| GM Silver |
| 1 person marked this as a favorite. |
1360 DR. The city of Mulmaster on the Moonsea in the cold far northeastern heartland is known as the City of Danger. Ruled by the Council of Blades and High Blade Selfaril with an iron fist, Mulmaster controls no lands, but is itself uncontrolled by outside forces. Despite the well-manned standing army-police, the secretive mages guild of the Cloaks, and the House of the Black Lord, grand temple to the dead god Bane, the city is still filled with cutpurses and opportunists, plots and desperation.
This game will be played using AD&D 2nd Edition rules. If you're looking for nostalgia for an old system, you're welcome to join. If you're curious what 2nd Edition was like, feel free to show up.
I'll be taking a maximum of 5 PCs, starting from first level. From previous experience, I know I can't handle more (and apologize to older games in advance). We're going to roll dice for making characters (as it was done, most of the time, back then). Just roll them straight; getting an 18 is NOT required to have an effective character. So, if you're interested, roll 4d6 six times, drop the lowest die, and arrange the six scores as desired. If you don't like your roll, let me know, and I might let you reroll. If the total score is under 60, definitely reroll. Also, if the total score is over 90, definitely reroll. Anything in the middle, I'll look them over and judge. But don't feel bad if I say to keep the scores! It means I see it as a viable character.
Classes available (if you meet the ability score prerequisites) are Fighter, Paladin, Ranger, Cleric, Druid, Specialty Priest, Mage, Specialist, Thief, and Bard. Races available are Dwarf, Elf, Gnome, Halfling, Half-Elf, and Human. Other, more bizarre races might be available, but WILL cause you difficulty (with the single possible exception of the half-orc). I will be playing with the Complete series of handbooks, so class kits will be available. Multi-classing and dual classing (eventually) are also options. The Tome of Magic will be avaialable as well. In addition the 2nd Edition Forgotten Realms Adventures book will be in use as well. Note that this game will NOT be using the Player's Option series of books.
If you don't know the system, but you want to play, that is all right! I (and likely some other players who have played before) will help you in making the character concept you have! I will be more than happy to assist anyone in making their character!
This will be as much about exploring the system as playing in the world, so it's all good and welcome. Come! Enjoy!
| Marcus Robert Hosler |
| GM Silver |
Norgrim: With those scores in those positions, you can choose to be a mage, illusionist, transmuter, elementalist, or wild mage. Wizard kits available to you are academician, amazon sorceress, patrician, peasant wizard, and wu jen. Note that the amazon sorceress and wu jen are very rare to the area.
(Don't think I'm suggesting anything, I'm doing this mainly to introduce people to the possible options for their character.)
| GM Silver |
Can I keep the ones I rolled in the fist thread?
Heh. I knew you'd ask. They were pretty epic.
Yes, you can keep these scores.
| Alexandros Satorum |
Alexandros Satorum wrote:Can I keep the ones I rolled in the fist thread?Heh. I knew you'd ask. They were pretty epic.
Yes, you can keep these scores.
So, the moonsea. Will the campaing require a lot of subterfurge? I am thinking about a paladin but if the campaing requires lot of lies then perhaps that is not a good idea.
| GM Silver |
Not necessarily. It's not illegal to be a paladin in Mulmaster, anyway--not like it would be in Zhentil Keep. In fact, the Cloaks might spend less time scanning a known paladin, mainly because they tend to be so honest. They'll know if they're going to be a problem.
In fact, groups that are more likely to get you in trouble in town include the Zhentarim and the Red Wizards of Thay. Evil is far from monolithic.
Norgrim Malgus
|
Norgrim: With those scores in those positions, you can choose to be a mage, illusionist, transmuter, elementalist, or wild mage. Wizard kits available to you are academician, amazon sorceress, patrician, peasant wizard, and wu jen. Note that the amazon sorceress and wu jen are very rare to the area.
(Don't think I'm suggesting anything, I'm doing this mainly to introduce people to the possible options for their character.)
Not at all, I appreciate the suggestions. I considered looking through Tome of Magic for themes, but I'll stick with Mage.
| GM Silver |
Norgrim, for your spellbook, I'll start you off with seven spells. The first two will be read magic and detect magic. For the other five, feel free to choose three for yourself that you know (no need to roll), and I'll choose the last two for you. How does that sound?
