RDI T-shirts!NPCPrice: $14.00
RDI T-shirts!CrapPrice: $17.00 |
Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
|
Pirates of Ratan: Another Aihrde Adventure
Pirates of Ratan Player Recruitment
Welcome to the Official Recruiting Thread for 'Pirates of Ratan'.
Intro is already posted in the D&D Game Thread.
This is a Castles & Crusades Siege Engine System game for Third Level Characters of Good or Neutral Alignment (Not Evil, but the Characters Are What They Are!)
Five (5) Players Maximum have 97 points to create a Character, distributing points strategically on Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma attributes.
Ambidextrous Characters (able to fight with a Weapon in Each Hand with No Penalty!) Must Have a 17 Dexterity to attack with Primary Weapon, Off Hand Weapon and then Primary Weapon per combat round without penalty!
An 18 Dexterity is required to attack with Primary Weapon, Off Hand Weapon, Primary Weapon and then Off Hand Weapon per combat round without penalty!
This Does Not Include a Smooth Bore Flintlock (Musket) or a Flintlock Pistol (unless the Flintlock Pistol is being used as a 1d6 +1 Club!) [See Items for Purchase with 5,000 Gold Coins!]
Ambidextrous Characters are able to fire 3, possibly 4 Arrows (18 Dexterity) or possibly 2 Bolts (18 Dexterity) per combat round without penalty!
Multi-Classing will be considered, depending upon credible back story! Remember: Your Character Begins the Adventure as a Member of the Pirates of Ratan for a period slightly longer than One Year!
Hammer will Not be running a Player Character as has been the case with some of my past games!
Classes available to choose from include Fighter, Ranger, Rogue, Barbarian, Monk, Wizard, Cleric, Druid, Knight, Paladin or Bard. [Assassin & Illusionist will be considered also according to a credible back story for this adventure!]
Races available to choose from include Human, Dwarf, Elf, Gnome, Half Elf (Human Lineage), Half Elf (Elven Lineage) or Halfling. [Half Orc will also be considered according to a credible back story for this adventure!]
Weapons, Armor & Equipment
Characters are Level 3 and will already be equipped accordingly (within reason and approval of Hammer!) so, any damage to weapons, armor or equipment will have been restored while in Haven.
However, while in Haven, each character will have 5,000 Gold Coins to purchase one or more items from a predetermined list to choose from!
That list will be found in the Third Recruitment Post, right after the Second Post that provides Players with a Character Sheet to develop their respective characters!
Coins
10 Copper = 1 Silver
10 Silver = 1 Gold
10 Gold = 1 Platinum
10 Gold Dwarf Squares (Achum) = 30 Human Round Gold Coins (Crown)
10 Silver Elf Ovals (Eli) = 20 Human Round Silver Coins
10 Gold Orc Plates = 50 Human Round Gold Coins
No Guarantee
There is No Guarantee that the Ship Your Characters are Sailing on will Not be Sunk, or that Characters will Not Die!
These Scenarios Depend Entirely Upon Player and Character Choices; plus the Roll of My Dice!
In Addition to Character Sheet Info
Character Background Information is to be Pmed to Hammer (the Castle Keeper ie DM) along with Appearance, Positive & Negative Character Traits; In Addition to the Character Sheet Info that Includes the Weapons, Armor & Equipment already owned by your character! [Which Must Meet My Approval Before Purchasing the Additional Items with the 5,000 Gold Coins!
Deities
Will Not Be As Important in This Adventure as They Have Been in My Other Games!
Unless, of course, your character is a Cleric!
[You Must Have a Credible Back Story for Your Character to be a Paladin!]
Same Goes for Other Classes of Characters who have a deity!
These are Chaotic Times and Many May Have Lost Their Faith in the Light of the Setting Scenario!
