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1E AD&D Castles and Crusades game... 
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post 1E AD&D Castles and Crusades game...
When you create your characters use the class write ups in the 1E AD&D PHB AND UA (or when there is no real difference, such as the Magic User or Thief, use the C&C write up). Use C&C races. Select spells from C&C, but any of them that have a 1E version will work as described in 1E, so HD for Sleep, area of effect, range, etc... ALL magic items I award will be coming from 1E or 2E AD&D sources. Plus probably some stuff from M&T of Aihrde. EDIT: I am going to require multi Primes for a couple of Classes when used from the 1E books. Paladin, WIS and CHA must be Primes. Ranger, STR and WIS must be Primes, If you want to be a 1E Bard, you must have STR, DEX and WIS as Primes. Cavalier will require 3 Primes, STR, CON and CHA.

My House Rules still apply where ever possible. So for example, my rules for the Fighters Mass Combat Dominance still apply. Being able to do a SIEGE check when casting spells will still apply, if for whatever reason you would rather play a C&C class instead of a 1E version, then those House Rules will still apply. Divine and Arcane Blasts will still be used. If you have any specific situations ask for me to clarify or make a decision. We are still using the SIEGE engine, so all my House Rules based on that should still apply.

Dual and Multi Class rules will adhere as closely as possible to the 1E rules. There are no racial level limitations. There are no race versus class limitations.

I will be using the rules for System Shock, Morale, Loyalty, etc... from 1E AD&D, modified to fit the SIEGE engine a bit better, but essentially the same.

Rules for magic item, potion and scroll creation will be the same as we have been doing it. IE the C&C level requirements, stuff in my House Rules, etc...

Adventures for this campaign will be mine to some extent, either entirely or modified published adventures.

XP will be awarded as per 1E AD&D. For you to get class specific XP, such as for Picking Pockets, Locks, etc... YOU must provide me with a record of them after every session. If you don't, I will not award the XP. Your record must provide enough info to remind me of when the event occurred in game.

Anyone who does a write up of the adventures will get a "current level x 100 XP" bonus for the XP awarded in the Session written up. The write ups must be somewhat thorough. The closer it is to being a brief summation the more likely it is I won't award bonus XP. Post your write ups in the proper Forum, I forget what its called right now, but it is where Lurker posted his write ups of Rigons game sessions. I expect the write ups to reflect your characters point of view. So add in your characters morals, opinions, etc... as you see them. If you have a trend to only do a write up for sessions where big XP awards are obtained, I will in turn tend to not give an XP bonus. So try to maintain as consistent a "journal" as you can if your interested in this XP bonus.

The setting/world is going to be somewhat nebulous/undefined. Which is fine, because my world contains nearly every setting I like to use anyways. So when it becomes something that needs to be defined, I will decide then. As for Gods, use whatever one you wish as long as it has a game write up in some edition of D&D. I have pretty much every resource written for D&D deities, so I likely have access to it. If I don't, you will need to provide me with it.

CHARACTER GENERATION:

Create characters however you wish within the 3-18 range, then racial modifiers. If you want a kind of random method then use either 10+2d4 or 4d6, reroll 1's and 2's until all dice are a minimum of 3, take best 3, arrange stats as desired.

I believe in high stat characters. If you don't I suggest you do for my games. Low stat characters will be very obviously less capable in comparison to high stat characters. So if you want to use low stats, go ahead, but don't complain about it later.

Hit Points: Max Hp's at first level. d4 HD reroll 1's, d6 and d8 reroll all 1's and 2's, d10 and d12 reroll 1-3's. You can also ask me about "take the CK's roll" before you roll for your HP.

Equipment: Max starting gold. Write everything on your character sheet. You don't write it down, you don't have it. Even when I remember you having it. So DON"T FORGET! You may want to use the starting bundles listed at/near the end of this document.

DUAL/MULTI-CLASSING RULES: As per 1E AD&D


CLASSES:

Fighters:
They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.

Combat Dominance is now "Mass Combat Dominance". They get multiple attacks per round whenever the Fighter is taking on 3 or more opponents at one time. Regardless of HD. 1 attack per opponent, this replaces any other attacks.


Barbarian

When using their Intimidate Class ability, opponents do NOT get a CHA save. If the Barbarian makes a successful SIEGE check versus their opponents, with the CL being the highest HD of the opponents before them, then they are all intimidated.

Clerics:
Clerics can do SIEGE checks similar to Wizards.
Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)
Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.

TURN UNDEAD: On a successful check, where not all are affected due to the die roll, an attempt can be made every round until they are turned, or the WIS check actually fails.

Paladin:

Do NOT get the powers/abilities of the Cavalier. If you want Cavalier abilities, lose your Paladin status.

Rangers:
Get to choose an enemy at 6th level and every other level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.

Druids:

Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.

Animal choices are fixed, but can be changed via a 3 day ritual cleansing and re-dedication to a new "totem".




Assassins and Thieves:

Poison Harvesting: Is a CL 3 for every Type/rank of the poison to be harvested. So CL 3 for Type 1, maxing out at CL 18 for type 6. These will be the default CL's for successfully distilling them as well. Failed rolls mean you accidentally poison yourself and must make the appropriate saves. Recipe's still give the +10 bonus, but such recipe's can only be made by Assassins or Priests of a god with poisons in their purview. The CL for making such a recipe is 10+2x Poison type/rank, so will range from CL 12 to 22.

Thieves can make Type 1 to type 3 poisons as the Assassin, after that they can still make Type 4 and stronger poisons, but no longer add their level, but can use recipes to aid them. Thieves do need to make DEX checks to apply poisons to weapons, etc...

1E AD&D Theif-Acrobat: If you wish your thief to have these abilities, add a +20% experience modifier to every level of the thief class base line XP requirement. IE, we will need to write up a new XP chart where XP requirements will be 20% higher. Then, starting at 6th level, your character will also have the Acrobat abilities.

Knights

CHA modifier is always a +1, plus any additional modifier given by high CHA. High CHA also allows an additional use per day for each bonus point.


Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.

Similar checks can be done to maximize damage, CL spell level +3

To double range, CL spell level +3

To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)

Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.

SPELL CASTERS:
A new class ability for ALL spell casters, except Paladins.

Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.

As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.


Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.

Potion Making Rules:

You can make one "batch" in a weeks time. There are two limiting factors for each batch. First, you can never make more than 10 doses per batch. The other limiting factor is how many times you can cast the given spell you are turning into a potion in a single day. So if you can cast only 4 Fly spells in a given day, you can only make 4 doses at one time. Cost is 25% of book cost to buy per dose. For spells not covered in the books, determine it with the following formula, spell level x 100 gp + 200 gp.

SCROLLS

For Scrolls, if you can cast it, and its in your spell book, you can make a scroll, at a cost of 50 GP/spell level up to third, then at a cost of 100 GP per level there after. Since I presume the scroll spell is much like the spell in anyones spell book, the scroll is cast at the level of the user, and a SIEGE check only needs to be made if the spell is beyond the users level to cast, and then it operates at the minimum level required to cast the spell. Unless, of course, the user is a higher level. Then a SIEGE check wouldn't need to be made anyways. Writing the scroll takes the same amount of time for a spell of that level to be put into your spell book.

Scrolls are generally sold at 3 times the cost of making, so 150 GP/level 1 to 3, and 300 GP per level at 4th and above. Prices may vary based upon sellers perceptions at the time of sale, as is true of any such transaction with any item.



RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.

Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.

Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.

So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.

Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.


Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.

Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.


Rune magic items:

Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.
They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.

Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.



SIEGE Checks:

As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.

IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.

***I also allow all class abilities to be treated as if you have the relevant attribute as a Prime.


SKILLS and LANGUAGES:

If you want anything beyond what your chosen class give you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.

When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.

I will not accept skills that are too broadly defined, though. For example, Gymnastics is too broad. You must specify tumbling, balance beam, jumping, the horse, the rings, etc...

As for what a class automatically knows, lets use Wizard as an example. I will be willing to assume they "know" everything about spells, spell casting, spell creation, and creating scrolls, potions, and items. I will not assume they know about magical creatures, the planes of existence, etc...

Similar assumptions will be made for the other spell casting classes. You want them to know about monsters, the planes, etc... then do a back ground write up.

