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...
"Agreed, I think we are too weakened to risk attack. We may also want to consider going back up the ramp to the third level if we can't barricade the door well with someone in this adjacent room," Zynazyr adds.
As they come around the corner, Ana spots a secret door in the wall on her left, north of the dog-leg.
No sounds can be heard from the door to the east.
A little ways south of the corner, Zynazyr detects another magic aura on the floor, similar to the magical alarm that was detected further south. It lies between you and the door you planned to go through.
* Try to figure out how to open the secret door? If so, how? * Open the door to the east? * Ignore the magic alarm and continue down the hall to the south to the slide room? * Go back and find another route? If so, what? * Something else?
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
Hearing about the magical alarm triggers Ferrous memory about the rumbling boulder. Seems to me Ana that this door you found is how the boulder is not here right now. I would suggest the fastest of us trigger the Alarm spell and duck out of the way of the boulder. The rest of us can wait here in the hallway and observe the boulder and this secret door. The dwarf is stroking his beard and peering at the stone work of the secret door quizzically.
Zynazyr nods. "Yes, it would appear that the boulder goes back and forth down the hall. The alarm probably opens the doors which then close after a period of time when the alarms reset," he says with a look of deep concentration as he tries to figure out the mechanics of the trap.
"I believe Brathas opened the door when he came down earlier from the ramp, so it should be easy enough to enter. Although, I could try to trigger it from around the corner just like I bypassed the illusion earlier," he says. He then takes our a piece of chalk to draw a line across the hallway floor to mark where the alarm is. He makes sure to stay far enough way as to not set it off. He then makes an X marks on both walls about 4 feet off of the ground.
"Ana, do you mind casting a light cantrip here on the floor. I can try to use it as a target for my spell." Once she does that, he motions for all of them to move back to the corner out of the way of the boulder. While Ferrous watches the secret door, Zynazyr peeks around the corner far enough to cast a cantrip to "push" on the floor beyond the light source, hoping to trigger the alarm.
Zynazyr activates his cantrip and trues to "push" on the magical floor using telekinetic force. Sadly, there seems to be no response. Perhaps the force involved is not strong enough to activate this trap, or perhaps the sensor only detects the passage of actual living things.
So now what?
* Have someone run down the hall to trigger the trap? If so, who? * Try to figure out how to open the secret door? If so, how? * Open the door to the east? * Ignore the magic alarm and continue down the hall to the south to the slide room? * Go back and find another route? If so, what? * Something else?
M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5
Brathas will examine the secret door closely.
Does it look like the one at the other end of the hall?
Also, is the hallway sloped? If so, the boulder only rolls one way (and this is the "accept boulder to reset trap" door). If not, the boulder gets its momentum from rolling down from higher up but can go in either direction.
Brathas looks at the secret door. It does indeed look like an exact duplicate of the one at the south end of this corridor.
There is a slight slope to the floor in the first foot or two in front of the secret door, sloping downward towards the south, but then after that the floor is level.
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
My guess is that this ramp continues up beyond the doorway. As such when this door opens the boulder may roll out and down this slope gaining momentum enough to make it up the ramp on the other side and trigger a pressure plate at the top to close the door and drop the floor a bit catching the boulder on the opposite side. In this way one would never really know from which direction the boulder may come and there are doorways near either alarm spell. Mind you this all just a hunch on my part but that is how I would engineer the trap if it were my home. I suggest some one fast trip the alarm and run to where we went when the trap was first sprung.
M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5
"Fine, I can go trigger it and make a run for safety. Is it okay with you all if I drink one of those minor healing potions first?"
Brathas will also try to do what he can to jam the door shut, though he isn't sure how it opens.
Brathas will also try to do what he can to jam the door shut, though he isn't sure how it opens.
You could nail more spikes in front of it, which would block the door if it opens out to the left or right. If it opens in or slides somehow then you would have to come up with something creative to prevent that.
