NIGHT BELOW - Black Dow's C&C Underdark Campaign

Game Master Black Dow

“But as always in my strange and roving existence, wonder soon drove out fear; for the luminous abyss and what it might contain presented a problem worthy of the greatest explorer.”
― H.P. Lovecraft, The Nameless City


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“Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it.” ― Terry Pratchett, Reaper Man


THE CAMPAIGN

Night Below: An Underdark Campaign (1995), by the late, great Carl Sargent, is a standalone Underdark campaign. It was published in November 1995 and I ran it successfully to its epic conclusion with my TTRPG group around 20 years ago.

This incarnation of the campaign uses Troll Lord Games Castles & Crusades system, which is somewhat of the spiritual successor to AD&D, offering new options and streamlined rules to players and Castle Keeper’s Dungeon Masters alike. My hope is the campaign will feel old school enough thematically and mechanically to do the source material justice, whilst offering enough content and system development to us all.

Presented below and (where applicable) copied in the campaign tab, are the character generation guidelines, content and game mechanics we’ll be using.

THE PARTY

Here’s the original box set content regarding PCs and party content:

”Player characters should begin this campaign at 1st or possibly 2nd level. An ideal group would have four to eight characters; the higher number is better. If there are fewer than six PCs, they should have henchmen with them who are capable of advancement to high levels themselves or else make permanent alliances with NPCs able to accompany them. It is easiest for DM and players alike if it is the PCs who have spellcasting and rogue abilities and the henchmen or NPC allies who provide the hired muscle. Demihuman PCs with underground skills (dwarves, gnomes, and halflings) will be helpful. Given the amount of combat involved, the party must include at least one priest with major access to the Healing sphere of spells or two with minor access (a human or dwarven priest and an elven or half-elven split-class priest is a good mix). At least one mage with serious firepower potential will be a major advantage. The party should include at least one elf, if possible, and a warrior of Neutral Good alignment will find something he or she will treasure forever!”

UDM's musings on the above:

Starting Level: We’ll begin at 1st Level, however there is now an extended prologue to the campaign that will allow you to advance considerably toward 2nd.
Number of Players: I’m shooting for 6. Think this is a sweet spot for the campaign and should be lose anyone along the way I’ll recruit accordingly to maintain that number.
Henchmen: Henchmen, Hirelings and Followers (where class applicable) will be in effect. The campaign presents plenty of opportunity to recruit such individuals.
Races: There are seven races to choose from in C&C: human, dwarf, elf, gnome, half-elf, halfling, and half-orc. All have merits and abilities/traits that lend themselves to the campaign (both above and below ground). In the “base” realm Haranshire non-human NPCs while rare, are present. (Pig-Faced) Orcs have long blighted the region, so half-orcs will be met with the traditional blend of mistrust and pity you would expect in an old-school reimagining. Additionally there are encounters and established side plots that are tailored toward specific races (such as elves or half-elves), and as we adventure other races/sub-races may be “unlocked” as potential PC choices should we need to replace characters (thru attrition etc).
Combat: As written the campaign is a blend of heavy hack n’ slash mixed with diplomacy and social encounters. With expansion on the “above ground” realm of Haranshire and socio-political dynamics of the Underdark there will be room enough for all character types to prove their worth and contribute to the campaign throughout.
Classes: There are 13 classes to choose from in C&C - Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Wizard, Illusionist, Cleric, Druid, Knight, Paladin & Bard. At present I’m swithering on allowing Assassin as the group should have a heroic undertone about it (this won’t be a grimdark game per se) - however may look at any pitches on a case-by-case. Races also have ‘typical classes” attributed to them (more on those below). Split-classes aren't a thing in C&C and while multi-class and class and a half options do exist as rule expansions, for Night Below think they'll be ample scope for creativity under the single class roof, however depending on the party make up it might be permissible to allow for coverage of classes/abilities.
Typical Classes: Each race is most commonly associated with the classes listed under their description and PCs should select from this list in the first instance. For example the Typical Classes of dwarves are Fighter, Rogue, Barbarian, Cleric & Bard. The list of preferred classes can be changed at the Under-Dungeon Master’s discretion, but both UDM and player should confer prior to making a final decision.
Alignment: As with AD&D (and other systems) there are nine possible alignments to choose from: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. Each alignment, except true neutral, is composed of two aspects and some classes have an alignment restriction attached to them (clerics - based on their patron deity, druids and paladins for instance). For Night Below the foes of the campaign run the gamut of evil alignments - and pose threats and opportunities to the party based on these. As such for this campaign no evil PCs will be permitted. Neutrally shades of grey is fine, but in the main a heroic party of good aligned characters will fit/progress best.