Now a fighter example. I will assume they know how best to fight as an individual and maintain their weapons and armor and how to ride their horse and give basic care to their horse and riding gear. If you want them to know how to make armor, weapons, leather goods, medically treat themselves or others, to be perceptive, etc... you must write up a background history.

For clarity, also list your skills you think your write up gives you. So after you finish your write up then list skills like this:

Weapon crafting
fishing
mountain climbing
skinning animals
etc...

EVERYONE HAS THE FOLLOWING, meaning they can add their level to the following checks:

COMMON ABILITIES
Common ability checks automatically improve as characters advance in level,
Common abilities include:
Strength: Feats of strength, jump, swim
Intelligence: Appraise, estimate, recall information
Wisdom: sense motive, direction sense
Dexterity: Balance, climb (simple things, like trees)
Constitution: Stamina, fortitude
Charisma: Bluff, haggle, intimidate, persuasion

*This is not "all inclusive", and I reserve the right as CK to make situational exceptions.

SPOT/Search/Perception/Notice Checks:

Only Barbarian, Rangers, Thieves and Assassins can add their level to a Spot check, everyone else can treat it as 12 or 18, but do not add level.


LUCK POINTS:

You get one luck point +1 per level. So two at level one.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead. That means at -6 HP. So Grievously wounded but not dead, and not bleeding out.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.


Death, the effect of:

When you die, the CK is the god. I determine if you suffer any penalties, per the spell write up. If I deem you died “well”, you will suffer no penalties. If I deem you died badly, you suffer the penalties. So die well and you will have nothing to fear.



GOD CALLS:

This rule is to be used when your character, or group, are about to die. IE to prevent TPK's and character death. Its a long shot, but I have seen it save a character and group from a TPK often enough to recommend remembering this when the party or your character is going down. Base 5% chance, Holy characters (Paladins, Clerics, Druid, etc...) add 1% per level. Generous contributions to holy institutions or causes can earn bonus percentage points. Only to the next God Call. They are lost regardless of success or failure."


Specific Rules changes:

Spell Casting: In an attempt to have as much clarity as possible, this is the way I have spell casting work. All spell casting begins on "10", in the initiative order. This is when you decide what you are casting for the round, or beginning this round. So 10 is when you start, and the actual number rolled for initiative is when it will come into effect. Which will be during the current round with spells of CT 1, and a subsequent round for spells longer than CT 1, even if its 10 minutes later, as long as no disruption occurs in the mean time.

So if your casting a CT 1 spell, you declare your spell on 10, and if you roll a 10 for initiative, your able to cast the spell with lightning speed for whatever reason as well as have its effect come into being on 10. Normally you just start on 10, and declare what the spell is your casting. Then on your initiative roll, the spell goes into effect. This is when you designate the target or target area, then range etc... is verified, and the effect occurs.

SR note, all creatures with an SR will have their score bumped by 1, to account for the anomaly caused by an SR of 1 on a D20. This means ratings of 21 or higher will be immune to magic, unless spells are found or researched specifically for lowering SR.


You can half move and still cast a spell in the same round for CT 1 spells, BUT moving only occurs AFTER your done casting the spell on your initiative turn. So if you go on a 1 in the round (the end of the round), you get no movement. You cannot move when casting spells taking a full round or longer to cast.

Crits and Fumbles:

Criticals: A natural, unmodified roll of 20 on the 20 sided dice is considered a "critical hit". If it is with a non-missile weapon this means you get a free extra attack roll. If it is a missile type weapon it means you multiply your damage by 2.
When rolled on a save versus spell it means no damage is taken if it is a damage type spell. It means you saved versus any spell if the TN was too high for you even to succeed otherwise.

Fumbles: Are when a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage. Look at it as the Spell caster rolled a crit on you.

For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depending on your roll I'll determine some kind of detrimental result, or nothing more at all.

If your weapon is a feathered edge weapon you may cut off one of your limbs.

Movement: I allow 30 foot moves (or whatever your normal move is) in combination with attacks. Not 15 foot. So a charge covers 60 feet, but still allows +2 to hit and -2 to AC.

NONMAGICAL Healing:
In combat you are essentially placing a "band aid". On a successful WIS based check, that only Paladins, Clerics, Druids, Rangers and Assassins can make, the recipient is only stabilized. So no bleeding out is possible unless more injury is caused. Outside of combat you must rest a full 24 hours to regain 1 HP +/- Con modifier. If you are under non magical care of a "healer", such as the aforementioned classes, or an NPC Herbalist/Healer, you regain an additional 1d4 with a successful daily check, CL= to 1 for every increment of 10 HP the injured is missing. Always a minimum of CL 1. They get an automatic +5 if they are fully equipped with a range of mosses, herbs, bandages, and such. On a Nat 20 the recipient gets back 5 HP that day. If you have a negative Con modifier this means you must rest one extra full day per point of the modifier before you can even start to regain hit points. Once you have rested those additional days your modifier is treated as "0" from then on.

The patient, if they have a Con modifier of "0" or higher, can also make a Con check to recover additional Stamina every day. The CL is as above for the Healers, including the +5 if good food and drink are available. A successful check results in a regain of 1d4+ Con modifier, but a Nat 20 has no benefit. A maximum of 1/4, or 20%, rounded down, of the characters maximum HP total can be regained this way. If you have a negative Con modifier you must rely completely on the healer.

I should also note that I define Hit Points as per the 1E DMG and PH. HP are not all just physical damage as C&C defines it. The vast majority of HP are a combination of Luck and stamina, and the loss of HP is mostly the abstract loss of that luck and Stamina due to stress and the dodging of blows and spells. So even when a Magic Missile hits you, its not necessarily hitting you, but presenting enough of a danger to cause you to lose that much of your HP. If it is ever important, your actual, physical, hit points are those you roll for first level + Con bonus +1 per level there after. After first level your Con modifier represents additional, or less, Stamina.

SPELL CHANGES/CLARIFICATIONS:

Dismissal and Repulsion are on the Wizard spell list at the same level.

All items are the minimal caster level required to cast the most powerful spell on the item. Still a minimum of 9th level if a wizard item, or 12th level minimum for Clerical items. The rule of needing 3 levels for every + bonus of weapons, armor, etc... still stands. So +5 items will require 15th level.

Any spell that adds a magical bonus "To Hit" or "To Attack Rolls" make those attacks "magical" for purposes of over coming immunity to non magical attacks.

Only potions change the casting time of a spell, all other items follow all spell parameters as if being cast normally. With the exception of spell components/semantics. Verbal commands are required for all stave's, wands, and rods.

Custom designed items can change these things, but it will cost considerably more. At least 30% more.

Item Usage: Scrolls, Wands, Stave's, and Rods are only usable by spell-casters. A spell-caster is anyone able to cast spells, which includes Paladins, since they can cast Cure Disease, and later on the 12th level powers. However, Divine is restricted to Divine, and Arcane is limited to Arcane. So a Wizard cannot use one of these devices divine powers, however if the item has both Arcane and Divine spells on it they can still use the Arcane powers. An item can be made to allow access to both, but that would be a customized item.

Armor stacking. Fighter type stuff stacks, so shields and Armor. Mage stuff type stacks, so bracers, Staff of the Magi, rings, and cloaks stack. Fighter stuff never stacks with mage stuff. Now stuff that gives some kind of other bonus, such as Luck, Natural Armor, or Divine in the same manner as Prayer or Protection from Evil, does stack with all the others. Rings and Cloak bonus' to AC will stack with non-magical Armors. Once magical armors are used, their magic dominates and negates Rings and Cloaks.

Bonus of similar items do not stack. So rings or cloaks do not stack with themselves. IE a Ring +2 does not stack with a ring +3, only the +3 counts.

EXPERT/MASTERWORK ITEMS:

Each bonus (to hit or damage, they are counted separately) costs 250 GP. Same goes for making bows STR adjusted. Weapons and armor are limited to only a +1. So a sword with +1 to hit and damage will cost an additional 500 GP, and add two weeks to construction times when solicited in game. Bows are limited to +3 STR adjustments, and to have +3 to Dam would cost 750 additional gold above base. However bows can still be "expert", so you can pay 500 go to get an "expert" +1 to hit and damage. You can then add STR modifiers to damage only for 250 gp per bonus point. To reiterate, each +1 adds a week to construction times. So a +3 bow would take 6 additional weeks to make.