If I don't hear some dissenting opinions soon I will assume you are going with the spikes plan and then running down the hallway.
"I would agree Ferrous. I was hoping to be able to trigger it from here so someone wouldn't have to run. I'm sorry I wasn't able to, Brathas," Zynazyr says.
Brathas runs down the hall, and ducks into the room with the slide.
Sure enough, as soon as Brathas reaches the alarmed area, the secret door to the north opens. The top of the door recedes into the wall slightly and then the whole secret door slides upwards. Kind of like a garage door.
A moment later a round boulder rolls out and rolls southwards down the hall. It soon rolls out of sight.
The secret door then shuts again, but not before you are able to look inside. Beyond the door is a small 10'x10' chamber. The floor slopes up slightly and you can see some kind of wooden cradle embedded in the floor that the boulder presumably sits on when inside.
You think that you might be able to open such a door by putting pressure on the top of the door, causing it to go in and then be able to slide upwards.
* Check the secret door at the other end of the hall? * Camp out in the slide room? * Try to make your way back to the second tier and camp with the NPCs? * Return to an unexplored/unresolved area? If so, which one? * Something else?
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
I have a sinking suspicion that this giant boulder goes between this chamber and one at the other end of the hall. If that's the case then we could all wake up in the middle of the night with a 10,000 lb boulder on top of us.
Ferrous objects loudly to the idea of camping in the secret ramp room.
M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5
"No, Ferrous, I think the boulder rolls between the small secret room at the North end of the hall and an identical one to the South. The hydraulics just raise and lower the boulder cradles at each end.
The ramp room is off to the West, it is where we slid down from the third level earlier."
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
Too many ramps in this cursed dungeon to keep them all straight. It gots more traps, ramps, and secret doors than an orc beard has fleas.
Grumbled the dwarf.
The group makes camp in the room with the slide. They notice that the coffin (in which there was a mock clown head on a spring which shot out when opened) has been re-sealed.
Day 5 XP:
Traps 200 XP
Treasure 310 XP
Wandering Monsters 25 XP
Skeletons 90 XP
Treasure (plate mail and halberd) 205 XP
Apes 150 XP
Treasure (plate mail) 200 XP
Trap (ball) 100 XP
Trap (arrow) 50 XP
Rat Swarms 120 XP
Custodians 140 XP
Treasure (masks) 80 XP
Carrion Crawler 75 XP
Treasure 2000 XP
Zombies 160 XP
Treasure 80 XP
Total Today: 3935 / 6 = 656
Zynazyr 50 XP bonus - finding the charm person inscription
Brathas 25 XP bonus - "turning" the undead
She gets:
+1d6 hit points (+ CON)
+2/3 progression (so to-hit and saves all improve by 1)
One more spell per day
One more spell in her spellbook (you have 10 to choose from)
spells:
You have light and sleep.
There are also (reverse spells in brackets):
Charm Person (Antagonize)
Control Air (Control Fire)
Detect Magic (False Aura)
Hold Portal (Magic Lockpicks)
Magic Missile (Magic Hand)
Protection From Evil (Binding)
Read Languages (Obscure Text)
Read Magic (Inscribe Magic)
Shield (Floating Disc)
Ventriloquism (Orate)
All Wounded Characters gain back a number of HP equal to their hit dice.
Once settled in, the party wizards attempt to identify some of the things you have found. They burn a cone of incence of perception to help them with these abilities. You guys have yet to use any of those.
Zynazyr analyzes the thieves' tools and discovers they are thieves tools +2.They add +2 to tinker rolls.
Ana realizes that the magical short sword is a short sword +1.
Ana identifies the arrows found in the huntress sarcophagus as arrows +1, +2 vs. animals.
Pretty sure Brathas is carrying all of these.
Zynazyr determines that the leather armor she had is magical but does not ascertain its properties.
Zynazyr identifies the ivory wand carried by the undead creatures as a wand of knock with 7 charges.
