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Monday Night FR Mere of Dead Men Campaign 
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Clang lives!
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Post Monday Night FR Mere of Dead Men Campaign
Here is my thread for when I take over the Monday night slot. I will be using my house rules (follow the link in my sig). I will be using the Forgotten Realms setting (grey box edition) with the majority of the campaign set in the area between Waterdeep and Neverwinter (The Mere of Dead Men region). if we have everything in order in the next few weeks, we can jump right into this game when we finish A2 in Tree's (which I'm assuming will be in the next couple of weeks). I plan on using MapTools, as long as I can get my issues resolved with Java. If not, I'll try my hand at Roll20.

R-

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Fri Mar 15, 2013 2:42 am
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Clang lives!
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Post Re: Monday Night FR Mere of Dead Men Campaign
Here is the info that you would have access to as a character from this region.

R-


Locales of the Mere of Dead Men

Leilon (LEE-Iun)
Population: 3,000
Government: Lord Pelindar Filmyra, Lord of Leilon. Leilon is a member of the Lords. Alliance and a firm ally of Waterdeep.

This small human mining town on the Sword Coast sprawls along the High Road. Unlike most northern towns, it lacks walls. A wooden palisade atop an earthen bank shields the landward side, but the wall has no gate.
The mines east of Leilon are rich in copper,nickel and silver. The mountains are honeycombed with mine shafts and tunnels, including several that open up into the town itself, and some that go very, very deep. Leilon has no proper harbor. During good weather, a dozen massive ore barges are loaded in the shallows, then poled and rowed out to unload their cargo on waiting transport ships. Even in the best weather, the operation is tricky.

Neverwinter (The City of Skilled Hands)
Population: 17,000
Government: Lord Nasher
Royal Badge: Three white falling snowflakes, surrounded by silver and blue halos.

A city of skilled craftsmen noted for accurate water clocks, exotic lamps of multi-hued blown glass, and for its gardeners who fill the town with fruit-bearing trees and flowers. The town’s name comes from the practice of raising hot-house flowers throughout the winter (tales of winter-free woods and the ever-warm waters of the Neverwinter River which keeps the city.s harbor ice-free year-round may contributed to the truth. The folk here are noted for their efficiency, quiet manners and dedication to ensure that work gets properly done.
Lord Nasher is an amiable, but fearless balding man who enjoys music and hearing tales of other lands and peoples. Nasher is guarded by the “Neverwinter Nine,” Who carry nearly as much magical gear as he himself.
Economy: Crafts and horticulture.
Militia: 400 archers and spearmen who carry explosive missiles devised by city craftsmen and wizards. They patrol the city as police, and protect the High Road as far north as Port Llast and as far south as Leilon.

Port Llast
Population: 700
Government: First Captain Haeromos Dothwintyl, a retired stonemason.

Port Llast is a close ally of Neverwinter. This sleepy little coastal village between Neverwinter and Luskan is known mainly for its skilled stonecutters. Luskan covets the fine harbor, seeking a more southerly berth for its numerous warships. In olden days, when Luskan (then Illusk) was held by orcs and hostile duergar, this village was a thriving city, the “last port,” the northernmost access to the mineral wealth of the North. Then it was 20 times as populous as today. Orc raids destroyed that magnificent city, but shattered remnants of mighty walls still ring the village (though much has been plundered or used to repair local homes). Portions are used as gardens, graveyards or have returned to forest.
Economy: Stonework, fine and rough.
Militia: 50 local men, mostly retired stonemasons, a garrison of 50 Neverwinter troops, and a 30-man garrison from the Lords' Alliance.

Waterdeep (City of Splendors)
Population: 122,000 (during prime trade season this rises to 500,000+)
Government: Governed by the Lords of Waterdeep, men and women from all walks of life who rule fairly, yet remain unknown by the people of the city.

Waterdeep, “Gem of the North,” is the largest and most important city in the Savage Frontier (and perhaps in all of Faerun). Anything one could want can be found in this mighty seaport, if the price is right. The sprawling walled city contains folk of all races (including evil) and all professions. Most religions have shrines here and many have large temples.
There is a saying that says “As goes Waterdeep, so goes the North.” The City of Splendors
controls most of the trade in the North; almost everything grown, mined, or made in the Savage Frontier is taken to Waterdeep before finding its way farther south, few southern merchants are willing to travel the wilds, even for the chance of tremendous profit. Employers who seek adventurers'
aid look to Waterdeep first and if one must spend a winter in the North, Waterdeep is the warmest, though not necessarily the safest, place to do it. Deep winter rarely lasts longer than two-and-a-half months here (much shorter than the rest of the North).
Waterdeep is guarded by a great wall with high towers, and by sheer 100-foot cliffs. Four gates pierce the wall: South Gate, River Gate, Northgate and Westgate. Sprawling Waterdeep fills its walls, except where construction is banned by the Lords' edict (such as the City of the Dead or the public streets). The city is built upon rock and rubble mined from the innards of Mount Waterdeep in ancient days. It is divided into seven districts or wards. They are Castle Ward, which contains Lord Piergeiron's palace, army barracks, and the homes of the wealthy; Sea Ward, along the seacoast, which contains most temples and the homes of nobility; North Ward, a nice district where the best inns can be found; The City of the Dead, a great walled cemetery where none may live (or even spend the night);
Trades Ward, the commercial area of the city. home of the well-to-do merchant class; Southern Ward, a poor but honest district where most trading companies and caravan masters have their offices; and Dock Ward, a rough district which encompasses the city’s vital trade commerce and its shadier population.
At least three networks of underground passages are known to exist beneath Waterdeep's busy streets. Undermountain, a deep, many-leveled former dwarfhold and mine of great antiquity that, as its name implies, lies largely beneath Mount Waterdeep, is the largest and most famous. The Dungeon of the Crypt (so named for its entrance in the City of the Dead) lies under North Ward, and is less spoken of. The third labyrinth is the city sewers, which links much of the city with its vast, damp and smelly conduits.
The city’s navy patrols its huge, walled harbor and mermen guard the underwater areas. Many of these armored ships sail the Sea of Swords to keep pirates (mostly Luskan pirates) at bay.
Economy: Trade, services, manufacture of all manner of goods, shipbuilding.
Militia: Thought to be 1,200 Guard (soldiers, heavily trained, fully armored men-at-arms) and 1,600 Watch (policemen, lightly armored). The Watch may search any person, place, or container in Waterdeep without hindrance or warning.