POLYMORPH HOUSE RULES:

To mostly clarify polymorph effects, but some rule specifics are in here.

You can only polymorph into creatures twice own size and weight. Which means Creatures descriptions which put them as being taller OR heavier than twice the casters cannot be polymorphed into.

Example: So if you are 6 foot tall and 170 LBS you can Poly into a Ogre or Troll, but not giants or horses. They exceed the height and/or weight limit.

When Polymorphed (self, or other, by the caster) the caster can manipulate the STR of the form, even a "buffed up" version of yourself.

CL=2xSTR increase

Example: Your STR is 13 and you want the new form to be an 18.
CL-2x5=10
Failure: STR stays 13
Crit Fail: STR drops by 5 to an 8
Crit Success: +2 to STR score, so an 18 becomes 20.

Items Worn:

Small things like rings, earrings, bracers, shoes/small boots, necklaces, etc... "meld into" the new form. Unless the new form is still "humanoid", even if size is changed, so are the items changed. IE your clothes. Armor, etc... change size with you, as long as you remain “humanoid” (human shaped). If they meld they become inactive if they are magical. If they do not meld because you assume a humanoid form, then they still work. Plus they can still be recognized.

Larger things, like pants, knee high boots, armor, helmets, shirts, large necklaces, etc... fall off. This is because your body will ooze right out of them, since they cannot be absorbed.

So stuff dropped like this will have to be picked up by the caster in their new from, or some ally will have to pick them up, etc....


TELEPORTING:

I personally think that Teleporting from anywhere you wish, to anywhere you wish is more powerful then teleporting from locations you have to prepare with a circle/pillars/etc...

So I am changing up the order in which you receive the spells, and altering them a little bit. At 5th level you get Teleport Circle, its duration is “instantaneous”, not 1 turn per level. Its CT is a full round, meaning it always goes off on a initiative of “1”. Which means you, and whomever is going with you, needs to be within the circle when you finish casting.

Teleport is now a 7th level spell, but is otherwise the same.

There is still an 8th level Teleport Circle, and it is as written other than still taking a full round to cast. IE it goes off at “1” on the round in which it is cast.

Teleport W/O Error is now a 9th level spell.

Teleport Circle spells teleport 250 pounds per caster level of creatures and equipment.

No circle means they teleport 1 person/creature/2 caster levels and all those creatures are wearing and holding, or 100 pounds of equipment/objects. Combinations are not possible.

There is a 9th level Teleport Circle that has a casting time of 8 hours and a permanent duration when cast and has a material component cost of 10,000 GP. The area of effect is determined by the size of the component(s) used to create the spell. The weight limit per caster level can be multiplied ([250]x2, x4, etc...) by adding 1000 GP in components per multiple (x2=2000 GP, x4=4000 GP, and so on.)

So to have it teleport 1000 pounds per level that is a x4 multiplier so the material component cost is 14,000 GP.

The material can be whatever the caster wants (standing stones, a circle of solid silver 30 foot in
diameter, a doorway, archway, pool of mercury, etc...)

Spell Memorization/Praying (Arcane and Divine):


If you do NOT wish to change spells you only need to meet the resting requirements and spend a total of 15 minutes focusing/clearing your mind. If you wish to change spells, then you spend 15 minutes per spell praying or memorizing it.


GRAPPLING:

To establish a Grapple, as per the 4th printing of the PH. HOWEVER, since this is a weapon free attack, attackers provoke an attack of opportunity, UNLESS they are a Monk. Monks are considered armed. If the AoO succeeds it also ruins the attempted Grapple. Again, Monks do not provoke an AoO.

When grappled a target can make either a STR or DEX save, whichever is better, to break free of the grapple. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken. They are only +5 to be hit at this point, and any DEX or Shield AC is negated.

To be made prone/helpless the attacker must make an additional STR check to throw and pin you to the ground, size/STR modifiers apply, as well as any other modifiers that seem sensible. Plus they must be of similar size or bigger, or only be able to pin arms, negating any attack ability of the target, except for a Monks feet. Once successful, both the attacker and defender are +10 to be hit. Unless a Monk is involved.

Monks can fight while Grappled, unless they are successfully pinned to the ground, then they can only attack who or whatever has them in the grapple and opponents gain no more than +5 to hit them when they are Grappled. Remember, Monks get an additional +2 to all attacks while in a Grapple.

A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.

ENERGY DRAINS:

When hit by a creature that energy drains you get a save. The save is CON based, CL is equal to HD of the creature. If you fail the save then you lose a level and HP loss is equal to your HD average plus your CON bonus, if any So if you are a fighter you lose 5+CON bonus in hit points.

Still, all is not lost. It takes creatures about 24 hours to fully digest your life energy in my games. So if you kill the creature, or creatures, who stole your life force within 24 hours of them doing so your life force will be released and will find its way back to your body. You must be within 10 feet of the creature when it is destroyed for this to happen automatically. For every 10 feet beyond 10 feet there is a cumulative -2 penalty to your CHA (or CON, whichever the CK decides is most appropriate and beneficial to the player) save for your life force to find and return to you.

So if you are 30 feet away when the creature is destroyed you must make a save at -4 to get your life force back. 10 feet or less no save is required.

Rules for learning to control contracted Lycanthropy:

Every month, for 3 nights, the night of the Full Moon and the night before and after, the urge to change becomes so strong that saves are needed. The rest of the nights, saves are only needed if you come under stress at night time, enter a fight, have a heated argument, or have ANYTHING happen that causes your emotions to flare up strongly, even positive ones of love, etc...

Whenever saves are required, it is a test of mind over body, so is a Charisma save. The only things you can add to your saves are your level and CHA bonus, so ONLY magics that increase either of those will help you with the saving roll. Outside of that only something that gives a Luck bonus will help.

Unfortunately, the power of the Lycanthropy is directly related to how powerful you are, IE your class levels. So the CL to resist the change is equal to your class level. Your actual level, not your level if you some how get it magically increased for purposes of making this save.

On the 3 nights of the Full Moon, you will have to make two saves to not change. The first will be as soon as the Moon becomes visible after the Sun goes down. The second will be around the middle of the night, typically between Midnight and 1 AM, because that is when the urge to change is at its height.

This ordeal will also be very painful. Your fighting the change will literally cause your bones to break and heal, so you will suffer 1d6 of damage for 1 of each of your 3 levels in your class. So a 9th level character will suffer 3d6 Damage whenever they roll the save, and make it. Failing the save just means you change, and spend the rest of the night as the beast.

Mastering your form:

To gain initial Mastery, this just gives you the ability to assume what is referred to as the "Hybrid" form, so you still appear monstrous, people will automatically assume your a threat, etc... However, YOU will have control over what your actions are for the rest of the night. You gain this level of control once you make 9 successful rolls to resist changing on nights of the Full Moon only. So this mastery can be gained in as little as 3 months, if you were to make every single save every night. Typically, this level of control takes 6 to 8 months. Full Control, where you decide to change or not change, occurs once you have made 40 successful saves only on the nights of the Full Moon, AND you can choose to change at will, even during the day. This level of Mastery typically takes around 18 to 24 months. You can only change once per day, between 8 hour rests. The only exception to this is at night, and if you give up control to the curse, and then you can only change to the full beast form, and have no control.

After you have gained Full Mastery, and 3 full years have passed, you will have learned to change at will 2/day, at 6 years this becomes 3/day, and at 10 years, you can change as many times as you wish and will have finally fully Mastered your Lycanthropy. If you wish to be cured after you have achieved intial Mastery, you will only be curable by Wish level magic, or by being Reincarnated. At the 10 year mark, you can only be cured by a Wish, the curse will follow you via Reincarnation.

