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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Hammer is Lurking
Subject: Thanks for the Greetings Everyone


I now have my new laptop and am working on getting some things outlined to be used in the storyline for the new adventure The Crimson Crusaders as well as getting the particulars posted for the active players!

Should be a treat to read for all you Lurkers!

Posted on 2010-11-04 at 02:08:50.

Topic: Crimson Crusaders QnA
Subject: 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.

Topic: Call for Crusaders
Subject: Friendly Reminder


There is still an opening for the female Shaman/Druid and you can find all the particulars in the Recruitment and QnA threads.

Also, the Backstory/Histories should contain a description of your character and some references to your deity etc.

Just refer to The Crimson Crusaders thread where I have posted the description for my character the Halfling Fighter Drogo Tulk of the Short Swords to get an idea for your character!

You have some literary license in describing the city or area where your character is from!

I am waiting on the pdf file for the new Players Handbook that is supposed to be Emailed to me later this afternoon, so in a couple days I should have all the info posted in the Crimson Crusaders QnA that will be needed for character descriptions!

Also note that age ranges have been included in the Race entries in the QnA, so please consult the QnA regarding your race to help flesh out your character!

Posted on 2010-11-03 at 16:25:37.

Topic: Vote for the Inn
Subject: Got My Vote in Today ...


..... and we are listed as 11th in the voting list standings!

Posted on 2010-11-03 at 16:06:23.

Topic: Call for Crusaders
Subject: One Opening Available


We still have one opening available which is the Human [Female] Shaman/Druid.

Please refer to the Crimson Crusaders QnA for further details and also the games rule-based thread The Crimson Crusaders to read the Opening Intro etc

Posted on 2010-11-01 at 18:39:38.

Topic: Crimson Crusaders QnA
Subject: 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.

Topic: Call for Crusaders
Subject: Bard for Ayrn


I am out of town visiting some friends and will not be back until Saturday night.

All my game info is not with me, so I will have to send to you when I get back.

PS: Please go to the Crimson Crusaders QnA and take a look at the info about the Bard that is posted there. Shows her Stats, Primes and Diety info there.

Then go to the D&D section and check out the 3 posts for the game itself titled The Crimson Crusaders.

First 2 posts are the Intro to the Adventure and then the second post is the setting from which the first posts for characters that include their history description etc are to be posted.

Third post is my Halfling character background history description etc so everyone has an idea of what I am looking for there!

Posted on 2010-10-28 at 22:56:29.
Edited on 2010-10-28 at 23:12:27 by Hammer

Topic: Call for Crusaders
Subject: Notes about the available Bard


Half-Elf Bard of Human lineage [Female] worships Bridget (Celtic) Goddess of Poetry and Martial Arts

Celtic warriors are guerilla fighters who are able to take the concept of hit-and-run to the farthest degree in their battles against relentless foes.

Celtic worshippers all wears some type of neck torc. They invest as much of their gold and treasure in their torcs as they can. The most powerful Celtic characters will have spent time and gold investing magical abilities in their torc including anything from protection and defensive magics to attack spells. The most common torcs are large twists of metal that form a horseshoe shape around the neck. The best of them are studded with many jewels at their ends and are made of the rarest of metals.


TATHLUM
It’s an interesting device of war. You chop off the head of your enemy and you take six days to coat it in several layers of lime. Sometimes, if the head has long hair, you leave the hair out so that it can be used to better hurl the sphere. When the Tathlum is dried to rock hardness, you use it as a missile weapon, but only toward the cousins and other relatives of the head. In this way, you are taunting the dead persons relatives and doing damage all at the same time. In game terms, the weapon does 1d4 against non-relatives, 1d8 to cousins, and 2d10 to sons and brothers of the Tathlum.

Note from the Castle Keeper
She is a Poet Warrior and Lore Master able to inspire others to greatness!

Whoever chooses to play this character will have plenty of role play writing poems and inspired orations from both the Bard and her goddess Bridgit (at times), especially in your backstory history of your character as well as during the course of the adventure!




Posted on 2010-10-27 at 18:35:57.

Topic: Call for Crusaders
Subject: Human Rogue Female


Okay Luthor

Got you in as the Human Rogue [Female]

Check out The Crimson Crusaders thread in the D&D games section and also Crimson Crusaders QnA in the Q&A section.

That should give you enough info for now.

I will be out of town until Saturday night, so I will check back with you all then!

Posted on 2010-10-27 at 15:57:42.

Topic: Call for Crusaders
Subject: Roll Call


The Players
Hammer aka Halfling Fighter [Male]
Brianna aka Human Monk [Female]
malek04 aka Dwarf Cleric [Male]
Nomad D2 aka Half Orc Barbarian [Male]
Gandalf the Smooth aka Elf Ranger [Male]
Luthor aka Human Rogue [Female]
Ayrn aka Half Elf Bard [Female]
Odyson aka Human Shaman/Druid [Male}


Game Registration is Now Officially Closed by the Castle Keeper!

Posted on 2010-10-27 at 07:42:56.
Edited on 2010-11-07 at 06:12:25 by Hammer

Topic: Call for Crusaders
Subject: Elf Ranger for Gandalf the Smooth


Welcome to the Inn my friend and thanks for joining the adventure!

The Elf Ranger is yours!

Posted on 2010-10-27 at 07:03:03.

Topic: Call for Crusaders
Subject: Call for Crusaders


For a thousand years the horned god ruled from his throne in the great towers of Aufstrag. Shaped in mockery of the Great Tree, Aufstrag lorded over the kingdoms of man, elf and dwarf and its master, Unklar, ruled with his iron mace. But time swept him away and into the Void; and upon the ruins of his dark memory new kingdoms have risen, a new world born. An age of heroes is begun, where adventuring crusaders ride forth into the wilderness to reclaim it through the iron in their veins and the magic they too control.

But memories run deep and the stain of Unklar’s reign is not so easily rooted out. His minions haunt the dark places of the world. They occupy forgotten temples, ruined dungeons, castles on the borderlands; from these bastions they plot the return of their horned master, or at the very least, the terror of men. Here evil resides and thrives; treasures abound, hidden magic lies unused and forgotten.

There is perhaps no greater bastion for the refugees of Aufstrag than the lands south of that fated tower. The Blacktooth Ridge dominates the country, jutting out from the southern hills like a finger pointing to Aufstrag. Beneath it flows the slow moving, dark Hruesen River and beyond those banks are the Lands of the Barren Wood and west of it all the Blighted Screed. These lands rest upon the Northern Marches of the Kingdom of New Aenochia and the few towns that are here, Botkinburg and Ludensheim, lie on the very edge of civilization. These lands are a Wicked Cauldron of desperate evil.

Here adventure abounds, for the Empress has called a Crusade to root out all the evil that hounds her northern domains. Wealth and bounty are promised and land and title for those so interested. In these twisted woods in the Shadow of the Great Tree begins the Call for Crusaders!


This particular adventure has the potential to develop into an Epic Campaign of Role Play, Hack n Slash and Dungeon Crawls.

As the Castle Keeper I will be using the Castles & Crusades Siege Engine System with a party of Eight [8] Pre-Created Second Level (2 Level) Characters.

Each Character worships or serves a Special Deity assigned by the Castle Keeper from the Castles & Crusades book “Of Gods and Monsters” by James M Ward.

For example, I will be playing a Halfling Fighter whose deity is Preston Tallfellow the Halfling Deity of the Sword.

Each assigned deity has an Avatar that may possibly manifest himself or herself to provide aid or direction either prior to or during the course of an adventure in behalf of the PC Character and the Party.
There is also the possibility of Avatars of other deities either aiding or opposing the Party during their quest.

Real Life Players may select one of the following PC Characters with their deity on a first come, first served basis.

You have the liberty to provide a history, background story and description of the character you choose in addition to the information provided by the Castle Keeper.

You may also choose Lawful Good, Neutral Good or Chaotic Good as your character’s alignment.

Role Play, Hack N Slash and Dungeon Crawls will challenge each player as they answer the call from Empress Pryzmira for Crusaders to come and rid her kingdom of the ilk threatening the borders of her Empire of New Aenochia that are mustering forces in the north from the midst of the sprawling remains of the Horned One's Dark Empire.

