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Dwellers of the Forbidden City - LL AEC

 
 
Old Dec 22 '11, 4:39pm
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Dwellers of the Forbidden City - LL AEC

Advanced Adventures - Forum
Dungeons & Dragons (AD&D) and clones
Estimated Members Requested: 1

I will be running a group of four characters through I1 Dwellers of the Forbidden City, an old TSR module for the first edition of Advanced Dungeons and Dragons. We will be using house-ruled Labyrinth Lord and the Advanced Edition Companion for this game which should emulate 1st ed. Rules pretty well. As the game was requested by SCARY WIZARD, he has already taken one of the slots. The other three will be competitively selected from applications. Check out the house rule PDF here. Download the free LL and AEC PDFs here, roll stats for a character here, and post the character in this thread.

Create the character you want don't worry about what the party needs! I am much more concerned that the players have fun and create a character that they want to play than that the party be balanced.

Start with 5001xp
Alignments allowed are LG, NG, CG, LN and druids only TN
Awarded XP will be double book value to make up for slow PbP advancement.

Apps need completed Character Sheet, which will use a template not the PHP sheet provided for the game.
Pre-Adventuring career background
Character Description, this can be worked into the background.
Max HP+4 at first level only! Roll for subsequent levels.
Equip as a first level character. Roll for gold and purchase equipment.

Selected players will take some time before the adventure to work together to describe their adventuring career thus far; One or two adventures with some accomplishments (Vohg skewered that bugbear that was about to take Mishka’s head off with his cudgel.) This is to get the players to know the other character and to get into the mindset of them already being a group.

Selected characters will divide the following loot from their previous adventures (less cost of living and training.)

Gold necklace made to look like it is made of oak leaves 500gp
500gp Emerald
Statue; elven woman carved of maple wood inlaid with gold and platinum 500gp
10 gems (2 100 gp Opal, 4 50gp bloodstones, 4 25gp Moonstones)
Platinum ring with five fire opals in star pattern 500gp


Potion of Sweet Water
Potion of ESP
Potion of Healing
Potion of Healing

Sword +1, +2 vs. Spell Casters
Ring of Protection +1
Gauntlets of Ogre Power (18 FRP) to CFT
Shield +1

Game Description:

You and your comrades in arms have enjoyed a few successes against local foes of Baron Lokk Mathias’ lands. Over the last couple of years you have brought peace to the barony and even feasted in the great hall of Castle Azzenrock. You have tasted the smallest sample of wealth and glory.

For several months, possibly even years, there have been reports of banditry in the jungles to the south of the Kingdom. Merchants carrying precious loads of rare goods from the jungle lands have been waylaid, their goods taken and their men captured or killed. Even then, those who survived these raids had to face headhunters, brain fever, giant leeches, cannibals, and leopards. Few men ever returned.

The stories they told were fantastic and addled, surely brought about by disease and the horrors with which they had to deal. Singing snakes, twisted and deformed ape-men, men who were not men, and writhing, horrid flowers filled their tales -surely such things were not to be believed. Nonetheless, something had destroyed the caravans.

Furthermore, none of the goods taken from the caravans has ever appeared in the markets of the north, at least as far as the merchants can tell. Some were certainly identifiable - rare pieces of art, scrolls, books, and other items destined to fetch good prices in the kingdoms of the north. It could only mean that someone or something was hoarding a great treasure in the jungle.

Though you have heard the stories before they were always tales of far off lands, but as the local challenges began to dry up and the tales of lost treasure began to add up to a fortune beyond the imagination of most men the lure began to nag at you and your comrades.

Then Cassius Mar, an extremely wealthy local merchant lost his third caravan in the jungle. Left with the choice of permanently reducing his profits by paying Kelian Merchant Marines to transport his goods around the jungle or doing something bold and drastic, he put out word that he would pay all travel expenses for any punitive expedition that succeeded in stopping the banditry so that he could safely move goods through the jungle.

Your group successfully negotiated the terms, finalized preparations to depart for the southern jungle, and spent two-weeks traveling just to get to the edge of the kingdom to where small tribal villages eked out a substantive living in the shadow of the darker jungle.

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sheet

The sheet on this site is really screwed up, Im just oging to send you this sheet here

Trageon Thanesbane
Dwarf
Assassin Level 3
XP-5001
next Level-6001

STR-15 (+0 to hit/+1 dmg/+15lb encumbrance)
DEX-17 (+1init/-2AC)
CON-14 (+0hp/92% Survive Res,Raise dead chance)
INT-12
WIS-13 (+0 menal saving throw)
CHA-11

Hp- 17/17 (4+4 (max hp+4) +4 +4+1)
AC-5 (7Leather Armor -2Dex)

Savingthrows
Death Ray or Poison 14
Magic Wands 11
Paralysis or Turn to Stone 9
Dragon Breath 13
Rod, Staff, or Spell 10

Equipment
leather Armor (AC7 20gp 20lb)
Sword (1d6dmg +1init 4lb 3gp)
Dagger (1d4dmg +2 init 1lb 3gp)
Crossbow (1d6dmg 16gp 4lb) Range: Short(+1) up to 70'/Med up to 140'/ Long(-1) up to 210
10 Crossbow bolts (1gp 1lb)
Backpack (2gp 2lb)
Flint and steel (2gp)
4 days trail ration (2gp 4lb)
50ft Hempen Rope (1gp 10lb)
Wateskin (1gp 4lb)

encumbrance & movement
Up to 55lb - 120' per turn/40' Per round (encounter) 120'Running
56-75lb- 90' per turn/ 30' per round(encounter)/ 90' Running
76-95lb- 60'Per turn/ 20' per round(encounter)/60' RUnning
96-175lb- 30' per turn/ 10' per round(encounter)/30' Running

Race/Class abilities
>infravision up to 60 feet.
>dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function
(I left the assassin abilities off because they are too damn long to post)

Hey t1g you have to roll for abilities, hit points etc. in the Roll Characters Here thread in my game and post in the app thread, I don't use the sheets. Links for all that can be found in the body of the ad. Also assassins can't choose one of the allowed alignments. So though they, unlike illusionist and monks, do exist in my game world, players can't select the class for this game. It is designed for heroic characters.

lvl 3 sword mage needs a group

i need a group im a lvl 3 sword-mage, assualt, half-elf, need a group




 

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