Chronicles of Arcania: B/X Homebrew game.

Game Master Peet

Lost in the desert! The party gets separated from a desert caravan during a sandstorm. Parched and starving, they stumble on a ruined city in the middle of the desert. The pyramid at the center of the city seems mostly intact, and they find a secret door leading inside...

Tier 1 Map | Tier 2 Map | Tier 3 Map | Tier 4 Map | Tactical Map | Party Loot Spreadsheet
FIRE BEETLE NEST MAP

Initiative: Ana, Brathas.


151 to 187 of 187 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

Brathas wrote:
Character sheet in the profile.

OK, looks good, mostly.

Firsly, by my count you have spent 69 gp. Might as well aim to spend the whole thing; before your expedition you know you won't have the chance to spend money for a while.

You might want to lower STR by two to bring DEX up to 18. It lowers the damage you will do in melee/when using a normal weapon, but you get a better XP bonus. And when you get the chance to boost a score at 3rd level, you could boost DEX to 19. Up to you.

I'm going to send you a PM with some stuff and we can get started after that.

Dark Archive

@ Brathas:

Lost City DM wrote:
I'm going to send you a PM with some stuff and we can get started after that.

PM sent.

OK, a couple more things now that your character has reached the Lost City:

1. The food and water you had on the caravan is all used up now that you have been wandering through the desert. You still have the empty waterskins.

2. Upon entering the pyramid you get a strange feeling, like you were somehow destined to be there. Roll 2d3. These are Temporary HP. They will last until they have soaked up wounds, then they will be gone.

3. Food and water are an issue right now. Water is measured in half-pints (or cups) and food is measured in half-meals, the assumption being that you would normally eat 3 meals a day. Eating all your food for the day in one big meal or drinking all your water at once has no negative effect compared to pacing things out - there's only so much paperwork I'm willing to do. FYI the party gains XP for finding food and water, but only 1/2 XP for treasure. Once a renewable water supply is found, a bonus will be given and from then on treasure counts at full but there will be no more XP rewards for food and water.

4. At the dawn of day 4 you will have a Thirst Count of 2. This represents dehydration and imparts a -2 penalty to basically any d20 roll you make. Consuming at least a cup of water or having 3 half-meals of fresh food will reduce this by 1, but the count will go up again at the end of the day unless you have more than that. You will need a lot of water to fully recover.

5. You will also have a Hunger Count of 1. But hunger is not as serious as thirst so you divide this by 3 and round down to calculate penalties for hunger. You ate pretty well on day 3 so this is down from the previous day.

6. BTW, on your character sheet under "Perception" you can get rid of the line that says "Other." That is for the magical detection abilities of magicians and clerics.

So... You might as well go ahead and post in the gameplay forum, with your character volunteering to join the scouting party.

Dark Archive

Re: Campaign World:

Brathas wrote:
So I see that we are not necessarily in the Ylaruam desert, nor does it border Darokin in your world.

You are correct. I never liked having the Arabs living next door to the Swedes, so I moved them. I also changed the scale of the map; each hex is 60 miles.

The changes between Arcania and Mystara mainly fall into 2 categories:
* Some things are changed to better conform to the spirit of the original "The Known World" document in Module X1.
* Other things are added to round out the campaign world, and particularly to make the feel more like the Intro in module B2.

Unlike Mystara, humans are not the dominant species on the planet. But they are dominant in one particular region, often referred to as "The Pale." Going "Beyond the Pale" generally means venturing out into non-human areas of the world. The Pale and "The Known World" mostly coincide, though there are some human-occupied areas that are not well known to the people from Darokin, for example.

The caravan you were on left from the city of Akesoli on the western edge of the Republic of Darokin, and headed west. Its destination was the fabled "Golden City," a fabulous city in the far west of the continent (which is off the map). It is said to be ruled by Gold Dragons. The route passes through a large desert, not only to make a direct route but also to avoid the orcs of the Yaznid steppes as much as possible.

