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If you are unfamiliar with the setting, it's a pretty dark and dangerous fantasy world where you don't know whether the next person will be friend or foe.
Let me copy over some of the background from the preface of "The Shamutanti Hills" and you can see if any of it sparks your imagination for character creation.
The Legend of the Crown of Kings
Centuries ago, in the time we now call the Dark Ages, whole regions of the world were undiscovered. There were pockets of civilization, each with their own races and cultures. One such region was Kakhabad, a dark land at the end of the earth.
Although several warlords had tried, Kakhabad had never been ruled. All manner of evil creatures, forced from the more civilized lands beyond the Zanzunu Peaks, had gradually crawled into Kakhabad, which became known as the Verminpit at Earth End.
Civilization and order and spread throughout the rest of the known world ever since the discovery of the Crown of Kings by Chalanna the Reformer of Femphrey. With its help, Chalanna became Emperor of the largest empire in the eastern world. This magical Crown had mysterious powers, bestowing supernormal qualities of leadership and justice on its owner. But Chalanna's own ambitions were not of conquest. She wished instead to establish peaceful nation-states aligned to Femphrey. This in her wisdom she passed the fabled Crown from ruler to ruler in the neighboring kingdoms, and with the help of tis magical powers, one by one these lands became peaceful and prosperous.
The path was set. Each ruler would own the Crown of Kings for a four-year period in which to establish order within the kingdom and fall in with the growing Femphrey Alliance. So far the kingdoms of Ruddlestone, Lendleland, Gallantaria, and Brice had taken their turns under the rule of the Crown. The benefits were immediate. War and strife were virtually unknown.
The King of Analand duly received the Crown of Kings amid great ceremony, and from that day onwards, the development of Analand was ensured. No one quite knew how the Crown of Kings could have such an enormous uplifting effect on a whole nation. Some said it was divinely inspired; some that its power was merely in the mind. But one thing was certain: its effects were unquestionable. All was well in Analand, until the night of the Black Moon.
The King was the first to discover that the Crown was missing. Carried off on that starless night by Birdmen from Xamen, the Crown was on its way to Mampang in the outlaw territories of Kakhabad. News came from the Baklands that the Crown was being carried to the Archmage of Mampang, whose ambitions were to make Kakhabad his kingdom.
Although Kakhabad was a dangerous land, it was in itself little threat to the surrounding kingdoms. The lack of rule meant it had no army, and its own internal struggles kept it permanently preoccupied. But with the Crown of Kings to establish rule, Kakhabad could potentially be a deadly enemy to all members of the Femphrey Alliance.
Such was the shame that fell on Analand for the loss of the Crown, that all benefits from two years under its rule soon disappeared. Law, order, and morale were breaking down. The King was losing the confidence of his subjects. Neighboring territories were looking suspiciously across their borders. There were even whisperings of invasions.
One hope remained. Some small group – for a military force would never survive the journey – must travel to Mampang and rescue the Crown of Kings. Only on its safe return would the dreadful curse be lifted from the land. You have volunteered yourself for this quest and your mission is clear. You must cross Kakhabad to the Mampang Fortress and find the Crown!

Oceanshieldwolf |

Branding Opp - are you allowing the Druid or Mystic from the Rules Cyclopedia? Not sure why anyone would play a Mystic (especially at level 1) but some of us actually played Monks way back in ADnD/1e and survived...
Thinking about the setting, is Sorcery set on Titan as other Fighting Fantasy books are?
If so, the classes:
I don't remember Halflings in the setting at all.
Elves are mostly Elvins or Dark Elvins??
Dwarves are just that.
Humans (Fighters, Thieves, Magic Users, Clerics [Druids/Mystics]) would be by region - Analander, Kakhabad/Baklands etc??
Would you allow Svinn (Man Orcs)? Would that just be Human Class (Fighters, Thieves, Magic Users, Clerics [Druids/Mystics]) reskinned?
I tend to steer clear of casters but might opt for a Cleric. What gods apart from Courga, Libra, Fourga and Slang are there?

