Page 3 of 6 FirstFirst 123456 LastLast
Results 21 to 30 of 54

Thread: Seeking Players for Old School Chronicles Campaign

  1. #21
    Join Date
    Oct 2012
    Location
    Gatineau (Quebec), Canada
    Posts
    388

    Default

    Quote Originally Posted by maxvale View Post

    *Second idea...he's not from Thorbardin at all; he's from Kaolyn/Garnet and therefore has actually interacted with humans before and for some reason or another he travelled south and crossed the New Sea into Abanasinia....perhaps as part of a Dwarf expedition sent to attempt to renew contact with long-lost Thorbardin...and along comes the war and the Red Wing of the Dragonarmy...and pretty soon he's the only surviving member of the expedition (if using DL 1) or was taken prisoner and sent to work in the Tharkadan mines (if using DL 3).
    This Goes a bit more with what I had in mind for him, so let,s go wirth this.

    Quote Originally Posted by maxvale View Post
    Boneguard: Your character looks good to go....couple of minor things; I'm not using UA (except for the spells and magic items and equipment); but I WILL be using a modified Weapon Specialization rule for Fighters (and ONLY Fighters; Rangers and Paladins have enough going for them! ).

    Of your initial 4 weapon proficiencies one of them will be the weapon you specialize in. (In your case; Light Crossbow). You will be +1 to hit and +1 to damage whenever using a Light Crossbow. At 7th level; you can choose to use the newly gained Weapon Proficiency for another new weapon OR use it to become a MASTER with your Specialized weapon; in which case your bonus now increases to +2 to hit and +2 to damage. You may also be happy to note that I have a slightly different weapon chart in which Light Crossbows now do 1d6+1 damage. (Heavy Crossbows do 2d4+1)
    The Only element from Unearthed arcana that I used was the Social Class and the Specialisation

    If I understand well, he get's a flat +1/+1 regardless of range and non of the specialisation bonus found in the book ( so no point- blank range where damage is double, etc.) Does he get the increased fire rate?

    Quote Originally Posted by maxvale View Post
    Everybody/Anybody: Do any of you have a strong preference for starting with either DL 1 or DL 3. As I stated before; I'd like to start at DL 3; but I'm cool with starting at DL 1 if everybody wants to. If we do start at DL 3; do you all want to have been assumed to have adventured through the events of DL 1 and 2 or just have been newly freed prisoners from Pax Tharkas (using some or perhaps all of the Book characters as the heroes of DL 1 and 2)? I'm good with either; but I'd like to hear your thoughts and opinions.

    Also...everybody will start the game with 25,000 XP (whether we start we start with DL 1 or DL 3). This will make almost everyone 5th level (Thieves will be 6th...multi-class will be a little more scattered than that)
    -Max
    I'm good with either DL1 or DL3. And I'll update my character probably tonight or tomorrow.
    Roleplaying is not a Hobby...it's a Way of Life.

  2. #22
    Join Date
    Sep 2013
    Location
    Williamsburg, VA
    Posts
    22

    Default

    Quote Originally Posted by maxvale View Post
    Rogue Astronomer: Absolutely you're welcome to join in! Actually; I need to have at least 3 players and you make the 3rd...whoo-hoo! (Possibly 4th...Navi; you still out there?)
    Great! My preference would be to start with DL 1. Will you be using the nonweapon proficiencies from the two Survival Guides? Do you have any other restrictions of classes or races from the DLA hardcover book aside from not using the Solamnic Knight classes?

  3. #23
    Join Date
    Apr 2011
    Posts
    501

    Default

    boneguard: Yeah; the specialization was the UA portion I was thinking of. As for fire rate; here's my house rules on number of attacks a round:

    Everybody; regardless of class; can make 1 attack a round in melee combat (or 2 if fighting with 2 weapons) and make a number of attacks equal to the ROF for missile weapons (i.e. 2 a round for Bows, 1 a round for Light X-bow; 1 every other round for Heavy X-bow; 3 a round for Darts; etc.).

    Because I despise uneven attack rates (i.e. 3/2; 5/2; etc.); Fighters (and ONLY Fighters) get an extra attack at 7th level and all other classes get this extra attack at 9th level.

    For missile weapons; this moves Heavy Crossbows up to 1 shot a round; Light Crossbows up to 2 shots a round; Bows up to 3 shots a round; etc.

    For 2 weapon fighting; this means 1 extra attack (for 3 total attacks a round) with the PRIMARY hand weapon Only.

