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Parent thread: The Crimson Crusaders
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Hammer
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Attributes Info

THE SIX 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 for which strength is the primary influence. 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 as the prime influence.

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 as the prime influence.

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 as the prime influence.

CHARISMA: This attribute represents strength of personality, willpower, leadership and attractiveness. It is the degree to which a character is able to influence others. The modifier affects other creatures’ loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma as the prime influence.

GENERATING ATTRIBUTE SCORES Attribute scores are generated by rolling 3d6. The player adds the results of the three dice together to create a total score that ranges between 3 and 18. This process is repeated six times. Once the six scores are generated, each score is assigned to one attribute, in any order the player chooses. When assigning attribute scores, the player should consider the race and class of the character being created. A character’s race may raise or lower an attribute score, and certain attribute scores may affect a character’s class abilities.

Normally, attribute scores only increase or decrease during the course of a game as a result of magic, poison, curses or other extraordinary events. Should an attribute score change during game play, the modifier changes to correspond to the new score, if applicable. It is possible for an attribute score to fall below 3 or exceed 18 during game play. However, attribute scores for characters that fall outside of this range are rare, and are usually associated with monsters, powerful magical items or other entities controlled by the Castle Keeper.

ATTRIBUTE MODIFIERS Each attribute score has a corresponding modifier that can alter die rolls in the game. The modifier is a number added to (or subtracted from) a roll of the dice when a character uses an attribute to take an action, make a saving throw or use a class ability. For example, a character attempting to bend the bars of a prison cell would have his or her strength modifier applied to the roll. The amount of damage delivered to a foe is likewise affected by the attribute modifier. A positive modifier is called a bonus and a negative modifier, a penalty. Higher attribute scores have higher bonuses, and lower attribute scores have larger penalties. So, whether fighting a nasty troll, a hungry wyvern or avoiding the gaze of a gorgon, attribute modifiers play a decidedly important role in the game.

PRIMARY AND SECONDARY ATTRIBUTES There are two types of attributes in Castles & Crusades: 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.

ATTRIBUTE CHECKS As mentioned before, the distinction between primary and secondary attributes is important. Almost all non-combat actions in Castles & Crusades for which the Castle Keeper 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 and level modifiers are added to this roll, if applicable. If the result is equal to or greater than a number generated by the Castle Keeper, called the challenge class, then the attribute check is successful.

The challenge class is a number generated by the Castle Keeper 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 Castle Keeper adds or subtracts the challenge level to the challenge class. The challenge level represents the degree of difficulty the Castle Keeper believes appropriate for the action being 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.

For example, a 3rd level elf ranger with a 15 wisdom as a primary attribute attempts to track a pair of wily kobolds through a mountain pass. The player rolls a d20 and adds the ranger’s level (+3), attribute modifier (+1) and racial bonus (none) to the roll. If the number generated is equal to or higher than the challenge class determined by the Castle Keeper, the attempt is successful and the ranger is able to track the kobolds to their secret lair.

The challenge class is the combination of the challenge base (12) and the challenge level (assume a 3 as the trail is a few days old) for a total of 15. The player rolls a 13 and adds 4 for a total of 17. This is greater than the 15 necessary so the ranger successfully tracks the kobolds to their dark and foreboding lair atop craggy hill.

ATTRIBUTE MODIFIERS
1 = -4
2-3 = -3
4-5 = -2
6-8 = -1
9-12 = 0
13-15 = +1
16-17 = +2
18-19 = +3

NOTE from the CASTLE KEEPER Each pre-generated character in this adventure was given 99 points to distribute to each of the 6 Attributes.

Attributes were assigned numbers from 14 to 19 and then according to any Race Attribute Modifiers numbers were either added or subtracted accordingly.

No Character has an Attribute less than 13 or greater than 19 after making the Attribute Modifiers adjustments for Race to begin the adventure at 2nd level.

Attributes are subject to change during the course of the adventure (meaning they can either Increase or Decrease) depending upon the outcome of the various encounters during the course of the adventure.

Therefore each character has Attribute Modifiers of either +1, +2 or +3 to begin the adventure.

Each Character was pre-generated and assigned a deity according to the type of Epic Campaign that I have designed for this adventure!




Posted on 2010-10-26 at 19:13:04.
Edited on 2010-10-27 at 07:35:53 by Hammer

malek04
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Lets get this shenanigan going shall we

Alright I am working on my backstory for the dwarf. It may take a few days due to the fact that I work harder on back stories then i do a final english exam. So the back story should be posted within a few days after i read through the history and everything.

By the way this is all quite well and thought out.


Posted on 2010-10-28 at 05:50:21.

Hammer
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Been in the works ...

..... for over a year!

We just have to get the Shaman/Druid assigned and then it is a go!

Am waiting on someone who said they wanted to play to respond back to me!

Glad you are enthused about this!

Be sure to read the QnA info about the adventure and game mechanics.

Also read The Crimson Crusaders posts in the D&D game section for the Opening Intro, First scene and the character history/description for my Halfling Fighter.