When the sandstorm hit, you hadn't got too far into the desert; you had been in the desert perhaps a couple of weeks before the sandstorm.


Lost City DM wrote:
Brathas wrote:
Character sheet in the profile.

OK, looks good, mostly.

Firsly, by my count you have spent 69 gp. Might as well aim to spend the whole thing; before your expedition you know you won't have the chance to spend money for a while.

It's 79 by my count.

temp HP: 2d3 ⇒ (2, 1) = 3

Dark Archive

Brathas wrote:
It's 79 by my count.

Heh, you're right. You could have gotten away with something there. :) Anyway, looks like we're ready.


bad thief

Dark Archive

Once more, with feeling:

Seeking a replacement player to play a character with healing abilities.

This is a game with a homebrew ruleset based on the 1e Basic/Expert rules. The adventure is an adaptation of the old module B4:The Lost City from the early 1980's. We have been playing for 11 months and are going on strong; out of 6 players 4 are original party members.

The party cleric seems to have disappeared from the face of the Paizo boards. We are botting his character for a while but we need a replacement.

The two basic options are a standard cleric and a shaman.
* A cleric is the traditional class and can wear armor but can only use blunt weapons. 1e Basic clerics do not get spells until 2nd level, but may turn undead at 1st level. They also may "lay on hands" once per day to heal 1d4 damage.
* A shaman is an alternate (homebrew) class. They may only use weapons and armor made from natural materials, i.e. no metals. To balance this, they get cleric spells as if they are 1 level higher (so they get spells at 1st level). They also add their Wisdom Bonus the value of any healing they do.

Please reply to this thread if interested. Rules for character generation are at the beginning of the thread.

LCDM

Dark Archive

Bump.

Position still open.

Dark Archive

Lost City DM wrote:

Bump.

Position still open.

Still looking for a new victim volunteer!


Hi, I would like to play.
ST 3d6 ⇒ (5, 5, 2) = 12
DX 3d6 ⇒ (3, 2, 2) = 7
CON 3d6 ⇒ (5, 4, 1) = 10
WIS 3d6 ⇒ (5, 1, 6) = 12
INT 3d6 ⇒ (4, 3, 1) = 8
CH 3d6 ⇒ (5, 1, 4) = 10

And a cleric.


Now I saw it is 4d6... ok
ST 1d6 ⇒ 3 =15
DX 1d6 ⇒ 2 =7
CON 1d6 ⇒ 3=12
WIS 1d6 ⇒ 1= 12
INT 1d6 ⇒ 1 =8
CH 1d6 ⇒ 5= 14

I like the scores like this unless I am allowed to switch the CH with the WIS.

Gold 3d6 ⇒ (3, 6, 4) = 13x10=130

Morning Star - 5
Sling -1
1/4 staff -
Chainmail -60
Normal shield -20
rations - 2
Holy Symbol -25
6 torches -1

Dark Archive

Hello Insnare!

Happy to have you here.

The Ability Score rolls are 4d6, and drop the lowest die. They also are done in a specific order that is different from the Pathfinder order.

It goes like this: STR, INT, WIS, DEX, CON, CHA. This is the "Classic" order for scores.

So you have:
STR: 5, 5, 2, 3 = 13
INT: 3, 2, 2, 2 = 7
WIS: 5, 4, 1, 3 = 12
DEX: 5, 1, 6, 1 = 12
CON: 4, 3, 1, 1 = 8
CHA: 5, 1, 4, 5 = 14

From there you have the option to exchange WIS with your highest score, and then you can reduce STR (or INT if it was 11 or more) by 2 points to increase WIS by 1.

This is a very weak set of scores. Having a CON of less than 9 really hurts. But you have the option of rolling again:

Chargen rules wrote:
If a character has more than one score below 9, no scores above 14, or if the character cannot be given a Prime Requisite (see Ability Score Adjustments, below) of at least 16, the character may be discarded as unplayable, and a new set of six Ability Scores may be generated.

You have two scores less than 9 and no scores above 14. You can keep these scores if you want, but I would recommend re-rolling the whole slate and try again. You can keep the roll you made for money though.

