups i.e
> oppesed groups camped in the valley. Or is the fortified area just a
> better defended part of the same army, probably their headquarters?
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 3
> Date: Tue, 21 Oct 2003 07:34:03 -0700 (PDT)
> From: Daniel Howard <dan_howard@...>
> Subject: Re: The Camp
>
> There is only one camp in the valley. The northern side of the camp has more
patrols and more fortifications than the southern side.
> There is no evidence of a second camp nor of a second army.
>
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"Aye, Priestess. The same thought occurred to me also. Let us avert
the camps altogether and fold directly to the building."
>
> Gisalic Votes (F)To the Gate.
Castor also votes (F) To the Gate.
A little clarification: Are their distinctly two different groups i.e
oppesed groups camped in the valley. Or is the fortified area just a
better defended part of the same army, probably their headquarters?
"Yes, Gisalic, I see the logic in your plan, but we are too far for you to have any good view of the pyramid and its sorrounding area. I think we should make our way to the next ridge, where fires can be seen and watch the pyramid from there. If need be we can attack one of the lookout positions, i am pretty sure we can take at fast without anyone noticing."
"Then we will have a better view of the pyramid and you will be able to use your spell more precisly. I am very worried about that Dragon, though I met him before and his rider and we wounded it severly, it is still a dragon. I am also worried of being caught in the open desert if anything goes wrong."
"Come to think about it, If we can't carry the WorldMaker away, why don't we simply try to destroy it?. We know it can be done since we already seen one detroyed before, in the ruined fortress near the sea."
"So my plan is to sneak to the next ridge, kill some of the lookouts, have a better view of the pyramid from there. Use your spell to get to the pyramid and destroy the WorldMaker. Or maybe use the WorldMaker to destroy tis army." points to the army in the vally.
[Pentaglio agrees to Gisalic plan with some changes (F)]
Gisalic looks out over towards the supposed Gate. To turn at this point with knowledge of the northerners camp alone and not be sure of the Gate is grating. She desires to stand beneath its shadow.
"Mage, if that be the Gate then our path lies there. Should our enemies be pressed on one side by an unkown people, we should arise on the other or give them such a sensation of our presence. Let us alight near the Gate and make our presence known. Let us discover what is at it foot, within its shadow, and what awaits at the end. Let our enemies worry over two fronts or with stealth determine the prize. An army is not needed for us to travel such a distance nor is Z'Tal ready in the near future to allow us control over this land. We shall loose this effort with waiting."
Gisalic votes to Dimensional Fold to the gate. She'll use the Eyes of the Eagle to see the destination. Furthermore, having risen in IL'Mater's eyes, she can 'Fold' them out again if neccessary at a moments notice. Of course, as always, such a plan is dangerous.
Gisalic looks out over towards the supposed Gate. To turn at this
point with knowledge of the northerners camp alone and not be sure
of the Gate is grating. She desires to stand beneath its shadow.
"Mage, if that be the Gate then our path lies there. Should our
enemies be pressed on one side by an unkown people, we should arise
on the other or give them such a sensation of our presence. Let us
alight near the Gate and make our presence known. Let us discover
what is at it foot, within its shadow, and what awaits at the end.
Let our enemies worry over two fronts or with stealth determine the
prize. An army is not needed for us to travel such a distance nor is
Z'Tal ready in the near future to allow us control over this land.
We shall loose this effort with waiting."
Gisalic votes to Dimensional Fold to the gate. She'll use the Eyes
of the Eagle to see the destination. Furthermore, having risen in
IL'Mater's eyes, she can 'Fold' them out again if neccessary at a
moments notice. Of course, as always, such a plan is dangerous.
Gisalic Votes (F)To the Gate.
Gisalic raises her eyes towards the setting sun. "Best to camp here tonight. The height of the ridge here will give us a good view and keep us from getting disoriented." When she turns around, Pentaglio has already cast Leomund's tiny hut to protect the party and enable them to heal and study spells. [Each PC heals 1 hit point of damage during the night.]
The party awakens the next morning, an hour after dawn. Already, it is witheringly hot. The party spends all morning and half the afternoon, crossing the valley below. During the day, they send the gnome called Fleetwood Zatter ahead frequently to climb a tree and spot the smoke from the fires with the eyes of the eagle. At the far end of the valley, it is a tougher climb than the previous ridge but there were fewer trees and, thus, no line of wrecked foliage to skirt.
A few hours before dusk, the party looks down into a third valley. In the belly of the valley, the party sees a great army, encamped. Nearly 2,000 men swarm over the valley below. Red Northern banners flap in the late afternoon desert wind. In the eastern part of the valley, a small city of tents stands, with various fortifications and defensive pits around it. Small companies of men patrol this area with the efficiency that Northerners are known for. A green dragon and a griffon are tethered in the camp. On the west side of the valley, the ground is burned and black with the smoking stumps of trees which once stood there. Little cover remains there though the patrols are fewer.
Finally, on the far side of the valley, there is another rocky ridge but, this time, a natural pass, several hundred feet wide, opens in the middle and reveals a desert beyond. The party can see that fires dot the ridge at various points: two or three man outposts are established at the top of the ridge to survey this valley and the desert beyond.
Pentaglio, with the eyes of the eagle, points through the pass towards the desert. "There, beyond the pass, in the open desert." The party can only make out a black dot in the distance, distorted by waves of heat. "A great building made of black stone. It is set upon a high outcropping, a great rock, standing above the empty desert." He pauses, breathless. "The World Maker must be there."
Castor surveys the valley. "The Northerners have oriented their camp to defend to the north. Their defenses are hardened and the greater part of their men are in that direction. The rear is still guarded but less so."
(A) Send Fleetwood to spy upon the Northerners during the night. What specifically should he try to do or look for?
(B) Descend into the valley during the night, try to skirt the Northerners' camp to the west and gain access to desert. It will be risky and the party will be exhausted by morning.
(C) Retreat into the previous valley and take several days to try to skirt the Northerner's camp.
(D) Cast dimensional folding and return to Z'tal, reasoning that the party has seen enough.