Vrog Skyreaver |

One of my longest standing characters in DND was a monk.
Here is my character:
STR 13 (+1 to hit, damage, and forcing doors)
DEX 13 (-1 AC, +1 Missile Attack, +1 Optional Initiative)
CON 12 (0 HP modifier)
INT 7 (Partially able to write)
WIS 14 (+1 to magic based Saves; +5% xp)
CHA 11 (0 reaction adjustment, 4 retainers; 7 morale)
HP 1
AC 2
Saves: Breath Attacks: 16; Poison or Death: 11; Petrify or Paralyze: 14; Wands: 12; Spells or Devices 15 (+1 to all magic-based saves)
Speed
Flail +1 to hit; 1d6+1 damage
Class Features: Turn Undead
Equipment: Banded Mail (AC 4), Shield (-1 AC), Wooden Holy Symbol, Backpack, Bedroll, Rope 50' Silk, Hammer, 12 iron spikes, 8 torches, Waterskin x2, Grappling Hook, Crowbar, Flint and Steel x2

Oceanshieldwolf |

4d6 ⇒ (4, 1, 3, 1) = 9 = 8
4d6 ⇒ (6, 6, 3, 1) = 16 = 15
4d6 ⇒ (1, 4, 1, 1) = 7 = 6
4d6 ⇒ (3, 2, 2, 5) = 12 = 10
4d6 ⇒ (3, 3, 3, 2) = 11 = 9
4d6 ⇒ (3, 2, 2, 5) = 12 = 10
Str= 15 (+1 to attack, damage and opening doors)
Int= 8 (Can write simple Common words)
Wis= 6 (-1 to magic based saves*)
Dex= 9 (no adjustment)
Con= 10 (no adjustment)
Cha= 10 (no adjustment)
So Fightery!
HP: 1d8 ⇒ 2
Gold: 3d6 ⇒ (5, 5, 3) = 13 x 10 = 130 gp.
AC: 2
Saves:
Death Ray/Poison: 12 (*13)
Magic Wands: 13 (*14)
Paralysis or Turn to Stone: 14 (*15)
Dragon Breath: 15 (*16)
Rod/Staff/Spell: 16 (*17)
Equipment:
Weapons/Armor: Two Handed Sword (15), Plate Mail (60), Shield (10), Spear (3), Shortbow (25), Quiver (5). (118 gp)
Misc.: 50' rope (1), small sack (1), Wineskin (1), Tinder box (3), 6 torches (1), standard rations (1 week) (5) (12 gp)

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You may reroll any hp of 1 or 2. I'm not that cruel :)
Yes, the game is set on Titan like the other Fighting Fantasy books. Elves are a major race and therefore playable, although halflings are not.
If you're playing a human, you'll probably be from Analand, although any of the other nations mentioned above in the "Background" would be fine as well.

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I've been doing a bit of thinking in terms of game balance. If we get a 4th player, I'll have you advance your PCs to 3rd level. If we go ahead with 3 players, everyone should by 4th level. For the moment, I guess, you can bump them up to 3rd level. I think the books should be survivable (theoretically, at least).

Decimus Observet |

Level 1 Thief
Str 13 (+1 to hit, damage, and force doors)
Dex 15 (-1 AC, +1 missile attack modifier, +1 initiative)
Con 14 (+1 HP per HD)
Int 10 (Able to read and write)
Wis 9 (No save modifier)
Cha 9 (No reaction adjustment, 4 retainers, 7 retainer morale)
HP: 4
Alignment: Neutral
Languages: Common and Neutral
Saving Throws
Breath Attacks 16
Poison or Death 14
Petrify or Paralyse 13
Wands 15
Spells or Spell-like Devices 14
Thief Skills
Pick Locks 17
Find and Remove Traps 14
Pick Pockets 23
Move Silently 23
Climb Walls 87
Hide in Shadows 13
Hear Noise 1-2
Cost Weight
Silver Dagger 30 1
Scimitar 15 4
Heavy Crossbow 25 8
Heavy Quarrels and Cases 20 6 2
Studded Leather Armour 30 20
Backpack 2 2
Bedroll 0.1 5
Flint and Steel x 2 4 0
Lantern 9 3
Small Steel Mirror 10 0.5
Large Empty Sack 0.2 0.5
Thieve's Tools 30 1
Oil 2 pints 0.2 2
Waterskin 1 4
Rations, Preserved 7 3.5 7
166 60
14 Gold remaining
Edit: Update to level three
Hp Rolls: 2d4 ⇒ (3, 3) = 6
Level 3 Thief
Str 13 (+1 to hit, damage, and force doors)
Dex 15 (-1 AC, +1 missile attack modifier, +1 initiative)
Con 14 (+1 HP per HD)
Int 10 (Able to read and write)
Wis 9 (No save modifier)
Cha 9 (No reaction adjustment, 4 retainers, 7 retainer morale)
HP: 12
Alignment: Neutral
Languages: Common and Neutral
Saving Throws
Breath Attacks 16
Poison or Death 14
Petrify or Paralyse 13
Wands 15
Spells or Spell-like Devices 14
Thief Skills
Pick Locks 27
Find and Remove Traps 20
Pick Pockets 30
Move Silently 30
Climb Walls 89
Hide in Shadows 20
Hear Noise 1-3
Cost Weight
Silver Dagger 30 1
Scimitar 15 4
Heavy Crossbow 25 8
Heavy Quarrels and Cases 20 6 2
Studded Leather Armour 30 20
Backpack 2 2
Bedroll 0.1 5
Flint and Steel x 2 4 0
Lantern 9 3
Small Steel Mirror 10 0.5
Large Empty Sack 0.2 0.5
Thieve's Tools 30 1
Oil 2 pints 0.2 2
Waterskin 1 4
Rations, Preserved 7 3.5 7
166 60
14 Gold remaining