Lycanthropy can only be passed as you became infected with it, via bites or claw attacks. It spreads as a Disease. Only true Weres can birth offspring that can also change, and Lycans and Weres, typically, HATE each other at an instinctual level. In fact, they have to make a CHA save identical to fighting a change to not attack each other. CL is the class level of the one making the roll. The only way a Lycan will not change with a failed roll is if they are under 10 years of Mastery and have used their daily limits. Weres and 10+ year Lycan Masters will always change on a failed roll. They can learn to fight this instictual hatred much like a Lycan learns their intitial level of Mastery, but it takes 10 successful attempts to control themselves. So it is rare to see a Lycan and Were meet and not immediately try to tear each other apart.


Equipment bundles

Pack 1, Delvers Backpack, Provisions Cheap
Shoulder Pack 2g/2#/3(w)/10 cap.
1) Lantern hooded 7g/2#/2
2) Oil 6 flasks 6g/6#/6
3) Rope 50’ hemp 1g/15#/3
4) Sack large (empty) 2 1g/2#/2/10 cap ea
5) Torch 5 5c/5#/5
6) Water skin (full) 1g/8#/3/1 gal
7) Dried Rations 2 weeks 6g/14#/8
8) Bedroll 1s/5#/3
9) Blanket, winter 5s/3#/2
10) Pitons / spikes 10 1g/4#/2
Canteen ½ gallon 2g/4#/1/0.5 gal
Hammer, small 1g/1#/1
Belt pouch large 1g/1#/1(w)/2 cap
1) Tin Cup (mug) 2c/0.5#/*
2) Whetstone/weapon kit 1g/0.5#/1
Free: Flint and steel 1g/0.5#/*
Totals: 32 gold/73.5#/6


Pack 2, Delvers Backpack, Provisions Good
Shoulder Pack 2g/2#/3(w)/10 cap.
1) Lantern hooded 7g/2#/2
2) Oil 6 flasks 6g/6#/6
3) Rope 50’ silk 10g/5#/3
4) Sack large (w/cheese) 2 1.4g/4#/2/10 cap ea
5) Torch 5 5c/5#/5
6) Water skin (full - wine) 2g/8#/3/1 gal
7) Dried Rations 2 weeks 6g/14#/8
8) Bedroll 1s/5#/3
9) Blanket, winter 5s/3#/2
10) Pitons / spikes 10 1g/4#/2
Canteen ½ gallon ale 2.2g/4#/1/0.5 gal
Hammer, small 1g/1#/1
Belt pouch large 1g/1#/1(w)/2 cap
1) Tin Cup (mug) 2c/0.5#/*
2) Whetstone/weapon kit 1g/0.5#/1
Free: Flint and steel 1g/0.5#/*
Belt pouch large 1g/1#/1(w)/2 cap
1) Sewing Kit 5s/1#/1
2) Pipe w/tobacco (1/2#) 5.3g/1.1#/1
(½# Tea in place of ½# tobacco)
Free: Bandages 1s/0.5#/*
Total 50 gold/69.1#/7

Sack 3, Provisions Good
Sack large 5s/1#/2/10 cap
1) Water skin (full - wine) 2g/8#/3/1 gal
2) Water skin (full - ale) 1.4g/8#/3/1 gal
3) Cheese blocks 2 4s/2#/2
4) Dried Rations 2 weeks 6g/14#/8
5) Tea 1month supply 1s/1#/1
6) Pipe and 2 weeks pipe weed 6g/1.1#/1
7) Sack large (empty) 5s/1#/2/10 cap
Total 12.5 gold/36.1#/2

Sack 3A, Provisions Snobbish
Sack large 5s/1#/2/10 cap
1) Water skin (full - wine) 2g/8#/3/1 gal
2) Water skin (full - ale) 1.4g/8#/3/1 gal
3) Cheese blocks 2 4s/2#/2
4) Dried Rations 2 weeks 6g/14#/8
5) Tea 1month supply 1s/1#/1
6) Pipe and 2 weeks pipe weed 6g/1.1#/1
7) Sack large (empty) 5s/1#/2/10 cap
8) Fine Wine Bottles 2, 20g/2#/2
9) Water Crackers 1s/0.5#/1
Total 32.6 gold/38.6#/2

Sack 4, Provisions Cheap
Sack small 1s/0.5#/1/6 cap.
1) Water skin (full) 1g/8#/3/1 gal
2) Dried Rations 1 week 3g/7#/4
3) Dried Rations 1 week 3g/7#/4
Total 7.1 gold/22.5#/1

Belt Pouch 5, Cleric/Religious Kit
Belt pouch large 1g/1#/1(w)/2 cap
1) Candle 5 sticks 5c/0.1#/1
2) Holy symbol wood (on thong) 1g/0.5#/1
Free: Incense sticks 6 6g/*/*
Free: Wolvesbane 2g/0.1/*
Prayer beads (necklace or wrist) 2g/*/*
Total 12 gold/1.7#/1

Back Pack 6, Mage/Scholar Kit
Back Pack 2g/2#/2(w)/8 cap.
1) Case, scroll or map 2 2g/1#/2
w/Paper 10 sheets 10g/*/*
2) Chalk 2 pieces 2c/1#/2
3) Flask 6 18c/0.6#/6
4) Ink 3oz 24g/0.3#/*
5) Wax, sealing 3 3g/0.3#/*
6) Tongs 6s/1#/1
7) Vial 6 (1oz) 6s/0.6#/1
Free: Quill 3 3s/*/*
8) Candle 5 sticks 5c/0.1#/1
Total 42.5 gold/7#/2

Back Pack 7, Rogue Gear
Back Pack 2g/2#/2(w)/8 cap.
1) Case, scroll or map 1g/0.5#/1
2) Chalk 2 pieces 2c/1#/2
3) Cord 50’ 5g/8#/2
4) Crowbar 2g/5#/2
5) Dust, bag of 0g/1#/1
6) Rogues tools 30g/1#/1
7) Pitons / spikes 10 1g/4#/2
8) Metal File & Chisel 2g/1#/2
String 50’ 4s/1#/1(w) as belt
Belt pouch large 1g/1#/1(w)/2 cap
1) Sack small 1s/0.5#/1/6 cap
2) Vial 4 4s/0.4#/*
Total 45 gold/26.4#/4

Key for Items & Totals:
COST/WGT./EV/CAP
*10/1 EV



GOLDEN RULE: No one is allowed to kill anyone elses PC. Ever. Only the CK is allowed to kill PC's. I used to think I didn't have to say such a thing, but its been made clear to me lately that some people think killing each others PC is cool. In my games it is not, it is forbidden. You want to kill PC's, take up the CK mantle.

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Sounds obvious to me! -Gm Michael

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Mon Aug 17, 2015 11:17 pm
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Post Re: 1E AD&D Castles and Crusades game...
Name: Hreddan
Race: Half-Elf (Human (Flan/Oeridian) Lineage)
Alignment: CG
Languages: Common, Elf, Gnome, Goblin, Orc, Draconic
Class/Level: Cleric 1
Exp: 0
Next: 2,251
God: Trithereon of Grayhawk
Description: 6 ft; 195 lbs; black hair; slightly upturned, green eyes; fine, elfin features; small, pointed ears; typically wears clothes of blue or violet.