In the southeastern corner region of Aihrde the cities of Heimstadt, Barachia, Dundador, Ascalon, Aesperdi, Kourland, Vilshofen and Meteira rebelled against the tumbling might of the Empire in 00awd (After Winter Dark). These cities had lived under the shadow of Aufstrag for a thousand years.

During that time they grew wealthy through control of the overseas trade routes and they suffered little from the hand of Unklar. In consequence, a powerful, educated merchant class came to rule these cities.

When the time of war finally came to the Empire from among the remnants of Aufstrag, the lords of Aenoch banded together in a loose confederation and prepared to rebel against them. Pryzmira, last daughter of the House of the Old Empire of Aenoch, came to them and promised the wealth and power of the Council if they would support her claim to the ancient lineage.

She bore the dagger mark on her shoulder and they believed her. They agreed to league with Pryzmira under the stipulation that each of the seven lands: the Duchies of Aesperdi, Dundador, Kourland, Barachia and Meteira plus the city states of Heimstadt and Vilshofen be given the rights to elect the Empress and her heirs to the throne.

In turn, she demanded that their borders be permanently fixed, that they give her the city of Ascalon to rule from, plus that they grant her wide privileges of taxation and expansion.

In 10awd, the 30 year old Pryzmira became Empress of New Aenochia. The Empress then turned to the western lands and called for a crusade promising land and wealth.

The summons generated wide enthusiasm in the west and hosts of men came to carve holdings for themselves. Though the coming years saw many victories and some expansion, the Empire failed to expand much beyond its original borders.

Deities
The worship of Ore-Tsar, however, came with the crusaders and the seven lands became powerful supporters of the new religion. Heimstadt is ruled by a Bishop in the church of Ore-Tsar.

This deity covers the province of Peace, Nature, Agriculture, Home and Revelry with a Neutral or Neutral Good alignment featuring Feasting and Dancing in villages, towns, cities, stables and pastures. Preferred weapons include Club, Staff or anything wooden and Armor includes Leather, Studded Leather, Laminar and Cuir Bouille.

As for a Taboo, the followers of Ore-Tsar must stay clear of sandy areas.


PC Characters will worship one of the assigned deities chosen from the Pantheon of their Race or Lineage as published by Troll Lord Games titled "Of Gods and Monsters" by James M Ward.

Pryzmira still rules in New Aenochia. She is the last of the rulers who emerged from the wars of the Winter Dark. The last two decades of her rule have seen little in the way of military expansion.

She struggles with increasing the commercial power of Ascalon in the face of the seven lands, maintaining the worship of the elder gods in the face of the church of Ore-Tsar and ensuring her daughter Neratite's elevation to the throne.

New Aenochia promises high adventure and quick wealth. The political and religous unrest cause constant feuds between the seven lands and the Empress, between the old and new gods.

The continuous calls for crusaders to rid the lands to the north of wild orcs and remnants of the horrors of Aufstrag make New Aenochia a beacon for would be glory hunters.


PC Characters
Players will be given poetic/literary license when creating an interesting history for their PC Character as they answer the Call for Crusaders by Empress Pryzmira to travel to the northern town of Botkinburg upon the Hruesen River to aid the Baron of Botkinburg.

Not only is the Baron of Botkinburg having trouble with his neighbor the Lord Dietmold of Ludensheim, but beyond the Hruesen River the country rises into a series of ridges singularly named Blacktooth Ridge where goblins, trolls, ogres and other nasties threaten Botkinburg.

The Blacktooth Ridge actually represents the furthest reaches of the Empire of New Aenochia where the threat from the remnants of the Horned One's Dark Empire will be encountered over the course of the campaign as the party of Crusaders answer the call from Empress Pryzmira with the promise of a better life, adventure, spoils, glory and gold.


1. Dwarf Cleric [Male] worships Steel the Dwarven God of War. He is located at the beginning of this adventure northeast of Ascalon in the foothills south of the Aratock Mountains where a strip of plains separates the foothills from the Aenochian Sea. He hears about the Call for Crusaders in the town of Mithric east of the foothills. In addition to his assigned Cleric Spells, he also may cast the Dwarven Cleric Spells from his Dwarven Pantheon [1 for each level]. ***Character played by malek04***

2. Half Orc Barbarian [Male] of Human lineage worships Hino (Iroquois) Thunder God. He is a mercenary who also hears about the Call for Crusaders in Methric. He travels and fights in an area from the foothills west of Mithric to the southwest base of the Aratock Mountains north and east of Methric.; across the southern Usedom Steppes to the Odes River and along the coast overlooking the Aenochian Sea. ***Character played by Nomad D2***

3. Elf Ranger [Male] worships Betula the Elven Divine Master of All Combat. He is located in a Betula Temple at the edge of the Heimstadt Forest south of Heimstadt (a city on the northeast shore of Lake Asfral). The Temple is located north of the city of Barachia (where the Ans River empties into the Gulf of Barachia) on a road that follows the Ans River from Barachia to Heimstadt. The Elf has his weapon training in the Longsword which is why he gravitated to the Betula Temple which is more like a Weapons Hall where strangers can come in for aid and teach weapons skills to the students and clerics. ***Character played by Gandalf the Smooth***

4. Halfling Fighter [Male] worships Preston Tallfellow the Halfling Deity of the Sword. He is located due east of the city of Ratsdorf in the Kourland Forest southeast of the city of Gunz which is west of Lake Asfral and southwest of the city of Heimstadt and northwest of the city of Barachia. He served in the Temple of Preston Tallfellow (a sword studio) specializing in the Shortsword. ***Character played by Hammer ***

5. Half Elf Bard [Female] of Human Lineage worships Brigit (Celtic) Goddess of Poetry and Weapons Skills. She is located in the city of Asperdi which is west of Ascalon on the west side of the Hruesen River. ***Character played by Ayrn***

6. Human Shaman/Druid [Changed from Female to Male by Special Permission!] worships Atira (Pawnee) Mother Goddess. She is located east of Gunz and roams the forest lands where the Gunz, Ans and Voer Rivers flow into the Ans River and the Ans River into Lake Asfral. She sometimes wanders from Gunz in the forest to the plains separating Lake Asfral and Lake Goudy, sometimes drawing near to Heimstadt. She is a Healer who answers the Call for Crusaders from Heimstadt. She uses the Long Bow and will fight when necessary, but she is primarily a Healer. In addition to her Druid Spells assigned by the Castle Keeper, she also may cast the American Indian Pantheon Druid Spells [1 for each level]. ***Character played by Odyson and changed from female to Male by Special Permission!***

7. Human Rogue [Female] worships Coyote (Southwestern Indian) Deity of Pranks and Thievery. She is NOT a common thief as she uses her skills to play pranks and tricks on people. She is an adventurer who uses her skills to plunder dungeons, unravel riddles and steal treasure from the forgotten places of the world. She also uses her talents and abilities to fight evil and will use weapons to Kill Evil Humanoids. She has plundered the forest regions west and north of Ratsdorf and northwest to the Gunz River. Coyote speaks to her in a dream to go to Heimstadt to embark on a great quest where she learns of the Call for Crusaders. She is given an artifact which is a Coyote Armband that protects its wearer. The armband prevents missile weapons from striking the wearer when a worshipper takes up a great quest that could easily end up in death. A Turquoise Armband with the Head of a Coyote in the shaped blue stone. ***Character played by Luthor***

8. Human Monk [Female] worships Ocasta (Cherokee) the Deity of Magic of All Types. Ocasta (he) comes in spirit form and in dreams and grants either Wizard or Illusionist powers (only to females) who feel the need to revenge their families. She goes to Barachia to develop the discipline of the Monk after her sisters are slaughtered by a raiding party in the Foulwooth Wood on the north shore of Autumn Lake. She manages to escape and journey to Barachia to try to forget about the Foul Humanoids that slaughtered her sisters and to meditate and find a way to avenge their deaths. Ocasta appears to her and tells her the source of the evil is linked to the Call for Crusaders that she hears about in Barachia. He grants her (level 5) Illusionist Spells and also leads her to a Flint Worker who prays to Ocasta and makes one Flint Spear Head per year for a worthy follower of Ocasta. She kills a bear and gives the hide to the Flint Maker who makes her a +4 Flint Spear Head that never dulls and never breaks. *** Character Played by Brianna ***

Botkinburg
The town of Botkinburg lies far from the settled lands of the south and the fabled Kingdom of Outremere. It sits upon a bend in the Hruesen River in the shadows of the slopes of the rugged hills of the Blacktooth Ridge, in a land known as the Barren Wood.