Dark Archive

@ Insnare:

Once you have figured out your ability scores you have a variety of choices to make.

Character Options

Class: There are two class choices available to you. First, the Cleric is the standard 1e healer. They can wear armor and are almost as good in combat as fighters, though they are not allowed to use sharp weapons (which ends up penalizing their damage a little bit). They can turn undead and they can lay on hands once per day to heal 1d4 damage. But clerics don't get spells until 2nd level.

The Shaman is an alternate type of cleric. A shaman gets the same HP, chance to hit, and saves as a cleric. But a shaman is not allowed to use metal armor or weapons, and has to use crude wooden and stone versions, but can use sharpened weapons. This means leather armor at most. A crude version of a normal weapon will do one die type less damage. So a handaxe does 1d8 damage but a stone version would do 1d6. The good part of being a shaman is that they get spells at 1st level, and their Wisdom Bonus is added to the HP of any healing they do.

So if you want to fight in melee with your character (maybe because your STR is good) then a cleric might be what you want. But if you would rather cast more spells and use a sling to throw sling stones (maybe because your DEX or WIS is good) then a shaman would be what you want.

Alignment: 1e basic did not have "Good" and "Evil" as alignments. There is only "Lawful," "Neutral," and "Chaotic." As a player character cleric/shaman you can choose between Lawful and Neutral.

Gender: is your character male or female?

Religion: you don't start the game with a patron deity. Instead you are a part of a religion that honors many deities. There are a variety of choices here. Essentially it would have to do with the culture you were raised in. Most nations in Mystara and Arcania have an Earth Analogue, a culture from Earth that they are based on. So the best thing is to think of an old world culture and go from there.

Some examples:

The Church of Thyatis: based on Roman Catholicism
The Church of Traladara: Based on Eastern Orthodox Christianity
The Atruaghin Way: Based on Native American religion
The Church of Norlandr: Vikings
The Church of Ierendi: Classical Greece
The Church of Thothis: Ancient Egypt
The Eternal Way of Al-Kalim: Based on Islam

There are others. Let me know if you have anything in particular in mind.


The old school gamer in me wants to take them as is. They aren't Gamma World shoot him in the back of the head because the hands are where the feet should be and vice versa but if you suggest such... :)

ST 4d6 ⇒ (6, 6, 2, 3) = 17= 15
IN 4d6 ⇒ (5, 2, 4, 4) = 15 = 13
WI 4d6 ⇒ (3, 2, 5, 2) = 12=10
DX 4d6 ⇒ (4, 3, 5, 1) = 13= 12
CN 4d6 ⇒ (1, 3, 4, 4) = 12= 11
CH 4d6 ⇒ (4, 1, 3, 5) = 13= 12

Flip ST with WI and

we have
ST 10
IN 13
Wi 15
DX 12
CN 11
CH 12

gear stays the same.

Dark Archive

@ Insnare:

Re: Gear

What type of equipment you get really depends on whether you went for a cleric or a shaman.

Gear for Clerics:
For weapons you have to choose weapons that are not sharp. I notice you have chosen a morning star, but a morning star has spikes and is not allowed for clerics.

The main choices are:
Baton - a light weapon (like a policeman's billy club)
Mace - a "normal" or one-handed weapon
Maul - a two-handed weapon

There are also:
Stick - a crude baton
Club - a crude mace
Quarterstaff - a crude maul (sort of).

A sling is probably the best ranged option for you. But get sling bullets - using ordinary stones penalizes your damage a little.

Normally you want the best armor you can get which is probably what you have already chosen.

For shields you will probably want a buckler shield instead of a normal shield. This is because you need one hand free to cast a spell and a buckler shield leaves the hand empty. So if you have a weapon in your other hand you don't have to put the weapon away to cast a spell. On the other hand if you have a two-handed weapon you don't need to worry about that.

Gear for Shamans:

Weapons for Shamans have to be crude. Clubs, sticks, and quarterstaffs are already crude weapons. Any other weapon except polearms can be made as a crude weapon and will only cost 1/5th of the normal price, but will also do one die type less.