ROLES

An overview of the 13 Classes of C&C have been summarised below:

THE CLASSES OF CASTLES & CRUSADES:

FIGHTER [DWARF, ELF, HALF-ELF, HALFLING, HALF-ORC & HUMAN]
Fighters combat and defeat opponents, thus helping to ensure the party’s survival. Fighters lead the party, defending it and taking the brunt of any attack. Fighters protect the weaker members of a party and supply strategic knowledge and tactical expertise.

RANGER [ELF, HALF-ELF, HALFLING, HALF-ORC & HUMAN]
Like a fighter, a ranger’s primary purpose is to fight monsters. Additionally, a ranger’s special knowledge and tracking ability enhances a party’s ability to survive in the wilderness and to achieve success in the goals of an outdoor adventure. It also provides some of the scouting ability typically covered by the party’s rogue.

ROGUE [ALL]
The rogue serves as the eyes and ears of an adventuring party. Their ability to hide, move silently and strike from behind makes them perfect scouts in both dungeon and outdoor settings. Their ability to find and disarm traps, open locks and decipher scripts provides invaluable skills necessary to a party’s survival.

ASSASSIN [HALF-ELF, HALF-ORC & HUMAN]
The assassin possesses many abilities of the rogue, but their own specialities as well. While less useful in outdoor settings, they are more at home in cities, towns and even dungeons. The assassin’s ability to evaluate and specifically target individual foes, and use disguises, make them dangerous and capable spies and able to launch unexpected attacks.

BARBARIAN [DWARF, HALF-ELF, HALF-ORC & HUMAN]
The barbarian is a warrior, but one that can take even more damage than the typical fighter. Their unique abilities provide a reserve of strength that many a party may need to survive the day. Their backgrounds lend excellent roleplaying skills to outdoor adventures, and provide nice contrast when roleplaying more civilised encounters.

MONK [HALF-ELF, HALF-ORC & HUMAN]
The monk should not be underestimated for its ability to act as the party’s fighter. Their ability to withstand damage, and as they gain in experience, to deal damage, is potent. Further, their unique non-combat abilities provide an added resource to any party. The monk often plays many roles in a party.

WIZARD [ELF, HALF-ELF & HUMAN]
Wizards utilise their spells and knowledge in a variety of ways to benefit an adventuring party. Indeed, a wizard’s role may change during an adventure and over the course of a series of quests. A wizard may provide combat support one moment, decipher a riddle the next, and then cast a defensive shield against a fearsome monster allowing a companion the opportunity to strike a deadly blow. A wizard’s imaginative use of spells provides a party with an ever-changing and valuable resource.

ILLUSIONIST [GNOME, HALF-ELF & HUMAN]
Like wizards, illusionists play offensive, defensive and informational roles in an adventuring party. The unique nature of their magic can often effectively combat odd and unique creatures that an arcane or divine spell caster’s magic has no effect on at all. Even more than the wizard, the breadth of an illusionist’s magic is limited only by the player’s imagination.

CLERIC [ANY]
Adventuring parties covet and protect their clerical members for good reason. A cleric’s combat and spell capability, along with the divine power to combat undead, constitute an irreplaceable foundational stone to a party. Clerics are especially adept at protection, guidance and healing. Indeed, the well-played cleric can occupy all four classic archetypal roles at some point in their career.

DRUID [ELF, GNOME, HALF-ELF, HALFLING & HUMAN]
Druids are similar to clerics, but their strength lies in support and guidance, especially in wilderness settings. Druids have their own unique combat and information gathering abilities that make up for any lack of ability to combat undead.

KNIGHT [ELF, HALF-ELF, HALF-ORC & HUMAN]
The quintessential leader of the party, the knight’s social standing and natural charisma lend them the abilities to lead the party in all settings. They are adept fighters, especially from horseback, and they can form the backbone of any adventuring party.

PALADIN [HALF-ELF & HUMAN]
The paladin is a unique warrior, divinely inspired and is especially adept at combating evil and protecting the party against it. They possess a potent combination of strength-of-arms, leadership and divine magical ability, including healing and turning undead.