Also, your starting gold is 1d4+1 x10gp, or 1d4+1 x5gp for a peasant wizard. A patrician also gets an additional 150 gp, but must purchase a riding horse, riding saddle, bit and bridle, horseshoes and shoeing, halter, and saddle blanket.
| haruhiko88 |
hmm, I love me some good second ed. Unfortunately my gaming group prefers everything to be shinier and newer despite the fact that I own many of the books. Let's see if I can get anything good.
Stats: 4d6 ⇒ (6, 4, 1, 2) = 13 12
Stats: 4d6 ⇒ (6, 6, 2, 2) = 16 14
Stats: 4d6 ⇒ (5, 2, 6, 2) = 15 13
Stats: 4d6 ⇒ (2, 6, 4, 4) = 16 14
Stats: 4d6 ⇒ (2, 4, 2, 3) = 11 9
Stats: 4d6 ⇒ (6, 6, 5, 5) = 22 17
Those might be enough to play a paladin, however I have a character I've been kicking around in my head. Probably a moon elf Fighter/Wizard with the War Wizard kit from the Complete Elves book, and maybe one of the wizard kits from the FR mage and thief book. Those kits specifically mention that you can take it in addition to any other kits you take.
Stats would look something like this:
Str 14
Dex 15
Con 12
Int 17
Wis 12
Cha 9
Weapon Prof Longsword and Longbow are free for that kit so I would spend 2 slots on bladesong (with the longsword), and 2 on one handed style specialization. In theory it could be changed to an archer and a more arcane archer type of character, really no problem with that. I'm just kicking this around in my head.
grimdog73
|
Sweet...my 2ed books are like 5 ft away from me....gotta try old school again.
stats: 4d6 ⇒ (4, 1, 2, 4) = 11
stats: 4d6 ⇒ (5, 2, 5, 2) = 14
stats: 4d6 ⇒ (6, 3, 3, 2) = 14
stats: 4d6 ⇒ (2, 3, 6, 1) = 12
stats: 4d6 ⇒ (3, 2, 6, 4) = 15
stats: 4d6 ⇒ (2, 4, 3, 3) = 12
Let's see what I can come up with....
| Sissyl |
Hmmm... First PbP for me... Let me try.
Stats: 4d6 ⇒ (2, 2, 6, 2) = 12 10
Stats: 4d6 ⇒ (3, 3, 4, 2) = 12 10
Stats: 4d6 ⇒ (5, 3, 2, 3) = 13 11
Stats: 4d6 ⇒ (5, 5, 5, 1) = 16 15
Stats: 4d6 ⇒ (5, 2, 1, 3) = 11 10
Stats: 4d6 ⇒ (4, 3, 1, 5) = 13 12
Man, this was inspiring. :-) Well, she has what she needs for a SP of Lathander. Getting back to you.
| GM Silver |
We aren't filled up already. Please, roll and build! Ask for help if you need to! I cannot accept everyone, but I am more than willing to help get characters built!
Once you roll and tell me what you want for race and class, then I'll help fill in the blanks, like I did with Norgrym. In 2e, the DM had to make certain calls as to how character generation went.
| haruhiko88 |
Doomed Hero's PbP guide is an excellent walk through, there are a few others, but I cannot remember them. I am still new to pbp myself and I am having a blast. Posting about once a day seems to be what a lot of gm's prefer.
That crazy fighter/mage I built is entirely optional though, I might change up to a Dwarf Clansman fighter. Still kicking ideas around. I will have something concrete by this evening.
| GM Silver |
Those might be enough to play a paladin, however I have a character I've been kicking around in my head. Probably a moon elf Fighter/Wizard with the War Wizard kit from the Complete Elves book, and maybe one of the wizard kits from the FR mage and thief book. Those kits specifically mention that you can take it in addition to any other kits you take.
Except that I'm not using the Mages and Thieves of the Forgotten Realms, so I won't be able to accept any kit from that book.
