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Author Topic: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]  (Read 5363 times)

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Offline rikka

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #25 on: January 30, 2015, 09:06:23 PM »
Good move.  Otherwise, the adventure could be cut short by a couple hungry mosquitoes...   ;D

That would be striges.  :P

Offline Togashi

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #26 on: January 30, 2015, 09:29:37 PM »
Given the stats you gave us, would it be possible to take maybe 1 or 2 points from one of those stats and move them around just a little bit? Like for example, drop one of the 12's to a 10, to increase the 9 to a 10 and the 15 to a 16? Something like that?

Finished

Name: Caelin "Lightning Hands" Alearion
Race: Human
Class: Thief
Sex: Male
Alignment: Neutral Good

HP: 7
AC: 4 : 8(Leather Armor) - 4(Dex)

Strength: 12
Dexterity: 18
Constitution: 15
Intelligence: 16
Wisdom: 9
Charisma: 12

Comeliness: 11

Skills(Including bonuses for Dex)
Pick Pocket: 40%
Open Locks: 40%
Find/Remove Trap: 25%
Move Silently: 25%
Hide in Shadows: 20%
Hear Noise: 10%
Wall Climb: 85%

Languages:
Common(Human)
Thieves' Cant(Class)
Neutral Good(Alignment)

(These below are subject to DM approval)
Dwarvish(High Intelligence)
Elvish(High Intelligence)
Halfling(High Intelligence)
Orcish(High Intelligence)
Lizardman(High Intelligence)

-Money-(Started with 120 Max possible)
G.P: 52
S.P: 4
C.P: 5

-Equipment-
Leather Armor(AC 8)
*Dagger x5(1d4, 1' Space Required, 2 Speed Factor, 0 AC adjustment)/Thrown (1d4, 2 Rate of Fire, 1/2/3 S/M/L range, -1 AC adjustment)
*Short Sword(1d6, 1' Space Required, 3 Speed Factor, 0 AC adjustment)
* = Proficient

Caelin's Mask - Protection from Gaze attacks. Casts Blur.

Leather Backpack
-50' Rope
-Water/Wine Skin
-Standard Rations 2 weeks
-5 Torches
Cloak
Soft Low Boots
Belt
-Large Pouch
--Thieves' Picks & Tools
-Large Pouch
--Empty
-Large Pouch
--Empty

Description: See Picture

Background: Known among his fellow thieves as a man looking for a good time, Caelin is notorious. If told by him, the name Lightning Hands would be for his ability to pick pockets, open lock, and defend himself expertly. But the people that know him say it's because of his womanizing ways. When confronted he tells of how he successfully pinched the butt of a duchess and got away with it. When confronted about the bodyguards she would have had, he waves it off and changes the subject. In truth he's told so many stories he's started to believe them. He has always been skilled with the tools of his trade, and the grope or caress of a beauty's body.

Growing up in a large city, Caelin was an orphan. He honed his skills, taking food from stands for himself and the other children he stayed with. Whenever he could, he would leave money, though often not enough to cover what he took. As he grew, he took it upon himself to provide for the children who grew up like he did, turning to thievery in order to do so. At the age of sixteen he joined the Thieves Guild, hoping that the jobs there would pay better than robing adventurers and merchants. Since then he's been looking for more work to bring in even more money on the side.

Personality: Caelin is often aloof, enjoying himself when he's not needed. Like any man in the age, he enjoys the sights of beauties in armor, of all kinds. But unlike some he's willing to risk a lot for a feel. But when the time for a job comes, and his mask comes on, he becomes a different person. Quiet, deadly, and extremely serious. Gone are the ways of womanizing, the distractions of the flesh. The only thing that remains is the job. And that means killing anyone between himself and his objective.
« Last Edit: February 05, 2015, 01:27:15 PM by Togashi »

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #27 on: January 30, 2015, 10:34:45 PM »
Given the stats you gave us, would it be possible to take maybe 1 or 2 points from one of those stats and move them around just a little bit? Like for example, drop one of the 12's to a 10, to increase the 9 to a 10 and the 15 to a 16? Something like that?

to be finished
Name: Caelin "Lightning Hands" Alearion
Race: Human
Class: Thief
Sex: Male
Alignment: Neutral Good

Strength: 15
Dexterity: 18
Constitution: 12
Intelligence: 16
Wisdom: 9
Charisma: 12

Description:

Background:

Personality:

No but you might want to move the Strength for Con, for the added hit point. And you need to roll Comeliness when done.