The Ruins of Iniarv's Tower
A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. Though the tower is usually uninhabited, attempts by the Lords' Alliance to rebuild it always end in failure.

Southkrypt
This abandoned dwarf-hold east of Leilon is the lair of many strange and dangerous creatures. Adventurers probing the upper levels have encountered norkers and bands of ravening
gibberlings. Deeper forays have uncovered xaren, vilstrak, vargouilles and storopers

Mere of Dead Men
This vast salt swamp stretches along the shore of the Sword Coast for over a 100 miles, reaching inland over 30 miles at its greatest width. It is a desolate, foetid, insect-infested place, seldom visited by men and home to numerous deadly creatures.
The Mere of Dead Men was named for the thousands of men, elves, and dwarves of the Fallen Kingdom who were slain here when orc hordes routed them here from the present-day site of Triboar.
Travelers on the High Road, which skirts the Mere to the east, have been known to travel for three days and nights without stopping to avoid camping near the Mere. Will-o-(the)-wisps bobbing over the Mere are a common sight at night from the High Road. Tales are told of floating islands, of eerie pools of magical aspect, of lizard men commanded by liches, and even of a penanggalan of monstrous size that haunts the area. Understandably, few folk are moved to investigate the dark, scummy waters of the Mere to learn the dire truths for themselves.

Neverwinter Woods
This forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. The always-warm Neverwinter river, which flows out of the wood, has its source deep beneath Mount Hotenow, a sleepy volcano in the northern wood. Fire elementals are said to live deep within Hotenow. The steep mountains to the north of Hotenow hide griffon lairs.
These woods have never been logged by men (they are feared and shunned by the locals), and even today are largely unknown. The depths are said to harbor dire creatures. Orc hordes always go around the woods, never through them.

Other Woods
This is not the name of a single forest, but includes the Lurkwood, Southkrypt Garden, Southwood, Moonwood and Westwood. These edges of these forests are logged by men, though their dark depths are largely a mystery.

(Copyrighted material from The Savage Frontier)

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Fri Mar 15, 2013 2:47 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
I have other FR specific info from my other FR game, but I realized that it is a lot of info to post on the boards. I will make it available to anyone who wants it via email. its 4 or 5 documents. Just PM me your email (if I don't have it) and I'll send it out to you.

R-

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Fri Mar 15, 2013 2:53 am
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Mogrl

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Post Re: Monday Night FR Mere of Dead Men Campaign
Pasted here for our convenience: Updated 05/13/2014, if these are wrong then Rigon needs to update his link in his sig.

House Rules 2013


Attributes
Attribute Scores: Roll 4d6 7 times dropping lowest die roll each time, drop lowest score and arrange as desired.
Class Primes: There are no class required primes.
Attribute Score Increase: Beginning at 6th level and every 6th level, the player character can increase any attribute of their choice by 1 point. Cannot increase attributes beyond normal racial ranges.
Attributes beyond 19: To determine what bonuses and benefits are gained for Attributes above 19, use Table 1.5 God-like Attributes on page 12 of the CKG.
Perception: A perception check is called for during circumstances when the characters may notice something out of the ordinary. It does not replace any kind of search check covered by another race or class ability.
Check: 1d20+Perception Score vs 15
Perception Score:
a. The average (round down) of the bonuses from "mental" attributes.
b. If a character has any "mental" attribute as prime they gain a +2 to the check.
c. Races that gain a bonus to Listen checks gain that same bonus to perception checks (elf +2, gnome +3, etc)
d. Ranger, rogue, assassin, barbarian, illusionist, druid, and bard classes gain a +2 to their check.

Classes
Starting Hit Points: All first level characters start with maximum hit points.