BARD [DWARF, ELF, GNOME, HALF-ELF, HALFLING & HUMAN]
The bard provides leadership and inspiration, but often in support as opposed to direct leadership. Their ability also lends itself to information gathering, influencing others and even spying, often in a subtle way given its best effect through role playing. Additionally, their hit points, armour and weapon choices make them good fighters.

ROLLS

We'll be using the following attribute generation methods from the C&C rules for our Night Below game:

Method Two: Roll 4d6. Discard the lowest-scoring die and total the remaining three. Do this for each of the six attributes. This method raises the average attribute score, increasing the power of the character as compared to the standard C&C method. Increasing the average attributes in the game increases attribute modifier bonuses to hit points, to the to-hit roll, and to damage. The character thus becomes more powerful and is more likely to successfully perform tasks and survive. Once the six scores are generated, each score is assigned to an attribute of the player’s choice.

Method Six: Use any of the systems above, but reduce any one attribute by two points or any two attributes by one point, and then increase a second attribute by one. Basically, the player trades two points to raise one attribute by one point.


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Interested, of course!

Rolling ;)

4d6 ⇒ (5, 3, 2, 6) = 16 14
4d6 ⇒ (5, 3, 2, 3) = 13 11
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (4, 1, 3, 3) = 11 10
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (1, 6, 2, 6) = 15 14

My first inclination is to play a Dwarven Cleric.


Great to have you here Albion - least I have one player lol.

Decent array of rolls there also my friend :)

Quick question - do you have access to C&C Player's book or content of any kind?


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Good to be here!

Yep I do have access to the Player’s Handbook.


4d6 ⇒ (4, 2, 4, 6) = 16 = 12
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (1, 3, 2, 4) = 10 = 9
4d6 ⇒ (1, 5, 5, 6) = 17 = 16
4d6 ⇒ (1, 1, 2, 6) = 10 = 9
4d6 ⇒ (6, 6, 2, 4) = 18 = 16

Hmm...pretty good!

I also have the players handbood.


@Albion/Spaz: Perfect chaps!

STARTING OUT
Your adventures will take place in the realm of Haranshire, a detailed, but not over-large, above-ground milieu of villages, hills, forests, and other sites of note. The sandlot approach to exploring Haranshire has been expanded considerably, with additional lore, sub-plots and side-quests added in my C&C revision.

However the party will come together in a city, where they are assembled by a longtime patron to carry out a task on behalf of an old friend of his.

This patron is one Gormrenn Geldzauberer - a merchant-mage and self-styled ”Purveyor of magical paraphernalia, material necessities, and related items to many wizards of note". Gormrenn loves gold, but equally enjoys patronship of potential agents who can assist his operations. Think a more benign Ollie Reed in Gladiator!

Need you all to factor in why and how you know Gormrenn and what work you've done for him in the past. As a merchant and mage he has his gold ringed fingers in many pies so feel free to get creative. Could be some (or all) of you have worked together previously also.


PRIMARY & SECONDARY ATTRIBUTES:

There are two types of attributes: primary and secondary. Primary attributes are those physical or mental abilities in which a character is particularly well trained or very experienced in using. Secondary attributes are those the character uses with only average skill. A player selects the character’s primary attributes after choosing a class and race.

Human characters have three primary attributes. Demi-human races (dwarf, elf, gnome, half-elf, halfling and half-orc) have only two primary attributes. Each class has one primary attribute associated with it that cannot be changed. The player selects the others. So, a human character receives one primary attribute designated by the class and the other two are selected by the player. If playing a demi-human character, the player can select only one additional primary attribute. For example, the primary attribute for the ranger class is strength.

If the player chooses to play an elf ranger, they select one of the five remaining attributes as the other primary attribute. If it were a human ranger, the player would select two more primary attributes rather than just one. The remaining attributes are considered to be secondary.

C&C’S SIEGE ENGINE:

Almost all non-combat actions in Castles & Crusades for which the Castle Keeper Under-Dungeon Master (UDM) deems a roll is necessary to determine success or failure are resolved by an attribute check.

Every check has an associated attribute. Whenever one of these checks is made a d20 is rolled by the player. Attribute modifiers are added to this roll, and the character level if applicable, which it almost always is. If the result is equal to or greater than a number generated by the UDM (called the challenge class), then the attribute check is successful.