However, it was not always referred to in such dour tones. In happier days this land was a wild forested country, named the Hruesen. The forest was of an exceedingly large expanse and filled with many beasts as well as settlements of man, halfling and elf.

The great ridge offered hunting aplenty and was called by men the Highlands and by the elves the Avishean Ridge. There was peace in the country and little troubled the folk who lived there. But the world's ages turned and so with it the fortunes of those in that wondrous wood.

Long ago, beyond the memory of most in the Barren Wood, a power arose in the north and the whole part of the world fell under the rueful eye of a great and evil lord, The Horned One, as he was named.

In those days, the Horned One's shadow hung over all the world and he ruled from the great fortress of Aufstrag. When the Horned One first conquered these lands many aeons ago, it was restless and troublesome as its inhabitants, fay (fairies and elves) of many type and stalwart men of noble bearing, did not easily bend to his will.

So it was, after many a rebellion and uprising, the Horned One turned his armies loose upon the lands of the Hruesen. A great many orc and goblin issued forth from the foul pits of Aufstrag and laid waste to the lands of the Hruesen, driving the inhabitants south into the sea, enslaving them or scattering wide the free peoples that had been living there.

His evil emptied the forest of its inhabitants and razed all the regions' cities and towns. For centuries after, the woods and vales of the Hruesen lay abandoned and empty. The ridge now stood forth from the wasteland as a great black scar as the orcs occupied it and made it a fortress of sorts.

They tunneled beneath it and built squat towers upon it. They carted folk to the Ridge as slaves and there they became lost to memory. The ridge was called anew, now the Blacktooth Ridge, as it devoured all that entered it and the lands about were renamed the Barren Wood for little remained of that once great forest.

The fortunes of those lands changed only with the passing of that malicious monarch and the dissolution of his kingdom. Aufstrag was made a shell of its former self, if not wholly destroyed and the evil hosts of the Horned One scattered to the winds.

For many years the lands knew peace, though they never flourished again. The evil which had resided here passed into memory or vanished into the deep recesses of those hills. Thus the world stood for many years.

In time elves, in search of ancient homelands and shrines, plus men in search of fertile and peaceful lands to farm, returned and settled in the Barren Wood; quickly forgetting, or choosing to forget, that each new age fosters new challenges and past evils often haunt the hopes of the future.

As the elves and humans returned, so too arrived remnants of the Horned One's armies; for the Blacktooth Ridge lies in the shadow of Aufstrag and the fell pits of that horrid place are a never-ending source of foul creatures hungry for the easy pickings of the world of man and elf.

Now many creatures long away from this land find its fresh fields and peaceful inhabitants easy filling for their gluttonous desires. As for Botkinburg, it was one of many new towns and thorp (villages and hamlets) that were settled after the fall of the Horned One.

Several fishermen, hunters, traders and foresters along with their families founded the village, building near where an ancient stone bridge crossed over the Hruesen River. In those early days, the village consisted of little more than makeshift houses and hovels huddled together along the banks of the river.

The settlement became permanent as the clean and meandering Hruesen River proved an abundant source of fish and the pastures about very fertile. Few creatures or maleficent beasts roamed those parts as the town took shape.

They named the town Stoneway and it quickly prospered, attracting more settlers and later folk wishing to escape the meaningless wars and petty uprisings in the south and west of the world.

So arrived Clement Botkin, the third in line of a large noble family of Outremere. Clement Botkin chose to make his own way in the world and after many travails and adventures, arrived in Stoneway where he decided to retire and claim this place as his own.

He brought with him several knights and some soldiery and built a tower in the town. As time passed, the dangers increased and Clement built a stone wall around his tower and enclosed a wide bailey to protect the villagers in times of war.

For two generations his family provided protection for the village that eventually bore his name. Through his wisdom and strength, Clement kept the town and its folk safe for many years, until time robbed him of both his wits and his son, who died at the hands of orcs while exploring the Blacktooth Ridge.

Clement's grandson, Volkmar Botkin, has now taken the charge in his father's stead as Clement has grown too feeble of mind and body to do more than moan in pain and eat soup.

Volkmar, however, has neither the wisdom nor intelligence of his grandfather or father and so (despite the advice from his loyal servants) has failed to notice and act upon the recent events along the Blacktooth Ridge, events that presage significant trouble for the people of Botkinburg and the whole of the Barren Wood.




The Players
Hammer aka Halfling Fighter [Male]
Brianna aka Human Monk [Female]
Malek04 aka Dwarf Cleric [Male]
Nomad D2 aka Half Orc Barbarian [Male]
Gandalf the Smooth aka Elf Ranger [Male]
Luthor aka Human Rogue [Female]
Ayrn aka Half Elf Bard [Female]
Odyson aka Human Shaman/Druid [Male] (changed from female by Special Permission!)

Posted on 2010-10-26 at 19:38:37.
Edited on 2010-11-07 at 04:15:16 by Hammer

Topic: Crimson Crusaders QnA
Subject: 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

Topic: Crimson Crusaders QnA
Subject: Alignments Info


ALIGNMENT
Alignment represents the basic and most essential aspects of a character’s worldview and moral outlook. Alignment is a description for the fundamental moral outlook of every sentient creature. Is the character good or evil, chaotic, lawful or even neutral? Alignment is a very basic description and acts as an ethical and motivational guide for characters, non-player characters and monsters.

Alignment categories are fairly general and there is much room for interpretation within each category of alignment. A lawful good character may be a wandering knight devoted to the service of his liege lord or some higher calling, intent upon stamping out evil in the land. On the other hand, a lawful good wizard may devote himself to acquiring ancient arcane magic in order to create a library for the benefit of all. A chaotic evil rogue may be a bandit robbing whomever and wherever he can for his own personal hedonistic desires, or a cleric devoted to the wanton destruction of man’s accomplishments and eradication of those with whom the cleric disagrees. There is great variation within each of the nine alignment categories described below. They should be used as a general guideline for motivations, actions, ethos and worldview.

There are nine possible alignments: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil. Each alignment, except true neutral, is composed of two aspects.

LAW AND CHAOS
The first aspect of alignment – lawful, neutral or chaotic – generally represents a character’s ideals and world view. These, however, are broad categorizations that go to the core beliefs of a character. Thus, all lawful characters are not the same, nor are all chaotic characters. Each might exhibit traits typically associated with the opposite. The following are general traits of each aspect. “Law” implies honor, trustworthiness, obedience to authority and reliability.
On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition and a lack of adaptability. Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge harshly those who fall short of their duties. Lawful characters can still follow their conscience and can favor new ideas.
“Chaos” implies freedom, adaptability and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions and irresponsibility. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition and do what they promise only if they feel like it. Yet, chaotic characters can still be honorable and trustworthy.
“Neutral” implies a normal respect for authority, with neither a compulsion to obey nor to rebel. Neutral characters are honest, but can be tempted into lying or deceiving others. Animals and other creatures incapable of moral action are neutral.

GOOD AND EVIL
The second aspect of alignment – good, neutral or evil – generally represents behavior and how characters express or impose their ideals, whether lawful, neutral or chaotic. Again, these are broad categorizations. The following are general traits of each aspect. Good implies altruism, respect for life and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. Good characters and creatures protect innocent life. Evil implies hurting, oppressing, killing others and selfishness.
Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Neutral characters fall somewhere in between, but most are committed to others by personal relationships. A neutral person may sacrifice himself to protect his family or even his homeland, but he would not do so for strangers who are not related to him. Some neutral characters are simply selfish. Animals and other creatures incapable of complex relationships are neutral.
The combination of the lawful, neutral or chaotic axis with good, neutral or evil creates nine possible character alignments. Although characters of the same alignment possess the same general world view and behave similarly, each will be unique and vary in terms of psychology and life experiences.

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. 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, and have no qualms in achieving it by whatever means necessary, be they good or evil.

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.


