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Rigon
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Post by Rigon »

Treebore wrote:
Straight 1d10, I think it works better with 10 second rounds. I suppose we could just look at it as .5 second increments, and go with a D20. If we go the .5 second D20 route I'll likely allow DEX. With a D10 a DEX bonus just has too dramatic and overwhelming of an effect.

I'm good with the d10. I was just setting up my macros so I thought I'd ask.

R-
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Post by nwelte1 »

Treebore wrote:
Straight 1d10, I think it works better with 10 second rounds. I suppose we could just look at it as .5 second increments, and go with a D20. If we go the .5 second D20 route I'll likely allow DEX. With a D10 a DEX bonus just has too dramatic and overwhelming of an effect.

Keep it simple. 1d10. I like rules lite and feel by using AD&D3 we are moving to a slightly more complex game just due to core changes in classes, races and new skills.

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nwelte1
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Post by nwelte1 »

C&C equipment, costs, and items stats???

Treebore
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Post by Treebore »

nwelte1 wrote:
C&C equipment, costs, and items stats???

Actually, over all, I like the AD&D equipment list and pricing.
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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.
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nwelte1
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Post by nwelte1 »

Here we go. Rolled physical traits and background randomly.

Name: Peek Eng Achoo

Race: Dwarf

Alignment: LN

Class/Level: Monk/Assassin

Level: 1

EXP: 0

EXP Needed: 5000

Languages: Common, Dwarven, Giant, Goblin, Orcish.

Physicals: Male, 42, 160 lbs, 88 years old

Background: Upper class, 2nd child, parents legally married.

STR: 16 (+2)

*DEX: 18 (+3)

CON: 16(+2)

INT: 16 (+2)

*WISp: 16(+2)

CHA: 13 (+1)

HP: 10

AC: 15 (10+3 (Dex) +2 (Wis))

BtH: +1

Atts/Rnd: 1

Speed: 75 ft

Size: Small

Weapons:

Fists - +3 to hit, 1d6+2

Racial Traits:

Dark Vision 60'

Determine Depth

Determine Direction

Stone Craft: +2 wis when searching for hidden stonedoors.

Emnity: +1 to hit goblins, orcs, half-orcs, bugbears, hobgoblins

Defensive Expertise: +4 AC v. giants

Magic Resistance: +4 v.arcane

Poison Resistance: +4 v. poison

Class Abilities:

Monk: Climb (dex), Deflect Missle(Dex), Fast Move 75, Hide (Dex), Listen (Wis), Mind Over Body (Lvl 1), Move Silent (Dex), Stunning Attack (lvl/day);

Assassin: Death attack (+4 to hit unaware, +2 surprised), Disguise (Cha), Listen (Wis), Poison (Int), Sneak Attack (+4 to hit unaware, +2 surprised, x2 damage).

Skills:

Skills: Craft (Jeweler), Animal Handler (Falcon), Knowlege (Religion), Knowledge (Orcish).

Magic Items:

None

Misc. Equipment:

To be selected

Treasure:

PP:

GP: 120

SP:

CP:

Gems:

I will create a background story and select equipment later.

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Post by Treebore »

Is he a Dwarf? Or can Gnomes do all of that as well?
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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.

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nwelte1
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Post by nwelte1 »

Dwarf ... left that line out.. But gnomes have a lot of the same.

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Post by Rigon »

Well, so far we have an elven ranger and a dwarven ninja. Who's gonna join this motley band next?

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Post by nwelte1 »

Tree can I begin the game with a falcon since I selected animal handling (falcon)? How much GP would I pay for it?

Can I change my alignment to CN? Monks are suppose to be Lawful any, but Lawful does not fit with my character concept. I am imagining a 2nd child that is angry with the fact he was not 1st child and often got into barroom fights (not exactly a lawful activity). I am also further imagining my brother was recently viciously mauled by an umber hulk, so I have been elevated to first child, but I am shirking my duties because of my "chip on the shoulder" attitude (i.e. I was not first to begin with why should I be first now)(again, not so lawful). Instead of honoring the clan, I have ventured off to fight my own demons (i.e. explore the world until I pull my head out of my a**e, getting drunk, fornicating, and struggling with the fact that I am now set to inherit my family's holdings and responsibilities)(Just another example of how Chaotic my character is). My family/clan are looking for me and want me to return home to assume my duties. They are prepared to take me back home by force (but not death) if necessary. Furthermore, what kind of assassin is lawful.
How is that for a background?