The challenge class is a number generated by the UDM that represents the degree of difficulty for performing that action. The challenge class is generated in two steps. The first is ascertaining the challenge base. This is determined by whether or not the associated attribute is a primary or secondary one. If the associated attribute is a primary attribute, the challenge base is 12 and if it is a secondary attribute, the challenge base is 18. Next, the UDM adds or subtracts the challenge level to the challenge class. The challenge level represents the degree of difficulty the UDM believes appropriate for any action taken. This usually ranges between 0 and 10 but can go higher.

The sum total is the challenge class, and the player must roll higher than that to successfully perform the action.


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Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

I'm in! Always wanted another crack at playing in one of your games. :)

As I mentioned in my reply to your PM, I do not have access to the rules at the moment.

Stats:
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (5, 1, 4, 3) = 13 12
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (5, 3, 2, 1) = 11 10
4d6 ⇒ (3, 4, 1, 5) = 13 12
4d6 ⇒ (2, 2, 5, 4) = 13 11

Would like a broader spread, but not bad considering my luck. :D

I'm not really sure what to play, so here's some ideas that I came up with. I'd appreciate some feedback.

Character Ideas:

- Priestess being hunted by a vampire.

- Fighter, barbarian, or druid that's looking for a cure for lycanthropy (I was thinking bit, but they haven't turned yet. Could be a lot of fun.)

- Wizard who's trying to pay off their gambling debts to avoid being sold off as a slave.

- A half-orc barbarian looking for love, preferably by saving a pretty lady from some horrible monster. (I think you remember Gkirkhan, right? *wink* *wink*)

- A dwarven blacksmith turned fighter looking for that elf that ran out on his bill for that custom spear he ordered. He's planning on showing the knife-eared bastard why his clan's called Alpsbane. (Been far too long since I've played Brask.)

- An assassin who worked for the black arm of the church looking to turn over a new leaf after faking their death. Only communicates through writing. Gets nervous around high-ranking clergy.

- A noble turned bard or rogue on the run from an arranged marriage set up by their parents.

- A farmer who made a deal with a devil after cultists of a rival fiend killed his wife and kidnapped his children. I'm not sure how to make this work, but the idea was that he'd be up close and personal with fire magic, so maybe a barbarian with some reflavoring?

- Thadeus Volus Maximus III, half-orc scribe, scholar, and arcane dabbler. He's after the recipes and journal of the mad goblin cook Gliddius the Gourmet Mage.


Hey BD, any info on dwarven society to get my inspiration going?

I am imagining my character as a dwarf cleric/craftsman/trader. Mixing perhaps the blessing of the dwarven gods of artisans/weaponsmith/blacksmith, with a bent for trading, and a focus on crafting. Would that work as a possible tie in with Gormrenn?

You know me - hope we can keep it ‘old-school’ simple, with some motivations, reasoning for adventuring/traveling, and… Go! ;)


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Male Daytona 500 DM / 12

4d6 ⇒ (6, 4, 2, 1) = 13 12
4d6 ⇒ (3, 2, 6, 5) = 16 14
4d6 ⇒ (6, 1, 4, 4) = 15 14
4d6 ⇒ (3, 2, 5, 4) = 14 11
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (6, 3, 5, 5) = 19 16

Yay! Pretty good. I'll come up with something fascinating.

I'll have something ready to go hopefully this weekend. Got to decide if I want to "Generalize" or pump up a couple of stats to really get a character good at a couple of things. Good rolls for doing either.

Using Method 6 can more than one attribute be raised using this?


@Scran: Welcome mate. No rush on the concept - I've a busy week coming up at work so wanted to get the ball rolling this weekend for ideas etc.

Let's say you can use Method 6 on raising a maximum of two attributes. Gives a higher degree of flexibility in your character builds.

@Albion: That would definitely tie in with Gormrenn. Dwarves are less present in the hinterlands such as Haranshire, but their mark on the land and its stone is present. Am mulling kicking off the game in a large human/dwarf city to the Northwest named Oredeep.

OREDEEP:

Oredeep is a medium-sized walled city located in a river valley that runs through the foothills of a great mountain range. The climate runs on the chilly side of temperate, but the city enjoys slightly better weather than outlying areas thanks to its sheltered location.