Posted on 2010-10-26 at 19:12:27.
Edited on 2010-10-27 at 05:06:16 by Hammer

Topic: Crimson Crusaders QnA
Subject: Humanoid Creation Myth


Humanoid Pantheon
Creation Myth


Consider the same dragon that produced the elves and halflings. For generations hundreds of small parasites lived and grew strong in the darkness of the belly of the dragon.

In the darkness, they didn't care who mated to whom, and life was good as they ate into the flesh of the sleeping dragon.

A sunny day came and the dragon turned over and in a sleepy state, it noticed a large itch on its belly as massive eruptions hid creatures huddling in the body of the dragon to keep out of the brightness of the sun.

Magical dragon talons swoop down and scratch at the hard belly scales and the wounds the parasites caused.

Suddenly hundreds of orcs, ogres, and the like fly from the talons of the dragon and are spread out over the mountainside howling in the pain of the sunlight.

The humanoids move into the rocky shadows as soon as possible and one group is thrown into a mountain stream and dives into the darkness of the water, swimming down stream into the swamp.

Posted on 2010-10-26 at 19:11:54.
Edited on 2010-11-02 at 04:18:02 by Hammer

Topic: Crimson Crusaders QnA
Subject: Halfling Creation Myth


Halfling Pantheon
Creation Myth


The same, miles-long dragon that created the elves and gnomes also created the halflings. Their legend says that one day the sun beat strongly down on the body of the dragon and it greatly enjoyed the heat and turned its body repeatedly so that the sun's rays struck all sides evenly.

The scales from its back rubbed against some very hard mountain granite and pairs of male and female halflings popped out of the scales and ran into the hills to become mated pairs to make many halfling babies.

While these creatures are soft looking and seem to be fun loving, there is a hard edge to them allowing them to survive in dangerous lands. The larger creatures tend to ignore halflings, while the smaller enchanted beasts make peace with halflings or are driven out of halfling lands.

Few records in the libraries of the elves, dwarves, humans, or gnomes deal with what the halflings are capable of doing. Few scholars have bothered to read the records the halflings keep for themselves.

If any of these races did take the time to study the way of the halflings, they would become alarmed at the real power of these creatures and what they have killed when demons, devils and dragons tried to invade their lands.

Halflings seem to get along with everyone and especially humans. Halfling communities that live beside human villages and towns aren't doing so for the protection humans give them.

They live near the community to make sure the humans don't try to enslave halfling kind. Halflings train their young in the art of hiding not because they are cowards, but to better attack an enemy without being seen.

Unknown to most of the world, the halfling race is expanding faster than any other race on the world. In several hundred years, there will be a crowding in some countries and the true nature of halflings will be revealed.

Posted on 2010-10-26 at 19:11:20.
Edited on 2010-11-02 at 03:18:07 by Hammer

Topic: Crimson Crusaders QnA
Subject: Gnome Creation Myth


Gnomish Pantheon
Creation Myth


Once again, these Gnomish deities are married pairs set up like the elves. Instead of the males being generous and kind and the females being deadly and nasty, the gnome pairs are matched and live the perfect gnomish lifestyle.

Their gnomish tale of creation tells of the first gnomes a little bit differently than the elves version. A creation version for the elves tells of them coming from the skull of the great gold dragon in the ancient Mist Forest.

The dragon was many miles long, slept along the spine of the mountain, and actually lay from one mountaintop, through a heavily wooded ancient forest, with its tale resting on another mountaintop.

The dragon had been sleeping for five hundred years when its dreams and the magic of the dragon created the first pair of elves. It's the same dragon on the same hillside for the gnomes, but all of its massive magical essence flows into its resting claws.

A huge arcane lightning storm passes over the area and massive bolts of lightning flow from the sky and hit the claws of the dragon.

From the right front claws came the male Gnomish deities and from the left front claws came the female Gnomish deities.

As male and female saw each other, they instantly knew they were destined to be together forever and they skipped down the mountainside and started making Gnomish babies right away in the surrounding forested hills.

Posted on 2010-10-26 at 19:10:44.
Edited on 2010-11-02 at 04:22:32 by Hammer

Topic: Crimson Crusaders QnA
Subject: Elven Creation Myth


Elven Pantheon
Creation Myth


A creation legend for the elves tells of them coming from the skull of the great gold dragon in the ancient Mist Forest. The dragon was many miles long, slept along the spine of the mountain, and actually lay from one mountaintop, through a heavily wooded ancient forest, with its tail resting on another mountaintop.

The dragon had been sleeping for five hundred years when its dreams and the magic of the dragon created the first pair of elves. They and other elven deities walked out of the dragon's dreams and into the nearby forests to father the race of elves.

The elven deities are vastly powerful and said to exist in a spirit forest of massive magic that rests beside the real forests of the land. While they are elves, they are capable of taking worship from other races and the rangers and other character classes that are human or part of the other races are allowed to present sacrifices to the groves that serve as temples for the deities.

Each elf deity demands a different style of temple, and his or her clerics act very differently from deity to deity.

While each pair of elf deities are mated and have produced thousands and thousands of elves over the centuries, the ways of the males are far different from the ways of the females.

Often times, the pairs would combat each other for centuries only to join again as the need to mate grew stronger and stronger. They are forced by fate to love only each other.

No matter how they disagree with the deeds of the other, they come together and live for hundreds of years producing elf babies. The young elf males go to live with their fathers and the females go to live with their mothers.

Oercus, Master of the Forest and Solamum-nigrum, Goddess of Magic bore gray elf children, but also normal elves as well.

Cedrus, Lord of Light, and Agapanthus, Goddess of the Moon bore wild elf and normal elf children as well.

Betula, Divine Ruler of Combat, and Laurus, Mistress of the Night bore normal elf children and drow elves as well.

Acer, Deity of Making and Digitalis, Deity of Unmaking bore wood elf and normal elf children.

Fraxinus, The Star Archer and Nephthytis, the Divine Poisoner bore normal and drow elf children.

Posted on 2010-10-26 at 19:10:16.
Edited on 2010-11-02 at 04:20:48 by Hammer

Topic: Crimson Crusaders QnA
Subject: Human Race Info


Humans are the most diverse of the races. Their strength and power derives from their adaptability to different environments, cultures and societies. Where the other races are tied to the world around them in one manner or another, humans alone have no innate affinity for the world, beyond that of a master craftsman to his tools and creations.

Their ability to adapt allows humans to maintain close contact, and even intermingle with demi-humans and humanoids, if they deem it necessary, expedient, or desirable. Diversity is a hallmark of this race and humans can be any class.

DESCRIPTION: Humans range greatly in height and weight, and in other physical features such as skin and hair color. Males typically stand between 5 feet 6 inches and 6 feet 2 inches, with females being slightly shorter, although both sexes occasionally exceed the average height.

Humans tend to adapt physically to their environments, leaving some with pale skin coloration in cold climates and others with darker skin coloration in warmer climates. Since humans are exceedingly migratory, however, these generalizations do not always apply. Human weight also varies extraordinarily and is as much dependent on diet as culture.

PERSONALITY: As with their physical traits, humans range greatly in temperament. They seem to the longer-lived races to move through life with a speed born of desperation. Their short lives give them a burning desire to create and control the world around them and their own mortality. This causes humans to see the world in a unique fashion. All things are tools to humans in their quest for immortality.

Humans lack empathy for the other races, especially elves. Their short lifespans create an awareness of the importance of things few others understand. Life is precious, and the wealth of it must not be wasted on frivolous things. In the passage of history, death marks one’s life and can give it meaning and only through a life well spent can one gain immortality. Oft times the world’s greatest heroes are humans, who consider themselves to be in conflict rather than harmony with the world, and willingly lay their lives low in that eternal struggle.

Humans are born with an innate spirit of competition that configures itself into a race for grand achievements, and a constant striving to rise above their circumstances. Whether to the benefit or detriment of those around them, many humans act only with regard to their own needs and from a sense of superiority over all other races and beasts.

RACIAL AFFINITIES: Humans interact well with most other races. They have no innate prejudices, but are often taught at a young age who is an enemy and who is a friend. A human’s enemies and friends are determined more by expediency and mutual benefit rather than any innate prejudice.

ENVIRONMENT: Humans can be found in any environment or climate, though they usually prefer to live above ground.

