
Fadilah al-Qadib |

The 2nd edition DMG says:
There are times when you should allow a character to start above 1st level. A newly-created character should begin a campaign no higher than 4th level unless the group is very powerful. If this is the case, he should begin no higher than the lowest level character in the party (and it may be better to start a level or two lower).
The new character should have equipment similar to that of his adventuring companions: If they have horses, he should have a horse, too. But do not give him free magical items. These he must earn. He should start with a small amount of cash.
This isn't exactly great guidance. It implies that you would start with a good assortment of mundane items, but no magic items. I think we know at this point in the history of game design that this is a losing proposition, so it's up to our DM to decide on what would be fair for you.

GMEDWIN |

Yes, I remember playing 2e and everything was earned. If you want to start off with one or two +1 items I would not be against it. If you have a special request run it by me and I am pretty cool. The party does have some magical items but nothing too crazy. I want everyone to have fun but also have challenges.

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Which AD&D 2E books are you using?
Stats: 5d6 ⇒ (5, 2, 5, 3, 5) = 20 15
Stats: 5d6 ⇒ (1, 6, 6, 2, 6) = 21 18
Stats: 5d6 ⇒ (6, 6, 2, 2, 5) = 21 17
Stats: 5d6 ⇒ (1, 5, 4, 1, 4) = 15 13
Stats: 5d6 ⇒ (2, 3, 4, 4, 1) = 14 11
Stats: 5d6 ⇒ (1, 1, 4, 6, 6) = 18 16
18, 17, 16, 15, 13, 11
Those stats are pretty amazing, I may need to give this a swing!!!

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Yes, I remember playing 2e and everything was earned. If you want to start off with one or two +1 items I would not be against it. If you have a special request run it by me and I am pretty cool. The party does have some magical items but nothing too crazy. I want everyone to have fun but also have challenges.
I figured some sort of item to allow my foreigner to talk to locals would be good. Other Wise I think Magical Gnome Worker Armor would be a good +1

Arrius |
I've been thinking on applying for this game for a while, and have several concepts, but the system (AD&D) didn't have an SRD.
Ever since the big WOTC fiasco, I've had my interest in the OSR scene kindled, so I thought of dropping a post here.
So here are my concepts:
1. A sheikh (paladin) who is the leader of his people, but left them in the trusted hands of his eldest son and heir to go on a pilgrimage to right some wrong (probably related to a demonic affliction, to kill a terrible ghul, or to put to rest some restless spirit). He rides his camel and is garbed in white robes (with armor set aside when traveling), and uses a round shining mirror shield, a scimitar, and an iron mace, the sheikh is a warm and paternal presence that turns quickly grim when seeing evil.
2. A hashashin (rogue) who is part of a secret religious order. Multitalented and skilled with infiltrating enemy strongholds to open them up for the party. He carries daggers and a shortbow, and looks so much like an average person that he can easily fit into any role,
3. A janissary (fighter) who is an elite soldier of the mamlukes, with an ajami origin. He is an infantry combatant who uses polearms and a jezail (long muskets), and has a majestic mustache.
I would also suggest nomad (ranger) and a wizard (sahir) but I believe one of each are in the party already.
5d6 ⇒ (6, 6, 3, 1, 2) = 18 15
5d6 ⇒ (2, 2, 5, 3, 3) = 15 11
5d6 ⇒ (1, 1, 1, 4, 6) = 13 11
5d6 ⇒ (2, 2, 4, 3, 6) = 17 13
5d6 ⇒ (2, 3, 5, 2, 6) = 18 14
5d6 ⇒ (6, 4, 6, 2, 5) = 23 17
I'm open to suggestions, but am leaning into the paladin since it doesn't seem there is a tank (and that 17 is my ticket in!), and it seems my stats are in the not-bad territory.