Oredeep is an independent city ruled by a civic council made up of the most prominent landowners and merchants. The council not only sets the political agenda for the city but also sets prices for goods shipped out of the city A mayor elected by the council from outside its own ranks serves as the titular head of the government, but the council wields the real power. The mayor’s primary job is to see that the council’s edicts are put into practice efficiently and to look after the city‘s daily affairs while the council members tend to their businesses.

The current mayor is Sigrieda Sherwynd, a human wizard who has proven herself an able administrator through several terms of office.

Gormrenn is a member of the city's council.

Oredeep has a mixed population of dwarves and humans who get along reasonably well, though visitors often complain that the humans have become decidedly dwarflike; taciturn and distrustful of strangers but extremely hard working.

I'll also get a list of the pantheon of gods up in the Campaign tab over the weekend.


@Adam: I've PM'd you my thoughts on the concepts.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Thanks for the PM. It's helped narrow things at least a little.

Character Ideas II:

I think if I had to do the remaining ideas in order of preference, it'd be something like this.

- A half-orc barbarian looking for love, preferably by saving a pretty lady from some horrible monster.

- Priestess being hunted by a vampire.

- (Tentative, Pending final GM decision) An assassin who worked for the black arm of the church looking to turn over a new leaf after faking their death. Only communicates through writing. Gets nervous around high-ranking clergy. I'd want this to be a redemption arc, from evil villain to good hero, so it's not like I'm looking to be an evil guy this campaign.

- A noble turned bard or rogue on the run from an arranged marriage set up by their parents.

- Wizard who's trying to pay off their gambling debts to avoid being sold off as a slave.

- Fighter, barbarian, or druid that's looking for a cure for lycanthropy (I was thinking bit, but they haven't turned yet. Could be a lot of fun.)

I was thinking about expanding these more, but I think I'm about tapped out for today.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Hey Black Dow! It's been a minute since we played together. :) Salsa mentioned this game and I thought something going back to the old school roots... well, just roots in my case, sounds fun. If you have room for me, I'd love to play. I'm just learning about C&C. But, if you allow me a spot, I'm happy to get a copy of the player's handbook so I'm not fumbling around in the dark (despite how appropriate that may be to the campaign).

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

Whether I'm at your table or not, it is good seeing you again!

Cheers!


@Stormraven: Absolutely a spot for you mate. Don't worry I've not played C&C either lol, but its taking me back to halcyon days of AD&D so all good so far!

So far we have:

Albion - Dwarf Cleric (tbd)
Spaz - ????
Scran: ????
Salsa: A passel of ideas :)
Stormraven: ????

The band's shaping up nicely.

Can confirm we'll be using all 13 Classes - so assassin is an option... just not a evil basterd assassin (have enough of them on the books lol)

We'll also be using Fate Points - the use of which is summarised in the Campaign Tab, but they are essentially very similar to Hero Points from Pathfinder.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

My initial idea (sent you a PM to explain it in more detail as it might not fit in with your theme) is a Human (likely race) Monk who uses a cestus to beat evil-doers into paste.


Male Daytona 500 DM / 12

I’m thinking Elven Ranger or Human Paladin. Which do you think would be more fitting?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

OH! I'm switching that up to a cestus-wielding Half-Orc Monk. His backstory will remain the same, subject to GM approval. It just makes his life choices even more unattainable, which I like a lot. :)

I'll have the character ginned up by EOD.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Since we have a ranger and a monk in the works, I think I'll go with the either the priestess idea or the wizard.


AdamWarnock wrote:
Since we have a ranger and a monk in the works...

And a Dwarf Cleric, since post 4 ;)


Male Daytona 500 DM / 12

Maybe a plain old fighter might be preferrable, since this is largely a dungeon crawl. BW which of these do you think would serve best in this campaign?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Some questions, UDM... If I'm jumping the gun by asking, feel free to tell me to back off. :)

Are we rolling for cash?

Are we rolling for HP or are you using the alternate rule where PCs get their full HP at L1?

Are we using the alternate rule where you get your CON bonus to your HP?


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Male Daytona 500 DM / 12

After careful review half-elf fighter (Elven heritage) specializing in bow, but descent with a sword as well. I’ll get him up soon.


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Albion, The Eye wrote:
AdamWarnock wrote:
Since we have a ranger and a monk in the works...
And a Dwarf Cleric, since post 4 ;)

Albion’s Eye is ever watchful…

:)


@All: Apologies - had some responses fired up and the day's got away from me.

Right where to begin...