STR: 16 (+2)
DEX: 14 (+1)
CONp: 15 (+1)
INT: 13 (+1)
WISp: 18 (+3)
CHA: 13 (+1)
(+2 to all Cha & Dex checks)
(+2 to saves vs Charm & Sleep)

HP: 9
AC: 17 (Dex, Mail Hauberk, Sm Steel Shield)
BtH: 0
# Atts: 1
Speed: 30 feet
Size: Medium
Luck: 2

Racial Traits:
Empathy (+2 to all Cha checks)
Move Silently (Dex)
Spot Hidden Doors (Wis; +1 if searching)
Attribute Check Mod: Dex(+2 to all Dex checks)
Spell Resistance (+2 to saves vs Charm & Sleep)

Class Abilities:
Spells (3/1+1)
Bonus Spells (1-1st, 1-2nd, 1-3rd)
Turn Undead (Wis)
Convert Spells to “Cure” (1d8/spell level plus cleric level to max of die)
Divine Blast (once every other round; ranged att (level+Dex); damage 1d4/level)

Weapons:
Longsword (+2/1d8+2)
Spear (+2/1d6+2/20 ft)
Club (+2/1d6+3/20 ft)
Sling (+2/1d4+2/50 ft)

Magic Items:

Equip:
Shoulder Pack
1) Lantern hooded
2) Oil 6 flasks
3) Rope 50’ silk
4) Sack large (w/cheese) 2
5) Torch 5
6) Water skin
7) Dried Rations 2 weeks
8) Bedroll
9) Blanket, winter
10) Pitons 10
Canteen ½ gallon ale
Hammer, small
Belt pouch large
1) Tin Cup
2) Whetstone/weapon kit
3) Flint and steel
Belt pouch large
1) Sewing Kit
2) Pipe w/tobacco
3) Bandages
Belt pouch large
1) Candle 5 sticks
2) Holy symbol wood
3) Incense sticks
4) Wolvesbane
Prayer beads

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

Notes:
Trithereon (Intermediate god of Grayhawk; God of Liberty, Self-defense, Retribution, and Individuality; Symbol is the Triskelion; Sacred Weapons: Spear, longsword, club; Dogma: "All deserve life and the ability to choose their own place in the world, and those who would place others in shackles or control them with oppressive laws must be toppled. Train the common fold to defend themselves and their property should another wish to take their freedoms. If you are wronged, you have the right to exact vengeance yourself, especially if none will help you." )

From the Yeomanry in the western Flanaess.

Hreddan set out from the monastery in Longspear where he was raised to bring the teachings of Trithereon to the masses.






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Tue Aug 18, 2015 10:59 pm
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Post Re: 1E AD&D Castles and Crusades game...
Image


Wed Aug 19, 2015 3:29 am
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Post Re: 1E AD&D Castles and Crusades game...
When is this game?

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Mon Aug 24, 2015 10:51 pm
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Post Re: 1E AD&D Castles and Crusades game...
Mondays after Lejendary wraps up


Tue Aug 25, 2015 7:04 am
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Post Re: 1E AD&D Castles and Crusades game...
(placeholder for my character)


Tue Aug 25, 2015 7:14 am
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Post Re: 1E AD&D Castles and Crusades game...
Josidiah ~ Paladin of the Overseer


Attachments:
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Sat Aug 29, 2015 11:30 am
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Post Re: 1E AD&D Castles and Crusades game...
Edit 0

De Canard Thief Cleric

Name: Milun Gilad Foix De’ Canard - Duck
Race: Human
Alignment: NG
Class/Level: Thief / Cleric - 1/1 (Book hunter)
ExP: 0 / 0
Languages: common, dwarf, elf,
Description: 5’11, honey brown hair, /gray eyes, fair skin, Fit but more quick and wiry than strong. Always has an impish half smile on his lips & some form of a prank brewing in the back of his mind.

Religion – Deneir

STR: 13 - +1
DEX: 18 P - +3
CON: 16 - +2
INT: 14 - +1
WIS: 17 P - +2
CHA: 17 P - +2
PB: 14 - +1

HP: 9

AC: 16
Leather (+2) , Dex (+3) , Shield – small (+1)

AC: 19
Mail Hauberk (+5) , Dex (+3) , Shield – small (+1)

BtH: 0


# Atts: 1


Speed:

Size: M

Fate:

Racial Traits: N/A

Skills
Horsemanship – horse racing (riding jumping etc, not combat from horse back)
Gymnastics – Running, jumping, balancing – steeple chases
Scholarship – read write (archaic languages) – class after improving study
Debate / Philosophy – class after improving study
Research Library –After school finished with Master Durante Poggio & Lady Cleric Margherita de' Mardoli,

Research – Van Richten (only minimal true knowledge , but glimpses and summaries of his early works and letters that have filtered out of the Realm of Dread – A slight improvement on general undead knowledge

Class Abilities:

Starting at 1st level

Climb – Dex
Hide – Dex
Sneak – Dex
Traps -
Back Attach – (+4 x2 Damage)

Cleric at 1st level
Spells
0 - 3
1st - 2
2nd – 0
Turn Undead - Cha

Weapons:

Short Sword – 1d6

Mace - 1d8

Staff - 1d6


Magic Items:

None

Equip:

Leather, (Chain Hauberk) Small shield, Skull cap helm (under hat)

Sturdy traveling cloths – Heavy boots, trousers, shirt, tunic, cloak, large leather hat, belt, Renaissance

Pack 2, Delvers Backpack, Provisions Good
Shoulder Pack 2g/2#/3(w)/10 cap.
1) Lantern hooded 7g/2#/2
2) Oil 6 flasks 6g/6#/6
3) Rope 50’ silk 10g/5#/3
4) Sack large (w/cheese) 2 1.4g/4#/2/10 cap ea
6) Water skin (full - wine) 2g/8#/3/1 gal
7) Dried Rations 2 weeks 6g/14#/8
8) Bedroll 1s/5#/3
9) Blanket, winter 5s/3#/2
10) Pitons / spikes 10 1g/4#/2
Canteen ½ gallon ale 2.2g/4#/1/0.5 gal
Belt pouch large 1g/1#/1(w)/2 cap
1) Tin Cup (mug) 2c/0.5#/*
2) Whetstone/weapon kit 1g/0.5#/1
Free: Flint and steel 1g/0.5#/*
Belt pouch large 1g/1#/1(w)/2 cap
2) Pipe w/tobacco (1/2#) 5.3g/1.1#/1

Cleric
1) Candle 5 sticks 5c/0.1#/1
2) Holy symbol wood (on thong) 1g/0.5#/1
Free: Incense sticks 6 6g/*/*
Free: Wolvesbane 2g/0.1/*
Prayer beads (necklace or wrist) 2g/*/*

Scholar
1) Case, scroll or map 2 2g/1#/2
w/Paper 10 sheets 10g/*/*
3) Flask 6 18c/0.6#/6
4) Ink 3oz 24g/0.3#/*
Free: Quill 3 3s/*/*
8) Candle 5 sticks 5c/0.1#/1

Rogue Gear
1) Case, scroll or map 1g/0.5#/1
3) Cord 50’ 5g/8#/2
4) Crowbar 2g/5#/2
6) Rogues tools 30g/1#/1
7) Pitons / spikes 10 1g/4#/2
8) Metal File & Chisel 2g/1#/2
Belt pouch large 1g/1#/1(w)/2 cap
1) Sack small 1s/0.5#/1/6 cap



Treasure
pp:
gp:
sp:
cp:
gems:

Notes:

Milun Gilad Foix, the 2nd son of Sir Cirf Gilad Foix’s - Lord and Duke of Foix nicknamed de’Chien - 3rd wife (Avtil) – 14 sons total and at least 11 daughters to 3 wives and 2 mistresses. Though he was of noble blood, his father’s ability to father so many children (giving a reason for the right naming of him as lustful heart and earning him the nick name of the hound) left little need or interest for Milun. So, through his youth he lazed through life. Putting half hearted effort into the learning the skills needed to be a noble courtier, and less effort into learning the skill of a warrior. So, with little care Milun was sent to **** insert the name of an appropriate city / school ***. To attend school – and mainly to be out from under De’ Chien’s feet and get away from the disappointed and un-caring stares.


In school he put little effort, but he did show flashes of hope that showed he could quickly and easily grasp philosophy and learning, if he would just put effort into the work. Which of course he didn’t. However, he did, even at his young age, find joy in the nightlife surrounding the town. As such, he was a regular in all the dives and watering holes the town offered. Also, he was quick to take a dare – or be the one to dare others to race on horseback (stolen/barrowed for the night horses of course) and steeple races. He was notorious for the rooftop steeple races crossing the city and ringing a church bell or blowing a trumpet at the race’s finish just to be chased by the city watch. He and his friends were well know terrors throughout the city.


Once he even led a ‘raid’ into the nearby nunnery to steal the abbesses’ silk cloak – the raid failed and half of the youth were caught, A young Lady Cleric Margherita de' Mardoli spied Mulin’s followers as they skulked through the shadows, and she quietly followed him and waited to raise the alarm when the youthful raiders were across the court yard and climbing the wall to abbesses’ window. Mulin had to beg one of his older brothers – a knight and captain of the watch – to release the youth without telling their families, the school, and he had to work a month to appease his brother and the abbesses.