Extra Attacks: : Most classes gain additional melee/ranged attacks each round as they advance in level. Whenever a character’s BtH is evenly divided by 6, you gain an extra attack.
-fighters gain extra attacks at levels 6, 12, & 18 (4 attacks max barring cleave and combat dominance)
-rangers, barbarians, berserkers, paladins, and cavaliers gain extra attacks at levels 7 & 13 (3 attacks max)
-clerics, druids, thieves, assassins, and bards gain an extra attack at level 12 (2 attacks max)
-wizards and sorcerers never gain an extra attack

Minor Magic: Spellcasters do not need to prepare 0 level spells, but may still only cast the number of 0 level spells per day as indicated on the appropriate Spells per Day chart from the PHB.

Maximum Spell Level: Spellcasters may only learn/cast spell levels up to ½ (rounded down) of their appropriate spellcasting attribute score ( Int/Wis ex. Arodir is a wizard and has a 17 Int, so can only learn up to 8th level spells).

Fighter: As the PHB, with the following changes/additions:
Weapon Specialization: At first level, the fighter selects one weapon to become an expert with. The fighter gains a +1 to hit and damage rolls. This bonus increases by +1 every 6 levels thereafter (+2 at 7th, +3 at 13th, etc) to a total bonus of +5. Furthermore, a fighter can add his to hit bonus from specialization to his BtH for determining eligibility for extra attacks, but only with the specialized weapon. (Extra attacks with specialized weapon at levels 5, 10, & 15)
Cleave: Beginning at 2nd level, if the fighter slays his opponent, he may make an immediate attack against another nearby (within 5 ft) opponent.
Combat Dominance: Whenever a new attack is gained, increase the HD of the creature affected by 1. So at 8th level, the fighter can use combat dominance on all 2 HD or less creatures, etc. It also works in conjunction with the fighters extra attacks.

Ranger: As the PHB, with the following changes/additions:
Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6+Wis mod hit points of damage once per day per person (a recipient can only benefit from one use per day). At 6th level and every 6th level, the number of dice healed increases by 1 (2d6 at 6th, 3d6 at 12th, etc).
Spells: Beginning at 6th level, the ranger gains access to druidic magic. The ranger can cast druid spells as if he were a druid 5 levels lower. Rangers can only cast up to 4th level spells. (Ex. Rigon is an 11th level ranger. He casts druid spells as if he were a 6th level druid.)

Barbarian: As the PHB, with the following changes/additions:
Ditch Medicine: The barbarian is able to use his knowledge of herbs and plants to make effective poultices. The barbarian is able to heal 1d6+Wis mod hit points of damage once per day per person (a recipient can only benefit from one use per day). At 6th level and every 6th level, the number of dice healed increases by 1 (2d6 at 6th, 3d6 at 12th, etc).

Cavalier (Knight): As the PHB, with the following changes/additions:
Alignment: Since the cavalier must follow a strict code of conduct, all cavaliers must be of Lawful alignment.
Inspire: This ability can be used once plus the cavalier’s Cha bonus per day.
Embolden: This ability can be used once plus the cavalier’s Cha bonus per day.
Demoralize: This ability can be used once plus the cavalier’s Cha bonus per day.

Paladin: As the PHB, with the following changes/additions:
Spells: Beginning at 6th level, the paladin gains access to clerical magic. The paladin can cast cleric spells as if he were a cleric 5 levels lower. Paladins can only cast up to 4th level spells. (Ex. Keenwa is an 11th level paladin. He casts cleric spells as if he were a 6th level cleric.)

Berserker (1st-3rd Print Barbarian): As the PHB, with the following changes/additions:
Alignment: The berserker taps into his raw, primal nature to fuel his primal abilities; therefore he can only be of Chaotic alignment.
Primal Fury: The fatigue from primal fury last 4 hours minus one hour per Con bonus.

Thief (Rogue): As the PHB, with the following changes/additions:
Base to Hit: Increase the thief’s BtH to that of the cleric.
Armor Allowed: Add studded leather to the list of allowed armors for the thief.

Assassin: As the PHB, with the following changes/additions:
Hit Die: Increase the assassin’s hit die to that of the cleric.
Base to Hit: Increase the assassin’s BtH to that of the cleric.
Armor Allowed: Add studded leather and chain shirt to the list of allowed armors for the assassin.

Bard: As the PHB, with the following changes/additions:
Hit Die: Lower the bard’s hit die to that of the cleric.
Base to Hit: Decrease the bard’s BtH to that of the cleric.
Sleight of Hand: The bard has the ability to use quick and nimble hand movements to hide or misdirect small items. This works just like the thief ability Pick Pockets.
Listen: Add the thief ability of Listen to the bard’s ability list.
Jack of All Trades: The bard learns a little bit of everything in his travels. At 1st level the bard selects one + Int modifier of class abilities from the list below and adds it to his list of class abilities.
List of Class Abilities: Delay/Neutralize Poisons, Ditch Medicine, Ambush, Track, Survival, Climb, Hide, Move Silently, Open Locks, Traps, Disguise, Poisons, Nature Lore, or Inspire
Spells: As a dabbler in all things, a bard picks up a little knowledge of magic. Beginning at 2nd level, the bard selects which type of magic (wizardry, sorcery, clerical, or druidic) he can cast. The bard casts spells as a caster of half his level (round down). (Ex. Davon is a 6th level bard. At second level, he chose to cast wizard spells. He can cast spells as a 3rd level wizard.)