I am partial to spears since they are good in melee but can also be thrown. But choose something that you think you would like.

The best armor you can use is leather. You can use shields if they are wood, but see my note about buckler shields above.

Overall you will find that being a shaman saves you a lot of money. So you can stock up on other supplies you might think are useful.

Dark Archive

Insnare wrote:

Flip ST with WI and

we have
ST 10
IN 13
Wi 15
DX 12
CN 11
CH 12

gear stays the same.

Better than before, though not exactly amazing.

If you want you can drop INT by 4 to add 2 to WIS. This will give you a bonus spell when you get spells, and has other benefits to you as a cleric. Keeping INT at 13 gives you a bonus language and +1 to initiative. Your choice. If you go for a Shaman I would definitely dump the INT.

For Hit Points, roll 1d4+1d6. The 1d4 is a "racial" hit die. Reroll any ones and twos (or you could just roll 1d2+1d4+4 instead).


1d4 + 1d6 ⇒ (2) + (3) = 5 and 1d4 ⇒ 4

I will take the mace and be a cleric. And will make my wisdom 17.

I will make an avatar after my DSA session today so in 6 hours. :)

Dark Archive

Insnare wrote:

I will take the mace and be a cleric. And will make my wisdom 17.

I will make an avatar after my DSA session today so in 6 hours. :)

Great! Looking forward to seeing it.

Don't forget my note about shields.

You still need to choose the following:
Alignment
Gender
Religion

I assume these will be a part of the character's avatar when you get it ready. I need to send you a PM with some things but I will need to know at least the first two before I can send them.

Background: you don't need a deep in-depth background since your character is low level and isolated from the real world. There is no chance that your brother will show up for revenge in this adventure.

So what you need is really just two things:
* What kind of environment was your character raised in? Poor? Wealthy? Urban? Rural? Civilized? Barbarous? You decide.

* Why did your character leave home and seek a life of adventure?


Still looking for another character?


Hi, this is INsnare with my avatar for Walia a Friar.

Basically, backstory wise he is a friar and was sent on a mission to bring adventurers to the good graces of his deity. He grew up the third son of a merchant and in order to avoid too much infighting he was given to the abbey for his education and biblical study.


Man, Fistep's avatar is a popular one. I picked that one at first, too, but it's already in use in the party.


Fixed. :)


Brathas wrote:
Man, Fistep's avatar is a popular one. I picked that one at first, too, but it's already in use in the party.

:)

Dark Archive

Edelsmirge wrote:
Still looking for another character?

@ Edelsmirge: If you are interested in rolling up a character, I don't mind. We very nearly went with seven at the beginning, and others might drop out (or get killed).

Even though Wallia has rolled up a cleric, having a second one is never a bad thing. Clerics are a powerful class in 1e. However, since Wallia is here, a cleric isn't necessarily required.

Dark Archive

@ Wallia:

Wallia of Winterbourne Stoke wrote:
Fixed. :)

I like this avatar, actually.

For your character sheet, go to this post:
http://paizo.com/campaigns/ChroniclesOfArcaniaBXHomebrewGame/recruiting#50

If you hit "reply" you can copy the whole thing and paste it into your profile. Actually the class specific stuff gets dropped out so you will have to do that separately, but you can figure out what I mean.

I still need you to answer these questions before I can work you in:

Lost City DM wrote:

Great! Looking forward to seeing it.

Don't forget my note about shields.

You still need to choose the following:
Alignment
Gender
Religion


Do you have a god list or can I make up my own?

Male, CN or Chaotic in the whitebox there was on chaotic and law but i may be wrong.

Dark Archive

Wallia of Winterbourne Stoke wrote:
Do you have a god list or can I make up my own?

You don't start with a patron deity.

See This Post: http://paizo.com/campaigns/ChroniclesOfArcaniaBXHomebrewGame/recruiting& ;page=4#163

Scroll down to "religion."