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I'm a bit overwhelmed! It has been a LONG TIME since I've played AD&D 2E.
I was thinking of a Dwarven Fighter-Cleric, because the DM said you needed a Cleric, but I see that Critzible is covering down with a Gnome Priest.
That helps a lot.
I also see that the is a Rogue type (your merchant), and a wizard type, (the Shair).
All that having been said, and to avoid my having to relearn spell casting, rogue %s and such, I'm thinking an Elf Desert Rider, so I can stick with just fighter stuff to get my toes wet.
It's disappointing, and non-thematic for the AQ setting to assign a Desert Rider such a "western" weapon as a longsword!
Ok, any advice on how to proceed? I haven't made a 2E character since, well, since 3.0 came out!
FYI, Spring Break starts here this week, so we're heading out of town Sunday and returning the following weekend.
Exceptional Strength: 1d100 ⇒ 83

Paritosh Jumbal |

Ok, Zahir here. I think I have the crunch pretty well together. Missing some things.
1) Languages. I think I get 1+3. What's the local language? Then I'd add Elf, and a couple others.
2) What exactly does specialization at riding a camel do? I'm given it for free as a Desert Rider.
3) I need "gear." I can clean this up, nothing amazing.
I saw the DM said a +1 weapon or so was ok. Rather than that, I'd prefer a composite short bow that can accommodate my STR damage modifier, and a better than normal mount.
As a Desert Rider, I start with a Broken Down mount, which my ability makes into average. I figure that over the last 3 levels, I could have purchased an average quality horse, which my abilities would make into high quality.
I THINK that the difference between "horse" and "camel" is simply a reskin. If that's true, then I'd like to be riding an average quality (high spirited) light war camel!
I'd love to get any more knowledgeable than I to review my PC.
Thanks. Looking forward to adventuring with you all.
Update: Hmmmm, Paritosh has facial hair. 2E doesn't seem to proscribe facial hair for elves. Thoughts?