Wizard: As the PHB, with the following changes/additions:
Additional Weapons: The wizard adds slings and light crossbows to their list of allowed weapons.
Read Magic: The wizard may cast Read Magic for free a number of times per day equal to his Int bonus without using up a spell slot.

Sorcerer (Illusionist): As the PHB, with the following changes/additions:
Additional Weapons: The sorcerer adds slings and light crossbows to their list of allowed weapons.
Read Magic: The sorcerer may cast Read Magic for free a number of times per day equal to his Int bonus without using up a spell slot.

Cleric: As the PHB, with the following changes/additions:
Additional Weapons: The cleric adds slings and light crossbows to their list of allowed weapons.
Cure/Harm Spells: Clerics add their Wis bonus to all Cure/Harm spells.
Spontaneous casting: The cleric is able to swap out a prepared 1st thru 4th level spell and cure/harm 1d8 hit points per level swapped (ex. A prepared 2nd level spell can be swapped out to cure 2d8 hit points of damage).

Druid: As the PHB, with the following changes/additions:
Ditch Medicine: The druid is able to use his knowledge of herbs and plants to make effective poultices. The druid is able to heal 1d6+Wis mod hit points of damage once per day per person (a recipient can only benefit from one use per day). At 6th level and every 6th level, the number of dice healed increases by 1 (2d6 at 6th, 3d6 at 12th, etc).

Monk: As the PHB, with the following changes/additions:
Alignment: Since the monk is dedicated to harnessing the power of his mind and body, he can only be of Lawful alignment.
Wise Defense: The monk adds his Wis bonus to his AC.

Multi-classing:
1. any two classes (baring alignment restrictions)
2. all XP must be divided evenly between classes
3. 1st level, add HPs from both classes, divide by 2, add Con mod; when a level is gained roll appropriate HD add Con mod and divide by 2
4. gain best To Hit bonus of both classes
5. use least restrictive weapons list of both classes
6. use most restrictive armor list of both classes
7. gain abilities of both classes; cannot combine abilities
8. use the average of both classes (round down) for saves

Dual-classing:
1. must start with one class
2. after gaining at least 2 levels in starting class, may switch to any class (baring alignment restrictions); character may not return to previous class
3. when gaining a new class, new hit points are not gained until the new class has surpassed the old class in levels; can gain only a total of 10 HD
4. gain best To Hit bonus of both classes
5. use least restrictive weapons list of both classes
6. use most restrictive armor list of both classes
7. gain abilities of both classes; cannot combine abilities
8. use the combined class levels to determine the bonus to saves

Arcane Casting in Armor
Multi/Dual-classed arcane caster can cast spells while wearing armor that is appropriate to their non-arcane casting class.
1. The character makes an Int check versus the AC bonus of the armor worn + the spell level of the spell being cast. Magical armor reduces this check on a 1 to 1 basis. (If the PC is wearing chain mail +1, the AC bonus is reduce by +1)
2. Multi/Dual Classed characters add in ½ (rounded down) of their non-arcane casting class and all of their arcane casting class to the check.

Races
Elf: Add the following ability to the elf’s racial traits:
Magical Nature: Since elves are strongly connected to magic, a multi/dual classed elf adds a +2 to their Arcane Casting in Armor check.

Gnome: Add the following to the gnome’s racial abilities:
Magical Nature: Since gnomes are strongly connected to sorcery magic, a multi/dual classed gnome sorcerer gains a +1 to their Arcane Casting in Armor check.

Half-elf: A half-elf character has the following traits:
Common Half-elf Abilities: As listed in the PHB.
Human Lineage Abilities: As listed in the PHB.
Attribute Check Modification: As listed in the PHB, but increase the bonus to +3.
Twilight Vision: As listed in the PHB.
Magical Nature: Since half-elves have their elven parent’s connection to magic, a multi/dual classed half-elf adds a +1 to their Arcane Casting in Armor check.

Halfling: Add the following ability to the halfling’s racial traits:
Sharp Eyed: Due to good hand/eye coordination, Halflings add a +1 to all thrown weapon or sling attack rolls.

Half-orc: Add the following ability to the half-orc’s racial traits:
Check Modification: As listed in the PHB, but increase the bonus to +3.

Equipment
Starting Gold: All characters start play with ¾ of maximum gold for their class. Multiclass character use ¾ of the average maximum gold for their classes.
Shields: Bucklers and small shields impart a +1 to AC. Medium and large shields impart a +2 to AC.
Expert Weapons: price x 10 for +1 to hit; price x 25 for +1 to hit & damage
Expert Armor: price + 50% for +1 to AC

Magic
Spell Preparation Time: All spellcasting characters need 8 hours of rest plus 30 minutes per spell level of study/prayer time to prepare spells for the day.
Spell dismissal: Spellcasters can dismiss their own spells.
Spell Research: must have a lab (5000 gp); cost is 500 gp/level of spell being researched and it takes 2 weeks/level. At the end of the time, make an appropriate check (Int for arcane, Wis for divine). If the check passes, gain the new spell. If it fails, out both time and gold.
Spell Resistance: To overcome SR, a caster rolls a d20 and adds their relevant Attribute bonus (Int for arcane, Wis for divine).

