Everything Old is New Again (Inactive)

Game Master WhtKnt

Relive some of the classic adventures of yesteryear with a fresh, new look!

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EVERYTHING OLD IS NEW AGAIN WIKI


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Dark Archive

Okay, I think that the wiki has enough info to actually play. This is now an official recruitment thread for my campaign. In case you weren't aware, this campaign will take old AD&D and D&D modules and breathe new life into them using the Pathfinder rules. I have made a few changes, so that veterans familiar with these classics will be surprised as well.

The wiki can be found here and contains enough to get things started. More details will be added as we progress. If there is something crucial to your character that is missing, speak up and I will provide the necessary information. Likewise, if you want something that isn't covered in the wiki, speak up and we'll discuss.

THIS IS A LOW-MAGIC CAMPAIGN! Be sure to read the section on Classes for further information regarding the way this affects play. Magical items do exist, but aside from potions or low-level scrolls, they tend to be quite rare.

Character Creation:
  • To preserve the "old-school" feel, we will be rolling characters randomly. Roll 4d6 and drop the lowest die. Total the remainder. Do this six times and place them in any order you desire.
  • There are no restrictions on alignment, BUT... if you play an evil character properly, then it is quite probable that your entire party (unless also evil) will eventually turn against you, as well as the campaign world at large. I do not recommend it, but I will not forbid it.
  • You may play any class from the Pathfinder Core Rules, Ultimate Magic, Ultimate Combat, or the Advanced Player's Guide. Note that magic-using classes are somewhat nerfed.
  • Any race from the Pathfinder Core Rules is available, but others may be permitted on a case-by-case basis. Convince me.
  • Maximum vigor at 1st level (I'm not outright evil), but they will be rolled thereafter. Remember that the Con modifier is not added to vigor.
  • Characters begin play with money based on their class, as per the rules.
  • I will be choosing six participants from among those who apply. The decision will be based on what best suits the party balance, those characters I find most interesting, and those characters which seem like they will make the campaign interesting.


Hi. I 'm looking to get back into rp after a long hiatus. I have previously played AD&D, D&D 3.0, and Vampire: The Masquerade. I'm used to a relaxed setting when playing face to face but being that this is pbp, I don't mind being much more descriptive and serious if need be. If you don't mind having a noob-ish player along, then I'm happy to join up.


I am SO interested in this! Have been since the beginning...

4d6 ⇒ (1, 1, 4, 1) = 7=6
4d6 ⇒ (1, 2, 6, 1) = 10=9
4d6 ⇒ (2, 4, 4, 5) = 15=13
4d6 ⇒ (1, 6, 4, 5) = 16=15
4d6 ⇒ (2, 3, 4, 5) = 14=12
4d6 ⇒ (1, 3, 1, 3) = 8=7

15, 13, 12, 9, 7, 6. Well, sh*t. Can I get a reroll?

Dark Archive

In this instance, yes. One 6 or 7 I might have told you to live with, but two is a bit much. I want you to enjoy the campaign, after all.


4d6 ⇒ (6, 4, 2, 1) = 13=12
4d6 ⇒ (5, 6, 4, 2) = 17=15
4d6 ⇒ (2, 2, 3, 5) = 12=10
4d6 ⇒ (3, 6, 4, 2) = 15=13
4d6 ⇒ (3, 5, 6, 6) = 20=17
4d6 ⇒ (5, 4, 3, 3) = 15=12

17, 15, 13, 12, 12, 10. That's better...


I don't think I will have time despite my interest, but I'm curious what the rolls will look like.

4d6 ⇒ (5, 1, 2, 5) = 13
4d6 ⇒ (1, 6, 1, 3) = 11
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (4, 5, 6, 3) = 18

12, 10, 14, 11, 13, 15

Wow. That's almost the standard array, isn't it? I might have to find the time...


Ok, I'll give ti a shot. I really hate the wounds/vigor system though because the system breaks because of it (my home GM tried it for Kingmaker, but eventually had to abandon it because it screwed up so much stuff).