I enjoyed my character in your daughters game because I got to roleplay. I am hoping this character (assuming he lives long enough) gives me similar opportunities.

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Post by Treebore »

I can see you growing into your alignment. Besides, alignment governs your bottom line decisions, not every second of your life. So you can be the chaotic young hot head with a chip on their shoulder, but you can also grow into the disciplined killing machine that will become legend.

As for Chaotic Assassins, I see them as short lived, due to brash stupidity.

As for our game, I have decided upon a starting location due to much reading, much thinking, and a realization that most random encounters outside of cities average 5 HD. So in order to give you all a decent chance of survival, let me introduce you to your home:

The City State of the Invincible Overlord!

Conventional; AL N; TL 9; 100,000 gp limit;

Assets 250,000,000 gp; Population 80,000 (Able bodied

20,000); Mixed (human 72% [mostly Alryan, Tharbrian,

Skandik and Altanian, and many of mixed ancestry; there are

humans from a wide range of nationalities in the city at any

time], dwarf 16%, halfling 5%, elf 3%, others 4%); Resources:

Market. Authority Figure: His Most Terrible Majesty, the

Invincible Overlord.

Important Characters: Balarnega, male human LE Wiz

(Grand Vizier); Captain Rikter, male human LN Ftr (Cap-

tain of the Royal Cavalry); Langwellan the Blue, male

Tharbrian NG Wiz (Lord of the Wizards Keep); Paramswarn

the Red, male Alryan NE Sor (Lord of the Southern Keep,

rumored to be an uncle of the Overlord); Tergo Di Bragit,

male human N Ftr (Commander of the Regular Army, one

of the Overlords Vasthosts).

Located on a bluff on the western edge of Dearthwood

on the Estuary of Roglaroon, the City State of the Invin-

cible Overlord was founded in 3075 BCCCC on the ruins

of what is believed to be the ancient capital of the long lost

Dragon Empire of the Orichalans. The City State is one of

the greatest cities of the north. Its importance is exceeded

only by Viridstan, the city of spices and seat of the Falling

Empire, far to the west.

Atrabilorin, the famous dwarf warlord, established the

city after the fall of the Dragon Lords and was known as the

Invincible Overlord. Though known as Ryans Ruin by

sages, Rhamsandron by wizards, and Normoot by Altanians

the city came to be known as the City State of the

Invincible Overlord and its former name under the Dragon

Empire was forgotten. The title Invincible Overlord ha

been held by every ruler of the City State since its creation

Because the city was initially founded by a dwarven hero

the city became home to a large expatriate population o

dwarves and is allied to the dwarven city of Thunderhold

to the north. Many years ago, Lucius the Great a

Tharbrian warlord took advantage of a civil war tha

embroiled one of Atrabilorins successors and he and hi

allied clans swept eastwards and conquered the City State

Since Luciuss reign several hundred years ago, the City

State has come to dominate the region from the eastern

border of the Viridian Empire at the Plateau of Bendigroth

to the Winedark Sea. Today, the only city that the City

State pays tribute too is Viridstan itself.

The City State is situated at the intersection of the

ancient Rorystone Road that runs north to Thunderhold

and the Old South Road that runs south through the

Pazidan Peninsula through Black Baron Pass, over the

Bellystone Ford on the River Mageven an on to the

elven city of Onhir. Most trade, however, is

done by ship, as the Estuary of Roglaroon allows large

drafted ships to sail inland as far

as the City State. For this reason, the City State supports

the important village of Byrny and the newly-refounded

city of Modron which is strategically located on the Estu-

ary of Roglaroon, aiding in the Overlords campaign to oust

the Pirates of Hagrost that prey on the City States tradeships

from their secret hideout on the River Hagrost.

Copyrighted by Judges Guild and Necromancer Games, from the Wilderlands boxed set.
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The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.

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Aramis
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Post by Aramis »

nwelte1 wrote:
I am hoping this character (assuming her lives long enough) gives me similar opportunities.

Poor kid is already suffering from gender confusion

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Post by Aramis »

OK- here is a background for my character. Treebore, feel free to change what does not fit, of course. You may be able to guess where two elements of my inspiration came from (in Andre's game and Nate's Game) . It is a fun and original set up anyways, and it is quite different from Orlan.

The Dearthwood had been under threat from the predations of the Orcs of the Purple Claw for generations. Slowly, they had been pushing deeper into the forest, despoiling its natural beauty. Now, the very future of the forest was at stake, determined at least in part, by the battle to come in the valley below.