Or risk rolling for everything and take your chances.

Offline Togashi

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #28 on: January 30, 2015, 10:50:42 PM »
Oh I fully intended to move them around. But I rolled comeliness. Not a terrible score for it.
« Last Edit: January 31, 2015, 12:56:45 AM by Togashi »

Offline DarknessBorne

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #29 on: January 31, 2015, 05:30:43 AM »
That would be striges.  :P

Good point.  I remember one of my first games, all the way back in middle school, featured that particularly nasty pest.  A newly found +1 shield helped my warrior avoid becoming an involuntary blood donor. :)

Offline DarknessBorne

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #30 on: January 31, 2015, 05:46:12 AM »
Meta-gaming question from a newbie here: is there any way to get the die roller to drop 1s automatically and re-roll them?  And to roll 6 sets of 4d6?  (I already figured out how to get it to drop the lowest die, woohoo!  :D )

Offline Muse

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Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #31 on: January 31, 2015, 07:20:44 AM »
*pops up* 

Sorry I'm late! 

As much as we could use a cleric, I think I'll put forth a barbarian girl: 

I'm thining one of these two images: 
https://s-media-cache-ak0.pinimg.com/736x/c0/c4/4d/c0c44d35183a0cf748309d9df8df3abe.jpg

https://s-media-cache-ak0.pinimg.com/736x/6f/e5/e2/6fe5e2d4ed74b10eac8b34b99aa1a337.jpg

Name: Alissara Ardo?
Race: Human
Class; Barbarian
Profession: Warror Nun
Details: Many Brides of the War God chose that path in life out of a desire to avoid the compny of men.  Many found neither love nor pleasure in a man's embrace.  Others had been scarred by rape or some other abuse.  Alissara--though she does delight in the embrace of her sisters--claims a true love and passion for the god she serves.  She believes taht when the battle is righetous, she can feel her beloved fighting at her side.  It is then that she breaks into song on the battlefield, trying to catch his eye and win his heart. 

Strength   15
Dexterity   18
Constitution   16
Intelligence   12
Wisdom   8
Charisma   12

Hit Points   16

Armor Class: Naked   2
Armor Class: Leather   0

Thac0      20


Weapon Proficiencies:
   Bow (Type?)
   Great Sword
   Hand Ax
   Knife
   Spear
   +1

Class Features: 
   Manaphobic: Extremely uncomfortable with wizards, items they make, and spells they cast, Alissara will eventualy learn that by force of personality alone she can overcome resitneces that would require magic for most to overcome. 
   Movement:   15'
   Climb Cliffs and Trees   
   Hide in Natural Surroundings
   Surpsie Oponts on a 3 in 6,. 4 in sex in famialr terain.  Only surprised 10%/5% of the tie. 
   Back Protection 5%
   Leaping and Striding. 
   DetectIllusions 5%
   Detect Magic 25%
   Leadership
   
Secondary Abilities: 
   Survival
   First Aid
   Outdoor Craft
   Tracking
Tertiary Abilities: ???
   
« Last Edit: January 31, 2015, 08:27:04 AM by Muse »

Offline Muse

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Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #32 on: January 31, 2015, 08:26:25 AM »
If anyone has noticed, can barbarian's specialize? 


Offline rikka

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #33 on: January 31, 2015, 08:55:44 AM »
If anyone has noticed, can barbarian's specialize?

No.  They cannot.

For Tertiary Abilities are going for a viking style culture?  If so, go for the Ice, Snow, Frost Barbarian model: horsemanship, running and rowed small craft
« Last Edit: January 31, 2015, 09:13:17 AM by rikka »

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #34 on: January 31, 2015, 09:06:07 AM »
I need to clarify I'm using the OLD books for AD&D 1st Edition not the reprinted versions. You won't use any magic and let it be used on you and you get more relaxed around it as you gain levels like at 2nd level clerics can use magic on you and at 7th level if you know a magic-user tend to tolerate their magic or they are known to be decent.