Vrog Skyreaver |

HP Reroll: 1d6 ⇒ 2
Reroll: 1d6 ⇒ 3
level 2 hp: 1d6 ⇒ 2
reroll: 1d6 ⇒ 4
level 3 hp: 1d6 ⇒ 6
Okay, here's my reposted level 3 character:
STR 13 (+1 to hit, damage, and forcing doors)
DEX 13 (-1 AC, +1 Missile Attack, +1 Optional Initiative)
CON 12 (0 HP modifier)
INT 7 (Partially able to write)
WIS 14 (+1 to magic based Saves; +5% xp)
CHA 11 (0 reaction adjustment, 4 retainers; 7 morale)
HP 13
AC 2
Saves: Breath Attacks: 16; Poison or Death: 11; Petrify or Paralyze: 14; Wands: 12; Spells or Devices 15 (+1 to all magic-based saves)
Speed
Flail +1 to hit; 1d6+1 damage
Class Features: Turn Undead
Spell Slots: 2/1
Equipment: Banded Mail (AC 4), Shield (-1 AC), Wooden Holy Symbol, Backpack, Bedroll, Rope 50' Silk, Hammer, 12 iron spikes, 8 torches, Waterskin x2, Grappling Hook, Crowbar, Flint and Steel x2

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I'm tempted to just start the game in the next few days. I find momentum is important in PbP games, and once you lose it, it's hard to ratchet up the excitement again. What does everyone think?
In terms of collective background, I think it would make the most sense from a narrative perspective if you all know each other. You might not have worked together before, but you were chosen by the King of Analand for this mission, and have spent the last few days traveling to the border where it meets Kakhabad. In that time, you have gotten to know each other. This means that your characters have already formed opinions about one another.
Before Friday, I'd like everyone to come up with their basic personality and motivation for wanting to join what most consider to be a certainly desperate and likely suicidal mission to retrieve the Crown of Kings. It would help if you could answer the following for your PC:
1) Why are you risking your life for the greater good of the inhabitants of the Old World?
2) What do you think about the dangerous and largely lawless inhabitants of Karkhabad?
3) Do you work well in a group, or do you think you'd be better off on your own?
You don't have to provide answers to each of these questions; just keep them in mind when developing your personality and when your considering how you might perceive the other PCs.
EDIT: I forgot to mention, I recently was gifted an extensive collection of RPG books from the 70's, 80's, and 90's that I'm looking to sell or pass on. Let me know if you're looking for anything in particular. Most of it is BECMI D&D, but there's also some West End Games Star Wars.
EDIT #2: I recently purchased the setting book for the "Advanced Fighting Fantasy" game, so let me know if you have campaign-specific questions I can answer.

Vrog Skyreaver |

1) Why are you risking your life for the greater good of the inhabitants of the Old World?
The High priest of Libra had a vision that a priest should be sent to deal with an ancient evil that was stirring.
2) What do you think about the dangerous and largely lawless inhabitants of Karkhabad?
Brother Kendram is more concerned about the character of the person, rather than their origins.
3) Do you work well in a group, or do you think you'd be better off on your own?
Kendram is a team player, providing his healing magicks for those who require it, and using his mace to good effect.

Kuhl Stripewolf |

Kuhl fights. He's heavily armored, having overcome a few adventures by the skin of his teeth and burning through all his Luck, but acquiring some fairly decent equipment. Kuhl is loyal to his allies, and looks to them for direction and leadership. Having said that, he is impressionable, and has a strong opinion of Titan, and how it appears before his untutored eyes.
1) Why are you risking your life for the greater good of the inhabitants of the Old World?
As a proud Analander, Kuhl seeks to restore the name of Analand and at the same time prove to those lily-livered folk in Brice and Gallantaria, Lendleland and the rest of Femphrey that Analanders are strong. And proud.
2) What do you think about the dangerous and largely lawless inhabitants of Kakhabad?
Kuhl's father told him many colorful stories of Kakhabad, including one that suggested his maternal great grandmother may have come from there. Mostly though, Kuhl believes what most Analanders know - that Kakhabad is wild, untamed and dangerous, and the denizens wyrd, frightening (to the lily-livered), and deadly.
3) Do you work well in a group, or do you think you'd be better off on your own?
While Kuhl may push a strong game, he knows he's not that bright, and too stupid to succeed on his own.