At the age of 16 during one of his famous steeple runs, disaster struck, he slipped on a roof top and slid to the edge of a 3 story fall. At the last second, he grabbed a beam sticking out of the wall top. There he hung dangling over the 30 foot fall to the cobbled stones below, with arms quickly tiring and unable to lift himself to safety. Then from nowhere a beautiful face appeared, than from the shadows the face became a beautiful, but impish/tomboyish, gray winged messenger. She stood/hovered there with only a twitch of her wings to keep her above the youth and an roguish half smile . After a moment / age she said, “Do not worry, no harm will visit you tonight. If you lose the roof right now you would walk home tonight as fit as you were before the night’s run began. But I warn you, you must choose your future’s path here and now. Do you waste, or do you turn and serve and create. In her words, Mulin saw his 2 fates, one of a wasted drunkard being of no use for many long years, and another in bright light and value of life. He could not peer past the light of life to see any path or fate in that direction, but he knew even a second of that life would be better than the gray waste of the other path.


He chose the light. When the angle / messenger lifted him, he saw a hay pile a mere 10 feet below him and new he would have been safe if he fell, but he did not regret his choice. When he finished the thought, the angle gave him a first real smile, kissed his cheeks (in each kiss there were visions and things that he can’t quite remember) Then she whispered, “The answer to your question tomorrow is the water fowl , the Canard” then she was gone.


The next day in class, there was a guest teacher - Durante Poggio. In his talk he asked the class a question. Of all the birds and winged beasts that fill the gods’ sky, what is the one to be best like. The class burst into argument, eagle, hawk, falcon, dragon, griffin the argument raged back and forth. Then from the back (the class was set in order from best students at the front to the worst at the back, and Mulin was counted as a solid back rower) he stood, smiled and quietly said ‘Canard’ . The room fell silent (almost magically silent) then Master Poggio asked why …. “because the Canard is happy in all weather, whether it is sunny, or cold wet sleet, it calmly sets in life’s water, but under the water, he works and goes where he will”. Durante Poddio burst into laughter, moved him up to the middle of the class, and quietly marked the youth to become is apprentice. Also, this answer earned him the name most now know Mulin by De’ Canard


Over the next months, Mulin / De’ Canard applied himself to school and quickly moved forward – though not to the first row, his mastery of philosophy and logic was excellent, but he even with work was weak in enough areas to keep him bared from the first row. However, this improvement impressed Laghiero of Elisei – the school master – who within 6 months agreed to release Master Milun Gilad Foix De’ Canard from his school work and become Master Durante Poggio’s aid and assistant.


Durant is an accomplished scholar in his own rite. However, he has never spent significant time teaching and lecturing in any house of learning. He does offer lectures and speaks when he is around a school long enough to do so, but that is a rarity. That is why his close friend Laghiero was so surprised that Master Poggio stayed so long at the school. Durante is too adventurous and has too much of a wonders spirit to simply set in a classroom lecturing children of rich patrons and a few gifted students. As such, he spends the vast majority of his time traveling. At time going from one court to another and from one school to another. However, he prefers even more to go to lost and abandoned areas looking for old artifacts and lost books/letters/manuscripts/scrolls. Anything that introduces new ideas and information (or completes that which is already glimpsed) draws the attention of Durante.


Since the age of 16, De’ Canard has traveled and apprenticed with Master Durante Poggio. In the those 4 years he has continued his academic studies, but more importantly learned the skills needed to travel in a dangerous world and recover the ancient artifacts and works that are so sought after . This learning has heightened his natural abilities of quiet movement through the shadows and finding and disarming traps. However, it has also included divine powers focused from the power that sent the angel that fateful evening – Deneir


However, though Canard turned his back on horse stealing and racing and roof top steeple chases, his personality did not overly change. He is more studious, but he is not overly serious. Like his new adopted name sake, he is always calm and humorous in all situations and is even known to laugh and “flap his wings” even in the worst weather. He has a taste for good wine and an ear for song, and is quick to dance. But also like his namesake, under the surface, he is always diligent and working towards whatever goal is set before him.


Additionally, his tutelage with Master Durante Poggio has reintroduced him to Lady Cleric Margherita de' Mardoli, an accomplished philosopher and writer and copyist/scriptor in her own right and a pinner of fairly accomplished poems – all skills that Canard has learned to admire greatly, but also skills he knows he does not possess. Lady de’ Mardoli is now a cleric of …. And manager of the library and scriptorium. As such she is keenly interested in all works that Canard and his master/mentor/teacher find. And though she teases him about her catching him ina youthful prank, she has began to respect the young book hunter, and looks forward to helping him research or translate a find he bring into her library.


However, over the years, Canard has seen twinges of darkness , somehow he is drawn to scraps of works from an unknown philosopher and researcher. These scraps and partial letters and fragments of works as tied to V.R. or Van Richt or Ricten . Try as he might, De Canard and his mentor can gather little about who V. R is or what his area of study is. However, in the scraps he has found there have been odd gems of information hidden in the . Additionally, when he sees a gypsies’ camp, he gets a cold chill and a wave of foreboding washes over him.


Over the last 3 months – a few weeks before Master Durante Poggio returning to **** , there has been trouble in the area. A violent viscous murder has been striking. The victims seem to be completely random, but tend to be targets a group of only one or 2 (maybe up to 3 if it is a mother and children). They are stabbed numerous times (at least 15 times and up to 30) and their eyes are cut out, they are set up with hands put together as if praying. None have been able to find the killer or stop his murders that happen every 4 – 6 days. The night watch, the guilds and their hired guards, the church, not even the thieves brotherhood have been able to stop it. It is so bad that all the factions of the city have laid aside their differences and petty maneuvering and are working together.


As such, Master Poggio and De Canard have given aid to the hunt for the killer.

Last night (some short time ago) , as a fog rolled into the city from the nearby river, De Canard, spied something odd. A raven haired alabaster skinned girl about 17 – 18 years old, with a gypsy dress (but she wasn’t a gypsy) and a blond haired girl child walking out of an alley, moments after the sound of a dagger being dropped echoed out of the shadows. With a completely blank look on their faces, they walked into the thickening fog. De Canard followed the 2 as the fog engulfed them. *** De Canard kept them in view as long as he could but the fog grew unnaturally thick and dark. Also, more disturbing than the dark gloom of the fog, there were half heard whispers in the fog. The book hunter could make out little of them, but one thing he heard was "Hissss, not yetssss, but sooooon for thisssss onesssssss" . Then the fog cleared to a bright sunrise (hours after he entered the fog, but it seem much less time to the young man.

The murders stoped and Master Poggio and his aid De Conard went back to their travels and searching for archaic books, texts, and artifacts.

The next week word came to the book hunters of 2 new interesting scrolls of history being rumored to have been found. However, the scrolls were 100s of miles apart. Master Poggio gave his aid and friend a few gold coins to travel on, equipment he would need, a horse to ride (he knew the itch to find one on the way may overtake the young book hunter, so no reason to risk a new sin of horse thievery) and a pack mule to carry the supplies. Then with a friendly toast and glass (or 3 of good wine - also shared by the Lady Cleric Margherita de' Mardoli, Milun Gilad Foix De’ Canard - called Duck by his friends - was on his first mission alone

….


Image : to follow

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Sat Aug 29, 2015 11:36 am
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Henchman

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Post Re: 1E AD&D Castles and Crusades game...
I haven't played 1Ed in MANY years - used to DM 3.5 at cons for a time when I got back into gaming.
Just bought the C&C set of books in Kickstarter so want to get some experience - would you mind a noob to C&C but old time RPGer?


Wed Sep 23, 2015 2:04 am
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
grendelson wrote:
I haven't played 1Ed in MANY years - used to DM 3.5 at cons for a time when I got back into gaming.
Just bought the C&C set of books in Kickstarter so want to get some experience - would you mind a noob to C&C but old time RPGer?


The following are the ONLY non evil deific powers that can grant spells and answer prayers within the Domains of Ravenloft:

The Church of Ezra:

Worship Centers: Many, but large temples are located in Levkarest (Borca), Port-a-Lucine (Dementlieu), Mordentshire (Mordent) and Nevuchar Springs (Darkon).