Barbarians tend to egalitarian in most areas but the Black Tribes, veils and harems.

For you your likely of the Great Northern Tribe you tertiary abilities would be Running, Animal Signals they are largely bowmen in dense forests and woods.

And no only Fighters and Rangers can specialize, you have loads of other abilities and can run around naked with an AC of 2. And bows are simple Longbows would be the main bow in fact your Tribe are masters of making the finest composite long bows among humans, composite short bows are secondary. The main melee weapon is the Bastard Sword with daggers and light blades as secondary.

I'll give you at 4th level a magical weapon in fact for fun your looking for it, Dracolatus, a sword your brother had when he left for the South a blade empowered by holy magic and you found out he fell in battle and its used by a foul Orc War Chiefton Palescar of the Rockfist Orcs. Likely using it not knowing its noble hands that held it in your family line.


Offline Muse

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Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #35 on: January 31, 2015, 11:17:43 AM »
*smiles*  Awesome, thakn you Ruby. 

Did I say something that confused the magic issue? 

Also, who is this pantheon's god fo war?

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #36 on: January 31, 2015, 12:27:39 PM »
No the sheet was noting they hate magic-user magic that is not true they will use items like Potions as early as Level 3 and at Level 4+ it gets better like if you find a Horn of Valhalla your damn well will use it at some point.

Oddly no war god at all besides Druids and Death Deities there is Ukko a LG Supreme God and Mielikki the NG nature goddess, among the barbarians. Among the new gods which are not all that common at all up in your lands there is Ares and Athena but they are more for the civilized peoples.

Good barbarians usually worship of male Ukko and if female Mielikki.

Offline Togashi

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #37 on: January 31, 2015, 03:40:13 PM »
Hey, Ruby, my character is finished. Let me know if I need to change anything.

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #38 on: January 31, 2015, 04:29:24 PM »
Leather armor is Thieves Skill neutral but not Studded Leather, if you don't mind the penalties let me know.

On another note if anyone reading this who is not in the game yet we need a cleric or a druid, at least a multiclass cleric half-elf, right now the group has no healing capabilities of note in the party other than one magic item.

Offline DarknessBorne

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #39 on: January 31, 2015, 04:50:13 PM »
Leather armor is Thieves Skill neutral but not Studded Leather, if you don't mind the penalties let me know.

On another note if anyone reading this who is not in the game yet we need a cleric or a druid, at least a multiclass cleric half-elf, right now the group has no healing capabilities of note in the party other than one magic item.

I'll "take one for the team" here and change my character concept to Cleric.  We doing specialty priests here?  That helps propel the character concept beyond "walking Band-Aid," if they get some special abilities related to the deity they serve...

Offline rikka

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #40 on: January 31, 2015, 05:00:55 PM »
Well, problem with turning undead aside, if no one is available as a cleric you could make potions of healing and keoghtom's ointments readily available.

Specialty priests are not available in this edition unless Ruby has something homebrew.

« Last Edit: January 31, 2015, 05:03:00 PM by rikka »

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #41 on: January 31, 2015, 05:06:15 PM »
No Specialty clerics in 1st Edition but Greek Deity clergy attach to one temple or holy site and have rivals in some cases with other deities. But if your a Half-elf you can multiclass the Cleric with another Class, I might suggest a Cleric/Fighter or Cleric/Ranger or Cleric/Fighter/Magic-User.

Frankly a Magic-User not in the group is no big deal but a cleric and thief are kind of bread and butter.

Oh and yes for the thief the Thief-Acrobat is allowed once you get to 5th Level.

Offline DarknessBorne

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #42 on: January 31, 2015, 05:15:56 PM »
No Specialty clerics in 1st Edition but Greek Deity clergy attach to one temple or holy site and have rivals in some cases with other deities. But if your a Half-elf you can multiclass the Cleric with another Class, I might suggest a Cleric/Fighter or Cleric/Ranger or Cleric/Fighter/Magic-User.