Posted on 2010-10-28 at 23:07:54.

Hammer
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Waiting on pdf

I talked to Stephen over at Troll Lord Games this morning and my pdf orders should be sent to me later today.

Meaning that a coupon is being sent so I can get them via the RPG store.

Anyway, it takes a lot of time to check what I have from my previous pdf and then delete and/or type in the updates as I did for the Monk.

Cleric, Barbarian, Ranger, Shaman/Druid, Fighter and Rogue class info will be posted as soon as I can access the pdf files and copy, paste and edit the info.

Once again, I give Special Thanks to Stephen Chenault for giving me permission to post online here at the Inn with the info from their Castles & Crusades game materials from Troll Lord Games!


Posted on 2010-11-03 at 17:45:08.

Hammer
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Moving Along Now

I just downloaded the Players Handbook to my new laptop and will begin adding the Class Information in the QnA for the specific characters playing in this adventure!


Posted on 2010-11-04 at 18:43:24.

malek04
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Back story

Sorry for a long wait. Still working on the back story. I really like to give my characters a really good original backstory so as to set up his/her view on life, view on good vs. evil etc etc etc. I'll attempt to shorten it up once it is finished so you aren't reading a novella.


Posted on 2010-11-05 at 00:05:21.

Hammer
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No Problem

That is what the Lurkers at the Inn enjoy, the writing in these adventures!

Please note that Class info is now posted for Cleric and the Race info for Dwarves and all other Races for PC Characters.

I just have a couple more Classes to post


Posted on 2010-11-05 at 00:14:47.

Hammer
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New Aenochia Map ...

..... has been sent to each of you players via Email address posted in your Profile here at the Inn.

Just divide the map in half and from the Kellerwald Forest Eastward is the territory pertaining to our adventure!

The map was too large for Photobucket to upload, so I just forwarded the pdf to all of you for a visual to consult when creating your backstories/histories for your character descriptions to post at The Crimson Crusaders.

NOTE I have my pdf copy on my desktop and just enlarged it to 200 per cent to look around at Botkinburg and its proximity to the Black Tooth Ridge and it came into view just fine!


Posted on 2010-11-05 at 05:28:50.
Edited on 2010-11-05 at 05:59:08 by Hammer

Ayrn
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Did not receive

Sorry Hammer, I did not receive the email.
I'll send you a PM with my work email.
Thanks!
Ayrn


Posted on 2010-11-05 at 17:22:53.

Hammer
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Map Sent to Ayrn

I just sent the map to your work Email Ayrn.

By the way, for game purposes, New Aenochia is in the area east of the Kellerwald Forest, so divide the map in half and everything east or on the right half is the area the current adventure is played in!


Posted on 2010-11-05 at 18:19:38.

Hammer
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History/Backstory due by ...

..... Saturday November 13 so I can post the follow up by Monday November 15.

I am currently writing my Castle Keeper posts for November 15 and hopefully for the following week before I fly to Ghana to teach at a Bible School.

My laptop and necessary tools for continuing this adventure will be with me and I will update the adventure from overseas as everyone responds within a reasonable period of time.

If things bog down I will NPC the adventure as I deem necessary for the active players to continue unhindered.

Looking forward to reading some great backstories!


Posted on 2010-11-06 at 02:40:29.

Hammer
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Question regarding Equipment

When you arrive at the Ruby River Boat you will have whatever equipment supplies you have chosen to use for your backstory to get you there.

My Halfling Fighter is just wearing a tunic, carrying 2 Short Swords and a waterskin. Mainly because he is feasting with Halflings all along the way during his journey to the registration site on the Hruesen River.

When we get to Botkinburg the Empress Pryzmira has authorized that her Lady Marchessa Fabressa not only pay the adventurers upon their arrival, but also supply them with whatever weapons, armor, equipment and horses they may need for their assignment.

No horses are allowed on the River Boat (No Room for Horses!) but if you want a horse to ride when we leave Botkinburg you get one as part of your mercenary pay!

There will also be one wagon or possibly 2 wagons accompanying the war party!

Extra arrows, bolts, weapons, armor and whatever your character asks for will be loaded on the wagon if you are unable to carry the load.

The second wagon (if I decide on 2 wagons) is for hauling treasure back to Botkinburg in your name by NPC Characters!

My Halfling will be storing his treasure at the Halfling Community and any other character is welcome to do so if you trust the Halflings!

Otherwise you will have to trust the Humans in Botkinburg to store any treasure and your 100 gold coins that you receive when you arrive.

No one will take your money for payment because of the Curse of the Crimson Crusaders and besides that the people in town are grateful for you venturing out to safeguard their town!


Posted on 2010-11-06 at 04:29:05.

Ayrn
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A couple questions

For my character:

1) Is she a native of this confederation under the rule of the Empress? Or has she travelled from somewhere else to answer the call of the Empress? If she has travelled from somewhere else, from where? And what is the state of her homelands? Where do her people originate from?