@SR: I'll get back to you on your monk, have some musings for you to mull o'er.

@Scran: Elven-blooded Ranger or Fighter would work very well on a number of levels and fits very nicely into the plot - both in terms of history and feel of the campaign.

@SR II: Yup, roll for coin. Optional Rule #1 will be used for HP @ 1st Level.

Optional HP Rule #1 : the character begins play with maximum hit points. Constitution modifier is added or subtracted.

Optional HP Rule #2: the player rolls their character’s hit point die the number of times equal to 1 plus their constitution bonus (see Classes) and takes the highest roll. They do this at start of play and for each level thereafter. Constitution modifier is added or subtracted. Am mulling using this for levels past 1st.... but want to see what the general consensus is at its very skewed towards CON bonus PCs. Average+1 is also on the table.

@All: Encumbrance will be in play also. So when spelunking use of snackpack mules and the like will be encouraged :)

@All: Secondary Skills will also be used, but likely assigned though your back story etc rather than rolled.


Once we start nailing down the basic concepts of your characters want to work with each of you to tie that PC into our setting lore. There is alot of history tied into the region of Haranshire and the sub-adventures/sidetracks I'll be using (been delving into old issues of Dungeon and beyond for some inspiration!).


Male Daytona 500 DM / 12

The basics for Clem Brightwater.

Clem 1

Oh well. Can't get my pdf off my dropbox account to share. I'll work something else out.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
Albion, The Eye wrote:
AdamWarnock wrote:
Since we have a ranger and a monk in the works...
And a Dwarf Cleric, since post 4 ;)

Hey, you can never have too many clerics. Besides, I think she's going to be pretty much a caster type of cleric.


AdamWarnock wrote:
Albion, The Eye wrote:
AdamWarnock wrote:
Since we have a ranger and a monk in the works...
And a Dwarf Cleric, since post 4 ;)
Hey, you can never have too many clerics. Besides, I think she's going to be pretty much a caster type of cleric.

Was just pointing it out because it seemed you were trying to avoid overlap, but ok, lemme know if you are decided, because then I will play something else.


stormraven wrote:
Albion, The Eye wrote:
AdamWarnock wrote:
Since we have a ranger and a monk in the works...
And a Dwarf Cleric, since post 4 ;)

Albion’s Eye is ever watchful…

:)

Always! :)


Male Daytona 500 DM / 12

I think two Dwarven clerics of different gods would make for great role playing


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Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Under-Dungeon Master Black Dow wrote:
@SR: I'll get back to you on your monk, have some musings for you to mull o'er.

Righto. Standing by...

Under-Dungeon Master Black Dow wrote:
@SR II: Yup, roll for coin.

Thanks!

Under-Dungeon Master Black Dow wrote:
The character begins play with maximum hit points. Constitution modifier is added or subtracted.

Nice! Also VERY nice for our d4 HD casters. Back in the AD&D days, one of the guys I was playing with had a Magic User (MU aka wizard) and rolled a 1 for his L1 HPs and the joke was a domestic cat could claw him into unconsciousness in a single round.

Under-Dungeon Master Black Dow wrote:
Optional HP Rule #2: the player rolls their character’s hit point die the number of times equal to 1 plus their constitution bonus (see Classes) and takes the highest roll. They do this at start of play and for each level thereafter. Constitution modifier is added or subtracted. Am mulling using this for levels past 1st.... but want to see what the general consensus is at its very skewed towards CON bonus PCs. Average+1 is also on the table.

I'm leery on offering an opinion on a system I haven't played... I think the idea of your CON bonus being used for 'do over' HP rolls is very clever. I like it as a stand-alone idea. But given the main (from my skim of the rules) CON based classes (the ones most likely to benefit) are Barbarian and Monk, both with d12's... I worry it might be a bit excessive. It does provide motivation for any class to put some points in CON, which is cool.

Under-Dungeon Master Black Dow wrote:
@All: Secondary Skills will also be used, but likely assigned though your back story etc rather than rolled.

LOL. I haven't even gotten into secondary skills in my reading yet! But I like the idea that they are assigned based on how you play your character presumably.


scranford wrote:
I think two Dwarven clerics of different gods would make for great role playing

Naaah, that’s no fun come on :/


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

GPs: 2d4 ⇒ (3, 3) = 6x10 = 60 GP


Male Daytona 500 DM / 12

3d8 ⇒ (1, 5, 1) = 7 x10 70 gp


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Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
Albion, The Eye wrote:
Was just pointing it out because it seemed you were trying to avoid overlap, but ok, lemme know if you are decided, because then I will play something else.