So, an elven Fighter/War Wizard... I'll have to pull out my Elf book again.
| GM Silver |
For everyone:
Character creation will go like this:
1. Roll scores. 4d6, drop lowest, arrange as desired.
2. Choose race.
3. Choose class.
4. Choose kit, if any.
5. Discuss DM-run portions of charcter generation, such as wizard's spellbook.
5. Choose weapon and nonweapon proficiencies.
6. Roll starting money.
7. Buy equipment.
8. Choose alignment and background, flesh out the character.
I have help available on any step of the process, and since it's 2e, there's always a bit of DM input, so please feel free to make use of my help.
| GM Silver |
List of players submitting so far:
Spazmodeus
Norgrim Malgus - Human Wizard
Marcus Robert Hosler
Alexandros Satorum - Human Paladin
Algar Lysandris
haruhiko88 - Elf Fighter/War Wizard (maybe)
grimdog73
Sissyl - Specialty Priest of Lathander
Another note for everyone: another reasonable way to do it is to state what sort of character concept you have, and then I can help you to design it.
| haruhiko88 |
| 1 person marked this as a favorite. |
Try this for a majority of your AD&D needs (setting books not included).
| GM Silver |
As I said, this is my first try to get into a PbP. Do you have any suggestions for where I can read up on how, how often, and so on? Do you have any intention to use maps or the like? Anything else I should know?
Posting is going to be around 1/day, and don't expect maps and the like (I'm not particularly skilled in battle maps, and I don't want to bog the game down while I take a week to set a map up). 2e doesn't really require maps like 3e, though, so it should work out okay.
Also, I assume you have this, but the specialty priest of Lathander requires the following:
Wisdom 14, Charisma 12
Weapons: non-edged bludgeoning weapons
Armor: Plate Mail and Shield
Major Spheres: All, Astral, Charm, Creation, Elemental, Healing, Plant, Sun, Weather
Minor Spheres: Combat, Divination, Guardian
Granted powers:
- Turn undead at 4 levels higher, if the undead is affected by direct sunlight. Intelligent undead such as vampires know about Lathander priests and will either avoid direct conflict or act to remove their threat as quickly as possible.
- At 3rd level, priests may cast faerie fire once per day.
- Priests gain a +2 bonus when using the following proficiencies: appraising, artistic ability, juggling, musical instrument, pottery. The priest must still learn the proficiency first.
| GM Silver |
i am going to go with a C-G darvwen Champion Fighter/cleric (Luckmaiden) of Hela BrightAxe
(can you provide me the different sub race stat modifiers ?)
Hill dwarves are the standard, with +1 Constitution and -1 Charisma.
Mountain dwarves are similar, same modifiers.
Deep dwarves get +2 Constitution and -2 Charisma, have 90' infravision, an extra +1 to saves against magical attacks and toxins, and -1 to all rolls in bright sunlight or in a continual light spell. Advancement is an additional 10% XP.
Duergar get +1 Constitution, -2 Charisma, 120' infravision, a bunch of extra bonuses and penalties, are generally bad guys, and require +20% XP to advance.
Sundered dwarves get +1 Strength, +1 Constitution, -1 Charisma, only have 30' infravision, and suffer from claustrophobia, causing them to have a -2 penalty when underground and must save vs. death to have the courage necessary to enter underground spaces.
Gully dwarves... no.
| Sissyl |
Sissyl wrote:As I said, this is my first try to get into a PbP. Do you have any suggestions for where I can read up on how, how often, and so on? Do you have any intention to use maps or the like? Anything else I should know?Posting is going to be around 1/day, and don't expect maps and the like (I'm not particularly skilled in battle maps, and I don't want to bog the game down while I take a week to set a map up). 2e doesn't really require maps like 3e, though, so it should work out okay.
Also, I assume you have this, but the specialty priest of Lathander requires the following:
Wisdom 14, Charisma 12
Weapons: non-edged bludgeoning weapons
Armor: Plate Mail and Shield
Major Spheres: All, Astral, Charm, Creation, Elemental, Healing, Plant, Sun, Weather
Minor Spheres: Combat, Divination, GuardianGranted powers:
- Turn undead at 4 levels higher, if the undead is affected by direct sunlight. Intelligent undead such as vampires know about Lathander priests and will either avoid direct conflict or act to remove their threat as quickly as possible.