Kadan, Future King of Thieves |

Decimus here. I've made use of this wiki.
Meet Kadan, the Future King of Thieves!
Kadan grew up an orphan in the slums of Arkleton. He learned how to filch fruit, coins, whatever he needed for the day and damn tomorrow.
At least until he got good at it.
The teen Kadan looked at the higher-ups in the local thieve's guilds, saw their finery, and realised: Why not me? Why shouldn't I be like them? Or better!
And thus, Kadan made a vow to himself: to become the king of thieves!
Level 3 Thief
Str 13 (+1 to hit, damage, and force doors)
Dex 15 (-1 AC, +1 missile attack modifier, +1 initiative)
Con 14 (+1 HP per HD)
Int 10 (Able to read and write)
Wis 9 (No save modifier)
Cha 9 (No reaction adjustment, 4 retainers, 7 retainer morale)
HP: 12
Alignment: Neutral
Languages: Common and Neutral
Saving Throws
Breath Attacks 16
Poison or Death 14
Petrify or Paralyse 13
Wands 15
Spells or Spell-like Devices 14
Thief Skills
Pick Locks 27
Find and Remove Traps 20
Pick Pockets 30
Move Silently 30
Climb Walls 89
Hide in Shadows 20
Hear Noise 1-3
Cost Weight
Silver Dagger 30 1
Scimitar 15 4
Heavy Crossbow 25 8
Heavy Quarrels and Cases 20 6 2
Studded Leather Armour 30 20
Backpack 2 2
Bedroll 0.1 5
Flint and Steel x 2 4 0
Lantern 9 3
Small Steel Mirror 10 0.5
Large Empty Sack 0.2 0.5
Thieve's Tools 30 1
Oil 2 pints 0.2 2
Waterskin 1 4
Rations, Preserved 7 3.5 7
166 60
14 Gold remaining
Questions!
1) Why are you risking your life for the greater good of the inhabitants of the Old World?
What better way to prove that I am the very greatest thief, but to steal back the Crown of Kings? With a little help of course.
2) What do you think about the dangerous and largely lawless inhabitants of Karkhabad?
They'll be a good challenge. I'll try not to encourage them to kill me.
3) Do you work well in a group, or do you think you'd be better off on your own?
This Archmage needed all his magic to steal the Crown of Kings, I need but my wits!
...and maybe a few talented allies. I'll work with them, we need to cover each other's backs.

GM BrOp |

Sounds good, have posted.
Will we be raising to level four, or to a set xp amount?
Since it looks like we're going with 3 PCs, let's have everyone at 4th level, please.

GM BrOp |

Let us also set the remaining gold for all of you to 20 gp each and your remaining provisions to 2 days each. If you ever don't eat enough in one day, you will take -1 on all checks the following day. After 2 days of not eating, you will begin to suffer from starvation. You are also at the minimum XP for your level.

GM BrOp |

In order to better emulate the books, I would like to introduce calling on the goddess Libra. Libra is the patron goddess of Analand, and as Analand's chosen representatives, she is paying particular attention to you.
Once during each adventure (i.e. book), each of you may call on the goddess for aid. This aid can take one of three forms:
Revitalization: Libra will send one of her angels to not only heal you to full hp, but also give you bonus hp equal to your level.
Escape: When things are at their worst, you may call on Libra to rescue you from mortal danger. This can only be done when the book says it can be done.
Removal of Curses and Diseases: Libra will cure any disease or remove any curse you acquire during the adventure. This can be done at any time.

GM BrOp |

Understood.
[dice=HP Level 4]1d4
Remember that you can reroll any 1 or 2.

Oceanshieldwolf |

I was hoping to be able to choose call on other gods, like Slang, Courga, Fourga etc - though I imagine calling on Slang might bring more problems.... Not sure I wanted to be typecast as a follower of Libra, but I guess it makes sense for the story as faithful to the books...
Level 4 HP: 1d8 ⇒ 6

Kadan, Future King of Thieves |

Kadan would give special praise to Sindla as "Lady Luck" though Libra is fine with him, being incredibly fair.

GM BrOp |

Apologies for being AFK this week. Big changes in my life are happening all at once and I'm a little overwhelmed. I'll post again tomorrow.

Kuhl Stripewolf |

Copy that GM BrOp! Hope you are weathering the storm or flying well above it...

GM BrOp |

Things are a bit crazy right now. Just found that my family and I are moving to the other side of the planet this summer, so there's a lot to be done before then.