Less overlap and more worried about being too heavily weighted in one area. I don't want to push you out of a character idea, so I'll got with a wizard then.

It's been one of those weekends where I can't seem to get anything done, so it'll be tomorrow before I get around to stats and stuff.

UDM, I'll shoot you an idea I thought of tomorrow.


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Monk 1 :: HP: 14 | AC:13 (12 w/o DEX) | Str: +2P ; Dex: +1 ; Con: +2P ; Int: +0 ; Wis: +0 ; Cha: -1 | Darkvision 60' | Deity: Kordd (Believer)

Here is Rev 1 of SR's monk!

Liberty's Edge

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Male Historian/Curator

jeepers I am away for one weekend and the thread explodes (which I am very happy to see) Now time for some rolly-rolly!!!

4d6 ⇒ (4, 1, 4, 2) = 11 (10) +0
4d6 ⇒ (3, 4, 2, 1) = 10 (09) +0
4d6 ⇒ (2, 3, 4, 5) = 14 (12) +0
4d6 ⇒ (5, 6, 1, 5) = 17 (16) +2
4d6 ⇒ (2, 2, 5, 5) = 14 (12) +0
4d6 ⇒ (2, 1, 3, 1) = 7 (06) -1

Well that gives me a +1 total for attributes...

Liberty's Edge

Male Historian/Curator

What version of C&C are you using...so I can get a copy for myself (makes it easier to play!)


Monk 1 :: HP: 14 | AC:13 (12 w/o DEX) | Str: +2P ; Dex: +1 ; Con: +2P ; Int: +0 ; Wis: +0 ; Cha: -1 | Darkvision 60' | Deity: Kordd (Believer)

The latest…. 8th of the PHB


Male Daytona 500 DM / 12

The rules haven't really changed from 1st printing. There are additional options, and the classes have more levels covered, but the basics of the game haven't really changed. I have a first printing that I've been playing with, and don't really miss much.

I beleve you can get the 6th edition rules free right now.


Monk 1 :: HP: 14 | AC:13 (12 w/o DEX) | Str: +2P ; Dex: +1 ; Con: +2P ; Int: +0 ; Wis: +0 ; Cha: -1 | Darkvision 60' | Deity: Kordd (Believer)

The 7th printing is available free on their site, let me see if I can find the link I used...

Linky


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Dramatis Personae

Albion, the Eye – Dwarf Cleric of xxxxxx
Spazmodeus – ???
AdamWarnock – Wizard
Scranford – Half-Elf Fighter (Archer) | Clem Brightwater
stormraven – Half-Orc Monk (of Kord) | Hünidark
Daniel Stewart – Rogue

Let me know if I missed anything.

Liberty's Edge

Male Historian/Curator

I think I am going to go rogue, I think. Also was wondering if I might have a mullegan for my first rolls. If not, that is fine as well :-)


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Leaning towards bard, when I'm not leaning towards barbarian :)


Monk 1 :: HP: 14 | AC:13 (12 w/o DEX) | Str: +2P ; Dex: +1 ; Con: +2P ; Int: +0 ; Wis: +0 ; Cha: -1 | Darkvision 60' | Deity: Kordd (Believer)

Bard-arian? When he's not charming you with his lute, he's beating you over the head with it...


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Dramatis Personae

Albion, the Eye – Dwarf Cleric of xxxxxx
Spazmodeus – Bard or Barbarian
AdamWarnock – Wizard
Scranford – Half-Elf Fighter (Archer) | Clem Brightwater
stormraven – Half-Orc Monk (of Kord) | Hûnidark
Daniel Stewart – Rogue


@Daniel: How bout we meet in the middle and you can reroll the 6, 9 & one of your 12s?

As long as at least one of the rerolls comes up as a positive bonus attribute you should be better placed no?

@SR: Thanks for the compilation of PC concepts thus-far helps me with getting a feel for what the group will end up being.

@Spaz: Tough call. At present our Half-Orc Monk will likely be mixing it up on the front line while Scran's archer peppers our foes. A Barbarian would add further heft up front, and provide some wildcraft that's lacking in these civilised folk. Conversely Bards add some very cool powers and buffs and fonting of knowledge to the gang also.

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