4d6 ⇒ (3, 6, 3, 6) = 18=15
4d6 ⇒ (4, 4, 5, 4) = 17=13
4d6 ⇒ (5, 3, 4, 3) = 15=12
4d6 ⇒ (6, 3, 6, 3) = 18=15
4d6 ⇒ (3, 4, 3, 6) = 16=13
4d6 ⇒ (2, 1, 1, 6) = 10=9

Not a bad set. Pretty good really. Are archetypes allowed? I was thinking an invulnerable rager barbarian.

Dark Archive

Archetypes are permitted.

Dark Archive

WalkingDED wrote:
Hi. I 'm looking to get back into rp after a long hiatus. I have previously played AD&D, D&D 3.0, and Vampire: The Masquerade. I'm used to a relaxed setting when playing face to face but being that this is pbp, I don't mind being much more descriptive and serious if need be. If you don't mind having a noob-ish player along, then I'm happy to join up.

I have no issue with noobs. Welcome!


4d6 ⇒ (2, 3, 2, 1) = 8=7
4d6 ⇒ (1, 5, 6, 3) = 15=14
4d6 ⇒ (4, 1, 4, 2) = 11=10
4d6 ⇒ (1, 4, 2, 5) = 12=11
4d6 ⇒ (1, 6, 5, 1) = 13=12
4d6 ⇒ (3, 2, 6, 5) = 16=14
Well that universally sucks! Maybe if I strategically choose race bonuses I can get a decent character...hmmm...


OK - so maybe a dwarf cleric? In the Artifice Domain I think...
STR: 14
DEX: 11
CON: 14 (12+2)
INT: 7
WIS: 16 (14+2)
CHA: 8 (10-2)


I'd like to give this a try.

4d6 ⇒ (3, 6, 5, 1) = 15, drop 1 = 14
4d6 ⇒ (4, 2, 6, 3) = 15, drop 2 = 13
4d6 ⇒ (6, 3, 3, 5) = 17, drop 3 = 14
4d6 ⇒ (2, 6, 5, 5) = 18, drop 2 = 16
4d6 ⇒ (6, 2, 3, 4) = 15, drop 2 = 13
4d6 ⇒ (6, 4, 2, 6) = 18, drop 2 = 16

EDIT: Base line stats look pretty good. Back in the 1st ed days I was always partial to Rangers. I might have to try and go that way again.
Now to figure out which race...most likely to be human, elf, or half-elf.


Ok, Human Ranger it is. Eventual Combat style will be Bows, but with the stat line should play more like a switch hitter.

STR: 16
DEX: 18 (16+2)
CON: 14
INT: 13
WIS: 14
CHA: 13


Do we get traits?


4d6 ⇒ (3, 5, 1, 2) = 11 = 10
4d6 ⇒ (3, 3, 2, 5) = 13 = 11
4d6 ⇒ (3, 6, 1, 5) = 15 = 14
4d6 ⇒ (2, 2, 2, 6) = 12 = 10
4d6 ⇒ (1, 3, 3, 2) = 9 = 8
4d6 ⇒ (1, 6, 2, 6) = 15 = 14

I was thinking half elf (or mixed elf from the wiki if that's more appropriate) rogue just to round things out.


4d6 ⇒ (5, 2, 3, 2) = 12 = 10
4d6 ⇒ (4, 2, 6, 5) = 17 = 15
4d6 ⇒ (4, 5, 3, 2) = 14 = 12
4d6 ⇒ (5, 2, 5, 4) = 16 = 14
4d6 ⇒ (2, 3, 4, 2) = 11 = 9
4d6 ⇒ (1, 1, 1, 5) = 8 = 7

A little lackluster, but so be it. I was also thinking a switch hitter ranger, but a barbarian might fit the stats a bit better. How would you feel about a lizardfolk, WhtKnt?

An inquisitor of Lunastara or Azatoth could be interesting. A rock gnome, p'raps.

Dark Archive

I can deal with lizardfolk but know that you will be ostracized by normal citizenry.

Yes, traits are available.