RACIAL TRAITS AND ABILITIES
PRIMARY ATTRIBUTES: Because of the unique nature of humankind, humans choose an additional primary attribute, for a total of three.
LANGUAGE: Common
SIZE: Medium
MOVEMENT: 30 feet
TYPICAL CLASSES: Any
ATTRIBUTE MODIFIERS: None

Human Age
Middle = 35
Old = 53
Venerable = 70
Age Limit = 110


Posted on 2010-10-26 at 19:09:28.
Edited on 2010-11-02 at 00:34:14 by Hammer

Topic: Crimson Crusaders QnA
Subject: Half-Orc Race Info


Half-orcs exist on the edges of society, little cared for by humans, orcs or others. Half-orcs are the offspring of a pairing between an orc (or other goblinoid) and a human, and are generally a dispirited and angry lot, accustomed to doing dangerous jobs for others. Indeed, most half-orcs only make consistent contact with others when their famed fighting skills are needed.

Half-orcs can be found in many regions of the world, haunting the periphery of settled lands. They often find orc tribes and kingdoms to their liking, as those humanoids are an easy group to dominate. Within human communities, their roles range from hunted outcasts to elite warrior castes.

DESCRIPTION: Half-orcs combine the worst features of humans and orcs. Most have an unpleasant demeanor, and some are repulsive and even hideous to look at. They typically have massive jaws, coarse hair and dark, penetrating eyes. Their skin tends to be a ruddy, dark color, and resembles the rough textured skin common among orcs. Physiologically, however, half-orcs combine the best features of both their parent races. Half-orcs mirror humans in height, or stand even taller. They are naturally muscular and agile, and do not suffer from light sensitivity as orcs do.

PERSONALITY: Half-orcs are unsavory and contentious individuals. As outcasts, they have few friends or allies, and often live miserable and lonely lives, wary of all. Even amongst themselves, there is little trust and great fear, as they jockey for positions of acceptance and status as mercenaries or in more nefarious professions.

The social stigma that half-orcs encounter throughout their lives, when combined with the militant aggressiveness of orcs and the competitiveness of humans, produces a nearly fearless warrior and a relentless foe.

As outcasts, half-orcs find themselves in a constant search for like-minded individuals and others in whom they can place their trust and faith. As such, they are occasionally found in the company of travellers, mercenary bands, adventurers and others who, either willingly or by accident, are ostracized from their society.

Friendly relations with half-elves are, uncannily, not uncommon for the two share similar social stigma. Half-orcs are a breed apart.

Half-orcs are unswervingly loyal to those they trust and in whom they place their faith. On the other hand, to those who break that faith, half-orcs have an undying enmity and no effort will be spared in righting a wrong and taking revenge upon their enemies. Half-orcs can be both a friend and companion of immense value or a foe of terrible power.

RACIAL AFFINITIES: Half-orcs typically care for themselves and themselves alone, avoiding even their own kind. No race finds them likeable, and they return the favor. Half-orcs are often found with orcs or smaller goblinoids, as those are the least discerning of the races, and are easily dominated. Other half-orcs tend to be found in larger human settlements, where, if they are lucky, they can find a certain degree of anonymity.

ENVIRONMENT: Half-orcs are found in most climes. They have no preference for any one environment and adapt well to any climate. They tend to live alone, even in larger cities, where they are often found in ghettos, slums and other areas where officials rarely patrol and thieves wander the night.

RACIAL TRAITS AND ABILITIES
DARKVISION:
In a similar manner to dwarves, half-orcs can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Half-orcs can function well with no light at all. Bright lights, such as from a lantern or other light sources, spoil darkvision. A half-orc requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.

ENHANCED SENSE OF SMELL: This ability allows half-orcs to detect the presence, but not the specific location, of creatures within 30 feet or within 60 feet if the other creature it is upwind. Strong scents, such as smoke or rotting garbage, can be detected at twice those ranges. Overpowering scents, such as skunk musk, can be detected at three times these ranges. If a half-orc becomes familiar with an individual, he can learn the individual’s scent and recognize it. It should further be noted that false, powerful odors can easily mask other scents and completely spoil this ability.

MARTIAL PROWESS: Half-orcs come from very violent societies in which fights and contests of strength are common and necessary for survival. This has inured them to great amounts of pain and given most a great capacity to fend off blows and fight unarmed. As such, half-orcs receive a +1 to their armor class whenever they are not wearing armor of any type. This ability combines with magical rings, robes and other similar devices that confer an armor class bonus but are not armor. This bonus adds to the unarmored armor class of half-orc monks.

RESISTANT TO DISEASE: Half-orcs possess a resistance to disease passed down from their goblinoid parent. They receive a +2 bonus to all disease saving throws.

LANGUAGE: Common, Goblin, Orc
SIZE: Medium
MOVEMENT: 30 feet
TYPICAL CLASSES: Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Cleric, Knight
ATTRIBUTE MODIFIERS: +1 Constitution, +1 Strength, -2 Charisma
RANGER MODIFIER: +2 track

Half-Orc Age
Middle = 30
Old = 45
Venerable = 60
Age Limit = 80


Posted on 2010-10-26 at 19:08:56.
Edited on 2010-11-02 at 00:48:56 by Hammer

Topic: Crimson Crusaders QnA
Subject: Halfling Race Info


Halflings appear, upon first sight, to be small, well-nourished humans. They share many of the mannerisms and habits of their larger cousins, but a closer look reveals they have large, hairy feet and rather wide eyes displaying the temperament of wily farmers.

Halflings are generally an agrarian people, preferring open pastures and lush farmlands to cities or other places crowded with tall folk. They get along well with most peoples, but rarely leave the safety of their homes and communities. Even when they do, it is generally only at the behest of others. Meticulous and prosperous, halflings enjoy good food, relaxation and a quiet life.

DESCRIPTION: Halfings average 3 feet in height and have wide, round eyes and large feet, which are well padded and hairy. Halflings seldom need to wear shoes except in very cold weather. Long days in the sun give a halfling’s naturally light skin a ruddy brown tan every summer. This, their curly hair, and their thick hands all fit their agrarian lifestyle like a well-worn frock coat. Most halflings prefer dull-colored clothing so they won’t attract attention to themselves, but the wealthy or prideful wear finer, brightly colored clothes to denote their status.

PERSONALITY: Halflings are jovial, friendly and hospitable, yet they prefer their own culture to those of others. They typically eat too much and develop paunches early in life. Indeed, to have a great paunch is considered a sign of good breeding and wealth. Normally, halflings eat often during the day. They start the day by enjoying a breakfast, followed by a brunch and then lunch. This often precedes an afternoon snack of cake and tea, to be followed by supper and then a late dinner.

It is said that halflings can keep time by the grumbles and rumbles of a hungry belly. Halflings also work diligently on their farms, houses, gardens, fences and other projects pertaining to their needs; "Relaxing requires a lot of work," many halflings are wont to say.

Slow to anger, halflings prefer to settle disputes through legal means whenever possible, by appropriate compensation when necessary and through other measures only if unavoidable.

A halfling’s desire for quiet and safety carries over to their personal lives, with only the occasional adventurous halfling leaving home to travel in the world. A mystery to their brethren, these halflings often find themselves in the most unusual of escapades and adventures. These situations can reveal one of the least known qualities of halflings: a heart as stout as the strongest warrior and a courage unflagging to the point of foolhardiness.

RACIAL AFFINITIES: Halflings are insular, and generally prefer only the company of fellow halflings. Of the other races, halflings prefer humans most of all, for they do much business with them, and they find that human farmers and herdsmen often share similar values. They are also favorably disposed towards gnomes, whose temperament resembles that of halflings more than any of the other races. Elves fascinate halflings, but they are far too ‘magical’ to be considered respectable. Halflings grudgingly admire dwarves, but find them a bit too gruff, hard-headed and clannish for their personal tastes. Halflings do not relate well to goblins and their kind, whom they passionately dislike.

ENVIRONMENT: Most halflings prefer lush, green lands with fertile soil, abundant water and mild seasons, and they strive to dwell in areas far removed from the troubles of the world. Yet, the world is broad, and some must live in proximity to other peoples and the troubles they create. There are halflings who make their homes in the coarser areas of the world, including towns or even cities, though these halflings are rare. Halfling houses tend to be small and made of brick when built above ground, while others live beneath the earth in expansive underground houses built into the tops of hills and underneath large mounds.

