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Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
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Gauging Interest for a Party of Avengers
Leather Coats Avengers Recruitment
“We Seek the Mortal Paladin/Wizard Named Rextugenous!”
The dock hands trembled as they could barely discern from a distance the 4 macabre undead, clad in Leather Coats, slowly drifting in a long boat riddled with arrows and bolts.
They could barely view the name of the vessel, 'The Leather Coats', that had floated down the Saline River on its way to the Bay of Imboden, as the first rays of sunlight greeted the coastal town of Sherrill.
The dock hands cringed at the eerie sight of the inhabitants of The Leather Coats as one of them croaked, “Rextugenous would be a mortal of 23 summers … wearing a Leather Coat such as we!”
One brave soul summoned the courage to reply, “The only Rextugenous we know that fits that description is the Bard who frequents 'The Twisted Blade'.”
The captain of The Leather Coats long boat stretched a decaying hand in the direction of the sleepy coastal town and croaked, “The Paladin/Wizard we seek does fancy himself a Bard … Bring Rextugenous to us now … only a fellow Leather Coat such as he has the ability to put the souls of his former Leather Coats comrades at peace!”
The dock hands hesitated, unsure of what to do?
“We dare not leave the deck of this long boat,” croaked another, “for if we set foot on your land we may be unable to curb the unholy desires of the curse that has been placed upon us!”
Castle Keeper Note
So begins the opening act of the epic tale of the Leather Coats Avengers, utilizing the Castles & Crusades Siege Engine System.
Plans are for an Epic Campaign of from 3 to 5 players (+ the Rextugenous character that I will be playing as the Castle Keeper). I will consider a larger party dependent upon interest in participating in this adventure.
Characters will be new arrivals at The Twisted Blade who are seeking adventure and fortune. They are intrigued by Rextugenous and his quest to Avenge his fellow Leather Coats and will accompany him north into regions they are unfamiliar with prior to this adventure.
A Map will be Emailed to each participating player once I have developed the opening story that will be posted in the D&D Game section of the Inn.
Numbers used for the 6 Attributes will be 19-17-15-13-11-9 and will be adjusted for Race Modifiers.
Characters will receive the maximum amount of Hit Points and I will be rolling the dice and determining the outcome of situations based upon your Role Play.
Developing a Background, Character Description and Role Play are the Main Ingredients for this adventure as you need not have an understanding of the Siege Engine System of C&C to participate.
Player Characters will be Level 5 Multi-Class Characters that may include the following (Humans may be 3 Classes and all others are 2 Classes):
The Fighter is a warrior with great prowess on the battlefield.
The Ranger is an extraordinary woodsman and warrior.
The Rogue is a rapscallion and an opportunist.
The Assassin is an expert at killing and eliminating targeted enemies.
The Barbarian draws upon vestigial, primal will in combat.
The Monk conditions his body to withstand the rigors of war and the elements.
The Wizard is a practitioner of powerful arcane magics.
The Illusionist magically distorts the perceptions of others.
The Cleric is avowed to a deity and dispenses divine justice.
The Druid owes allegiance to the elemental powers of the world.
The Knight is a natural leader and strong combatant.
The Paladin is a warrior blessed by divinity, a paragon of good.
The Bard influences others through the power of words.
Any Magical abilities will be channeled through a Wand, Staff or Holy Symbol and will also be influenced and enhanced by the particular deity the character worships.
Alignments
I prefer characters be either Lawful Good, Neutral Good or Chaotic Good
LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.
LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.
LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.
NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.
NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.
NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.
CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.
CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or other.
CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.
Classes
FIGHTERS are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.
RANGERS are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.
ROGUES, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.
ASSASSINS are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.
BARBARIANS live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.
MONKS are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.
WIZARDS delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.
ILLUSIONISTS study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.
CLERICS are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.
DRUIDS are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.
KNIGHTS are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.
PALADINS are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.
BARDS are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.
Attributes
STRENGTH: This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks involving strength. Characters can military press 10x their strength and dead lift 15x their strength score.
DEXTERITY: This attribute represents a character’s reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.
CONSTITUTION: This attribute reflects overall health, and also represents a character’s ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier
affects hit points, and it applies to all checks involving constitution.
INTELLIGENCE: This attribute reflects mental aptitude. It represents a character’s ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the
number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence.
WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom.
CHARISMA: This attribute represents strength of attractiveness, willpower, personality, and leadership. It is the degree to which a character is able to influence others. The modifier affects a creature’s loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma.
Primary and 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, he or she selects 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.
Primary Attributes
Strength: Fighter, Ranger
Dexterity: Rogue, Assassin
Constitution: Barbarian, Monk
Intelligence: Wizard, Illusionist
Wisdom: Cleric, Druid
Charisma: Knight, Paladin, Bard
Primary Attributes will automatically be assigned to the Classes you choose for your Multi Class Character and I strongly suggest you assign your 19 to the Primary Attribute for any Wizard, Illusionist, Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells that a 19 will provide your character.
Races
Race Height Weight
Dwarf 3’ 10” to 5’ 2” 140-180
Elf, High 4’ 0” to 6’ 0” 100-135 lbs.
Elf, Twilight (drow) 4’ 0” to 5’ 6” 90-115 lbs.
Elf, Wild 4’ 4” to 5’ 8” 100-125 lbs.
Elf, Wood (gray) 4’ 8” to 6’ 6” 110-165 lbs.
Gnome 3’ 6” to 4’ 8” 70-90 lbs.
Half-elf 4’ 2” to 6’ 2” 90-175 lbs.
Half-orc 4’ 10” to 6’ 5” 120-180 lbs.
Halfling 3’ 0” to 4’ 6” 45-70 lbs.
Human 4’ 8” to 6’ 8” 100-200 lbs.
Minimum Starting Age (will be modified by Class and adjusted by Castle Keeper)
Race Adulthood Middle Age Old Venerable Maximum
Dwarf 150 300 450 600 800
Elf, High 200 500 750 1000 1300
Elf, Twilight (Drow) 100 200 300 400 600
Elf, Wild 40 100 150 200 300
Elf, Wood (Gray) 60 150 225 300 400
Gnome 30 75 112 150 210
Half-Elf 20 62 93 125 185
Half-Orc 13 30 45 60 70
Halfling 16 40 60 80 120
Human 15 35 53 70 110
That should be sufficient for gauging any interest before I proceed any further in developing this adventure!
Posted on 2011-10-03 at 07:27:13.
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