Scarab Sages

why not, lets see what we get.
ability1: 4d6 ⇒ (4, 6, 4, 3) = 17
ability2: 4d6 ⇒ (1, 3, 2, 5) = 11
ability3: 4d6 ⇒ (1, 1, 1, 5) = 8
ability4: 4d6 ⇒ (1, 4, 5, 5) = 15
ability5: 4d6 ⇒ (4, 5, 1, 6) = 16
ability6: 4d6 ⇒ (5, 6, 2, 4) = 17
14, 10, 7, 14, 15, 15.
I think I can live with these stats. I'm thinking Sword and Board Fighter.
Str=15+2 (Human)
Dex=14
Con=15
Int=14
Wis=10
Cha=7
ok. Will have a character drawn up soon.


Shell for the character Devil Dog rolled above (Dwarven Artificer Cleric). I have to read the wiki after I get home from work to develop the character =)


seems to be a lot of interest in fighters, so since I have a lot of middling stats, I'll go with a human monk(and eventually add fighter levels)

Grand Lodge

I present for your Consideration, Young Fergor Hart, Squire to Sir Wolfram and the Lady Cordillia.
(dfsearles)


Here's the alias Loup Blanc will be using; still putting crunch together. DM, can I use a trait to get Acrobatics as a class skill? I'll include reasoning behind it in the backstory.

EDIT: Never mind, forgot that there is a trait to do that now. Also, rolling for wealth...

Gold: 5d6 ⇒ (2, 4, 5, 2, 5) = 18*10=180. Just ahead of average!


4d6 ⇒ (6, 6, 1, 1) = 14 * 10 = 140 gp

This is WalkingDED's alias. Working on my profile now.


Pathfinder Adventure Path Subscriber

4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (1, 6, 1, 5) = 13
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (1, 5, 4, 3) = 13

Since it looks like we have several fighters already, will consider either a rogue or wizard. Hopefully, I can utilize these scores to help with the spell checks and endurance for wizard.

Quick question: Will the Fortitude bonus be applied to the Con check for spell casting?

How many traits - standard 2?

Also I'll admit I'm not fully familiar with the wound/vigor function.

Grand Lodge

Wait, are we rolling for wealth, or are we taking Average?


Are you playing on this site, or via Obsidian Portal? Do you have a sample of a crunch with the alternate rules you're using for this?


We are starting at 1st right?

Dark Archive

Yes, we are starting at 1st.

Wealth is rolled.

We are playing here. The Obsidian Portal site is a convenient place for me to organize my thoughts. Not sure what you are looking for in terms of crunch.

Two traits.

Fort does apply to Von checks with spell casting, but does not stack with Con bonus, naturally.


I have my profile up. Let me know if I need to fix anything.

Grand Lodge

wealth: 5d6 ⇒ (1, 1, 1, 6, 6) = 15*10=150. crap


wealth 1d6 ⇒ 5 x10= 50

Well that's above average at least. Monks sure are moneybags aren't they?

One more question (yes, I ask a lot of them) - is the Lore Warden archetype permitted?


Starting Wealth: 4d6 ⇒ (4, 6, 1, 2) = 13x10=130
Domains: Artifice & Earth
Traits: Craftsman & Child of the Temple
Feat: Hero's Fortune

Because I have to roll Knowledge checks to cast spells, I'm changing ability scores a bit to compensate for that:
STR: 14
DEX: 11
CON: 9 (7+2)
INT: 12
WIS: 16 (14+2)
CHA: 8 (10-2)

Hagnar is an accomplished stonecarver who has completed his journeyman training and wants to do a little exploring before he settles down and starts his own business. Plus, a little operating capital wouldn't exactly hurt, either. Hagnar realized at an early stage in his career that working with precious and ordinary stone and the occasional piece of wood was an almost holy experience, where he could feel a connection to his god in the work. He would lose himself in his work and feel closer to the Master Smith than ever before - often creating exceptional work more delicate and lifelike than even some master craftsmen could manage.

Dark Archive

it sounds so interesting, i have to at least roll stats

4d6 - 2 ⇒ (2, 2, 2, 2) - 2 = 6
4d6 - 1 ⇒ (6, 6, 2, 1) - 1 = 14
4d6 - 1 ⇒ (6, 1, 2, 5) - 1 = 13
4d6 - 1 ⇒ (3, 4, 1, 5) - 1 = 12
4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10
4d6 - 2 ⇒ (2, 2, 2, 2) - 2 = 6

Umm, ow. Re-roll? Please?