"May the Earth Mother bless us", the young druid Alia prayed. She had been tasked by the senior druid with fortifying the rangers on the left side of the valley. The power of the Earth Mother was strong, and Alia had managed to convince the local clan of cave bears in the region to aid them, as well as a parliament of Owls from the north.

A small, young bear with an odd white patch on his snout trotted over to Alia. His name was Arkouda, and he acted as a go-between for the druids and the bears. But he was no mere messenger. The rangers praised his tactical sense, in contrast to that of the typical battle raging bears. Indeed, he had been honoured by the Earth Mother with the gift of Awakening, in hopes that he could one day help lead his clan to greater support of the Dunael folk. Great things were predicted in the future for Arkouda. Alia exchanged information with the bear in his language, and then went back to her planning

The battle was a long and vicious one. The Orcs had somehow managed to recruit sorcerors into their ranks, and their magics took a terrible toll on the Dunael forces, but eventually the cowardly Purple Claw broke, and fled back to their caves. This area of the forest was again safe, at least for now. Alia felt a thrill go through her. Moments later, a messenger brought terrible news. Arkouda had fallen in the battle, slain by the very magics Alia had recently condemned. His body was soon brought to Alia's tent.

Still feeling exultant at the victory in the battle, Alia was determined to return Arkouda to the land of the living, to fight another day, a boon the Earth Mother had previously granted to other brave warriors. After all, the battle was won but the war was not yet won. Quickly, she covered the dead bear with boughs of pine, tossing a few cuttings of holly recently taken at the last full moon. She began to pray to the Earth Mother to return Arkouda to life, so that he again could carry the fight to the orcs, especially now that they were faced with the new threat of orc magic.

In time, a glow came from below the pine branches. Alia pulled back the boughs, only to find the gently sleeping form of a hairy footed halfling. She was quite startled, and was even more taken aback when she noted the small creature had an incongruous pale moustache that did not match his auburn hair, but did match the pale patch Arkouda had on his snout.

Alia immediately beseeched the Earth Mother. Why had she returned Arkouda in this clearly inferior form? Alia was told that Arkouda may yet fulfill his destiny to help defeat the Purple Claw. But first, he must learn magic, and to do that, he must walk among men. In the lands of men, he would be Bingo Proudfoot, for a time. Eventually, when he was ready, the Earth Mother would show him the way back to his bear form. And then he would lead the bear clan against the foul orcs, negating their magics, and destroying their evil plans.

Knowing the wisdom of the Earth Mother was unimpeachable, Alia merely accepted her will.

Alia looked at the still sleeping halfling before her. In the lands where the Earth Mother held sway, he would still be known as Arkouda. But in the lands of men, where he would learn and gain in power, Bingo was his name-o
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Aramis
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Post by Aramis »

Name: Bingo Proudfoot (Arkouda)

Player Name: Aramis

Race:Halfling (stout) Alignment: NG

Class: Druid/Wizard Level:1/1

Experience Points: /

Gender: Male Age: 28 Size: S

Height: 3' 6" Weight: 55 lbs Deity: Earth Mother

Hair: Auburn Eyes: Blue Homeland: Dearthwood

Languages: Common, Halfling, Druidic, Avian, Ursine

Description: stocky halfling with auburn hair and an odd looking pale moustache. Enjoys sleeping and eating honey (right out of the hive). Strong hatred of orcs.

Mod Save Mod SavingThrows

STR: 14 +1 + Paralysis and Constriction

DEX: 16 +2 + Breath Weapon and Traps

CON: 14 +1 + Disease,Energy Drain, and Poison

INT*: 18 +3 + Arcane Magic and Illusion

WIS*: 18 +3 + Divine Magic, Confusion, Gaze Attack, Petrification, Polymorph

CHA: 13 +1 + Death Attack, Charm, and Fear

Luck Points: 2

Saves: +3 arcane magic

+3 Poison

AC: 16 10+4+2 Successful Casting in Armour: 0

Armour Worn: Cuir Boulle

HP:9

Speed: 20/40 on bear

BtH: +0

BtH+STR= +1

BtH+DEX= +2

Weapons/Name:

Arcane Blast +3 1d4

Scimitar

Spear

Sling Bullet

Racial Traits:

+3 perception

+3 find traps

+3 poison

+3 arcane magic

+3 Stealth

Darvision (Stout)