- At 3rd level, priests may cast faerie fire once per day.
- Priests gain a +2 bonus when using the following proficiencies: appraising, artistic ability, juggling, musical instrument, pottery. The priest must still learn the proficiency first.
Noted. Thank you. You're using the class writeup from FR Adventures, not Faiths and Avatars?
Also, Roll for money: 3d6 ⇒ (2, 3, 5) = 10
| Bilbo Bang-Bang |
Will build a classic dwarven fighter today. Sweet rolls for swing in roleplaying, haha.
4d6 ⇒ (2, 5, 2, 1) = 10=9
4d6 ⇒ (3, 5, 2, 1) = 11=10
4d6 ⇒ (1, 1, 4, 3) = 9=8
4d6 ⇒ (6, 6, 3, 6) = 21=18/91-99
4d6 ⇒ (1, 4, 4, 3) = 12=11
4d6 ⇒ (6, 6, 1, 3) = 16=15
Percentile roll for strength 1d100 ⇒ 98
Cash = 5d4 ⇒ (4, 1, 3, 2, 4) = 14x10= 140gp
| haruhiko88 |
Yeah I'll probably stick with the War Wizard.
I'll need help with my spellbook, I've never played a 2nd edition mage. Plenty of fighters and clerics though.
Starting Money: 3d6 ⇒ (2, 1, 3) = 6 x 10= 60gp. I can easily work with that. All I need is a longsword and a spellbook and spell component pouch.
Algar Lysandris
|
Bilbo:
From the DM:
I will be playing with the Complete series of handbooks, so class kits will be available. Multi-classing and dual classing (eventually) are also options. The Tome of Magic will be avaialable as well. In addition the 2nd Edition Forgotten Realms Adventures book will be in use as well. Note that this game will NOT be using the Player's Option series of books.
---
you can use this for the Complete dwarf : http://www.purpleworm.org/rules/
| GM Silver |
| 1 person marked this as a favorite. |
I swear, I'm jealous of all the 18s I see. I'm never able to roll one.
4d6 ⇒ (6, 4, 3, 1) = 14
4d6 ⇒ (1, 3, 4, 3) = 11
4d6 ⇒ (3, 2, 6, 4) = 15
4d6 ⇒ (3, 1, 2, 5) = 11
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (2, 3, 4, 2) = 11
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (2, 1, 6, 3) = 12
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (2, 3, 2, 2) = 9
4d6 ⇒ (3, 5, 1, 4) = 13
4d6 ⇒ (1, 4, 3, 6) = 14
4d6 ⇒ (6, 4, 4, 3) = 17
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (3, 4, 2, 6) = 15
4d6 ⇒ (4, 2, 6, 5) = 17
See? Highest roll of 16, once.
| Marcus Robert Hosler |
| GM Silver |
DM, could I roll again to try to meet the prereqs of the class I want?
Part of how the game works involves using the points you have to make your character, not rerolling the character until you meet prerequisites. You've got a good set of scores with three 14s, so no.
Now, you can still be an elf who learns the Bladesong style, nothing is stopping you from doing that.
Also, because of racial modifiers, you can still be a Bladesinger... if you're a drow.
The choice is yours.
| Rission |
Okay so this is my War Wizard, he is mostly complete, just need help with some spellbook stuff, and some of the details about the War Wizard kit, mainly my Code of Conduct. In addition reading up on fighter/mages in the complete guide to elves, apparently they can cast spells while unarmored, wearing elven made armor (elven chain or plate), or magical armor.
| Tangaroa |
4d6 ⇒ (5, 2, 1, 2) = 10 = 9
4d6 ⇒ (1, 6, 6, 5) = 18 = 17
4d6 ⇒ (6, 3, 4, 6) = 19 = 16
4d6 ⇒ (4, 1, 3, 6) = 14 = 13
4d6 ⇒ (2, 5, 2, 4) = 13 = 11
4d6 ⇒ (6, 3, 4, 1) = 14 = 13
Going to play a thief; looking through the kit options. Dear lord it is tempting to play a swashbuckler; my other thought would be spy. Probably human either way.