RACIAL TRAITS AND ABILITIES
FEARLESS:
Halflings, for the most part, lead sequestered lives and are often considered naive. This is not entirely accurate; halflings are not raised with fears and trepidation imparted to them by myth and fancy, but are reared on tales of self-dependence and the overcoming of life’s many hurdles. For either or both reasons, halflings possess stout hearts and are not easily frightened, even in dire circumstances. This trait imparts a +2 bonus on all saving throws against fear.

HIDE (Dexterity): Halflings are practised at avoiding the prying eyes of others in outdoor settings. A successful check allows the halfling to hide making him or her almost invisible. If a halfling decides to move while attempting to remain concealed, he or she can still hide, but will suffer a penalty to the check. At up to one-half their movement rate, halflings suffer a -5 penalty to the check. At one-half their normal movement rate to full speed, they suffer a -10 to the check. It is impossible for a halfling to move faster than normal speed while hiding. If the halfling is being observed, even casually, the character cannot hide. If the observers are momentarily distracted, however, the halfling can attempt to hide. This check, however, has a -10 penalty because the character has to move quickly into hiding.

MOVE SILENTLY (Dexterity): Halflings, being naturally small and dexterous, can move as quietly as a breeze upon a summer morn. With a successful dexterity check, halflings can move silently. They can move up to one-half their normal movement rate with no penalty to this check. For moving at one-half of their normal rate up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible to move silently while running or charging, so this type of action incurs a -20 to the check.

DUSKVISION: Halflings, with their large and piercing eyes, can see in starlight and moonlight just as a human can at dusk. They retain the ability to distinguish color and some detail under these conditions, though everything is cast in shadows. They have no enhanced vision underground, in torchlight, or under similar conditions of poor illumination.

RESISTANT: A lifetime of good food, when combined with hard work and a self-reliant spirit, makes for a healthy people. Halflings are more resistant to the ills of life than most other races, so they receive a +1 bonus to all constitution saving throws.

LANGUAGES: Halfling, Common, Dwarven, Gnome, Elvish, Sylvan, Goblinoid
SIZE: Small
MOVEMENT: 20 feet
TYPICAL CLASSES: Fighter, Ranger, Rogue, Cleric, Druid, Bard
ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Strength
RANGER MODIFIER: +2 conceal, +2 move silent
ROGUE AND ASSASSIN MODIFIER: +2 hide, +2 move silent

Halfling Age
Middle = 50
Old = 75
Venerable = 100
Age Limit = 200


Posted on 2010-10-26 at 19:08:25.
Edited on 2010-11-02 at 01:01:48 by Hammer

Topic: Crimson Crusaders QnA
Subject: Half-Elf Race Info


The pairing of human and elf is an extraordinary and rare occasion, arising from unique circumstances or events. Elves are very guarded in their approach to humans, for they deem them strange in thought and deed.

For love to be born of the two races, an elf must find a human of great renown and surpassing beauty. Thus the half-elf is the rarest of all races.

Indeed, each half-elf differs so markedly in origin, background and physiology from others that generalizations are near impossible to make.

DESCRIPTION: Half-elves vary greatly in appearance, acquiring characteristics from both parents. One commonality among half-elves, however, is that each significantly favors either the human parent or the elf parent, inheriting many more characteristics from one than the other.

In some cases, the dominance of one lineage is so strong that these half-elves can pass as a full member of that lineage unless closely observed.

Half-elves also vary greatly in height, ranging from that of the shortest elves to that of the tallest humans. Likewise, any variety of body style, hair color or eye tint found in humans or elves can occur in a half-elf, in any combination.

The single consistent physical feature shared by half-elves is a natural balance and ease of movement inherited from the elven parent.

PERSONALITY: Half-elves are intelligent, perceptive and possess quick minds. They are able to master many crafts and skills, be these as mundane as cabinet making, or as extraordinary as the wielding of magic. They exhibit an almost supernatural empathy for the world around them giving them an uncanny understanding of people.

Their shared lineage also grants them the ability to think on many levels simultaneously – an ability that makes them difficult to deceive.

Long-lived by human standards but short-lived for elves, half-elves exist in a nebulous world between both races. They often find themselves uncomfortable in either culture and are far too rare and unique to develop societies of their own.

Elves tend to look upon them as strange creatures, treating them with indifferent curiosity or even with outright hostility.

Human reactions are as varied as their cultures, sometimes accepting half-elves without note, sometimes venerating them, and as often rejecting them with violence.

Much of the reaction is determined by the half-elf’s lineage. Half-elves that favor a human lineage can vary widely in personality, while those with a dominant elf lineage tend to exhibit elven values, ethos and interests.

Because of their longer life spans, half-elves are generally well-educated and knowledgeable about history and geography, although this is not always the case.
Their life spans, however, present problems. Human friends often die of old age when half-elves are but middle-aged. The long-lived elves, on the other hand, possess a psychology like that of near immortals which half-elves have a difficult time understanding. This creates a loneliness and melancholy in half-elves, and sometimes, the fatalism so strongly pronounced in elves manifests itself in half-elves as well.

In some instances, a half-elf spurns both humans and elves, instead seeking the company of other races and cultures entirely.

RACIAL AFFINITIES: Half-elves tend to enjoy the company of those of their favored lineage, but often have problems adapting and existing in either human or elf societies. Half-elves tend to be solitary, preferring not to congregate with other half-elves.

A group of half-elves always attracts an enormous amount of attention, and tends to highlight their status as misfits. Perhaps because of their exposure to discrimination, half-elves harbor few prejudices.

They freely associate with dwarves, halflings, gnomes and others. Their unique position occasionally allows them to act as intermediaries between groups and races.

ENVIRONMENT: Half-elves can be found anywhere, from human cities to elven strongholds. They live in all types of rural areas as well. Social ostracism tends to make them natural wanderers; many half-elves make no home, moving about the world looking for a place to fit in, at least for a time.

RACIAL TRAITS AND ABILITIES
The mixed lineage of half-elves effects the specific traits that a half-elf inherits. Players choose a human or elf lineage that dominates their character. Racial abilities modifiers are based on which lineage the player chooses.

All half-elves possess the following three abilities:
EMPATHY:
A half-elf’s uncanny ability to empathize with others is reflected in a +2 bonus to all charisma checks. This ability can be combined with attribute check modification.

MOVE SILENTLY (Dexterity): This ability allows silent movement in wilderness areas. Half-elves can move up to one-half the normal speed at no penalty. At more than one-half and up to the character’s full speed, the character suffers a -5 penalty to the check. Any faster movement is practically impossible (-20 penalty).

SPOT HIDDEN DOORS (Wisdom): This ability allows half-elves to spot secret, hidden and concealed doorways. A half-elf passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check. Success means that the half-elf notices the door as if actively searching for it. When a half-elf does actively search for such doorways, the bonus to the wisdom check is +1.
Half-elves with a human lineage possess these abilities:

ATTRIBUTE CHECK MODIFICATION: The human lineage is reflected in a greater versatility than their elven kin, but not quite as their human relatives. Half-elven characters are allowed to choose one secondary attribute for which they gain a +2 bonus to all attribute checks.

SPELL RESISTANCE (Wisdom): Half-elves of human lineage are somewhat resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a half-elf of human lineage receives a +2 bonus.

Half-elves with a elven lineage possess these abilities:
ATTRIBUTE MODIFICATION:
+1 to dexterity and -1 to constitution.

ENHANCED SENSES: Half-elves of elven lineage can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device that is up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.

SPELL RESISTANCE (Wisdom): Half-elves of elven lineage are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, a half-elf receives a +4 bonus.

LANGUAGES: Common, Elf, and three of the following: Dwarf, Gnome, Goblin, Halfling, and Orc.
SIZE: Medium
MOVEMENT: 30 feet
CLASSES: Any
RANGER MODIFIER: +2 move silent, +2 find traps
ROGUE AND ASSASSIN MODIFIER: +2 listen (elf lineage), +2 find traps, +2 move silent

Half-Elf Age
Middle = 100
Old = 150
Venerable = 200
Age Limit = 400


Posted on 2010-10-26 at 19:07:54.
Edited on 2010-11-02 at 01:38:33 by Hammer

Topic: Crimson Crusaders QnA
Subject: Gnome Race Info


Gnomes are often mistaken for offshoot species of dwarves or halflings. In fact, gnomes have more in common with elves, for they are closely bonded to nature and its essence as much as elves are. Even the most renowned sages can only say that gnomes emerged long ago from primordial forests and from under the deep roots of massive trees.