+1 Slings, Spears

Skills:

Knowledge (Nature)

Knowledge (Arcana)

Knowledge (History)

Profession (Healer)

Profession (Herbalist)

Profession (Animal Handler-Avian)

Language (druid secret language)

Language (Avian)

Language (Ursine)

Common Abilities Ability Score

Feats of strength, jump, swim Strength

Appraise, estimate, recall information Intelligence (P)

Perception(+3), sense motive, direction sense Wisdom (P)

Balance, climb, stealth(+3) Dexterity

Stamina, fortitude Constitution

Bluff, haggle, intimidate, persuasion Charisma

Class Abilities:

Wizard:

Druid:

Survival-W

DRUID Spells

0

1

2

3

4

WIZARD Spells

0

1

2

Animal Friends:

Kelowna (juvenile cave bear) 2 HD(d12) HP: 21 AC: 15

scaled down attacks: claw 1d4 claw 1d4 bite 1d8

Equipment:

Magic Items:

Scrolls

Potions

Platinum:

Gold:

Silver:

Copper:

Gems:

Jewlery/Art Objects/Trade Goods/Other Valuables
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Treebore
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Post by Treebore »

Love that background story!

As for things like Falcons, you can have them if they are within your starting GP limit (200 GP for everyone, Arcane types get all 0 level spells and 4 1st level spells in a book as well, but only 100 GP).

If you have a training skill for the given animal, aside from horses, you can "buy" the animal at 1/3 of normal cost.

Poisons, for purposes of my game "evil" poisons are those that cause instant death. So non evil people will use poisons that paralyze or cause damage, or are in some way debilitating, but have little to no chance of killing the victim they use it against.

So if you misjudge, and use a poison against a commoner, and they die from poison being involved, you will have committed a evil act. So be careful.
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The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.

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nwelte1
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Post by nwelte1 »

Treebore wrote:
Love that background story!

As for things like Falcons, you can have them if they are within your starting GP limit (200 GP for everyone, Arcane types get all 0 level spells and 4 1st level spells in a book as well, but only 100 GP).

If you have a training skill for the given animal, aside from horses, you can "buy" the animal at 1/3 of normal cost.

Poisons, for purposes of my game "evil" poisons are those that cause instant death. So non evil people will use poisons that paralyze or cause damage, or are in some way debilitating, but have little to no chance of killing the victim they use it against.

So if you misjudge, and use a poison against a commoner, and they die from poison being involved, you will have committed a evil act. So be careful.

Not to worried about poison usage. Kind of hard to deliver the poison with a fist. How much is a falcon? Can find a price anywhere.

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Post by Treebore »

nwelte1 wrote:
Not to worried about poison usage. Kind of hard to deliver the poison with a fist. How much is a falcon? Can find a price anywhere.

Its on page 43 of the AD&D 3 PH. "Trained" its 1,000 GP, but we will say you got yours, untrained, for 20 GP, and you have been training it. See? All that lawful discipline pays off.
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The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.

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64bitrobot
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Post by 64bitrobot »

Succesful Combat Manuvers:
Extra Attacks: 18
Cleaves: 10

Sir Gavriel Markham
Male
Human
Cavalier
Lawful Neutral
6'11'

Level: 5 (20000)
4 Luck

STR*: 18 (3)
DEX : 17 (2)
CON*: 18 (3)
INT : 14 (1)
WIS : 15 (1)
CHA*: 16 (2)

HP: 53/53
AC: 24 |10+1Dex+9Armor+4Shield|
BtH: +5

Armor: Banded MailChain Mail +2 Expert Full Plate

Shield: Expert Large Steel Shield Small Steel Shield +3
Broadsword Frostbrand Attack: 1d20+13 (3Str+2Spec+5BtH+3Magic)
Damage: 2d4+8 (3Str+2Spec+3Magic)

Attack Rate With Broadsword: 3/2

Weapon Spec: Broadsword

Valor: +2 to saves agisnt charm, confusion, and fear.