Primary Attributes
Primary Attributes do not necessarily need the highest numbers assigned to them as the Prime Attributes need only a dice roll of 12 for a successful roll as opposed to an 18 for Secondary Attributes (plus the Challenge Level for a particular scenario is added to the 12 or 18 to set the bar for the necessary successful roll)
Attribute Modifiers are either added or subtracted depending upon the numbers assigned to Attributes (and modified by Racial Traits)
Attribute Modifiers for this particular adventure
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
For Example
Rextugenous has a Strength of 9 which is a -1 as an attribute modifier so a roll would subtract -1 from the dice total to determine a successful roll.
Secondary Strength Attribute would be an 18 plus if the scenario has a challenge level of 3 it would be a 21 roll that would be needed for a successful roll.
But with the -1 Attribute Modifier it would take a roll of 22 to be successful (Castle Keeper rolls the dice in all situations by the way) as 22-1=21
Were the 9 to be a Primary Attribute number then it would be 12 (Primary) plus the 3 Challenge level = 15 and the successful roll would require a 16-1=15.
Hope that helps in considering your character creation
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 may also possibly be influenced or enhanced by the particular deity the character worships, depending on the character!.
Alignments
I prefer characters be either Lawful Good, Neutral Good or Chaotic Good, but for this adventure I will expand the list to include Lawful Neutral, Neutral and Chaotic Neutral alignments!
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 Character and I strongly suggest you assign an 18 or 19 to the Primary Attribute for any Wizard, Illusionist, Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells that an 18 or 19 will provide your character. Your Character Will Need Those Bonus Spells!
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
Calendar Year
In the World of Aihrde in this adventure, the Calendar Year is divided into 12 cycles (months) consisting of 30 days per cycle: A Round Cycle of 360 days coming Full Circle:
Janrero (mid winter)
Febrero (late winter)
Marrero (early spring)
Aprero (mid spring)
Mayrero (late spring)
Junrero (early summer)
Julrero (mid summer)
Augrero (late summer)
Seprero (early fall)
Octrero (mid fall)
Novrero (late fall)
Decrero (early winter)
Days of the Week
Mondero = Monday
Tuedero = Tuesday
Wedero = Wednesday
Thudero = Thursday
Fridero = Friday
Satdero = Saturday
Sundero = Sunday
The Second Recruitment Post will be for the Character Sheet that Players are to follow for developing their character of choice!
This Includes the Weapons, Armor & Equipment that your character currently owns as a Third Level Character for this adventure!
The Third Recruitment Post will be for choosing the Items Available to Purchase Additional Gear with your 5,000 Gold Coins!
You Better Gear Up Wisely!
No Telling When Your Character Will Have Another Chance!
Posted on 2013-07-05 at 13:50:07.
Edited on 2013-07-05 at 13:51:52 by Hammer
|
Hammer Extreme Exclaimator! Karma: 93/24 4361 Posts
|
Spend 5,000 Gold Coins at the Black Market
Blackeyes Market of Curious Curios
Black Powder Grenade /Range 100 feet /Damage 1d10 /50 Gold Coins
Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 /250 Gold Coins
Flintlock Pistol /Range 25 feet /Damage 1d6 /Damage Using Handle as Club 1d6 +1 /100 Gold Coins
5 Pound Bag of Gun Powder /5 Gold Coins or 1 Gold Coin per Pound Bag of Gun Powder
20 Lead Flintlock (Musket) Balls /1 Gold Coin
20 Lead Flintlock Pistol Balls /1 Gold Coin
Limit 2 of Any Combination of Flintlock Pistols with Complimentary Bandolier with Straps Across Shoulders and Chest [See Enchanted & Silver Weapons!]