Dark Archive

Yes, the Lore Warden is fine.

Jarred, you may reroll.


Starting Wealth: 4d6 ⇒ (1, 2, 5, 5) = 13 x 10 = 130

If our starting race is Xenophobic, do we still gain a regional language and Trade Tongue as starting languages?

Dark Archive

No, but you may choose them as such if you have additional languages coming.


Thanks, the lore warden is for future consideration. First level is still a monk.

Still fuzzy on background. I have no idea where a monk would get trained in that world. He's likely from peasant stock since he's pretty much dirt poor.

Lucius
Male Human Monk (Master of Many Styles) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
Defense 15, flat-footed 12. . (+2 Dex, +1 dodge, +2 miscellaneous)
Armor DR: 0
Critical Defense: +2. . (+2 Dex)
Vig 8 (1d8) Wnd 24 (Threshold 12)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +2 (1d6+3/x2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 12, Int 13, Wis 15, Cha 9
Base Atk +0; CMB +2; CMD 17
Feats Combat Reflexes (3 AoO/round), Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12)
Traits Indomitable Faith, heavy hitter
Skills Acrobatics +6, Climb +6, Escape Artist +6, Knowledge (religion) +5, Perception +6, Stealth +6, Swim +6
Languages Azlanti, Common, Tien
SQ ac bonus +2, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear Backpack (empty), Bedroll, Dungeoneering kit, 32 GP, 9 SP
--------------------
Special Abilities
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Dark Archive

Valenor does have a few monasteries, actually, where he could have received training.

Grand Lodge

Trying to think if I missed anything.


Are you going to be allowing Gunslingers? And what kind of limitations or rules will be applied to guns and resources for the class?

Dark Archive

I will allow gunslingers, but most smiths won't be familiar with the technology, so I suggest strongly that you take Craft (gunsmithing). Guns and other firearms are treated as Emerging for purposes of this campaign.


Character creation following PFS rules or the ones in the AD&D? I'm really interested in this campaign so I don't want to make a character build you disdain

Dark Archive

PFS rules, please.


Let's see...
4d6 ⇒ (6, 3, 2, 3) = 14-2=12
4d6 ⇒ (1, 1, 6, 1) = 9-1=8
4d6 ⇒ (5, 2, 4, 6) = 17-2=15
4d6 ⇒ (2, 5, 3, 3) = 13-2=11
4d6 ⇒ (3, 6, 5, 4) = 18-3=15
4d6 ⇒ (3, 5, 3, 3) = 14-3=11

Well, that's decidedly meh.


If someone would kindly take Elven as a language, that'd be really helpful, because as of now this character can't speak anything but.

I may end up trying to get enough Intelligence to get Trade Tongue, at least.


Is the knowledge check for a druid casting spells religion? Or nature?


@WhtKnt:

What traits are available for us to use? Do you plan to construct any that are specific to your world?

If it is available for use, I was considering the Brigand trait and having my character be a former bandit who is trying to turn over a new leaf. Brigand was one of the campaign traits for Kingmaker, obviously the flavor text would have to be revised.

Brigand:
You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.

You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Starting Gold: 5d6 ⇒ (1, 4, 1, 2, 6) = 14 x 10 = 140

EDIT: Well that was decidedly below average, now are really hope you allow the trait ;)

Dark Archive

Don't worry overmuch about low scores. I will address that issue further after selections have been made. Your ability scores will not enter into the selection process.

Yes, Druids would use Knowledge (nature) instead of Knowledge (religion).

No problem on the Brigand trait. I can see how it would fit in. I had no considered making new traits, but I easily could.


Tekumsah, my character only speaks Elven as well.


Talomyr checking in again. The crunch is about 85% done and I have decided to switch to half-elf from human. Background is still forthcoming. Any particular location that is known for banditry or a particularly high half-elf population? (BTW, I'm both pleased and frightened that you have chosen to incorporate the Village of Hommlet.)

Not having played with the Wounds/Vigor rules before, I assume characters taking a level of their favored class(es) would be able to choose between an extra skill point and an extra vigor point?

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