Money: 8719.10 gp

Stuff
---
+3 Frostbrand
+3 Small Steel Shield
Ring of Free Action

Expert Full Plate
Expert Large Steel Shield

Broadsword
Branded Mail
Large Steel Shield
Light Lance

Backpack
2 Large belt
Flint and steel
8 Torches
50 ft Hempen Rope
Grappling Hook
Provisions (10GP)
Bag of Holding (500 Pounder) (This means I keep Track of the Loot)
Very Nice Chest (Worth 250)

1 Cure Moderate Wounds
2 Potions of water breathing

Light War Horse
War Dog
---
Skills:
Knowledge (Etiquette)
Profession (Animal Handler: Horses)

Craft (Shipwright)
Craft (Carpentry)
Knowledge (Millitary Tatics)

Knowledge (History)

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Rigon
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Post by Rigon »

64bitrobot wrote:
Sir Longarse N. Ame

Male

Human

Cavalier

Lawful Neutral

DEX : 17

AC: 19 |10+1Dex+6Armor+2Shield|

I think that's all I need, let me know if I screwed up. Name subject to change.

Your AC should be 20. You get a +2 for a 17 Dex.

R-
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Post by nwelte1 »

Tree I swapped my con and wis. My con was 17 after racial adjustment, I moved it to Wis. so it is not a 16. My wis was 15 I moved it to con so now it is a 16.

Net effect, I can some extra AC based on Wis.

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Rigon
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Post by Rigon »

Rigon wrote:
Well, so far we have an elven ranger and a dwarven ninja. Who's gonna join this motley band next?

R-

Looks like the next 2 memebers have shown up: A halfling nature-mage and a human cavalier. The brings the party to 4 people. Who's next? 2 more to go.

R-
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Treebore
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Post by Treebore »

Rigon wrote:
Looks like the next 2 memebers have shown up: A halfling nature-mage and a human cavalier. The brings the party to 4 people. Who's next? 2 more to go.

R-

That leaves Kayolan, and I believe Arrowhawk will be joining.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.

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Rigon
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Post by Rigon »

I'm gonna work on my backstory today and try to get it up at sometime.

R-
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Post by ArrowHawk »

This is just some info on the GODS AND DEITIES

OF THE WILDERLANDS that Treebore asked me to post.

From the just rule of Mitra to the coiling evil of Set; from

the River Goddess Modron who walks the streets of her

town to the evil sea god of Viridistan, Armadad Bog; from

the strange and monotheistic Mycretians to the barbarian

god Odin, deities and their followers play a key role in the

Wilderlands. This chapter details many of the deities of the

setting as well as several new domains and powers affiliated

with several of those deities.

There are many deities in the Wilderlandsso many, in

fact, that they cannot all be detailed here. The following

listing of gods is not comprehensive or exhaustive but

reflects many of the important faiths within the Wilderlands.

The Wilderlands is an open setting. Feel free to add gods

from any source or product.

Though many are not detailed here, gods from most

traditional pantheons are present in the Wilderlands.

Refer to the Third Edition version of Deities and Demigods

by Wizards of the Coast and to earlier versions of the same

book for details. A free download is available at
www.judgesguild.com detailing the other gods not described

below. Sages believe the multiplicity of deities is due to the

Wilderlands intersecting with so many other planes of

existence and alternate Primes. Some gods, prominent on

other worlds, are of lesser power in the Wilderlands and

conversely some lesser deities of a pantheon, such as

Manannan, are of great importance in the Wilderlands.

The Babylonian gods Anu, Anshar, Dahak, Drauga,

Ishtar, Marduk, Nergal and Ramman are commonly wor-

shiped, mostly in Tarantis or in the Ghinnor Successor

States of Lenap and Tlan.

The Celtic deities Dagda, Arawn, Brigit, Diancecht, Dunatis,

Goibhnie, Lugh, Math, Morrigan, Nuada, Oghma and Silvanus

are commonly worshiped by Tharbrians. The Celtic god

Manannan is worshiped in the City State and is detailed below.

Even the Central American deities Quetzalcoatl,

Camazotz, Huhueteotl, Tlaloc and others are worshiped,

though rarely.

The Chinese deities Shang-Ti (worshiped as Shang Ta

in Viridistan), Chao Kung Ming, Chih Sung-Tzu, Huan

Ti, Kuan Yin, No Cha and others are worshipped in the

Wilderlands, mostly in or around Viridistan.

The Egyptian deities of the Pharaonic Pantheon, includ-

ing the gods Ra, Anhur, Anubis, Bast, Horus, Isis, Nephthys,

Osiris, Ptah, Seker and Shu as detailed in Deities and

Demigods and other volumes, are worshiped in the Desert

Lands and other regions of the Wilderlands. Several Egyp-

tian deities are widely worshipedThoth and Set, both of

which are detailed below.