2) Related to that, is she part of a celtic culture, either as a subculture of the Empire or of another nation? If she is part of a celtic subculture of the Empire, is this subculture rather large, small, in between? Is it treated well and are the people seen as equals? Is the celtic subculture in danger of losing it's heritage, being swallowed up by the melting pot of the Empire?

3) If she is a part of the Empire, is the worship of her goddess popular, well-known, or in decline? Are bards of Brigit well-known, respected, appreciated or regarded with apathy within the Empire?

4) Do I choose my character's starting equipment, or is that part of the pre-gen character (that I have not yet seen, or overlooked)? If I am to choose her equipment, what kind of funds do I have to work with? And what kinds of weapons/armor are typical of her people?

5) Are elves part of the celtic culture in which she grew up? Or do they occupy lands nearby? Is her half-elven ancestry unusual? Do people around her view her as equal, special, or inferior because of her mixed blood?

I think that's all my questions for now.

Thanks!
Ayrn


Posted on 2010-11-06 at 04:40:05.

Hammer
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Answers for Ayrn

1. Let us say that she has come from northwest of the Kellerwald Forest in the Myrkas Forest on the map. She was drawn to Asperdi the previous year when the Call for Crusaders went forth and is well acquainted with the so-called Curse of the Crimson Crusaders and even recites poems about the losses and hardships of the Crimson Crusaders that helped spread the fable over the winter that Gideon spoke of to the Empress.

You have the creative license to determine the state of her homelands and possibly where her people originated from.

Perhaps her people are refugees from the Red Hills from the Winter Dark Wars.

2. Her culture is from afar and in danger of becoming extinct (losing its heritage) which is why she is a Bard travelling and reciting poetry about Brigit.

So you have the poetic license to describe Brigit from the information provided about the deity. [She is extremely beautiful and has raven black hair and carries the special weapons and Raven icon that is listed in Brigit's deity info] (Like Xena warrior princess but much more beautiful wearing boots, a type of short leather armor mini dress suitable for fighting in, gloves up 3/4 the length of her forearms, a short leather armor halter top with armored shoulder pads thingies and arm bands between her shoulders and elbows)

She is a Warrior Poet this Bard of yours!

So her subculture is now rather small and she is received as an equal among many people and with a reverance as Bards are well received throughout the Realm of New Aenochia, especially of Good Alignments.

3. As a Bard of Brigit she is respected as Bards are revered with great respect by most people. Life has been harsh and Bards bring amusement and hope and lessons learned from past histories.

Worship of her goddess is not well known throughout the Realm of New Aenochia, but she is spreading the news with her poetry and there seems to be great tolerance for what she personally believes.

Although she is respected by and large, there are some who appreciate her and others are apathetic about her deity.

4. Your pre-gen character stats are listed in the QnA. You get to choose what your character has upon arrival at the river boat registration, but horses are not allowed (no room on the boat for horses!)

As part of your payment you get to choose equipment at no cost and there will be a wagon or 2 manned by NPC Characters to haul the extra equipment such as arrows, bolts etc. and also for transporting treasures to fill the coffers of the Empire to continue financing the fighting.

10 per cent of what is found and sent back to Botkinburg will provide for more calls for crusaders and help to purchase arms and equipment for further campaigns and hired adventurers.

You get to keep treasure and designate where it is to be stored for you in Botkinburg. The towns people and even other Crusaders respect and even fear the Crimson Crusaders because it is believed that a Curse will be upon them if they steal from any of the Crimson Crusaders.

They are convinced that a Blessing will be invoked upon them if they aid any Crimson Crusader in any way.

You can get a horse in Botkinburg if you like and consult the Bard Class info in the QnA to note what weapons and armor she can use.

You have the creative license to write about what her people use for weapons and armor.

5. Elves were nearby and the Celtic culture was mainly human, but your character is a Warrior Poet. The Celtic Humans waged war alongside the elves in the area as both races were threatened by extinction from the evil hordes that swept over the lands during the Winter Dark Wars.

Some Celtic Humans chose to mate with elves and the elves did likewise, mating from a necessity to survive the rigors of war! (Although some would have mated from an attraction of love had there not been a war!)

Many of the female elves were great warriors in their locale, as were the female Celtic humans, which made for stronger attractions between the sexes of both races.

Although some humans throughout New Aenochia may be racist and call her inferior, most treat her as an equal, but the reality of the situation is that she is a Warrior Poet and is viewed as Special by most every race she encounters in New Aenochia.

[Except of course by the evil humanoids and evil humans, but they will soon realize she is a special foe to be feared, respected and not underestimated in times of war!]

She is Definitely at War!

NOTE
That should give you plenty of ammunition to build your backstory and history!

Have Fun!

PS: She should actually emerge over a period of time as the inspired leader of this band of Crimson Crusaders because her Charisma [Prime] is the highest of all the 8 characters in this adventure!




Posted on 2010-11-06 at 07:08:15.
Edited on 2010-11-06 at 07:14:59 by Hammer

Ayrn
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Awesome!

Thanks! That is super helpful!


Posted on 2010-11-06 at 13:34:45.

   


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