Ana identifies the ebony wand as a wand of wizard lock with 4 charges.
Knowing the leather armor, ring, and banner are all magical, they concentrate their efforts on those for the rest of the evening, but are unable to identify any of them.
Meanwhile Wallia tries to decipher the two clay tablets but is unsuccessful.
M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5
Brathas is happy with this haul!
I think you were overly generous with XP for Brathas. 681+68 = 749, not 842. So he should be at 2216, or 284 from level 3.
Zynazyr eyes the coffin suspiciously. "Hmm, either it resets itself somehow or someone has been in here to do it. We need to keep an eye out for visitors while we stay here," he says as he finds a spot in the corner furthest from the door.
After eating, Zynazyr sets about inspecting the various items they found. He smiles with satisfaction at their ability to identify many of them. "Well done, Ana. There are quite a few useful items here. This wand should help us open that magically sealed door we found," he says holding up the wand of knock.
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
Severely tired and bruised Ferrous finds a spot to lean against the coffin and close his eyes. He needed some sleep maybe his wounds would hurt less in the morning.
You have spent the whole evening examining them. You can check again the following day.
Anastoria wrote:
What is the encumbrance value for plate mail, please?
The only real impact of encumbrance is on movement and you already have your move down as 15', which is correct.
BTW you have down that you are at 15/15 HP. You were at 6/12; you gained 3 from leveling up and healed 3 over night, so you should be at 12/15. FYI, if you ever take a negative level you will lose your worst hit die roll.
Day 5 XP:
Traps 200 XP
Treasure 310 XP
Wandering Monsters 25 XP
Skeletons 90 XP
Treasure (plate mail and halberd) 205 XP
Apes 150 XP
Treasure (plate mail) 200 XP
Trap (ball) 100 XP
Trap (arrow) 50 XP
Rat Swarms 120 XP
Custodians 140 XP
Treasure (masks) 80 XP
Carrion Crawler 75 XP
Treasure 2000 XP
Zombies 160 XP
Treasure 80 XP
Total Today: 3935 / 6 = 656
Zynazyr 50 XP bonus - finding the charm person inscription
Brathas 25 XP bonus - "turning" the undead
For the record between the apes and the rats you harvested 56 half-meals of food. I am assuming you do not wish to eat any of the undead, or the carrion crawler. You have been on half-rations the last couple days which you can survive on, and that takes up 18 half-meals of food. You could go up to full rations, which would make you feel better and would use up 36 half meals. You could get away with that for one day with the food you have now.
You left the other camp with enough food for almost 2 days at half rations.
So what is the plan?
* Continue exploring this level? If so, where? * Return to camp upstairs first (stopping on the third level for water)? * Rest for a whole day (here or in camp upstairs)? * Something else?
M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5
I would say go back to camp (stopping for water), check in with our NPCs, heal Ferrous with most (but not all) of Walia's healing, then push on. We need to gather more food, so I'd rather not rest a full day.
How much healing does Walia have?
Wallia can cast two spells per day to heal 1d6+1 each. He can also lay on hands once per day for 1d4. So that's an average of 11.5 hp per day he can heal.
* Fistep has suggested resting here for the day then returning to camp at the end of the day. * Wallia wants to get water first. * Brathas does NOT want to rest for a day, and wants to return to camp and then explore some more.
Male Dwarven Axe-man (Level 3) hp 22/37 || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60
Ferrous wakes up and stretches his sore and aching muscles. The cuts and bruises visible on his face and arms. The dwarf lets out a low groan as he gets to his feet.
Well then I know I can use a day of lighter duties and some rest. Some of you have suggested that we return to camp. In my opinion we see if that door to the North still has the noise coming from it. We explore that room and then return to the others after stopping for water.
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.
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.
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.
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.
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.
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.
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... :)
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.
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).
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?
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.
@ 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.
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
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.
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.
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
@ 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."