The Finnish mythos, including the gods Ahto, Ilmatar,

Louhi, Mielikki, Surma, Tuoni and Ukko are worshiped,

but they have few temples and are generally only worshiped

individually.

The Greek mythos are widespread in the Wilderlands,

including the gods Zeus, Aphrodite, Appolo, Ares, Artemis,

Athena (who is very prominent in the Wilderlands and is

worshiped in several incarnations), Demeter, Hades, Hecate

(also prominent in the Wilderlands), Haphaestus, Hera

and Poseidon. These gods, while prominent throughout

the Wilderlands, are more common in parts of Altanis and

the many islands throughout the Wilderlands than in the

largest city states.

The Indian mythos, including the gods Indra (known as

Kara), Agni, Kali, Karttikeya, Lakshmi, Ratri, Rudra, Surya,

Tvashtri, Ushas, Varana, Vishnu and Yama, are uncom-

mon and are normally worshipped only by members of the

far-off Kingdom of Karak, where these gods are dominant.

The Japanese deities are strangely absent from the

Wilderlands, though they are more common in several

adjoining Alternate Primes.

The Norse gods, including all those detailed in Deities and

Demigods such as Odin, Aegir, Balder, Bragi, Fenris Wolf,

Frey, Freya, Frigga, Heimdall, Hel (who, like Hecate, is of

greater importance in the Wilderlands than is normal in her

pantheon), Loki, Magni, Sif, Surtur, Thor (very popular in

the Wilderlands), Thrym, Tyr, Uller and Vidar, are very

prevalent in the Wilderlands and are heavily worshiped by

all races, but in particular by Skandiks and Tharbrians.

The gods of the Sumerian mythos, such as Enlil, Enki,

Inanna, Ki, Nanna-Sin, Nin-Hursag and Utu, are wor-

shiped primarily in the southern lands such as the Ament

Tundra and Ghinor.

Most of the denizens of the Wilderlands are polytheistic,

believing in many gods and spirits, with a few notable

exceptions such as the Mycretians who follow the god Mycr

(monotheistic) and the worshipers of the foreign gods of

Pegana (a pantheon of multiple gods that allows for no

other gods). Because of the sparse population of the

Wilderlands there are few truly large and organized reli-

gions, except perhaps for Armadad Bog whose worship has

spread due to the influence of Viridistan. Even Mitra, a

lawful good god who is widely worshiped, does not have an

overarching organization of his clergy over more than one

region of the Wilderlands. Thus, worshipers of the various

godsonce away from their temple hierarchieshave great

leeway in enforcing the will of the deities.

Copyrighted by Judges Guild and Necromancer Games, from the Wilderlands players guide

Treebore
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Post by Treebore »

Thanks! Thats actually from the Players Guide, page 90 and 91.
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Post by 64bitrobot »

Rigon wrote:
Your AC should be 20. You get a +2 for a 17 Dex.

R-

Heavy armor, I only get half my dex bonus to AC.

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Post by Treebore »

64bitrobot wrote:
Heavy armor, I only get half my dex bonus to AC.

Yep.

Thats in AD&D 3.
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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.

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Post by Rigon »

64bitrobot wrote:
Heavy armor, I only get half my dex bonus to AC.

My bad, missed it.

R-
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Post by Rigon »

Backstory for Daithan Ravenlocks.

R-

The wind howled passed the cave as the rain and hail lashed at the silent figure standing and peering into the teeth of the storm. His head swam from fever and chills wracked his body. A fire burned at the back of the small cave, throwing strange shadows across the wall. The figure pulled his cloak tightly about his frame and tried to remember how he had come to this place. No memories would surface in his fever addled brain. He stumbled back to his bedroll and passed out in a fit of convulsions.

As the lone figure struggled to come fully awake, he could not remember how many days had gone by, if any. The storm still raged outside of the cave, but the fever had ended. He silently prepared a scant meal of stale bread and dried venision. As he chewed on his meager meal, the silent figure tried to recall who he was. He heard a voice, harsh and raspy, whispering the name, "Daithan Ravenlocks" over and over.

It was a few moments before the figure realized it was his voice, raw and sore from the fever. And while he could recall his name, no other memories of his past would surface, except for the image of a beautiful raven-haired maiden.
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Post by Rigon »

We on for tonight?

R-
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Post by Treebore »

Rigon wrote:
We on for tonight?

R-

"Maybe." I am sick, but I may be able to run the game if I get better over the next few hours rather than worse.
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The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

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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.

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