Small even by dwarven standards, gnomes have the potential to be powerful friends and deadly foes despite their size. Although partial to forests and mountains, gnomes can be found living in other remote locations as well.

Afflicted with wanderlust, many gnomes are world travellers and enjoy visiting strange, foreign lands in search of new information about the world in which they live.

DESCRIPTION: The gnome is small in stature, averaging 3 feet 6 inches tall. They have ruddy, earthy skin that appears dry and cracked with age, like an ancient mud flat. Gnomes have large, long noses and wide, gleeful eyes.

Gnomes prefer dark, earthy-colored clothing, mixing browns and greens with the occasional deep-hued blue. They dress more extravagantly during festivals or celebrations, in clothes of a wide array of colors and styles.

PERSONALITY: Considered pranksters or mischief-makers in many circles, gnomes are generally more concerned with relaxation and mirth than with most other matters. The gnome is occasionally serious, although this demeanor is normally reserved for times of war and great stress. Even in these grave situations, gnomes remain light of heart compared to the other races.

Keenly intelligent, curious and observant, gnomes involve themselves in all manner of travels and experiments to fulfil an unremitting curiosity.

This thirst for knowledge often brings gnomes and their friends together in great concourse. Individuals, families and clans gather from time to time to feast and make merry, and pass the news of the day. All are welcome at these gatherings and it is not odd to see elves, halflings, dwarves or even humans sitting amongst the gnomes and sharing in stories and tales of great escapades. Gnomes are famous for their songs, dances, drinks, speeches and many other disparate forms of entertainment.

In fact, gnomes encourage others to sit at tables with them as they struggle to glean information from all and sundry folk. For this reason, gnomes are careful in their speech and possess great skills in extracting all manner of information from their guests, whether their guests intend to reveal it or not. These skills are not limited to civil conversation, but are as often used to glean secrets and even concessions from others.

Conversely, gnomes are loath to give up information and rarely do so without a price. Knowledge gained in this manner is rarely used for evil purposes, but is tucked away for the proverbial rainy day. At such times it is brought forth to the immense enjoyment of the gnome and often to the embarrassment of the victim.

Gnomes tend to be clannish, living in extended, though tightly knit family units. These families are not restricted to blood relations or even to the race of gnomes. Once trust is given or earned, gnomes welcome friends of almost any race into the inner confidence. Their love of gatherings and the skills in story telling help to bind these clans together through shared folklore and public exchanges of appreciation.

Gnomes are accounted as great craftsmen and they take pride in the creation of all manner of objects, from musical instruments, exotic papers, and colorful inks to noisy clocks and other such goods.

But their greatest craftsmen focus on religious edifices. These are large stone menhirs shaped and carved over decades, and placed within sacred groves or upon windy heights. At these spots, gnomes gather on summer and winter solstices to offer tidings unto their deities and thanks for lives well lived.

RACIAL AFFINITIES: Preferring a simple and static world, gnomes are friendly with most of the benign peoples with whom they come into contact. Gnomes, however, have contentious relations with those who are destructive and aggressive. They particularly abhor goblins and kobolds.

Gnomes consider elves to be distant and elitist cousins. They find dwarves marginally acceptable, but wish they would quit digging so many holes in the earth before it collapses.

As for halflings and humans, gnomes consider one just a shorter, more polite and better-fed version of the other. They typically relate well with both.

ENVIRONMENT: Gnomes prefer wild regions that are peripheral to urban or settled lands, including high mountains, hills, deserts, forests or, more rarely, marshes.

RACIAL TRAITS AND ABILITIES
ANIMAL EMPATHY:
The gnomish relationship with nature and its creatures allows them to communicate with burrowing mammals (badger, fox, mole, rabbit, etc.). The communication is more telepathic and empathetic than it is conversational, though posture and sounds can communicate emotions such as stress and fear. The information communicated must be relatively simple, taking place on the animal’s level of understanding and comprehension, not the gnome’s.

COMBAT EXPERTISE (Goblins, Kobolds): Gnomes have battled goblins and kobolds in the forests and mountains since the dawn of their race. Because of these frequent and bloody encounters, gnomes have developed special techniques for fighting goblins and kobolds. Gnomes receive a +1 bonus to hit kobolds and goblins in melee combat (this bonus does not apply to missile weapons).

DARKVISION: In a similar manner to dwarves, gnomes can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Gnomes can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A gnome requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.

ENHANCED HEARING: Gnomes have keen ears, often likened to those of a fox. No one knows whether this is due to gnome physiology, or if it is because gnomes are such close observers of their environment. Gnomes receive a +3 bonus to all listening checks.

SPELLS: Gnomes have an innate ability to cast the following spells once per day as a 1st-level caster: dancing lights, ghost sound, and prestidigitation. These innate spells are in addition to any spells available to gnomes of spellcasting character classes.

LANGUAGE: Common, Dwarf, Elf, Gnome, Goblin, Kobold
SIZE: Small
MOVEMENT: 20 feet
TYPICAL CLASSES: Rogue, Illusionist, Druid, Bard
ATTRIBUTE MODIFIERS: +1 Intelligence, -1 Strength
ROGUE AND ASSASSIN MODIFIER: +3 listen

Gnome Age
Middle = 175
Old = 260
Venerable = 350
Age Limit = 1400


Posted on 2010-10-26 at 19:07:25.
Edited on 2010-11-02 at 02:08:17 by Hammer

Topic: Crimson Crusaders QnA
Subject: Elf Race Info


Elves are an ancient, almost timeless, race. They embody the grace and beauty of the natural world: as well as its strength, and at times, its unremitting wrath and fury.

Elves live exceedingly long lives, giving them a degree of patience unknown to other races, and affording them the opportunity to acquire a vast knowledge of the world and its history. This makes elves well informed and sage-like in their depth of knowledge and perspective.

This, combined with their natural dexterity and lithe movement, makes them appear almost ethereal to those who behold them for the first time.

DESCRIPTION: Elves vary in size and coloration, depending on their nature. Generally, elves are light skinned and pale in color, although light green skin hues are not unknown. At maturity they average 5 feet 6 inches in height, and weigh around 115 lbs.

Their “ethereal” nature lends them an unnatural grace and beauty. Elves have thin, sharp facial features with large, searching eyes that can vary widely in color. Their ears are long, tapering to a point at the ends, and they often wear their hair long and unrestrained.

PERSONALITY: Elves, being long-lived, possess tremendous patience. An overriding sense of near-immortality affects an elf’s every thought and action. Other races misinterpret this patience as indolence, laziness and an uncaring attitude, since other races cannot afford to wait decades to act on a matter.

Elves know that they have time to act, for the centuries stretch before them where other races have mere decades. When pressed, however, elves are capable of quick deliberation and speedy action, though usually not as quick as their shorter-lived allies might prefer.

Elves relish beauty, both natural and crafted. Their farsighted vision allows them to see the shapes of things to come, and more, they can see the shapes of things that could be. Where others might see a young sapling that one day must grow into a great oak, an elf sees a sapling that, molded with care and patience, can grow into a tree of great trunk and arching branch that will lord over the forest. This sight grants them the patience to make a craft of their natural environment.

They shape the rocks where they dwell, and cultivate trees and gardens over many years, thus molding their surroundings to create a garden of beauty in the natural world. They apply this same care to shaping and drawing out the natural beauty in all things, from simple stones and gems to gardens, forests and hills.

Likewise, the same attention is given to the crafting of weapons and armor, to spells, and even to the care of beasts. All things flourish under an elf’s care if given time and safety from the world’s interruptions.

An elf’s shaping of the world is accomplished with time. Time is the essential element in creating any item of beauty and time is something many elves have. The same applies to an elf’s use of magic. When magic is crafted by an elf, it is treated with the same care and patience that the elves apply to all things. Time is the forge upon which arcane forces are shaped and bent to perfection. Flawless and powerful magical spells and items are greatly valued and coveted by the other peoples of the world and by elves as well. When complete, elven magics are of divine perfection and immense power; but more than this, their beauty is beyond comparison and oft times, beauty is the source of its magical power.