Magic Items
-Magical arms and armors weigh 50% of their non-magical counterparts.
-Magic items that have similar properties do not stack. (ie. ring of protection and magical armor)
-Unless otherwise specified, a magic item’s spell-like abilities (range, duration, area, saves, etc) function at the level of the user.
Holy Avengers: the SR given for Holy Avengers is a static SR 10 (not 5+level).
Elven Chain: Elven Chain has no innate magical bonus to its AC (base AC of +5). However, it is considered the same as padded armor for weight, encumbrance, and casting in armor checks. It can be enchanted like other armors.

Combat
Movement: Full movement and attack/cast, spellcasters can move and cast in the same round
Natural 20: Max damage + 1d8 additional damage.
Natural 1: Make a Dex save or lose next turn.
Dual Wielding: If a character is Dex Prime, they get a bonus to dual wielding. They gain a +2 to both attacks. This offsets the -3/-6 of normal dual wielding. A high Dex bonus can never give a positive to an attack roll, it just offsets the negative. (Rigon has Dex prime and a Dex of 20. He dual wields. His attacks rolls are made at +0/+0 (-2 offset by +4 Dex bonus and -4 offset by +4 Dex bonus). He does still add any Str bonus to the attack roll.
Character Death: Characters can lose HP up to negative of their Con score before death.
Daily Healing: Heal back 1/level + Con bonus HPs per day w/appropriate rest.
Fate Points: All characters have fate points
1. Start with 5 at 1st level and gain 5 each time you gain a level
2. FPs are added (as a bonus) to any one roll
3. May use any number of FPs once per session
4. FPs cannot be used on a Nat 1

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Fri Mar 15, 2013 3:46 am
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Lore Drake
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Post Re: Monday Night FR Mere of Dead Men Campaign
Name:Aeschelon
Race: Elf
Alignment:CG
Languages: Fey
Class/Level: Wizard 5 / Fighter 5
Exp:10,500
God:Solonor Thelandira
Description: a tall, thin elf with golden hair and fiery red eyes!

STR:13 +1
DEX:(21)+4 (P)
CON:14 +1
INT:16 +2
WIS:13 +1 (P)
CHA:10 +0

HP:33
AC:
BtH:+5
# Atts: 2/1
Percept:+3+1+2
Speed:40
Size:M
Fate:20

Casting in Armor +3+1+2+2

Racial Traits:


Class Abilities:

Weapons:

Composite Longbow (sp) +11/1d8+4

long sword +5/1d8+1


Magic Items:

Gloves of Dexterity +2
+2 Composite Longbow
ring of invisibility
ring of jumping

Scroll with rope trick
Wand of magic missiles (17 charges)---
wand of dispel magic (8)-

pipe of heroism
3 x per day 4 turns duration
+3 level 3d10+1 hp

ring of water breathing (12 days)

dispel magic scroll 9th level

Potions
6x CMW
2x CL
3xholy water -



Spellbook 4 4 3

0th
Detect Magic-
Endure Elements-
Ghost Sound
Light
Mage Hand
Message


1st
Charm Person
Identify
Protection From Evil
Shield
Sleep

2nd
Invisibility
Mirror Image
Web

3
Fireball


Wizards spellbook (Comprehend Languages, Spider Climb, Erase, Detect Thoughts, See invisibility, Stinking Cloud)


Equip:

Tent
Back Pack
100 feet of Rope (two 50 foot lengths)
Pitons (10)
Flint and Steel
whet Stone
10 days rations
Winter Blanket
Bedroll
chalk
5x bag flour
5x bag of marbles
bowstrings
fletching kit
2 quivers
40 arrows
spell components in belt pouches
waterskin
small mirror
ink
parchment
pen
signet ring
sealing wax
whistle
mini bullseye lantern+oil

Treasure
pp: 22
gp:1373
sp:
cp:
gems:

Notes:


Fri Mar 15, 2013 8:06 am
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Clang lives!
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Location: Conneaut Lake, PA
Post Re: Monday Night FR Mere of Dead Men Campaign
Aramis wrote:
I'll probably go with an elven archer/wizard because

a) it's an Aramis character so it has to have some wizarding in it...that's the law

and b) elven fighter/MUs rock, that's why!

What starting levels we talkin' 'bout? I am hoping for at least 20th

As for background, maybe something like this: after my mentor Gorion was slain by mercenaries, my friend Imoen and I have left Candlekeep and are on our way to Baldur's gate in search of clues to my mysterious parentage

;)

That background would work, if the game were set that far south. Boulder's Gate is 5-6 hundred miles south of Waterdeep. ;)

R-

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Fri Mar 15, 2013 11:48 am
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Clang lives!
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Post Re: Monday Night FR Mere of Dead Men Campaign
As to what level, it would depend on how long of a break Tree wants to take. If he wants to take a longish one, then I'd start you guys out at 1st level (what I'm planning for). But if he wants a shortish one, I'd probably go somewhere in the 3-5 range.

R-

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Fri Mar 15, 2013 2:02 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
When you post your PC, please use this format.