Almost complete.

Dark Archive

@ Wallia:

Wallia of Winterbourne Stoke wrote:
Almost complete.

Looks good so far.

Re: Alignment:
I note on your sheet you would prefer to play a chaotic character. I would normally prohibit this for the same kind of reasons that GMs often prohibit evil characters. While chaotic characters are not necessarily evil, they are certainly self-centered and primarily see the party as useful to their own survival and quest for power and wealth, rather than seeing them as "teammates."

The "chaotic good" type who is the "liberator of slaves" doesn't really work in this system. A character who liberates slaves because he thinks slavery is wrong is lawful. A chaotic character who liberates slaves does so because it is personally useful to do so - either because it will provide him with followers or allies, it will damage his enemies, or it will build a useful reputation.

Since clerics are generally a focus for their communities and act as servants to the public good, chaotic clerics and chaotic religions are rare. "Evil" religions and clerics tend to be chaotic.

Of the religions I listed, only the church of Norlandr would commonly have chaotic clerics, and even then most of them would be neutral. In the church of Norlandr, a chaotic character would seek to glorify the gods through battle and would not care about a community specifically.

There is also the Church of Glantri, which I did not mention. This is a magic-focused religion (the Principlaities of Glantri are ruled by Wizards) that would also allow chaotic clerics since a part of their focus is on the quest for immortality, following in the footsteps of the Immortal known as Rad.

The "Default" religion is the Church of Thyatis, which is definitely Lawful in outlook, though it is certainly possible to be neutral within that faith. From your sheet you say that you were once a "Friar of Winterbourne Stoke's abbey" which seems to imply that this is the kind of religion you are choosing, so Chaotic would not be appropriate. But this description could also apply to Glantrian clerics and if that is what you would want then chaotic would be allowed.


I will play him neutral. I think it is done right please take a gander through.

Dark Archive

@ Wallia:

Wallia of Winterbourne Stoke wrote:
I will play him neutral. I think it is done right please take a gander through.

Okay, let's have a look.

1. The first basic thing is that X's and N's are replaced by actual values.

2. I'm not sure what "Lyrical Miracle, Stokien, of the Winterbourne variety (optional)" means. If this is part of your background you could put it in a spoiler tag.

3. For XP, it should say: XP: 750 (+XP bonus 10%, next level at 1500). You start with 1/2 the XP needed to advance to 2nd level.

4. The only ability score of yours that gets a bonus is WIS which is +3. All the other bonuses should be +0.

5. HP should say (1d4+1d6+CONx2)

6. AC looks right. I take it you are going with a buckler shield, by the values.

7. Progression represents the speed at which your hit chance and saves improve. When I reverse-engineered the tables in B/X I realized that they tended to all advance at about the same rate, with a +1/-1 variance in a spot here and there. So I did away with the tables and replaced it with a single number - Progression.

Progression for clerics is 1/2 per level. So Progression should read:

Progression: +1 (1/2 per level, round up)

8. I believe you had chain mail, so your combat move will be 20'.

9. The base saves for clerics can be found in the MAKING A CHARACTER document. They are:
F+3, A+3, C+3, D+3, H+7, W+5

10. To calculate the actual save values, use the formula to the left of the save rating. So your force save is 20 - (Base + STR + progression). Base is +3 (see above), STR is 0, and progression is +1. So 20 - (3 + 0 + 1) = 16. So you need to roll a 16 to make a force save successfully.
So Alertness will also be 16.
Charm will be 13.
Dodge will be 16.
Health will be 12.
Will will be 14.

FYI if whatever it is that causes you to save is a magic spell, you also get +3 to your roll for having a high WIS.

11. Perception is 1 in 6 for all categories except "other."
Other should be replaced with:
Detect Evil: 2 in 6.
FYI having a high WIS increases your effective level for this ability.

12. Since your STR and DEX are both +0, you only need one line for attacks. Your THAC0 is 20 - (progression + relevant Ability bonus). Progression is +1, and ability bonus is +0, so your THAC0 is 19. If your Strength or Dexterity improve then you will need to change this.