    Okay: so that's one 1 vote for DL 1 and another for either.....Garth; any opinion on this? I know DL 1 is the much more logical place to start....but seeing as how I've had two previous campaigns stall out at DL 3...I REALLY want to start there instead! I'm cool with either though....

    If we do start at DL 1; I'll have to think of why everyone is on the road to Solace.... hmm; perhaps boneguard's Dwarf accompanies a Solamnic who is going to a reunion with old friends (perhaps even Sturm....); while the others could perhaps have been from/grew up in Solace.....or just happen to be there when the events begin...hmm.... posibilities....

    Rogue Astronomer: No....I don't have any real "hard" limits on what people can play; though I will say that I do think certain classes are either better as NPCs or for rather "limited" roles requiring most of the rest of the party to do the "hard labor". (Mostly I'm thinking of Tinker Gnomes here)

    The game's starting to come together.....

    -Max

  4. #24
    Join Date
    Apr 2011
    Posts
    501

    Default

    Oh yeah....forgot to add: No Non-Weapon Proficiencies....we can use Background skills if people like (out of the DMG); or we can just use background details and an applicable attribute roll (with a bonus or penalty if it applies to your character or not)....this kosher with people?

  5. #25
    Join Date
    Oct 2012
    Location
    Gatineau (Quebec), Canada
    Posts
    388

    Default

    Here is the updated character...got a couple 1's for HP, but I'm good with that.

    Character Name:Thorn Stoneshield
    Class:Fighter
    Alignment:LG
    Race:Mountain Dwarf
    Level: 5
    Experience: 25000/35 000
    Sex:MHeight:3' 9.5"Weight:169Lb
    Hair:blackEyes:brownAge: 53
    Deity:ReorxSocial Class:Middle Lower

    HP: 24
    AC: 3/4
    Current Move: 8
    Current Encumbrance: 849

    STR16Hit Adj 0 Dam Adj+1 Wt Adj +350 OD1-3BB/LG10%
    INT7Add Langs 0
    WIS7Mental Save 7
    DEX13Sur Adj 0 Missile ADJ 0 Defense Adj 0
    CON15HP Adj +1Sys Shock 91%Res Sur 94%
    CHA10Max # Hench 4Loyalty 0 React Adj 0 COM Adj 0
    COM11ResponseAverage

    Weapon Proficiencies
    Light crossbow
    x-bow Specialist
    horseman mace
    dagger
    Short Sword

    Special Abilities
    +4 Save bonus vs Magic, Wand/Staff/Rod
    +4 save bonus vs Poison
    Infravision 60'
    melee +1 to hit orcs, half-orc, goblin, hobgoblin
    Giant, ogre, troll, titan, ogre-magi -4 to hit me.

    Within 10'
    Detect Slope/Grade 1-3/d4
    Detect new passage/construction 1-3/d4
    Detect sliding/shifting Wall/Room 1-4/d6
    Detect Stonework Trap/pitfall/falling block 1-3/d6
    Detect approx. Depth underground 1-3/d6

    Armour enc
    Banded mail 350
    small helm
    buckler shield 30

    Weapon Enc # of Attacks To Hit To DamS-M Lrg Special
    Light crossbow 50 1 +1 +1 1d6+1 1d6+1
    horseman mace 50 1 0 +1 1d6 1d4
    dagger 10 1 or 2/1 0 +1 1d4 1d3 range 1/2/3

    Platinum:Gems:Gold:3Electrum:Silver:8Other:Copper:1

    Item enc
    quiver 2 scores 30
    2 score bolt 40
    backpack 20
    1 week ration 75
    waterskin 50(5 empty)
    Tinderbox/flint&steel 2
    large belt pouch 10
    high hard boot
    cloak 25(50 folded)
    3 Torches 75
    large sack 20
    belt

    Note
    Hp/level: 5; 11, 2, 2, 4
    Language spoken: Alignment(LG), Common, Dwarven, Gnome, Goblin, Ogre, Troll + 2 more
    Last edited by Boneguard; 09-30-2013 at 08:51 AM.
    Roleplaying is not a Hobby...it's a Way of Life.

  6. #26
    Join Date
    Apr 2011
    Posts
    501

    Default

    Looks good amigo! For languages seeing as how there's no Orcs or Kobolds in Dragonlance; how about we change these to Ogre and Troll....or perhaps Ogre and Solamnic (if you want your character to have interacted that much with humans...your call).

    Thanks for the stats amigo; I really appreciate it!

    -Max

  7. #27
    Join Date
    Oct 2012
    Location
    Gatineau (Quebec), Canada
    Posts
    388

    Default

    True, I haven't thought of that. I'll go with Ogre and Troll as it's more likely that dwarves had conflict with them. And they would be, more then likely, using Common with people of Solamnia.
    Roleplaying is not a Hobby...it's a Way of Life.