R-

Name:
Race:
Alignment:
Class/Level:
ExP:
Languages:
Description:

STR:
DEX:
CON:
INT:
WIS:
CHA:

HP:
AC:
BtH:
# Atts:
Percept:
Speed:
Size:
Fate:

Racial Traits:

Class Abilities:

Weapons:

Magic Items:

Equip:

Treasure
pp:
gp:
sp:
cp:
gems:

Notes:

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Fri Mar 15, 2013 2:04 pm
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Mogrl

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Post Re: Monday Night FR Mere of Dead Men Campaign
Rigon wrote:
As to what level, it would depend on how long of a break Tree wants to take. If he wants to take a longish one, then I'd start you guys out at 1st level (what I'm planning for). But if he wants a shortish one, I'd probably go somewhere in the 3-5 range.

R-


I wouldn't want it to be too long because then everyone will forget what has been going on in the A series.

Maybe we can alternate weeks? That way, if one of us is too sick to run, or unable to game at all, the other can just run their game. So we will also have fewer Mondays with no gaming at all.

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Fri Mar 15, 2013 6:57 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
Treebore wrote:
Rigon wrote:
As to what level, it would depend on how long of a break Tree wants to take. If he wants to take a longish one, then I'd start you guys out at 1st level (what I'm planning for). But if he wants a shortish one, I'd probably go somewhere in the 3-5 range.

R-


I wouldn't want it to be too long because then everyone will forget what has been going on in the A series.

Maybe we can alternate weeks? That way, if one of us is too sick to run, or unable to game at all, the other can just run their game. So we will also have fewer Mondays with no gaming at all.

I'm fine with whatever the group wants to do. But the alternating weeks might work out pretty well.

R-

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Fri Mar 15, 2013 7:07 pm
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Mogrl

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Post Re: Monday Night FR Mere of Dead Men Campaign
Name: Daelin Forsythe
Race: Human
Alignment: Neutral
Class/Level: Fighter/6
ExP: 34,500
Languages: Common, Dwarvish
Description:

STR:18 (P)
DEX:16 (P)
CON:16
INT:13
WIS:13
CHA:13 (P)

HP:54
AC: +2 Full Plate Mail w/ +2 Steel Medium Shield (26)
BtH: +6
# Atts: 2
Percept:+1
Speed: 30
Size: M (5' 10")
Fate:20
Racial Traits: 3 Primes

Class Abilities: Kill stuff. Specialization, Combat Dominance, Cleave, Weapon Group: Blades

Weapons: +2 Long Sword (1D8), Short Sword (+1 to hit, silvered) (1D6), Morningstar (+1 to hit, Silvered) (2D4)(blunt style), Long Bow (1D8), 16 arrows (+1 to hit, Silvered), Dagger (1D4). Freewalker (+2 Shortsword; wielder is immune to Hold Person cast by wizards only)

Magic Items: Ring of Sustenance.
Potion of Cure Moderatex2
Potion of Cure Lightx2
Ring of Myrkal (Constant Invisibility to Undead, Speak with Dead 3/day, Animate Dead 1/day) Carrying 2 additional rings.
Periapt of Proof Versus Poison (IMMUNE)
minor Ring of Water Breathing (only lasts for 12 days)
2 "Torches" with Continual Flame cast upon them by the party Cleric.
+3 Cloak of Resistance

Equip:

Backpack
-50 ft rope
-Tinder box
-Mortar & Pestle
-Pitons
Large Belt Pouch
-Flint & Steel
-Whetstone
Waterskin
Hammer (work)
Mirror, metal.
Pick
Axe (for wood, etc...)
Crowbar
Shovel
Grappling Hook
1 LBS Wax
Holy Water x6
Flasks of Oil x6
Small Tent
Bedroll
Rations x7
Hoof pick/trimmer
File, 10 inch
Comb
Brush
Carrots (10)
Apples (6)
Sweets

Treasure
pp:5
gp:5
sp:5
cp:5
gems:

Notes:

Heavy Warhorse Fully outfitted in Chain Barding, Saddle, Bridle, Saddle Bags, etc... and a Light Warhorse primarily used as a pack animal


Class Primes: There are no class required primes.

Attribute Score Increase: Beginning at 6th level and every 6th level, the player character can increase any attribute of their choice by 1 point. Cannot increase attributes beyond normal racial ranges.

Perception: A perception check is called for during circumstances when the characters may notice something out of the ordinary. It does not replace any kind of search check covered by another race or class ability.
Check: 1d20+Perception Score vs 15
Perception Score:
a. The average (round down) of the bonuses from "mental" attributes.
b. If a character has any "mental" attribute as prime they gain a +2 to the check.
c. Races that gain a bonus to Listen checks gain that same bonus to perception checks (elf +2, gnome +3, etc)
d. Ranger, rogue, assassin, barbarian, illusionist, druid, and bard classes gain a +2 to their check.

Classes
Starting Hit Points: All first level characters start with maximum hit points.