Reference: Domains of Dread, 3rd Ed. Ravenloft Campaign Setting, Ravenloft Gazetteer II, III, IV

Alignments: Lawful Neutral, though a Lawful Good sect exists in Mordent, a Lawful Evil sect exists in Darkon, and a True Neutral sect exists in Dementlieu

Cleric Domains: Mists, Destruction, Healing, Law, Protection [Note: An Anchorite must have Mists + one of the other domains.]

Symbol: A silver longsword superimposed on an alabaster kite shield and adorned with a sprig of belladonna

Favored Weapon: Longsword


Notes: This religion formed over ninety years ago when Yakov Dilisnya claimed that a divine entity called Ezra, Our Guardian in the Mists, had given him a message to spread to the world that she was once a virtuous mortal woman who surrendered her mortality to the Mists to become a guardian of mankind. Clerics of Ezra are called anchorites, and each sect has different goals for their anchorites to achieve. The original Lawful Neutral sect of Borca, called the Home Faith, charges its anchorites with protecting and healing the faithful. The Lawful Good sect of Mordent adds that their anchorites must convert as many souls as possible to the Church for their own good. The True Neutral sect of Dementlieu believes that Ezra was a goddess who abandoned her shallow bretheren to aid mortals, and their anchorites spend their days contemplating the true nature of their goddess. The Lawful Evil sect of Darkon prophesies a coming apocalyptic event they call the Time of Unparalleled Darkness, and they claim that those who do not accept Ezra into their hearts will be consumed by the darkness of the Armageddon to come.

The Cult of the Morninglord (Children of the Morninglord):

Worship Centers: Barovia

References: Domains of Dread, Vampire of the Mists, 3rd Ed. Ravenloft Campaign Setting, Ravenloft Gazetteer I

Aligment: Chaotic Good

Cleric Domains: Good, Luck, Protection, Sun

Symbol: A simple, rose-tinted disc of gold

Favored Weapon: Spear


Notes: (This religion is also imported from the Forgotten Realms® setting, in the form of the deity Lathander Morninglord. The name “Lathander” is not used here, and there are some subtle differences in the belief system as well). The Cult of the Morninglord was founded around 475 BC by the outlander Martyn Pelkar, who claimed that the Morninglord appeared to him in physical form and saved him from a pack of vampires. Based on this encounter, the Cult depicts the Morninglord as a luminous sylvan humanoid, similar to an elf. Although his body is formed of soft, glowing light, his face is smeared with blood, which the cult says is a sign that even the greatest good may hold some evil stain and even the most depraved evil may contain a spark of goodness. They believe that no matter how dark the night, the dawn will come and that the Morninglord will one day return to lead the world into daylight. Presumably, when this happens the Morninglord's mouth would be wiped clean; clerics often use the phrase, "Thy lips be cleansed" in hopes of this day. The Morninglord asks little of his followers, save that they treat each other with kindness and retain hope in their hearts. This has given the Cult great appeal to the downtrodden of Barovia, particularly among the Gundarakites. The cult may be more than just an optimistic message. One of its founders was a hunter of the undead, and it is possible that secret teaching have been passed down to clerics to battle vampires and their ilk.

The Faith of the Overseer:

Worship Centers: Western Darkon

References: Bleak House, Ravenloft Gazetteer II

Alignment: Lawful Good

Cleric Domains: Good, Law, Protection

Symbol: Two circles within two squares, forming an abstract sun

Favored weapon: Longsword



Notes: This small religion was founded in Matira Bay around 100 years ago. It stresses community and the hope that divine justice for all is possible in a world that often seems unfair. The religion is centered in the Darkonese city of Matira Bay and is led by High Priest Derakoth. They believe that the Overseer does not grant boons, but is witness to all the actions of one’s life and therefore rights any past wrongs in the afterlife. Mortals are expected to offer aid to others whenever possible, and likewise accept aid when it is given. The faith of the Overseer forbids idolatry, so there are no images of the Overseer in any temples or religious texts.

Hala:

Worship Centers: Many, but the main temples are in Mordent and Falkovnia

References: Children of the Night: Vampires, Chilling Tales, Van Richten’s Monster Hunter's Compendium vol. III, 3rd ed. Ravenloft Campaign Setting, Ravenloft Gazetteer III, Ravenloft Gazetteer V

Alignment: True Neutral

Cleric Domains: Healing, Magic, Plant

Symbol: A ring formed by thirteen serpents, each devouring the tail of the one before it.

Favored Weapon: Dagger



Notes: The holy text of the faith of Hala, Tales of the Ages, states that the world was created from the mists of Chaos by nine gods who then withdrew to allow mortals to find their own way. The mortals, however lacked wisdom, and thus filled the world with pain and anguish. Hala, one of the nine gods who created the world, returned to ease the suffering of mortals. She gathered 13 men and 13 women and taught them the secrets of the Weave, from which all magic stems. The magic of the Weave, also known as witchcraft, has unfortunately been branded by superstition and fear, mainly due to actions of hags, the most notorious practitioners of witchcraft. The mystical Church of Hala is highly secretive because of this, though its witch-clerics operate a number of hospices throughout the Core, offering rest and healing to all to come to them in need.

Yutow the Peacebringer:

Worship Centers: Valachan

References: Dungeon Magazine #50: “Felkovic’s Cat”, Ravenloft Gazetteer IV

Alignment: Lawful Neutral

Cleric Domains: Animal, Law, Plant, Protection

Symbol: A silver circle split by a vertical diamond, representing both the phases of the moon and a cat’s eye.

Favored Weapon: Sickle


Notes: The Valachani people state that their land was originally inhabited by a race of dark-skinned humans who lived at one with nature, and were guided by a green sylvan deity called Yutow. Their peaceful days ended when the tan-skinned Vaasi people invaded and brought “civilization” with them. Yutow, being a nature god, was powerless to help his people until the panther, the wisest of all animals, suggested that Yutow merge the two people into one. Yutow accomplished this, creating the Valachani of today, but in doing so caused his own life to end. The Valachani state that Yutow is indisputably dead, yet still conscious and guiding his people from the moon. The Dead God’s servants are panther spirits and those who bear their blood. The religion is monotheisitic, and other religions are called false by Yutow’s worshippers. The religion states that followers of Yutow must not question his motives or mandates; they must uncomplainingly undergo trials in their lives to prove themselves worthy to him. Those who do so are granted immortality as a nature spirit, while those who fail are reincarnated to suffer again until they learn their lessons. Followers of Yutow believe that in worshipping him they are protected from the fury of nature, while unbelievers will have to face nature’s wrath. Unnatural things such as undead or arcane magic are considered the worst form of blasphemy.

_________________
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.


Wed Sep 23, 2015 5:58 am
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Henchman

Joined: Tue Sep 22, 2015 4:05 am
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Post Re: 1E AD&D Castles and Crusades game...
Thanks a lot - I'll go have a look there!


Thu Sep 24, 2015 1:45 am
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Greater Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
grendelson wrote:
Thanks a lot - I'll go have a look there!



I hope you do. The group is great to play in (there was a friction point on the first night, but don't let that color you view of it in total).

For LA, there is a little learning curve to making a character, but other than that the rules are easy to learn and use. There have been some hick ups learning the magic system (it can be much more powerful than C&C) but we are working through that.

For the game setting Kayolan is doing a great job of setting the feeling of it and making a fun adventure arc.

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Forgive all spelling errors.

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Thu Sep 24, 2015 2:24 am
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
I've decided on my setting. Ravenloft. The 3E version by Arthaus games as far as the over all setting assumptions, history, etc... is concerned. Of course, that still leaves me able to use all the adventures, etc... from any prior material. Not that I plan on using much published material, I plan on doing mostly my own stuff, which may or may not have me using published stuff re purposed to my own evil ends. :twisted:

_________________
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.


Wed Nov 04, 2015 6:09 pm
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Post Re: 1E AD&D Castles and Crusades game...
Very, very cool!

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Wed Nov 04, 2015 7:02 pm
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Greater Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
Treebore wrote:
I've decided on my setting. Ravenloft. The 3E version by Arthaus games as far as the over all setting assumptions, history, etc... is concerned. Of course, that still leaves me able to use all the adventures, etc... from any prior material. Not that I plan on using much published material, I plan on doing mostly my own stuff, which may or may not have me using published stuff re purposed to my own evil ends. :twisted:



Cooooooollllllllll I have an idea for a character, and most of a background for him .... I will have to convert it to a 1 e ranger, but that shouldn't be too difficult.