Frankly a Magic-User not in the group is no big deal but a cleric and thief are kind of bread and butter.

Oh and yes for the thief the Thief-Acrobat is allowed once you get to 5th Level.

Okay.  My biggest bone to pick with clerics as interpreted by 1E is that they're cookie-cutter--all the same whether they follow a deity of war, fertility, the moon, the sea, aardvarks, etc.  I suspect a priest of Ares would behave rather differently from a priest of Demeter, who in turn would not be the same as a priestess of Artemis.  Specialty priests add flavor and realism.

If that isn't an option, I suppose I can go for a Cleric/Ranger.  My character concept would be much the same, except that one day whilst wandering in the woods, she had a spiritual experience with the God(dess) of Nature/The Forest/The Hunt and decided to become a worshiper, which evolved into being a priestess.


Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #43 on: January 31, 2015, 05:41:30 PM »
Role-play differences.  ;D

But remember your limited to Cleric weapons as a Cleric/Ranger I might suggest a Sling, and paired light one handed weapons and double specialize I do not require a dagger and hand-axe as the only off handed options if you opt to double specialize in a melee weapons you could use two horseman's maces, two clubs, two hammers in fact paired fighting clubs would be excellent.

A Druid/Ranger would offer more weapon options but armor options would be lower not sure if that is an ideal choice.

Offline rikka

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #44 on: January 31, 2015, 06:30:51 PM »
@Muse

You're going to have to role for Comeliness too. :P (4d6)

Offline RubySlippersTopic starter

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #45 on: January 31, 2015, 06:57:27 PM »
Dropping the lowest die.

Offline Togashi

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #46 on: January 31, 2015, 07:30:46 PM »
Leather armor is Thieves Skill neutral but not Studded Leather, if you don't mind the penalties let me know.

Went ahead and changed that.

Offline Muse

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Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #47 on: February 01, 2015, 01:44:56 AM »
Name: Alissara Ardo
Race: Human
Class; Barbarian
Faith: Meiliki
Motivation: Palescar of the Rocky Fist Orcs has slain my brother Morn and taken his blade.  I will avenge him and wield the blessed blade Dacolatus in his stead.

Strength   16
   Damage Adjustment +1, Carrying +350lbs, Open Doors 1-3, Bend Bars 10%)
Dexterity   18
   Reaction/Attacking Adjustment +3, Barbarian Defense Adjustment -8)
Constitution   15
   Hit Point Adjustment +2, Survive System Shock 91%, Survive Resurrection 94%
Intelligence   12
   
Wisdom   8
   
Charisma   12
   
Comeliness   14

Hit Points   14/14

Armor Class: Naked   2

Thac0      20
   Bastard Sword

   Composite Longbow

   Dagger

   Hand Ax


Weapon Proficiencies:
   Bastard Sword
   Composite Longbow
   Composite Short Bow
   Dagger
   Hand Ax
   Spear

Class Features: 
   Back Protection 5%
   Climb Cliffs and Trees 95%
   Code of Conduct
   Detect Illusions 5%
   Detect Magic 25%
   Hide in Natural Surroundings 25%
   Leadership
   Leaping and Striding. 
   Movement:   15'
   Surprise Opponents on a 3 in 6,. 4 in sex in famialr terain.  Only surprised 10%/5% of the time. 
Secondary Abilities: 
   Survival
   First Aid
   Outdoor Craft
   Tracking
Tertiary Abilities:
   Animal Signals
   Running

Gear: 
   Clothing, skimpy, but with a warm, full cloak. 
   Fox fur quiver with a satchel full of survival tools and fletcher tools, along with a few extra bowstrings and an adze. 
« Last Edit: February 01, 2015, 02:42:33 AM by Muse »

Offline Togashi

Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #48 on: February 01, 2015, 10:02:40 AM »
Muse, where did you find the THAC0 stuff?

Offline Muse

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Re: AD&D 1st Edition: The Kingdom of Iron Campaign [Exotic- NC]
« Reply #49 on: February 01, 2015, 02:19:53 PM »
  I didn't, honestly.  For all i know it's entirely inacurate.  I spent about 20 minutes digging through the book to see if I could confirm it.