Extra Attacks: : Most classes gain additional melee/ranged attacks each round as they advance in level. Whenever a character’s BtH is evenly divided by 6, you gain an extra attack.
-fighters gain extra attacks at levels 6, 12, & 18 (4 attacks max barring cleave and combat dominance)
-rangers, barbarians, berserkers, paladins, and cavaliers gain extra attacks at levels 7 & 13 (3 attacks max)
-clerics, druids, thieves, assassins, and bards gain an extra attack at level 12 (2 attacks max)
-wizards and sorcerers never gain an extra attack

Fighter: As the PHB, with the following changes/additions:
Weapon Specialization: At first level, the fighter selects one weapon to become an expert with. The fighter gains a +1 to hit and damage rolls. This bonus increases by +1 every 6 levels thereafter (+2 at 7th, +3 at 13th, etc) to a total bonus of +5. Furthermore, a fighter can add his to hit bonus from specialization to his BtH for determining eligibility for extra attacks, but only with the specialized weapon. (Extra attacks with specialized weapon at levels 5, 10, & 15)
Cleave: Beginning at 2nd level, if the fighter slays his opponent, he may make an immediate attack against another nearby (within 5 ft) opponent.
Combat Dominance: Whenever a new attack is gained, increase the HD of the creature affected by 1. So at 8th level, the fighter can use combat dominance on all 2 HD or less creatures, etc. It also works in conjunction with the fighters extra attacks.

Combat
Movement: Full movement and attack/cast, spellcasters can move and cast in the same round
Natural 20: Max damage + 1d8 additional damage.
Natural 1: Make a Dex save or lose next turn.
Character Death: Characters can lose HP up to negative of their Con score before death.
Daily Healing: Heal back 1+Con bonus HPs per day w/appropriate rest.
Fate Points: All characters have fate points
1. Start with 5 at 1st level and gain 5 each time you gain a level
2. FPs are added (as a bonus) to any one roll
3. May use any number of FPs once per session
4. FPs cannot be used on a Nat 1

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Fri Mar 15, 2013 7:47 pm
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Lore Drake
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Post Re: Monday Night FR Mere of Dead Men Campaign
Treebore wrote:
Rigon wrote:
As to what level, it would depend on how long of a break Tree wants to take. If he wants to take a longish one, then I'd start you guys out at 1st level (what I'm planning for). But if he wants a shortish one, I'd probably go somewhere in the 3-5 range.

R-


I wouldn't want it to be too long because then everyone will forget what has been going on in the A series.

Maybe we can alternate weeks? That way, if one of us is too sick to run, or unable to game at all, the other can just run their game. So we will also have fewer Mondays with no gaming at all.


Brilliant!

We needed a back up game for Mondays in any case


Fri Mar 15, 2013 9:22 pm
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Cleric of Zagyg
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Post Re: Monday Night FR Mere of Dead Men Campaign
Hope you can get MTs working regularly. I really detest roll20.

Very interested in the game. Still feeling out my Monday work schedule. I'll prepare a character and hope that I can play.

:)

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Sat Mar 16, 2013 1:34 am
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Clang lives!
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Post Re: Monday Night FR Mere of Dead Men Campaign
Rhuvein wrote:
Hope you can get MTs working regularly. I really detest roll20.

Very interested in the game. Still feeling out my Monday work schedule. I'll prepare a character and hope that I can play.

:)

Coolio.

R-

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Sat Mar 16, 2013 1:45 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
After having discussions with Tree and Aramis last night after the game ended, I've looked at the numbers and I think I'm gonna start you all out with 10500 exp.

Arcane casters can have 6 0 level spells, 5 1st level spells, and 3 2nd level spells in their spellbooks.

You can pick whatever general equipment you want, this includes armor and weapons, but not superior ones (you can have plate mail, but not superior plate mail to start with).

I want to try to make the magic items feel as organic as possible instead of letting you just pick magic items based on a set gp amount, so I will post a list of magic items and you guys can figure out who has what. I'm going to figure on about 5-6 magic items per player. I'll try to have that list up by Monday of next week (3/25/13), so the sooner you all get your PCs up the better.

R-

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Tue Mar 19, 2013 1:48 pm
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Mogrl

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Post Re: Monday Night FR Mere of Dead Men Campaign
Since we are decent level and weapons are relatively cheap (compared to heavy armors) to get as Expert, can we have some of those as Expert? What about getting things Silvered?

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Tue Mar 19, 2013 7:31 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
Treebore wrote:
Since we are decent level and weapons are relatively cheap (compared to heavy armors) to get as Expert, can we have some of those as Expert? What about getting things Silvered?

I don't know if I'd worry about it right now, but if it becomes necessary, I don't have a problem with that.

R-

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Wed Mar 20, 2013 12:28 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
Sorry, didn't realize this game had started. Had to work.

Looks like I won't be able to play unless my schedule changes. Bummer. :(

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Wed Mar 20, 2013 2:12 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
Rhuvein wrote:
Sorry, didn't realize this game had started. Had to work.

Looks like I won't be able to play unless my schedule changes. Bummer. :(

It hasn't really started, yet. My projected date to start is 4/1. We still need to wrap up A2 in Tree's game, then we will start the rotation. Hopefully by then, you'll have a better idea about your schedule and may be able to join.