Unfortunately, the pict I have for him is the one I used for Ebeorgar. I don't know if I can find one that will fit him better ...

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Thu Nov 05, 2015 3:32 am
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Post Re: 1E AD&D Castles and Crusades game...
I have also have an idea for a character and the picture I found today fits him perfectly. I need to work on the backstory.

R-

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Thu Nov 05, 2015 4:04 am
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Lurker wrote:
Treebore wrote:
I've decided on my setting. Ravenloft. The 3E version by Arthaus games as far as the over all setting assumptions, history, etc... is concerned. Of course, that still leaves me able to use all the adventures, etc... from any prior material. Not that I plan on using much published material, I plan on doing mostly my own stuff, which may or may not have me using published stuff re purposed to my own evil ends. :twisted:



Cooooooollllllllll I have an idea for a character, and most of a background for him .... I will have to convert it to a 1 e ranger, but that shouldn't be too difficult.

Unfortunately, the pict I have for him is the one I used for Ebeorgar. I don't know if I can find one that will fit him better ...




You don't HAVE to use the 1E Ranger if the C&C version fits your idea better.

If anyone wants to play a Paladin, let me know. I have to tell you how extra dangerous it is to be one in Ravenloft. Its not nearly as bad as it was when the setting was first released, but its still something you will need to be aware of.

_________________
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.


Thu Nov 05, 2015 6:21 am
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Greater Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
Treebore wrote:

Lurker wrote:

Cooooooollllllllll I have an idea for a character, and most of a background for him .... I will have to convert it to a 1 e ranger, but that shouldn't be too difficult.

Unfortunately, the pict I have for him is the one I used for Ebeorgar. I don't know if I can find one that will fit him better ...




You don't HAVE to use the 1E Ranger if the C&C version fits your idea better.

If anyone wants to play a Paladin, let me know. I have to tell you how extra dangerous it is to be one in Ravenloft. Its not nearly as bad as it was when the setting was first released, but its still something you will need to be aware of.


Ok, I'll compare the 2 and see what fits best. I already have the C&C version rolled up and stated/skilled. I'll see what flavor fits him best.


I just PMed you his back story to see what you think. It should have plenty of hooks for you. But, if you want something changed, I'll take care of it.

As for a paladin ... those don't work out toooooo well in the realms of dread ... Even I (the person that loves playing a paladin) hesitate to play one there!

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Fri Nov 06, 2015 2:17 am
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Post Re: 1E AD&D Castles and Crusades game...
What deity sets can we draw from? DL, FR, GH? Info needed for concept and backstory.

R-

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Fri Nov 06, 2015 4:27 pm
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Rigon wrote:
What deity sets can we draw from? DL, FR, GH? Info needed for concept and backstory.

R-


The existence of the worship of any god can occur in the Ravenloft setting, now if you want prayers and spells to actually be answered, thats a different story. Any divine caster will want to actually venerate one of the actual deities behind the mists, such as the Lady of the Mists herself. I'll put up brief descriptions later today of the powers that can actually grant spells and answer god calls, etc... within the realms of Ravenloft.

I edited in the descriptions into an earlier post above... To make it and any future setting info easier to find.

_________________
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 Nov 06, 2015 7:01 pm
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Post Re: 1E AD&D Castles and Crusades game...
Tree, I'm going to play a Pally. I'll let you know specifics soon. I want to work on the backstory before character creation.

_________________
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.


Fri Nov 06, 2015 10:56 pm
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Post Re: 1E AD&D Castles and Crusades game...
Tree did you get my character's background, any needed changes?


As for the 1e vs C&C ranger .... It kills me to say it but I'm leaning more towards the C&C version. I just can't see him casting wizard spells when he gets high level. I know it is being picky, but it just doesn't fit my minds eye of him. ... I may talk myself into it before we play though .

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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

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Sat Nov 14, 2015 12:59 pm
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Lurker wrote:
Tree did you get my character's background, any needed changes?


As for the 1e vs C&C ranger .... It kills me to say it but I'm leaning more towards the C&C version. I just can't see him casting wizard spells when he gets high level. I know it is being picky, but it just doesn't fit my minds eye of him. ... I may talk myself into it before we play though .



Yeah, I read it over within minutes of your sending it, if the time stamps are to be believed. I'm fine with giving it a go as written. I'll just have to remember to reread it when I prep to finally run the game.

_________________
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.


Sat Nov 14, 2015 5:02 pm
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Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!


Sun Jan 10, 2016 7:21 am
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Kayolan wrote:
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!



I need 5000 more XP for my characters to be where I want them to be, so I think you have more than 1 to 3 sessions left..... looking forward to playing more LA! :lol:

_________________
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.


Mon Jan 11, 2016 2:34 am
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Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
Treebore wrote:
Kayolan wrote:
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!



I need 5000 more XP for my characters to be where I want them to be, so I think you have more than 1 to 3 sessions left..... looking forward to playing more LA! :lol:


Oh, you'll get that and probably more, that is if you and the others survive. The adventure completion goal award alone is 5,000 merits.


Mon Jan 11, 2016 3:08 am
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Kayolan wrote:
Treebore wrote:
Kayolan wrote:
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!



I need 5000 more XP for my characters to be where I want them to be, so I think you have more than 1 to 3 sessions left..... looking forward to playing more LA! :lol:


Oh, you'll get that and probably more, that is if you and the others survive. The adventure completion goal award alone is 5,000 merits.


Yeah, but I'd like to see how the characters play AFTER they achieve the goals I have. However, if your burned out and don't want to run LA, thats fine too.

_________________
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.


Mon Jan 11, 2016 9:40 pm
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Lore Drake
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Post Re: 1E AD&D Castles and Crusades game...
Treebore wrote:
Kayolan wrote:
Treebore wrote:
Kayolan wrote:
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!



I need 5000 more XP for my characters to be where I want them to be, so I think you have more than 1 to 3 sessions left..... looking forward to playing more LA! :lol:


Oh, you'll get that and probably more, that is if you and the others survive. The adventure completion goal award alone is 5,000 merits.


Yeah, but I'd like to see how the characters play AFTER they achieve the goals I have. However, if your burned out and don't want to run LA, thats fine too.


I'm not burned out, just figured since the adventure was ending that it would be a good time to switch, but if you want to go for another one, I'm totally ok with that too. I got a couple of Gygax modules for LA that I've been wanting to test out. So either way is fine with me.


Mon Jan 11, 2016 10:42 pm
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Mogrl

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Post Re: 1E AD&D Castles and Crusades game...
Kayolan wrote:
Treebore wrote:
Kayolan wrote:
Treebore wrote:
Kayolan wrote:
Just a heads up Robert, there are about 1-3 sessions of the LA game left as you all are very close to the end of the adventure. Hoping you will be ok with taking over soon, looking forward to playing!



I need 5000 more XP for my characters to be where I want them to be, so I think you have more than 1 to 3 sessions left..... looking forward to playing more LA! :lol:


Oh, you'll get that and probably more, that is if you and the others survive. The adventure completion goal award alone is 5,000 merits.


Yeah, but I'd like to see how the characters play AFTER they achieve the goals I have. However, if your burned out and don't want to run LA, thats fine too.


I'm not burned out, just figured since the adventure was ending that it would be a good time to switch, but if you want to go for another one, I'm totally ok with that too. I got a couple of Gygax modules for LA that I've been wanting to test out. So either way is fine with me.


Well, I think we are all having fun with LA, so as long as your having fun too, lets ride this ride for as long as everyone wants to.

_________________
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.


Mon Jan 11, 2016 11:32 pm
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Greater Lore Drake
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Location: Oklahoma
Post Re: 1E AD&D Castles and Crusades game...
Rgr that, esp after getting a wolf cloak ... I need a magic spear or axe or sword now. I never pictured myself as only an archer any way, but now that I'm Boar-spear wolf friend ... I can't see myself setting back and shooting all the time

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"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
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Tue Jan 12, 2016 2:01 am
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