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Neutral good male gnome Specialty Priest Garl Glittergold(aka Glitterbright)4
Kits: Outlaw Priest and Outland Priest
Experience points: 14,000
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Defense
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AC 4(-4 Gnome Workmans Armor +1, -2 Small Shield+1)
HP (4d8:)
Saving Throws
Paralyzation, Poison, or Death Magic 9(+4 v Death Magic)
Rod, Staff, or Wand 13(+4)
Petrification or Polymorph 12
Breath Weapon 15
Spell 14{+4)
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Offense
--------------------
Speed.
THAC0 18
Melee Battle Axe S-M:1d8 L:1d8 (S Speed 7) 2 hands
Dagger(15) S-M:1d4 L:1d3 (P Speed 2, S 1, M 2,L 3) ROF:2/1
Ranged Sling S-M:1d4+1 L:1d6+1 (B, speed 6, S 5, M 10, L 20)
--------------------
Statistics
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Str 12(12), Weight 45, Max. Press 140, Open Doors 7, Bend Lift 4%
Dex 13(13), Reaction +0, Missile Attack +0, Def -0
Con 14 (14), HP adj. +0, System shock 88%, Res. Survival 92%
Int 14(13+1), Lg 4 Sp Lvl 7th Lrn Sp 60% Max Sp/lvl 9
Wis 13(14-1), Mag. Def. Adj 0, Bonus spells +1, Spell failure 0%
Cha 11(11), Hench 4, Loyalty base 0, Reaction adj 0
Languages: Gnome, Common, Midani*
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Weapon Proficiencies
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Starting weapon proficiencies: 2
Bonus every: 4 cleric levels
Battle Axe, Dagger, Sling
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Nonweapon Proficiencies
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Starting weapon proficiencies: 4
Bonus every: 3 cleric levels
Intelligence bonus: 4
Appraising*(14) BLacksmithing*(12) Gem Cutting(11) Religion(13)*, Reading/Writing:Common(15), Reading/Writing:Gnome(15) Modern Language:Midani(15), Artistic Ability(13)
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Gear
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Total starting wealth:
Deluxe Leather Backpack
Flint and Steel
SIlk Rope(10ft)
Grappling Hook
Basic Thieves’ Tools
Wineskin
Pouch
Baladrana
Baldric
Breeches
Buckle
Tunic
Tabard
Holy Symbol,gold
Money Belt
Spellbook
Ink
Inkpen
Book,The Divine Comedy: A Canonical work of The Joker Travel Edition
3 gp, 9 sp, 8 cp.
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Special Abilities
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Spells 1-4(3+1) 2-2
Level 1 Bless, Cure Light(x2), Endrure Heat
Level 2 Spiritual Hammer(x2)
Spheres
Major All, Astral, Animal,Charm,COmbat, Creation,Elemental(Earth), Guardian,Healing, Necromantic, Protection, Wards
Minor Divination, Sun,Travelers
Limited Theiving abilities: 20 at first level, +10 every level after that.
Pick Pockets:-15%[15%]
Open Locks:25%[35%]
Find/Remove Traps:25%[35%]
Move Silently:0%[20%]
Hide in Shadows:-5%[15%]
Detect Noise:20%[25%]
Climb Walls:25%[45%]
Read Languages:0%[0%]
Ability to use Illusion Spells of the Wizard class as Cleric Spells but need to use a Non Bonus Cleric Spell Slot. You have to prepare them and cast them like a wizard and must record them in a spell book.
Cast Ventriloquism and Glitterdust 1/day as a spell like ability.
Appraise and Blacksmithing are Bonus Profiencies
Battle Axe and Gem Cutting is required
Gnome abilities
60ft Infravision
+1 v. Goblins and Kobolds
+1 to Saves v. Rod, Staff, Wands and Spell Saves per 3 ½ points of Constitution. +4 Bonus
Gnolls,Bugbears,Ogres,Trolls,Ogre Magi,Giants and Titans take -4 to hit the Gnome
Detect Grade or slope in a passage 1-5 on 1d6
Detect unsafe walls, floors, and ceilings 1-7 on 1d10
Determine Approximate Depth Underground 1-4 on 1d6
Determine approximate direction underground 1-3 on 1d6
20% chance of a magic item failing unless its a weapon, armor, shields, illusionist items and items that duplicate thieving abilities.
Outlaw Priest:
Bonus: Religion
Benefits and Hinderences: Not Beholden to the Hierarchy of the Church of Garl Glittergold nor the benefits of the church.
Outland priest:
Hinderence: Humaniods and Humaniods take a -2 to reaction rolls with the Outland priest. -3 with pragmatists and -4 with ethoists and moralists
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Backstory
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Description:
Age:86 Max:430
Hair: Golden Blonde
Eyes: Blue
Height: 3’5”(41 inches)
Weight: 81
Personality:. A Warrior Priest of Garl Glittergold Humorous, Witty and wonderful this older Priest is a determined fellow who fights to protect and guide the Gnome people from oppressive humans. Which has bled over into protecting The Bedine after being forced into the Anaroach.
All in all he has an artists heart, one which comes a smile and jokes. He believes to help others and fight evil at any turn. He is stalwart and supportive be it with a spell, combat or even a joke. He also is a somber soul having seen fellow gnomes and Bedine fall to the Zhentish and Hillsfaran hands.
Background: Frackit Alloyeye was born in the shade of Cormanthyr forest. He grew up to a wandering gnome tinkerer couple Fizzleton Alloyeye, and Emree Alloyeye. The pair began to teach Frackit the basics of metalwork which would carry him far as well as his ability to read and write common and gnome.
In his formative years he travelled around the Dales, Sembia, Cormyr and Moonsea regions. It was during this time he met his future mentor the wondering priest Cornelio Copperfoot. Cornelio a Jeweler and Glitterbright took Frackit as an apprentice as soon as Frackit became an adolescent. The pair travelled a bit through the Dales, until settling a bit in Daggerdale to open a small Jewelry and Gem Cutting business as well as a bank. The pair seemed ot do well until the Zhentarium reared their ugly head and Cornelio was slain by a Zhent agent. Frackit feld with other Dales men.
A Uncut as man called a burgeoning priest the young man began to shepherd not only the miniscule gnome population of dispossed Dales Gnomes, but the rest of the misplaced. It was in this that he began to work along side the coordinated bands of Dagger Dale folk against the Zhents.
At some point in time his group got turned around and got lost in the great desert of the Anauroch. A few died, as Frackit wasn’t high enough to summon forth food or water. Thankfully near death he and two others were saved by a wandering family of Bedine. Months after Frackit learned Midani form his saviors as well as learned he was stronger not only in his faith but in his power.
The Dagger Dale group that found them, decided to do a coordinated attack on a Zhent slave band in Anauroch at a fortifacation near some strange old ruins. The battle was fast and hard. Blood was spilled confusing had. Days passed until Frackit fell intowhat he thought was a normal archway in the ruins and then found himself in a completely different desert.
Now in just his travelling gear the Gnome Priest made himself to the nearest city and found to his dismay he was a world away to the Mythical southern Lands of Al-Qadim, The Lands of Fate. Now a gnome with no home or support must survive. What will he do?