R-

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Wed Mar 20, 2013 1:27 pm
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Hlobane Orc
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Post Re: Monday Night FR Mere of Dead Men Campaign
Name: Tirian
Race: Halfling
Alignment: Neutral
God: Sylvanis
Class/Level: Druid/6
ExP: 10500
Languages: Druidic, Common, Halfling, Dwarven, Gnome, Elvish, Sylvan, Goblinoid, Terran
Description: Age 24, Hight 36", Weight 59Lb

STR: 13 (+1)
*DEX: 20 (+4)
CON: 16 (+2)
INT: 12 (0)
*WIS: 16 (+2)
CHA: 10 (0)

HP: 26
AC: 22(+4 Dex, +3 Shield, +5 Armor)
BtH: +3
# Atts:
Percept: 1d20+4 vs 15
Speed: 20
Size: Small
Fate: 20 Points

Racial Traits: Sharp Eyed(+1 Vs Sling, Thrown Weapon Attk rolls), Fearless, Hide, Move Silently, Duskvision, Resistant

Class Abilities: Ditch Medicine(Heal 1d6+Wis Once/Day/Person), Druid Language, Nature Lore, Divine Spells, Resist Elements, Woodland Stride
Animal Companion

Weapons: Expert Scythe(+5 Hit, 2d4+2 Dmg), +2 Sling(+10 Hit, 1d4+4 Dmg), 5 Expert Hand Axes(+9 Hit, 1d6+3 Dmg)

Magic Items: Gloves of Dex (+2), Necklace of Adaptation, Ring of Heat Metal 1/Day
4 Cure Moderate
2 Cure Light

Equip: Expert Med Wood Shield(+3 AC), Expert Cuir Bouille (+5 AC)

Treasure
pp:
gp: 1000
sp:
cp:
gems:

Notes:

Spells:

0
0
0
0

1-Entangle
1-Magic Stones
1-Obscuring Mist
1-Goodberry

2-Barkskin
2-Heat Metal
2-Produce Flame
2-

3-
3-

TOTEM SHAPE

Wolf
50ft Move
Attk: Bite 1d8
Trip, Scent, Twilight Vision, Track


Sat Mar 23, 2013 3:34 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
So far, there are 2 PCs up. Waiting on the others to yget around to posting before I put up the magic items. Hurry up fellas.

R-

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Mon Mar 25, 2013 7:03 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
Are you going with Maptools?

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Mon Mar 25, 2013 8:45 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
Rhuvein wrote:
Are you going with Maptools?

As long as it is working for everyone. I prefer it to Roll20.

R-

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Tue Mar 26, 2013 1:08 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
Rigon wrote:
Rhuvein wrote:
Are you going with Maptools?

As long as it is working for everyone. I prefer it to Roll20.

R-


Very good! :)

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"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Tue Mar 26, 2013 1:09 am
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Cleric of Zagyg
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Post Re: Monday Night FR Mere of Dead Men Campaign
I'm thinking thief or cleric. At this point, the party needs a cleric - but if Aramis multi-classes one, I'll go with a rogue character.

:)

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Tue Mar 26, 2013 1:13 am
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Clang lives!
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Post Re: Monday Night FR Mere of Dead Men Campaign
Rhuvein wrote:
I'm thinking thief or cleric. At this point, the party needs a cleric - but if Aramis multi-classes one, I'll go with a rogue character.

:)

Kurt is multiclassing fighter/wizard.

R-

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Tue Mar 26, 2013 1:14 am
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Post Re: Monday Night FR Mere of Dead Men Campaign
Tree, I just noticed on your character sheet that you have too many fate points. You get 5/level, so you should have 20, not 25.

R-

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Tue Mar 26, 2013 1:20 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
Name: Lysander
Race: Elf
Alignment: Chaotic good
Class/Level: Cleric 4th
ExP: 10,500
Languages:
Description:

STR: 12
DEX: 14
CON: 13
INT: 9
WIS: 17
CHA: 14

HP: 30
AC: 22
BtH: +2
# Atts:
Percept:
Speed:
Size:
Fate:

Racial Traits:

Class Abilities: Spells, turn undead

Weapons: Light crossbow, morningstar, dagger, heavy mace

Magic Items:

Spells:

0
Detect magic
Detect poison
Detect evil
Light

1
Bless
Sound burst
Shield of faith

2
Spiritual weapon
Aid
Darkness/daylight

Equip: +1 plate mail, +1 shield

Treasure
pp:
gp:
sp:
cp:
gems: 10,000 rubies fist size

Notes:

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"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Tue Mar 26, 2013 7:04 pm
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Mogrl

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Post Re: Monday Night FR Mere of Dead Men Campaign
Rigon wrote:
Tree, I just noticed on your character sheet that you have too many fate points. You get 5/level, so you should have 20, not 25.

R-


OK, I must have been thinking 5 +5 per level.

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Tue Mar 26, 2013 7:18 pm
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Post Re: Monday Night FR Mere of Dead Men Campaign
OK, since some people have been slow to get there characters up, I've just decided to let you guys pick your own magic items. Let's go with 15000 gp limit. Nothing over a +2 weapon or armor and no single item that costs more that 7500 xp. Each character starts out with 1 Potion of cure Moderate and 2 potions of Cure Light.

R-

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Sun Mar 31, 2013 12:08 am
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