13. You should put your gear at the bottom of the page.

14. You have the following languages: Common, Holy Tongue, Literacy.

That should do it. I will send you a PM shortly.

LCDM

Dark Archive

@ Wallia:

I sent you a PM. Read through it and we can start.

Dark Archive

Attn: Wallia
---
Wallia of Winterbourne Stoke

Male Cleric
Nationality (optional)
Level: 1
XP: 750 (+XP bonus %10, next level at 1500)
Alignment: Neutral

ABILITIES

Strength: 10 (STR +0)
Intelligence: 9 (INT +0)
Wisdom: 17 (WIS +3)
Dexterity: 12 (DEX +0)
Constitution: 11 (CON +0)
Charisma: 12 (CHA +0)

HP: 7/7 (1d4+1d6+CONx2)
AC: 4 (9 - [Armour Value + Block Bonus + DEX Bonus])
Progression: +1 (1/2 per level, round up)
Combat Move: 20'

SAVING THROWS
Base: F+3 A+3, C+3, D+3 H+7, W+5

FORCE: 16 20 - (Base + STR + progression)
ALERTNESS: 16 20 - (Base + INT + progression)
CHARM: 13 20 - (Base + WIS + progression)
DODGE: 16 20 - (Base + DEX + progression)
HEALTH: 12 20 - (Base + CON + progression)
WILL: 14 20 - (Base + CHA + progression)

PERCEPTION
Find Traps: 1 in 6
Find Secret Doors: 1 in 6
Hear Noise: 1 in 6
Detect Evil: 2 in 6

ATTACKS

THACO: 19 (20 - (DEX + progression))
Baton or Sling: Damage 1d4
Mace or Quarterstaff: Damage 1d6

CLERIC ABILITIES

Detect Evil: 2 in 6
Lay on Hands: 1d4 HP 1/day
Turn Undead: Roll 2d6+WIS:

12+ affects 2HD undead
10+ affects 1HD undead
8+ affects 0HD undead
(mindless undead count as 1 HD less than normal)

If successful, roll 2d6+WIS to determine total HD affected

Dark Archive

GEAR
Starting money 130 gp
Mace -4 gp
Baton -3 gp
Sling -1 gp
Sling bullets (10) -1 gp
Silver Sling Bullet -5 gp
Quarterstaff -1 gp
Chainmail -60 gp
Buckler shield -10 gp
Holy Symbol -25 gp
6 torches -1 gp
1 week normal rations -2 gp
Tinder Box -3 gp
Waterskin -1 gp
Backpack -5 gp
Scroll Case -5 gp
Large Sack -2 gp
1 gp left over

ENCUMBRANCE
+40 Armor Weight
+05 Shield Weight
+13 Weapons Weight
+08 Equipment Weight
-00 Strength bonus (STR x 10)
---
64 Total Equipment Weight (medium encumbrance, 20' move)

Dark Archive

@ Wallia:
You asked me to help you with your character sheet, so there it is in the above 2 posts.

Also, you had a bit of money left, so I went and spent it for you. If you want to re-spend your starting cash, go ahead, but remember that before setting out on the caravan you knew there weren't going to be chances to spend your money for a long while. FYI any gear other than weapons, armor, and treasure just weighs a flat 8 lbs.

One more thing:
You need to roll 2d3+1. These are temporary HP. They will last until they are removed from combat damage. As you entered the pyramid for the first time you felt a sense of destiny, like you were meant to be here. This represents a kind of "blessing."


2d3 + 1 ⇒ (3, 1) + 1 = 5

Thanks!

Dark Archive

BTW, in the Profile Box under Gender you could put:

Male Cleric 1 | hp 7/7 (+5 temp) | AC 4 | F16 A16 C13 D16 H12 W14 | THAC0 19 | Mv 20' |

LCDM

1 to 50 of 187 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Chronicles of Arcania: B / X Homebrew game. Recruitment All Messageboards

Want to post a reply? Sign in.