GMEDWIN |

The local language is called Midani.
A sheikh paladin sounds good especially if your folk is a relatively small group which would explain the 4th level.
You can make your desert rider with a large scimitar if you want. Camels have their own statistics because they are larger creatures. It would make sense that over the course of four levels you would have had been able to purchase a quality camel. The stats for camels can be found online or in one of the two AQ setting books.
Yes we are using table 52.
If you want to have a beard, feel free.
Hopefully, I answered everyone's questions.
Crizible, your character looks good.
If you guys can have your characters ready within the next few days that would be great. I think after this combat the PCs will retire to the Janni camp and they can meet you. I guess the three of you either together or separately were wandering the Deserts of the Haunted Lands and ended of in the Janni camp.

Sheikh Ibn Taaib al-Ghurabi |
It sounds Ibn Taaib (Son of the Repentant) is accepted.
I found a good image that fits OSR style
And here is his sheet link.
I think I still need to roll for gold, station, and choose equipment and a kit. I'm still new to AD&D.
Correct me if I'm wrong, but it seems there is no difference between Str 15 and Str 10.

Sheikh Ibn Taaib al-Ghurabi |
HP: 4d10 ⇒ (9, 7, 6, 5) = 27
27 hp is good and is 20% above average. Probably reflects his hard lifestyle.
As I understand old-school concepts, we might end up with followers or hirelings. It is especially important since Charisma helps with that.
Is that accommodated here or would this be unwieldly in PBP?

wanderer82 |

That was a downright impressive set: 16, 18, 12, 14, 17, 15. I am thinking a ranger or bard could make a good 5th party member for the assembled group.
Well, if I am considering rangee, my 18 will go to strength, so here is my percentile roll.
Warrior Percentile: 1d100 ⇒ 96
Wow! Okay, definitely leaning toward ranger at this point...

GMEDWIN |

You guys should probably be able to join in by Tuesday evening my time at the latest. Your characters somehow got lost and ended up in the camp of Janni in the Haunted Lands: Sea of Salt area of an abandoned ancient city called Al-Anwahr. Feel free to describe how your characters came to the Janni camp and whether you knew each other from before and you could probably post it into the gameplay thread by Monday or Tuesday evening.

Frackit Alloyeye |

Yeah Frackit will be navigating the continent of Zakhara as a fish outta water, who knows the Bedine form of Midani and has a strange accent and clothing. Very outlander, very seeking his way back or at least on the journey of helping others for the betterment of himself and others through counsel, humor, wisdom and jokes!

Sheikh Ibn Taaib al-Ghurabi |
@DM:
Ibn Taaib could have met Paritosh while traveling in the desert, and would have shared salt and camel-milk with the elf, coming to respect his mastery of traversing the desert. The both of them (since I intend to take desert survival) are very capable travelers.
Both of the could have come across Frackit in the ruins of the city he teleported to after his fight in Anauroch, and would have assisted the gnome. I know Ibn Taaib would have given the gnome some more baggy white robes to avert the desert sun, and taught him how to tighten a turban to protect him from the sun's glare.
Ibn Taaib would have told them over a campfire about his quest (since they are both Good), warned them of the legends of this part of the desert (at least those Paritosh doesn't already know of), and the three would have navigated the ruined city until they came across the party in the Janni camp.
Sounds good, Paritosh, Frackit?