Enchanted Weapons
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +1 /100 Gold Coins
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +2 /250 Gold Coins
Enchanted Black Powder Grenade /Range 100 feet /Damage 1d10 +3 /500 Gold Coins
Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +1 /500 Gold Coins
Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +2 /1,000 Gold Coins
Enchanted Smooth Bore Flintlock (Musket) /Range 500 feet /Damage 1d8 +3 /1,500 Gold Coins
Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +1 /Damage Using Handle as Club 1d6 +1 +1 /250 Gold Coins
Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +2 /Damage Using Handle as Club 1d6 +1 +2 /500 Gold Coins
Enchanted Flintlock Pistol /Range 25 feet /Damage 1d6 +3 /Damage Using Handle as Club 1d6 +1 +3 /1,000 Gold Coins
Silver Weapons do Double Damage vs Lycanthropes and +4 Damage vs Undead
Silver Arrow /1 Gold Coin per Silver Arrow
Silver Bolt /1 Gold Coin per Silver Bolt
Silver Laced Lead Ball for Smooth Bore Flintlock (Musket) /1 Gold Coin per Silver Laced Lead Ball
Silver Laced Lead Ball for Flintlock Pistol /1 Gold Coin per Silver Laced Lead Ball
Silver Laced Black Powder Grenade /500 Gold
Silver Handled Flintlock Pistol /Damage Using Handle as Club 1d6 +1 /1,000 Gold Coins
Silver Handled Enchanted Flintlock Pistol /Damage Using Handle as Club 1d6 +1 +1 /2,500 Gold Coins
Silver Handled Enchanted Flintlock Pistol /Damage Using Handle as Club 1d6 +1 +2 /5,000 Gold Coins
Silver Elf Battle Axe (Wide Silver Pattern Etched in Blade) /Damage 1d6 +1 /1,500 Gold Coins
Silver Elf Long Spear (Wide Silver Pattern Etched in Blade) /Damage 1d8 +2 /1,000 Gold Coins
Silver Elf Long Sword (Wide Silver Pattern Etched in Blade) /Damage 1d10 +2 /2,000 Gold Coins
Silver Dwarf Battle Axe (Wide Silver Pattern Etched in Blade) /Damage 2d4 +2 /3,000 Gold Coins
Silver Dwarf War Hammer (Wide Silver Pattern Etched in Blade) /Damage 1d10 +1 /2,000 Gold Coins
Finely Crafted Armor
Elf Mail Shirt /AC +5 /1,000 Gold Coins
Elf Full Chain Suit /AC +9 /1,000 Gold Coins
Elf Full Plate /AC +9 /2,000 Gold Coins
Dwarf Mail Shirt /AC +6 /500 Gold Coins
Dwarf Full Chain Suit /AC +8 /500 Gold Coins
Dwarf Full Plate /AC +10 /5,000 Gold Coins
Magic Items
Ring of Sustenance /2,800 Gold Coins
Potion of Cure Light Wounds (5 Servings) /1d8 /300 Gold Coins
Potion of Cure Serious Wounds (5 Servings) /3d8 /500 Gold Coins
Potion of Cure Critical Wounds (5 Servings) /5d8 /700 Gold Coins
Wand of Cure Light Wounds (25 Charges) /1d8 /1,500 Gold Coins
Wand of Cure Serious Wounds (25 Charges) /3d8 /2,500 Gold Coins
Wand of Cure Critical Wounds (25 Charges) /5d8 /3,500 Gold Coins
Wand of Cure Light Wounds (50 Charges) /1d8 /3,000 Gold Coins
Wand of Cure Serious Wounds (50 Charges) /3d8 /5,000 Gold Coins
Fire Ball Wand (25 Charges) /1d6 per Character Level /2,500 Gold Coins
Fire Ball Wand (50 Charges) /1d6 per Character Level /5,000 Gold Coins
Note from the Castle Keeper
This is a One Time Deal to Spend All [All Means All] of Your Allotted 5,000 Gold Coins on One or More Items from the List Posted Above!
Choose Wisely!
It May Help You to Read and Read Again, the 'Pirates of Ratan' Intro in the Game Thread, Before You Make a Final Decision on What Items from the 'Black Market' to Purchase!
You Will Not Have Another Opportunity to Purchase Any of These Items!
Again I Say Choose Wisely!
Hammer Has Spoken!
Heed My Warning!
Choose Wisely!
Posted on 2013-07-05 at 14:00:25.
|