  8. #28
    Join Date
    Apr 2011
    Posts
    501

    Default

    Sorry for the couple of days away....RL got a bit crazy!

    Okay; I have asked the good Moderator of this site to set up the boards for the game; hopefully we can get underway in the near future.

    Garth; RogueAstronomer: Any character ideas yet?

    -Max

  9. #29
    Join Date
    Sep 2013
    Location
    Williamsburg, VA
    Posts
    22

    Default

    Quote Originally Posted by maxvale View Post
    Rogue Astronomer: No....I don't have any real "hard" limits on what people can play; though I will say that I do think certain classes are either better as NPCs or for rather "limited" roles requiring most of the rest of the party to do the "hard labor". (Mostly I'm thinking of Tinker Gnomes here)

    The game's starting to come together.....

    -Max
    To be honest, tinker gnomes are among my favorites in Dragonlance. I would love to play one, even if he would not likely survive long. My alternative or "backup" character would likely be a Qualinesti Ranger or Fighter/Thief.

  10. #30
    Join Date
    Sep 2013
    Location
    Williamsburg, VA
    Posts
    22

    Default

    Here's what I have so far...

    Name: Yuri (short for You'regoingtohavetositdownaspelltolistentomyfamily slongandextensivehistory...)
    Player: Bill Anderson

    Race/Gender: Minoi Gnome, Male
    Hair/ Eyes: Brown, Brown
    Height/Weight: 3ft 8in, 83 lbs
    Age: 92
    Class/Level: Tinker 6 (Mate 2nd Class)
    Guild: Transportion
    Lifequest: Build a rocket propelled vessel to the planet, Reorx.
    Home: Mount Nevermind, Sancrist.
    Alignment: Lawful Good
    XP: 25,000
    Next: 40,000

    STR: 17 +1 Hit/+1 Dmg, OD:1-3, BB:13%
    INT: 15 Lang:4
    WIS: 7 MAA:-1
    DEX: 17 +2 React/Att -3 DA
    CON: 16 HP+2, SS:95%, RS:96%
    CHA: 8 Hench: 3, LB:-5%, RA:0

    Hit Points: 36/36 (HD 7d4)
    Hit Point Roll History: 3, 3, 4, 1, 4, 4, 3
    Armor Class: 4 (5)
    Armor Type: Leather Armor, Buckler

    Weapon Prof:
    Hammer (+1[melee] or +2[thrown] to Hit, +1 Damage, Range: 1-2-3; Sp: 4; Dam: S-M 1d4+1, L 1d4)
    Light Crossbow (+2 to Hit, Range: 6-12-18; Dam: S-M 1d6+1, L 1d6+1)

    Langs: Gnome, Common, Solamnic, +2 more

    Class Features:
    Creation of Gnome Devices (page 22-26 DLA)
    Use any Weapons or Armor.
    Save as Clerics and Use Magic-Users Combat Chart (Based on errata in Time of the Dragon Rule Book, page 4)
    +10% XP Bonus if Int at least 15

    Racial Abilities:
    Magic Resistance: +4 to saving throws versus magic wands, staff, rods, and spells.

    Gnomes have infravision, the ability to see into the infrared spectrum, so a gnome character is able to see up to 60' in the dark, noting varying heat radiation.

    Being miners of exceptional merit, gnomes are able to detect the following facts when within 10' of the area to be examined, or at any time with respect to determination of their approximate depth underground:
    Detect grade or slope in passage 80% probability
    upwards or downwards (d10, score 1-8)
    Detect unsafe walls, 70% probability
    ceilings, or floors (d10, score 1-7)
    Determine approximate 60% probability
    depth underground (d10, score 1-6)
    Determine direction of 50% probability
    travel underground (d10, score 1-5)

    In melee combat, gnome characters add 1 to their dice rolls to hit opponents who are kobolds or goblins.

    When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters
    subtract 4 from their opponents' "to hit" dice rolls because of the gnomes' small size and their combat skill against these much bigger creatures.

    Equipment
    Leather Armor
    Belt
    Boots (low, hard)
    Belt pouches (1 large, 1 small)
    Hammer
    Quiver w 20 bolts
    Light Crossbow
    Tinder Box
    Waterskin
    Buckler
    Iron rations (1 week)

    Money
    Steel: 24
    Silver: 12
    Last edited by RogueAstronomer; 10-03-2013 at 02:08 AM.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •