[Almagra] PbP Game Campaign Guide and Rogues Gallery

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[Almagra] PbP Game Campaign Guide and Rogues Gallery

Postby Knightfall » Sat Nov 28, 2015 7:55 pm

Here is where I'll post campaign background the Kingdom of Vrocia and the surrounding region for my new AD&D 2E PbP game. As well, my players should post their finalized characters to this thread (once it gets to that point).

Players: (4 of 4)
Lord Sheriff Takari: Evermithe Woodshadow (male wood elf, War Wizard3)
BPIJonathan: Siliarilas (male elf, Thief1/Mage2)
ShadowJak: Axel Runo (male half-ogre, Fighter3)
Boneguard: Felgar Darkshine (male gnome, Sternshield3 *)
* Priest of Gaerdal Ironhand.

Important NPCs
Fore
Kepli
__________________________
Sir Tymbeck Valencia (male half-ogre, Fighter3 [Noble kit]) [ex-PC]
- Tellerian Hawke mentioned on Facebook that he's going to stick to playing 3E. Will allow me to use this PC as an NPC.
- The PC is being replaced in the game by a different half-ogre PC.
Last edited by Knightfall on Mon Jul 24, 2017 6:55 pm, edited 34 times in total.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Tellerian Hawke » Tue Dec 01, 2015 11:17 pm

[Character Sheet and Background Summary are in PDF format, and have been uploaded to the Almagra Facebook Group Page, although I will send you these files via email, upon request.]

Sir Tymbeck Valencia
Lieutenant, Junior Grade
Knight of The Scarlet Cross
Fighter: 3 (Noble Kit.)
Race: Half-Ogre, quite handsome, clear complexion, favors his Human half.
Ht: 7'9" Weight: 250 Lbs. (Thin, Wiry, Athletic Build.) Hair: Black, Shoulder Length. Eyes: Brown.
AC, Shielded: Vs. Slashing: AC 2; Vs. Piercing: AC 3; Vs. Bludgeoning: AC 4. (Without his shield, these numbers all increase by 3.)
Hit Points: 26 STR: 18 (22); DEX: 14; CON: 17; INT: 12; WIS: 12; CHA: 13
Alignment: Lawful Neutral

Big Tim dresses in the finest clothes, and wears a pristine suit of Studded Leather Armor, which is emblazoned with the heraldic device of The Knights of The Scarlet Cross. Covering his torso piece, he wears a fine, white, silk jacket, which is embroidered with blue roses. He carries a huge, steel body shield which bears the device of The Valencia Family; The Valencia Family is headed by Sir Balan Valencia, the king's royal architect. Big Tim also wears a fine, steel greatsword on his back, in a special quick-draw rig. The sword also bears the name and insignia of The Valencia Family. It is said that during combat, Big Tim holds his body shield in one hand, and the greatsword in the other, wielding it as if it were a longblade!

Sir Tymbeck is recently (as of last year) free of mandatory service in the king's army, having served with distinction for 4 years. He spends most of his time laughing and drinking with his friends (most of whom are also Scarlet Cross knights) in the city of Ilfrey, although he does travel here and there from time to time; Sir Tymbeck is well known in court, and most nobles either love him, or hate him; there seems to be no in-between in this regard. Those that hate him call him "the charming savage" or "the pretty mongrel" BEHIND HIS BACK. In general, he enjoys a respectable reputation. He seems to love wine, clothes, and exotic cheese as much as he is purported to revel in combat! He is also rumored to be able to remember everything he sees or hears with precise detail, and to be somewhat obnoxious in his pursuit of following rules (of whatever variety) to the exact letter.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Sat Dec 05, 2015 4:11 am

Here is a link to the completed campaign map on my Almagra and Otherworlds wordpress site: https://almagraandotherworlds.wordpress ... paign-map/

Map Description
It is finally done!

This map is shows the region for the new startup AD&D 2E campaign I’m setting on Almagra: World of World. The Kingdom of Vrocia is one of the various kingdoms and empires of the Mountain Valleys Region, which is a subset of the primary 2E region known as the Darkened Seas.

The Mountain Valleys Region exist quite some distance from the core area of the AD&D 2R ruleset region. In fact, the peoples of the Mountains Valleys Region have little to no contact with anyone outside of the colder valleys of the homelands. Few in the western valleys have ever traveled east of the forested elven land known as Quessir Taureandor.

The Kingdom of Vrocia is the home of the PCs. It is a very rugged land with only two cities (Ilfrey and Kalchith), which are both in the southern half of the kingdom. The Striskian Province in the heart of the kingdom while in the north is the Ifrorian Province. The largest community in that province is the large town known as Ifor, which sits in a hilly valley on the other side of the Wrijyax Mountains.

The campaign will start in the Ifrorian Province in the town named Kara’s Vale, which sits on the shores of Lake Hireta. It is one of the few larger communities that sits on the shoreline of a lake since the entire Mountain Valleys Region is hit every spring with massive floods as the snows melt. (Most of the region’s lake shore communities are built on stilts.) Kara’s Vale sits on a high hill at the edge of the lake and the Thralwash River flows around the hill before emptying into the lake.

Some important DM Note for my players: 1) Northwest of the Ifrorian Province is the rugged land known as Elligira. While the peoples of Vrocia are known for being tough, the peoples of Elligira make Vrocians seem civilized and soft in comparison. The only way to reach Elligira is either through Frostling Pass or west from the village of Northpass into the Sadrea Province of the Ailaithian Empire. Neither is advisable.

2) To the west and southwest of the Kingdom of Vrocia is the massive Ailaithian Empire, which is ruled from the Imperial City of Kluanburgh in the Zevalon Province. The empire once controlled much of the southern lands of Vrocia but that was ages ago when the empire was at its height. Relations between the empire and Vrocia are cool at the best of times. While the empire isn’t truly in decline, it is diminished after several defeats at the hands of its enemies in the distant west, as well as the powerful elven forces of Quessir Taureandor.

3) Quessir Taureandor is a massive elvish empire that rules an ancient land to the east of the Kingdom of Vrocia. The river systems in those lands are wild and unpredictable and humans fear the unpredictable nature of the massive forests and its dangerous denizens. The elves of Quessir Taureandor do not like human, but they have come to tolerate, if not respect, the less ambitious citizens of Vrocia. The King of Vrocia, Ottó Martin Gereben, has proposed peace with the elves, much to the chagrin of the Ailaithian Emperor.

4) There is a area of the northern province of Ifrorian that is considered a semi-independent land. It is called Ardocar. At its heart is a ruined city known as Oneohgan. The city is considered to be ancient, but scholars don’t know if its origins are elven or giantish. What is know is that the mountains surrounding the ancient city are extremely dangerous with all sorts of monsters. Rumors abound of ice demons in the twisted forested hills and mountains of Ardocar.

5) North of the Iforian Province is the impassible mountain range known as the Northern Icemounts. These mountains eventually become massive glaciers that extend far to the north. There are the Icelands of the Roaring Giants to the northeast while directly north of the province is the tip of a massive sheet of ice known as the Shield of the Ice Goddess. These mountains and glaciers are full of dragons, giants, and other dangers that can freeze a man’s body and soul in seconds.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Lord Sheriff Takari » Tue Dec 08, 2015 6:43 am

Evermithe Woodshadow
Align: CG Race: Wood Elf Class: War Wizard - Level 3 Hit Points: 30
Family: Woodshadow Religion: Tree of Life Honor: 57 Fam. Honor: 54
Social Class: 8th Rank <Nobility> Homeland: Star City KZ.
Sex:M Age: 120 Ht: 5' Wgt: 115lbs Hair: Brown Eye's: Green
STR- 16 hit: 0 DMG:+1 WGT: 70 Max: 195 Op.Drs: 9 BB/LG: 10%
DEX- 19 Re/Adj: +3 Missile Atk: +3 Def Adj: - 4
CON- 17 HP: +3 Sys: 97% Res: 98% Poison: 0 Regen:N/A
INT-17 # Lang: 7 Spl/Lvl:8th Lrn:95% max Spl:18 Immunity:N/A
WIS-15 M.Def:+1 Bns Spl:2/1-1/2 Spl Fail:0% Immunity:N/A
CON-13 Max Hench:5 Loyal: 0 Re Adj: +1

Saves
PPD:13 RSW:11 Pet/Poly:13 Breath:15 Spell:12

Weapons
Elven L. Bow** # Att:3/1 Hit:+5 Dmg:+1 THAC0:13 Dmg:D8/D8-D6/D6
Katana* # Att:1/1 Hit:+1 Dmg:+1 THAC0:17 Dmg: D10/D12
Wakizashi # Att 1/1 Hit:+1 Dmg:+1 THAC0:17 Dmg: D8/D8
Dagger # Att:1/1 Hit:0 Dmg:+1 THAC0:20 Dmg: D4/D3
Armor: Elven Scale AC:0 Flank AC:+1 Back AC:+2 Surprised AC:+4

Special Abilities/Powers <R=Racial K=Kit>
R 60' Infravision
R 90% resist Sleep/Charm effects
R 95% Pass w/o Trace in Nat. Environment
R +1 hit all Sword & Bow
R 1/6 Chance locate concealed doors
K +1 Hit w/chosen weapon <Bow>**
K bonus Weap Prof's Sword & Bow*
K Tactician = Secondary Skill
K Bonus Non Weap Prof's: Spellcraft, Engineering
K +1 Init to party if following Tactical plan

Proficiencies <W= Weapon NW= Non-weapon - = free slot>
Total Profs = Weapon: 3 Non-weapon: 11 <4+# Lang>
W L.Bow** 2 Specialized
W Katana* -
W Wakizashi 1

NW Spellcraft -
NW Lang. Elven <Wood elf> -
NW Lang. Common -
NW Read/Write <Elven> 1
NW Survival 3 <Plains, Mountains>
NW Animal Handling 1
NW Bowyer/Fletcher 1
NW Heraldry 1
NW Ride Land Based 1
NW Herbalism 1
NW Rope Use 1
NW Etiquette 1

Coins/Treasure/Valuables
PP:0
GP: 47
SP: 18
CP: 14
Gems:

Protector's Signet Ring <silver> Tree of Life emblem
Protector's Cloak Clasp <silver> Tree of Life Emblem & Holy Symbol <this item will glow faintly of magic if a Detect Magic is used on it>
Spellbook
Detect Magic/Conceal Magic
Read Magic
Grease
Magic Missile
Mend
Cantrips

Supplies/Ammunition
Arrows =
36x Sheaf
12x Flight
3x Signal

Rations = 2x weeks Dry Rations <Trail mix>
Feed = 1 week

Equipment/Location
ACME Adventuring Pack<backpack>/Mount or Back
2x Saddlebag/Mount
Tack+Harness/Mount
Survival Kit/Backpack
Spellbook/Backpack
3x changes clothing/Saddlebag
Moccasin/Boots/Feet
Cloak/Back
Belt/Waist
Military Uniform/Saddlebag
Rations/1x week Saddlebag & 1 week Backpack
2x Quiver/Back & Mount
3x Waterskins/1x Belt & 2x Mount
Bowyer/Fletcher kit/ Backpack
Grooming Kit/Saddlebag
2x Pouch/ Belt
2x Sack large/Saddlebag
Feed Ration/Saddlebag

Mount/Familiar/Henchmen/Hirelings
Horse
HP: 24 AC: 8 Move:18 run/climb
Familiar <Falcon> Screech
HP: 8 AC: 9 Move: 30 flight/3 hop
Screech is an Elvish Falcon of stunning beauty
his Emerald Plumage dazzles any who see him up close and personal
he is not your typical Bird of Prey nor is he simply a "Pet"
as Evermithe's Familiar, he serves as the War Wizard's eyes scoping out well in advance of the Elf and sighting in on potential threats or points of interest.
from a Mile up, Screech is nothing more than a tiny speck to those on the ground.
through the connection brought by the "Find Familiar" Spell, Evermithe can look through Screech's eyes when concentrating intently
<no other task or action can be made while in this Trance like State>

Background
Evermithe is the eldest of three born to the Woodshadow Family Clan
his Father Serves in the Explorer Corp's as a Ship Captain in service to the Kozakuran Empire and also Senior Protector to the Elven Tree of Life outside of Star City
the Woodshadow's are highly respected as Guardians and Protectors serving the Tree of Life for thousands of years now in addition to being potent War Wizards and innate leaders in times of need or war
currently the clan has direct Guardianship of 10 other Trees located in Sector Capitals and provides support for many others to ensure the safety of these vital places of Elven Worship in those same Sectors of the Empire.
the Clan itself is large compared to most Wood Elf Enclaves, but members and individual families are spread about Imperial Space making sure the myriad of Temples
are staffed and tended

Evermithe Carries on the Family trait of having a strong connection to the Arcane, something otherwise rare among Wood Elves
his physical appearance gives the impression of a scout or Ranger leaving no clue of his casting ability until he launches his spell
his usual attire is forest green in color and designed to blend into the foliage above and beyond his natural ability to simply vanish when he does not want or wish to be found
when seen up close, his piercing Green eyes add weight to the "air of Authority" felt in his presence which is further enhanced when he's seen in Uniform
trained by both his father and the Imperial Academy
he shows the same level of intensity toward learning the art of combat as did his father and others in his Family's ancestry,
he readily learned the nuances of Tactics and Battlefield Strategy
despite his training and skill as a cunning War Leader, Evermithe values life and prefers peaceful negotiation over battle

he has come to Almagra following rumors of a Wood Elf who possesses a strong connection to the Arcane

Information about Protector's for the Elven Tree of Life
Protectors are those Elves who possess Arcane Magic who have sworn their service to the Elven Tree of Life
they carry the graces as projected by the greater divinity that is the Tree itself
as such
as the Protector grows in experience they will eventually gain limited access to Divine energy
at 6th level a Protector is treated as a Cleric of 1st Level and can only gain the first 2 levels of magic in Clerical spells
their connection, while strong. is insufficient to gain the full benefits like that of a true Cleric
therefore they cannot use the Clerical Ability "Turn Undead"
instead, they rely on their potent Arcane Spellcraft to Turn undead into ASHES!
this characteristic of Protectors incurs a -15% penalty to Experience earned meaning it takes longer for them to gain levels

Protectors are gifted field commanders, many of whom become War Wizards to command groups of Temple Guardians defending the Elven Tree of Life's location.
given a planet has but one Elven Tree of Life on it, this location is well guarded by most of Elven Kind and is a notable destination for pilgrimages to worship there
the Temple itself is open to any who wish to worship and pray, so it is not uncommon to see Druids present among others who worship nature

when not needed for their leadership
those Protectors from the highly regarded Woodshadow Clan are frequently tasked with finding and recovering those Wood Elves
gifted with Arcane Magic to train before returning them to their original Worlds to protect the Temple on that world

the vehicle most frequently used by the Woodshadow's is the Explorer Corp's Elven Treeship
this 15 Ton "Courier" is for all intents, a large Oak or Maple Tree enchanted to operate as a Spelljamming Vessel
the "Helm" as it were is not an added feature but literally grown as part of the tree itself and considered a "Greater Helm"
this vessel is Maneuver Class C and by the very nature of being a Tree, is difficult to hit with direct fire weapons
when Grounded, this ship is indistinguishable from the surrounding Trees save by a "Detect Magic" Spell
when it lands, the Roots burrow into the ground allowing the Tree to recover from any Damage it might have taken
when it departs, there is nothing to denote that it was there. the soil and even the Grass is undisturbed
as a living Tree, this ship has little to worry about regarding maintaining it's Air Envelope and is limited only by it's carried Stores
with a Crew of 10 standard and Armed with 4 Dual Med. Ballista in turret like emplacements providing maximum fields of fire and overlapping fire arcs
this vessel is a versatile and capable Scout Ship
Last edited by Lord Sheriff Takari on Tue Mar 21, 2017 1:56 am, edited 1 time in total.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby willpell » Tue Dec 08, 2015 7:00 pm

So, shall I start brainstorming a character for this game? Given that I don't know the rules, I will take a different approach than I did with my very crunchy 3E wizard (starting with not being a wizard - nor a psion, even though I really want to make a psion). What does the party need in this case?
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Wed Dec 09, 2015 12:29 am

willpell wrote:So, shall I start brainstorming a character for this game? Given that I don't know the rules, I will take a different approach than I did with my very crunchy 3E wizard (starting with not being a wizard - nor a psion, even though I really want to make a psion). What does the party need in this case?

Yes, don't be crunchy. 2E doesn't have feats, BTW. That began with 3E. Races have class level limits and not all races can be all classes. (I don't usually worry about that too much, and for Almagra, the level limits for races will be significantly altered.)

Well, there is already a fighter, a mage (war wizard), and a thief/mage. The group could use a divine caster.

The core races in the 2E PHB are as follows: Dwarves, Elves, Gnomes, Half-Elves, Halflings, and Humans.

The core classes in the 2E PHB are as follows (class ability minimums included): Fighter (Str 9), Paladin (Str 12, Con 9, Wis 13, and Cha 17), Ranger (Str 13, Dex 13, Con 14, and Wis 14), Mage (Int 9), Specialist Wizard [such as Illusionist] (Varies by type of specialist), Cleric (Wis 9), Druid (Wis 12 and Cha 15), Thief (Dex 9), and Bard (Dex 12, Int 13, and Cha 15).
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby willpell » Wed Dec 09, 2015 2:40 pm

I love clerics in 3E, but I don't know whether the experience of playing a cleric in 2E would be comparably satisfying. I did know they didn't have feats in AD&D, but do they have anything that helps you specialize your cleric, other than picking different spells? Are there Domains, for instance? Do all Clerics still get the entire Cleric spell list, and is that list vaguely similar to what's in 3.5's PHB? Is there any support for playing clerics that aren't just quasi-Xtian healbots powered by the sun and "divine light"? What gods are in use?

Maybe I should be a druid instead. The 3E druid is notoriously overpowered; I would feel guilty playing one. If the power level is flatter in AD&D, it might be a safer bet. Certainly it seems to require fewer questions answered.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Wed Dec 09, 2015 6:46 pm

willpell wrote:I love clerics in 3E, but I don't know whether the experience of playing a cleric in 2E would be comparably satisfying. I did know they didn't have feats in AD&D, but do they have anything that helps you specialize your cleric, other than picking different spells? Are there Domains, for instance? Do all Clerics still get the entire Cleric spell list, and is that list vaguely similar to what's in 3.5's PHB? Is there any support for playing clerics that aren't just quasi-Xtian healbots powered by the sun and "divine light"? What gods are in use?

In 2E there are Spheres instead of Domains. The standard cleric has major access to all spheres except for the plant, animal, weather, and elemental spheres. (Standard clerics have minor access to the elemental sphere and cannot cast spells of the other three spheres.) There Clerical Spheres of Magic are as follows: All, Animal, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, and Weather. There aren't domain-like spells for the spheres but there are granted powers. The standard cleric's granted power, however, is simply to turn undead.

There is also the option of playing a priest of a specific mythos, although in such circumstances the access to spheres is less but such classes have more class abilities. Each deity usually has a specific specialty priest designed for it with its own granted powers.

There are more weapon restrictions for clerics in 2E. The standard cleric can only use blunt weapons while specialty priests can choose one or more weapons depending on what their deity allows. There is a list in the 2E PHB that gives examples for a list of generic mythoi gods with specific weapons. For example, A cleric of a God of Agriculture can use a bill, a fail, or a sickle while a cleric of a War Goddess can use a battle axe, mace, morning star, or broad sword. It's similar to favored weapons in 3E.

If you are going to be a divine caster, I suggest sticking to a standard cleric. It will be a lot easier.

Maybe I should be a druid instead. The 3E druid is notoriously overpowered; I would feel guilty playing one. If the power level is flatter in AD&D, it might be a safer bet. Certainly it seems to require fewer questions answered.

Druids in 2E are treated as a form of specialty priest. They have major access to the all, animal, elemental, healing, plant, and weather spheres,and they have minor access to the divination sphere. It's granted powers are less extreme in 2E with the ability to shapechange after 7th-level as the major ability.

Starting at 3rd level, he'll be able to identify plants, animals, and pure water; pass through overgrown areas; and can learn the languages of woodland creatures. Druids have a saving throw bonus of +2 vs. fire an electricity attacks right from 1st level, as well as a secret language. They cannot turn undead. Druids have an ethos and can only use natural armor and weapons. There is also a max level cutoff for druids (12th-level) due to its "campaign-wide" organization.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby willpell » Wed Dec 09, 2015 9:18 pm

Kinda sounds like this is not a road I want to go down. Maybe I'd better sit this one out, unless you can think of something else worth being.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Wed Dec 09, 2015 11:17 pm

willpell wrote:Kinda sounds like this is not a road I want to go down. Maybe I'd better sit this one out, unless you can think of something else worth being.

Don't force yourself into the game, if you think you wouldn't have fun with it. It's not a problem. You could always come into the game at a much later date once (if) you've bought and learned the 2E system. I can try to snag another player here or from Facebook.

I's say, concentrate on the 3E Bluffside PC.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby willpell » Wed Dec 09, 2015 11:22 pm

Knightfall wrote:I's say, concentrate on the 3E Bluffside PC.


I'd be happy to...as far as I'm concerned, he's essentially done. Pretty much the only thing that's left to do is spend his 8500GP in savings on various useful things, and that could be handled IC (waiving the 24 hours per spell scribing time).
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Dec 10, 2015 12:47 am

Ifrorian Province
Once an independent elven land filled with an alpine forest that was called Ifroria. In ages past, this region was home to elves living in old growth forest. Then giants took hold in the Northern Icemounts and went to war with the elves. The resulting devastation to the forests was tragic. The elves were forced to retreat south of the Wrijyax Mountains for centuries. Then the elves of Quessir Taureandor rose to prominence in the region and crushed the power of the giants in the north. however, they didn't take control of the valley, which allowed others (mainly humans) to move in and build a new land (also called Ifroria).

A century went by and the Ailaithian Empire came to power in the Forest of Orir-Tluz, and it came to control all the lands from the edge of The Lucent Waters north to the Northern Icemounts and east to the Olvinwall Mountains. The Ifrorian Province became a bastion against the remaining giants in the northern mountains, although the emperors of Ailaithian paid very little attention to the northern lands.

Ifror (pop. — 2,855)
The traditional seat of power for the kingdom's northern province. Ifror is a large town in the hills north of the Wrijyax Mountains. For a long time it has been the main route between the two provinces although there isn't a true road through the mountains to Iyesgard in the Driawood. The town is considered a military town first and a trade town second. As it is so close to border of Ardocar, its crack soldiers (and local militia) often patrol the nearby roads and trails hunting for dark creatures that prey on travelers.

Kara's Vale (pop. — 1,285)
The starting town of the campaign.

Kara's Vale is notable for its age in the region. It is even older than Ifror, and the small town is built in the style of elven towns that sit near bodies of fresh water. It is a tree town, but it also has many tough bamboo stilt houses that are protected from the annual floods in the spring. Kara's Vale is considered to be an adventurer's town. Every year, young heroes travel north to fight giants or west to try to find fortune in the wild north of the Ailaithian Empire's Sadrea Province. The town is home to humans, half-elves, dwarves, halflings, gnomes, a few families of high elves, and even a handful of half-orcs.

Race isn't an issue in Kara's Vale unless you're a giant. Half-giants are watched, carefully.

Striskian Province
Unlike with the Ifrorian Province, the Striskian Province never truly fell to the giants. The elves retreated into the Driawood and held the giants at bay until Quessir Taureandor came to power in the east. Once the giants were pushed back, the elves of the Driawood began to work with or against humans and dwarves, depending on clan lines. Eventually, humans took control of the lands around Lake Strisk and created a new land that came to be known as the Striskian Highlands. When the Ailaithian Empire came to conquer the north, the peoples living around Lake Strisk willingly joined the empire, much to the chagrin of the elves.

As the empire declined more than a century later, the peoples of the Striskian Highlands chose to end their alliance with the empire. The emperor at the time was to concerned with his other enemies to take back "the frozen and savage north," as he called it. A human king was crowned in Ilfrey and the land was proclaimed to be the Kingdom of Vrocia, named after the family (Vroc) that would become the Royal Family. Elves and dwarves were given full citizenship in the new kingdom (if they wished) and the highlands became the primary province of the kingdom.

It would be more than two decades later than the northern province "officially" joined the kingdom.

Ilfrey (pop. — 20,660)
The capital city of the Kingdom of Vrocia. This elevated city sits on a high hill near Lake Strisk. It was built far back from the edge of the lake to protect it from flooding. Ilfrey is the largest city in the kingdom, but it isn't the oldest city in the southern province. (That honor belongs to Kalchith.) The human communities around Lake Strisk has always been ruled from this city even when it was only a boom town full of miners. Once Vrocia became a kingdom, the Vrocian Royal Family built the Highland Palace in Ilfrey and have ruled from the city ever since. The city is considered to be backwards by those from the Ailaithian Empire, but, in truth, is quite the marvel of engineering with high spires and wide cobblestone streets. Even elves call it "somewhat beautiful, for a human city." There are many races that live in the city, but goblinoids aren't usually welcome.

Kalchith (pop. — 8,540)
This city is very unique. It is built on an ancient, massive bridge from another age that spans the above and over the lands in between two mountains. The fast-flowing Kalch River runs underneath the city. While the city is mainly a human city, it is home to a wide variety of races (even more than Ilfrey). Citizens that are half human and half something else tend to live in Kalchith rather than anywhere else. Half-orcs and half-ogres rub shoulders with half-elves and the occasional mul. Yes, humans are the dominate race, but there are elves, a lot of dwarves, gnomes, halflings, and even those few goblinoids that choose to live peacefully(?) in the kingdom.

Kalchith is less civilized than Ilfrey, and only dwarvs consider it to be "a stunning place to see and live." More so than Ilfrey, Kalchith is still a miners' city.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Sat Dec 12, 2015 11:38 pm

Rumors of possible quests circulating in the Kingdom of Vrocia
All the PCs have heard snippets about these rumors while traveling to Kara's Vale. (The first one starts up just as the PCs arrive in town.)

1) A merchant from Khadfield named Mesym Borne seeks a company of adventurers to clear his name against charges of treason. He is set to be executed in 30 days in the town of Ifror and must be transported there from Kara's Vale.

2) A sage named Pholeon seeks a company of adventurers to find and explore the old ruins of Scuthorp Keep in Northwest Vrocia. Pholeon is known to be a mysterious person who rarely leaves his tower in the woods near Kara's Vale.

3) An aristocrat named Lord Ephent Rythey seeks a company of adventurers to hunt down and capture a thief in the city of Kalchith who is know by the infamous name of an ancient thief from the time when the Ailaithian Empire ruled the lands that now make up Vrocia. That ancient thief's name was "Arthund."

4) An ex-adventurer named Enwulf Eornhart seeks a company of adventurers to thwart the monstrous plan of Stechavomizlavoi, an infamous white dragon said to haunt the Frostling Pass. The dragon is rumoured to be in league with a vicious human lord from the Sadrea Province.

5) An elven woman, named Cilla, living somewhere near Driawood Bridge seeks a group of adventurers to recover and destroy an evil relic from a mysterious dungeon known as the Chambers of Cruel Devastation. The dungeon is rumoured to be somewhere in the eastern half of the Ifrorian Province.

6) A dwarf lord named Atul Telchundsire seeks a company of adventurers to thwart the monstrous plans of Jotgi Ekornsik, The Lunatic of Agararal, a massive ogre living in the Wrijyax Mountains somewhere near the Barviel Spire.

7) A mysterious, unnamed lady living in Haerndean seeks a company of adventurers to rescue the her friend, the Lady Luska Alaxis, from the horrors of Ardocar.

8) A noblewoman, named Lady Mera Warray, from Vrocia's capital city, Ilfrey, seeks a company of adventurers to explore the ruins near Ghost Hall Spire in Vrocian Mountains north of Lake Strisk.

9) A priest named Phenrey Lynson from the Floodmount Temple seeks a company of adventurers to steal a legendary axe called "Chaosruin" from an old enemy, a frost giant from the distant Halls of Grukand far to the north.

10) A merchant named Oswin Edmugh seeks a company of adventurers to hunt down and capture the notorious highwayman Baldar the Bold who haunts the road from Kara's Vale to Witcher's Bridge.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Feb 04, 2016 8:12 am

Siliarilas
--------------------------------------------------------------------------------
Personal Information

Name: Siliarilas; Player: BPIJonathan;
Race: Elf; Gender: Male; Height: 5'5"; Age: 113;
Classes: Thief/Mage; Levels: 1/2; Weight: 100 lbs;
XP: 0/2,500; Alignment: Neutral Good;
Next Level: 1,250/5,000; Kit: None;
--------------------------------------------------------------------------------
Ability Scores

Str:; 12; Stamina:; 12; Weight Allowance: 45 lbs; Bend Bars/Lift Gates: 4%;
; ; Muscle:; 12; Attack Adj.: +0; Damage Adj.: +0; Max. Press: 140 lbs; Open Doors: 7;
Dex:; 16; Aim:; 16; Missile Adjustment: +1; Pick Pockets: +0%; Open Locks: +5%;
; ; Balance:; 16; Reaction Adjustment: +1; Armor Class: -2; Move Silently: +0%; Climb Walls: +0%;
Con:; 14; Health:; 14; System Shock: 88%; Poison Save: +0;
; ; Fitness:; 14; Hit Point Adjustment: +0; Resurrection Chance: 92%;
Int:; 17; Reason:; 17; Max. Spell Level: 8th; Max. Spells Per Level: 14; Illusion Immunity: None;
; ; Knowledge:; 17; Bonus Proficiencies: 6; Chance to Learn New Spell: 75%;
Wis:; 14; Intuition:; 14; Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0; Clerical Spell Failure Chance: 0%;
; ; Willpower:; 14; Magic Defense Adjustment: +0; Spell Immunity: None;
Cha:; 12; Leadership:; 12; Loyalty Base: +0; Maximum Number of Henchmen: 5;
; ; Appearance:; 12; Initial Reaction Adjustment: +0;
--------------------------------------------------------------------------------
Saving Throws

Paralyzation: 13; Poison: 13; Death Magic: 13; Petrification: 12; Polymorph: 12;
Rod: 11; Staff: 11; Wand: 11; Breath Weapon: 15; Spell: 12;
--------------------------------------------------------------------------------
Combat

Hit Points:; 6;
Base THAC0:; 20;
Melee THAC0:; 20;
Missile THAC0:; 19;
--------------------------------------------------------------------------------
Armor

Natural armor class; 10;
Balance Defensive adj.; -2;
FINAL:; 8;
--------------------------------------------------------------------------------
Weapon Proficiencies

Short bow;
Sword, long;
--------------------------------------------------------------------------------
Non-Weapon Proficiencies

Appraising; 12;
Disguise; 8;
Reading Lips; 11;
Reading/Writing; 12;
Spellcraft; 11;
Tumbling; 10;
Native Languages; ;
; Elf;
--------------------------------------------------------------------------------
Weapons

; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5); (-10);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; PB /; S /; M /; L /; EX;
Sword, long; 20; ; 1; 5; 1d8; 1d12; S; M; ; ; ; ; ;
Knife; 23; 22; 1; 2; 1d3; 1d2; P/S; S; ; 2; 4; 6; ;
--------------------------------------------------------------------------------
Racial Abilities

--------------------------------------------------------------------------------
Class Abilities

--------------------------------------------------------------------------------
Traits

--------------------------------------------------------------------------------
Disadvantages

--------------------------------------------------------------------------------
Rogue Skills

Skill; Base; Racial Mods; Ability Scores; Discretionary Points; Armor; Final;
Hide in shadows; 5; +10; +0; +5; +5; 25%;
Move silently; 10; +5; +0; +5; +10; 30%;
Read languages; 0; +0; +0; +5; +0; 5%;
Detect magic; 5; +10; +0; +15; +0; 30%;
Detect noise; 15; +5; +0; +10; +0; 30%;
Find/remove traps; 5; +0; +0; +10; +0; 15%;
Detect illusion; 10; +0; +0; +0; +0; 10%;
Open locks; 10; -5; +5; +10; +0; 20%;


================================================================================

--------------------------------------------------------------------------------
Inventory

Animals
Horse, riding
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Paper (per sheet)
Thieves' picks
Torch x3
Wineskin
Writing ink (per vial)
Belt pouch, small
Block and tackle
Chalk
Healer's bag
Knife
Map or scroll case
Papyrus (per sheet) x4
Perfume (per vial)
Spellbook
Burning Hands (5)

Charm Person (2)

Magic Missile (1)

Read Magic (1)

Detect Magic (5)

Change Self (6)

Comprehend Languages (2)

Light (1)

Items Readied
Sword, long
Items Stored
Bit and bridle
Horseshoes & shoeing
Saddle bags, large
Saddle blanket
Saddle, riding
Items Worn
Belt
Boots, riding
Breeches
Knife sheath
Tunic
Spending Money
* Copper Pieces x3
* Gold Pieces x56
* Silver Pieces x5
--------------------------------------------------------------------------------
Movement and Encumbrance

Encumbrance:; Unencumbered; Light; Moderate; Heavy; Severe;
Weight (lbs):; 0-45; 46-69; 70-93; 94-117; 118-140;
Movement:; 13; 9; 6; 3; 1;
THAC0:; ; ; -1; -2; -4;
AC:; ; ; ; +1; +3;
Currently carrying 40.55 pounds (None Encumbrance, 13 Movement);


================================================================================

--------------------------------------------------------------------------------
Spells

Class; 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th;
Mage; 2; ; ; ; ; ; ; ; ;
Cleric Spell Failure Rate: 0%; Maximum Wizard Spells Per Level: 14;
Wizard Chance to Learn New Spell: 75%; Maximum Wizard Spell Level: 8th;
--------------------------------------------------------------------------------
Spells Memorized

Mage
0th Level
1st Level
Charm Person


================================================================================

--------------------------------------------------------------------------------
Spells Known

Spell; Time; Range; Area of Effect; Components;
1st Level;
Burning Hands; 1; 0; The caster; V, S;
Change Self; 1; 0; The caster; V, S;
Charm Person; 1; 120 yds; 1 person; V, S;
Comprehend Languages; 1 rd; Touch; 1 speaking creature or written text; V, S, M;
Detect Magic; 1; 0; 10 x 60 ft; V, S;
Light; 1; 60 yds; 20-ft radius; V, M;
Magic Missile; 1; 60 yds + 10 yds/lvl; 1-5 targets; V, S;
Read Magic; 1 rd; 0; Special; V, S, M;


================================================================================Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 02/04/2016 12:11 AM
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Feb 04, 2016 8:15 am

Illianaro
--------------------------------------------------------------------------------
Personal Information

Name: Illianaro; Player: Jeffrey Henderson;
Race: Gray elf; Gender: Male; Height: 5'3"; Age: 123;
Classes: Thief/Mage; Levels: 1/2; Weight: 110 lbs;
XP: 0/2,500; Alignment: Chaotic Neutral;
Next Level: 1,250/5,000; Kit: Sky Wizard;
--------------------------------------------------------------------------------
Ability Scores

Str:; 10; Stamina:; 10; Weight Allowance: 40 lbs; Bend Bars/Lift Gates: 2%;
; ; Muscle:; 10; Attack Adj.: +0; Damage Adj.: +0; Max. Press: 115 lbs; Open Doors: 6;
Dex:; 16; Aim:; 16; Missile Adjustment: +1; Pick Pockets: +0%; Open Locks: +5%;
; ; Balance:; 16; Reaction Adjustment: +1; Armor Class: -2; Move Silently: +0%; Climb Walls: +0%;
Con:; 11; Health:; 11; System Shock: 75%; Poison Save: +0;
; ; Fitness:; 11; Hit Point Adjustment: +0; Resurrection Chance: 80%;
Int:; 16; Reason:; 17; Max. Spell Level: 8th; Max. Spells Per Level: 14; Illusion Immunity: None;
; ; Knowledge:; 16; Bonus Proficiencies: 5; Chance to Learn New Spell: 70%;
Wis:; 15; Intuition:; 15; Bonus Clerical Spells: 2, 1, 0, 0, 0, 0, 0; Clerical Spell Failure Chance: 0%;
; ; Willpower:; 15; Magic Defense Adjustment: +1; Spell Immunity: None;
Cha:; 13; Leadership:; 13; Loyalty Base: +0; Maximum Number of Henchmen: 5;
; ; Appearance:; 13; Initial Reaction Adjustment: +1;
--------------------------------------------------------------------------------
Saving Throws

Paralyzation: 13; Poison: 13; Death Magic: 13; Petrification: 12; Polymorph: 12;
Rod: 11; Staff: 11; Wand: 11; Breath Weapon: 15; Spell: 12;
--------------------------------------------------------------------------------
Combat

Hit Points:; 5;
Base THAC0:; 20;
Melee THAC0:; 20;
Missile THAC0:; 19;
--------------------------------------------------------------------------------
Armor

Natural armor class; 10;
Balance Defensive adj.; -2;
FINAL:; 8;
--------------------------------------------------------------------------------
Weapon Proficiencies

Dagger;
Short bow;
--------------------------------------------------------------------------------
Non-Weapon Proficiencies

Ancient History; 9;
Astronomy; 10;
Cryptography; 10;
Hands-Off Mount Control; 11;
Riding, Airborne; 9;
Weather Knowledge; 10;
--------------------------------------------------------------------------------
Weapons

; THAC0; Attacks/; Speed; Damage; ; ; Range; (-2); (-5); (-10);
Weapon; Melee; Missile; Round; Factor; Sm-Med; Large; Type; Size; PB /; S /; M /; L /; EX;
Dagger; 20; 19; 1; 2; 1d4; 1d3; P; S; ; 2; 4; 6; ;
Short bow; ; 18; 2; 7; ; ; P; M; ; ; ; ; ;
Short bow, flight arrow; ; ; ; ; 1d6; 1d6; P; S; ; 10; 20; 30; ;
--------------------------------------------------------------------------------
Racial Abilities

--------------------------------------------------------------------------------
Class Abilities

--------------------------------------------------------------------------------
Disadvantages

--------------------------------------------------------------------------------
Rogue Skills

Skill; Base; Racial Mods; Ability Scores; Discretionary Points; Armor; Final;
Climb walls; 60; +0; +0; +6; +10; 76%;
Detect noise; 15; +5; +0; +6; +0; 26%;
Find/remove traps; 5; +0; +0; +6; +0; 11%;
Hide in shadows; 5; +10; +0; +6; +5; 26%;
Move silently; 10; +5; +0; +9; +10; 34%;
Open locks; 10; -5; +5; +9; +0; 19%;
Pick pockets; 15; +5; +0; +9; +5; 34%;
Read languages; 0; +0; +0; +9; +0; 9%;


================================================================================

--------------------------------------------------------------------------------
Inventory

Animals
Drake, Vandalruug
Bit and bridle
Halter
Saddle bags, large
Dry rations (1 week)
Shoes
Tent, small
Wineskin
Saddle blanket
Saddle, riding, aerial
Items Carried
Backpack
Dry rations (1 week)
Flint and steel
Thieves' picks
Torch x3
Wineskin
Belt pouch, small
* Copper Pieces x6
* Gold Pieces x6
* Silver Pieces x7
Quiver
Short bow, flight arrow x20
Short bow
Spellbook
Detect Magic (3)

Feather Fall (2)

Light (5)

Magic Missile (6)

Message (2)

Read Magic (5)

Shield (3)

Sleep (4)

Items Readied
Dagger
Items Worn
Boot hose
Boots, riding
Cap, hat
Common robe
Gloves
--------------------------------------------------------------------------------
Movement and Encumbrance

Encumbrance:; Unencumbered; Light; Moderate; Heavy; Severe;
Weight (lbs):; 0-40; 41-58; 59-76; 77-96; 97-110;
Movement:; 13; 9; 6; 3; 1;
THAC0:; ; ; -1; -2; -4;
AC:; ; ; ; +1; +3;
Currently carrying 36.18 pounds (None Encumbrance, 13 Movement);


================================================================================

--------------------------------------------------------------------------------
Spells

Class; 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th;
Mage; 2; ; ; ; ; ; ; ; ;
Cleric Spell Failure Rate: 0%; Maximum Wizard Spells Per Level: 14;
Wizard Chance to Learn New Spell: 70%; Maximum Wizard Spell Level: 8th;
--------------------------------------------------------------------------------
Spells Memorized



================================================================================

--------------------------------------------------------------------------------
Spells Known

Spell; Time; Range; Area of Effect; Components;
1st Level;
Detect Magic; 1; 0; 10 x 60 ft; V, S;
Feather Fall; 1; 10 yds/lvl; Special; V;
Light; 1; 60 yds; 20-ft radius; V, M;
Magic Missile; 1; 60 yds + 10 yds/lvl; 1-5 targets; V, S;
Message; 1; 0; Special; V, S, M;
Read Magic; 1 rd; 0; Special; V, S, M;
Shield; 1; 0; Special; V, S;
Sleep; 1; 30 yds; Special; V, S, M;
================================================================================Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 02/03/2016 06:11 PM
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Sun Sep 11, 2016 11:01 pm

Foredryn Morxina, aka "Fore"
--------------------------------------------------------------------------------
Personal Information
Name: Foredryn Morxina
Race: Wood Elf | Gender: Male
Class: Ranger | Level: 4
Age: 120; Weight: 97 lbs; Height: 4'8"
Alignment: Neutral

XP: 9,450
Next Level: 18,000
--------------------------------------------------------------------------------
Ability Scores
Strength 13 - Stamina 14: Weight Allowance: 55 lbs | Bend Bars/Lift Gates: 4%
- Muscle 12: Attack Adj.: +0 | Damage Adj.: +0 | Max. Press: 140 lbs | Open Doors: 7
Dexterity 15 - Aim 16: Missile Adjustment: +1 | Pick Pockets: +0% | Open Locks: +5%
- Balance 14: Reaction Adjustment: +0 | Armor Class: +0 | Move Silently: +0% | Climb Walls: +0%
Constitution 14 - Health 13: System Shock: 85% | Poison Save: +0
- Fitness 15: Hit Point Adjustment: +1 | Resurrection Chance: 94%
Intelligence 12 - Reason 11: Max. Spell Level: 5th | Max. Spells Per Level: 7 | Illusion Immunity: None
- Knowledge 13: Bonus Proficiencies: 3 | Chance to Learn New Spell: 55%
Wisdom 15 - Intuition 14: Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 | Clerical Spell Failure Chance: 0%
- Willpower 16: Magic Defense Adjustment: +2 | Spell Immunity: None
Charisma 11 - Leadership 9: Loyalty Base: +0 | Maximum Number of Henchmen: 4
- Appearance 13: Initial Reaction Adjustment: +1
--------------------------------------------------------------------------------
Saving Throws
Paralyzation: 12; Poison: 12; Death Magic: 12; Petrification: 13; Polymorph: 13;
Rod: 14; Staff: 14; Wand: 14; Breath Weapon: 15; Spell: 15;
--------------------------------------------------------------------------------
Combat
Hit Points:; 33;
Base THAC0:; 17;
Melee THAC0:; 17;
Missile THAC0:; 16;
--------------------------------------------------------------------------------
Armor
Natural armor class; 10;
Full armor, studded leather; -3;
Cloak of Protection +1 magic adj.; -1;
FINAL = AC 6
--------------------------------------------------------------------------------
Weapon Proficiencies
Axe, hand/throwing
Composite long bow
Sword, short
Fighting Style: Missile
--------------------------------------------------------------------------------
Non-Weapon Proficiencies
Animal Handling: 10
Boat Piloting: 6
Cooking: 7
Drinking: 6
Fire-Building: 9
Riding, Land: 13
Running: 7
Set Snares: 9
Story Telling: 7
Survival: 10
Tracking: 15
Weather Knowledge: 9

Languages; Common, Elf, Gnoll, Halfling
--------------------------------------------------------------------------------
Weapons

================================================================================
Racial Abilities
Bow Bonus - +1 bonus to attack rolls with long or short bows.
Infravision - 60' infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related spells.
Secret Doors - Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf's chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a concealed door.
Spear Bonus - +1 bonus to attack rolls with a spear.
Stealth - When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.
Sword Bonus - +1 bonus to attack rolls when using a long or short sword.
================================================================================
Ranger Class Abilities
Bow Bonus - +1 bonus to attack rolls with any type of bow.
Empathy with Animals - May befriend animals.
Followers - Attracts 2d6 followers at 10th level.
Hide in Shadows 35% - May hide in natural settings.
Move Silently 38% - May move silently through natural settings.
Priest Spells - May begin to cast Priest spells at 8th level.
Special Enemy - Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature.
Tracking Proficiency - Given the tracking proficiency, and will improve by 1 for every three levels.
Major Spheres of Magic - Animal, Plant
================================================================================
Traits and Disadvantages
Allure - May affect Reaction roll by 3 when dealing with romantic situations, and will attract one more henchman than normal.
---
Bad Tempered - Character must make a Wisdom/Willpower check when insulted. If check fails, the character will insult the person back.
Powerful Enemy - Agents of the powerful enemy will always be after the character.

--- Inventory ---
Animals
Cat
Horse, riding
- Bit and bridle
- Halter
- Rope, hemp (50 ft)
- Saddle bags, small (Raisins (per lb), Rations,iron (1 week), Wineskin)
- Saddle blanket
- Saddle, riding

Items Carried
Axe, hand/throwing
Backpack
- Bread (loaf) x2
- Chalk
- Cheese (per lb)
- Fishhook x2
- Flint and steel
- Potion of Healing
- Soap
- Torch x2
- Whetstone
Belt pouch, small
- Copper Pieces x3
- Gold Pieces x20
- Silver Pieces x9
Composite long bow
Quiver
- Composite long bow, flight arrow x14
- Composite long bow, flight arrow +1 x10
Wineskin

Items Readied
Sword, short +1

Items Stored
Cheesemaker, sharp
Chest, small
- Copper Pieces x9
- Gold Pieces x11
- Silver Pieces x2
- Boots, soft
- Flint and steel
- Winter blanket
Wine, cheap (lg barrel)
Zwann's Watering Can

Items Worn
Belt
- Buckle, common
Boots, riding
Braies
Cap, hat
Cloak of Protection +1
Full armor, studded leather
Gloves
Ring of Swimming
Scabbard, hanger, baldric
Shirt
Vest
--------------------------------------------------------------------------------
Movement and Encumbrance
Encumbrance:; Unencumbered; Light; Moderate; Heavy; Severe;
Weight (lbs):; 0-55; 56-85; 86-115; 116-145; 146-170;
Movement:; 12; 9; 6; 3; 1;
THAC0:; ; ; -1; -2; -4;
AC:; ; ; ; +1; +3;
Currently carrying 55.66 pounds (None Encumbrance, 12 Movement);

============================================ Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion ============================================
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Boneguard » Wed Mar 15, 2017 1:12 pm

Looking at it it seems pretty straight forward. For stats Do we roll or to we use the old RPGA 84 points to be arranged?

I already have a couple ideas in mind of characters
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Wed Mar 15, 2017 4:19 pm

Boneguard wrote:Looking at it it seems pretty straight forward. For stats Do we roll or to we use the old RPGA 84 points to be arranged?

I already have a couple ideas in mind of characters

Roll 4d6 nine times. Drop the lowest die for each roll and pick the best six scores. Then arrange the six how you like.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Boneguard » Wed Mar 15, 2017 9:52 pm

Another quick question. Do i start at 1st or 3rd level? Either way I'm good.

And I've started working and wilh go with a Gnome Specialty Priest of Gaerdal Ironhand (strong focus on protection).
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Wed Mar 15, 2017 11:49 pm

Boneguard wrote:Another quick question. Do i start at 1st or 3rd level? Either way I'm good.

And I've started working and wilh go with a Gnome Specialty Priest of Gaerdal Ironhand (strong focus on protection).

3rd level.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Mar 16, 2017 12:08 am

Boneguard,

The PCs recently saved a halfling from being eaten by giant beetles. How about we have that character be connected to your gnome? The two are old friends and when the halfling didn't show in Kara's Vale, your Pc went looking for him. He arrives at the clearing in the morning on his friend's trail.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Boneguard » Thu Mar 16, 2017 12:24 am

Knightfall wrote:Boneguard,

The PCs recently saved a halfling from being eaten by giant beetles. How about we have that character be connected to your gnome? The two are old friends and when the halfling didn't show in Kara's Vale, your Pc went looking for him. He arrives at the clearing in the morning on his friend's trail.


Sounds like a plan. And being a worshipper of a God of protection, vigilance, and combat, he would probably stick around and help...if only to protect his halfling friend from himself.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Mar 16, 2017 12:48 am

Boneguard wrote:
Knightfall wrote:Boneguard,

The PCs recently saved a halfling from being eaten by giant beetles. How about we have that character be connected to your gnome? The two are old friends and when the halfling didn't show in Kara's Vale, your Pc went looking for him. He arrives at the clearing in the morning on his friend's trail.


Sounds like a plan. And being a worshipper of a God of protection, vigilance, and combat, he would probably stick around and help...if only to protect his halfling friend from himself.

Cool.

Do you want to name the halfling and work him into your background? I'll come up with why he was in the woods where the PCs found him.
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Boneguard » Thu Mar 16, 2017 1:07 am

Yeah no problem.

Has the class been decided yet?
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Re: Almagra PbP Game: Campaign Guide and Rogues Gallery

Postby Knightfall » Thu Mar 16, 2017 1:18 am

Boneguard wrote:Yeah no problem.

Has the class been decided yet?

Class for the halfling? No. He's a traveler by trade, I would say. A merchant and a singer. I would say he's only a 1st-level bard and would be good and a little flighty.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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