This love for beauty and the desire to shape the world brings elves their greatest joy and greatest sorrow. Their timeless vision allows them to see both the beauty and the tragedy in all things, so that elves are filled with overflowing joy and limitless sorrow.

Looking into their future, they see their lives and creations becoming marred and spoiled by others, be they dwarf, human, orc or even the ravages of time.
These qualities imbue most elves with a fatalism of surpassing depth.

Their near-immortality creates a peculiar unease with death for their attachment to the living world is more profound and deeply felt than that of most other races. Together, these conflicting notions of time create a burgeoning and even contradictory desire to control and even stop the advancement of time, the forge of their life’s creation and the crucible of their doom.

In many ways, elves become mired in their history, and change little as the world changes around them. At times, this leads elves to avoid many situations that don’t directly threaten them, or that they feel would bring unnecessary harm to their creations.

RACIAL AFFINITIES: Most elves prefer the company of other elves. They associate well with halflings and gnomes, but generally do not live in close proximity to settlements of those races.

Humans present interesting dilemmas for elves to ponder, for humans combine the most noble and ignoble aspects of all creatures. As such, elves are very selective about their human associations and have a guarded approach to their interactions with humans.

Dwarves are treated with an aloofness bordering on disdain; for elves find them nearly unfathomable save for one commonality. Elves, like dwarves, also dislike and distrust all goblinoid races.

ENVIRONMENT: Elves prefer living in serene environments, far from turbulent, troubled lands. Often associated with forests and wilderness areas, elves will also live in open savannah or dense urban environments of their own making. Elvish cities are different from human settlements, having more in kin with dwarven settlements – both races tend to incorporate natural surroundings into both their architecture and living spaces in their communities.

RACIAL TRAITS AND ABILITIES
ENHANCED SENSES:
Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.

TWILIGHT VISION: Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.

MOVE SILENTLY (Dexterity): This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than one-half, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging.

SPELL RESISTANCE: Elves are particularly resistant to spells and spell-like abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus.

SPOT HIDDEN DOORS (Wisdom): Elvish vision and keen senses allows them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.

WEAPON TRAINING: Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: composite longbow, composite shortbow, longbow, shortbow, longsword or shortsword.

LANGUAGES: Common, Elf, Dwarf, Gnome, Goblin, Halfling, and Orc
SIZE: Medium
MOVEMENT: 30 feet
TYPICAL CLASSES: Fighter, Ranger, Rogue, Wizard, Druid, Knight, Bard
ATTRIBUTE MODIFIERS: +1 Dexterity, -1 Constitution
RANGER MODIFIER: +2 move silent, +2 to find traps
ROGUE AND ASSASSIN MODIFIER: +2 listen, +2 move silent, +2 Find traps

Elf Age
Middle = 500
Old = 1000
Venerable = 1500
Age Limit = 7500


Posted on 2010-10-26 at 19:06:50.
Edited on 2010-11-02 at 02:24:08 by Hammer

Topic: Crimson Crusaders QnA
Subject: Dwarf Race Info


Dwarves hail from the depths of the earth, and have lived there for ages beyond count. Much like the stone they resemble, dwarves possess great fortitude and an indomitable will of granite.

They are a proud, loyal, and honorable people, with lives said to be as long as the tunnels they delve beneath wind-scoured mountains. Reknowned for their stonework and metal crafting, dwarves expend much of their lives perfecting their skills and mining ever deeper for rare ores and gems.

There, in those dark recesses, the dwarves have unearthed many abominations and clashed with ferocious enemies, for the underworld is home to innumerable, and usually baneful creatures, who consider dwarves their mortal foes.

DESCRIPTION: Dwarves resemble the rock and stone they so love. They are short, stocky and muscled from years of labor at the forge, or from tunnelling through the earth. Dwarves grow long beards and moustaches that are considered a symbol of maturity and honor; the most renowned dwarves have great, thick beards sweeping to their feet.

From hours at the forge and difficult work at the mines, dwarven skin is dark, ruddy, and fissured, even at an early age. Their deep-set eyes tend to be blue, hazel or gray and sharp enough to pierce the gloom of the underworld.

PERSONALITY: Dwarves feel bound by codes of honor that obligate them to kin and kingdom. They consider themselves eternally beholden to their parents and immediate kin, for their parents brought them into the world. Likewise, the dwarven kingdom serves as both guardian and a source of succor, so an enormous debt is also owed to the dwarf’s kingdom and homeland.

These are debts many dwarves consider irredeemable. At its most extreme, the code obliges dwarves to sacrifice all in the name of kith, kin and kingdom, even if the cause is unjust or hopeless.

The dwarves are also bound to another code that, at its simplest, requires just compensation to be paid for service dutifully rendered. This code guides all of their business and interpersonal dealings.

Dwarves place high value on their skills both as craftsmen and warriors – and rightly so. Dwarves are meticulous and patient. All possess an expert’s attention to detail, and granite determination, regardless of the undertaking at hand.

Their expertise in the crafting of metal is without equal in the world, and their steadfastness in battle is as certain as a mountain is strong.

Dwarven stubbornness is nothing more than an expression of the codes of loyalty, debt, obligation and the determination they project into their daily lives. Dwarves are slow to shift loyalties and loathe breaking oaths, doing so only in dire circumstances. The word of a dwarf is as valuable as gold and gems, flowing from generations of tradition and belief.

Many mistake the dwarven disposition for greed and avariciousness, and some believe dwarves simply take advantage of all they can in both business and war. In reality, the dwarven personality stems from a sense of duty, loyalty and just compensation enforced by centuries of tradition.

RACIAL AFFINITIES: Dwarves associate with many demi-humans and humanoids, though their relations are poor with almost all of them. Relations with elves are often strained – dwarves do not understand elven psychology, and do not consider their codes of honor to be particular or reliable.

Dwarves work well with halflings in business matters, but tend to limit interactions to commercial relationships.

Human cultures and society vary widely, so dwarven relationships with humans vary widely as well. To dwarves, humans can appear as honorable as any dwarf, or as loathsome as a goblin.

Dwarves often consider gnomes to be their friends and allies. Gnomish culture most closely mirrors dwarven social and cultural mores. However, certain gnomish characteristics can ignite a dwarf’s short temper, particularly if gnomes and dwarves find themselves coveting the same resources.

Dwarves bear great enmity for goblins, orcs and their kin, for they are locked in a timeless struggle beneath the earth. With these creatures, dwarves have few dealings other than by the sharp edge of a sword or axe.

Another hated enemy of the dwarves are the ogres and giants often found in mountainous passes. Giants treat dwarves as a tasty food source, and ogres prey upon tempting dwarven caravans. Dwarves are always wary of these enemies, and war with them constantly.

ENVIRONMENT: Most often, dwarves live beneath the earth in great halls of stone, stretching for miles under expansive mountain chains. These dwarven kingdoms often extend deep into the bowels of the earth as they mine ever further for precious metals and stones.

Some clans, however, spend much of their lives above ground, building tunnels only for mining, and not as abodes. These dwarves live in areas where massive underground stoneworks are difficult to build, due to lack of proper stone or simple impracticality.

Small dwarven communities can be found in even the most remote of environs, for dwarves explore the world’s borderlands, ever searching for new veins of ore.

RACIAL TRAITS AND ABILITIES
ANIMOSITY (Elves):
The disparate personalities of dwarves and elves have resulted in eons of misunderstandings, squabbles and even wars between the two races.

Dwarves consider elves to be disloyal and untrustworthy partners in war or trade. As a result, dwarves suffer a -2 penalty to charisma checks when dealing with elves to whom they are not closely associated.

DEEPVISION: Ages spent beneath the earth in the dark and quiet places of the world have imbued dwarves with the ability to see in darkness where a human would find it impenetrable.

This vision extends up to 120 feet in even the darkest of nights and deepest of tunnels. Colors tend to erode with deepvision, and objects appear in many shades of gray. It is otherwise like normal sight, and dwarves can function well with no light at all.

Bright lights, such as from a lantern or other light source, spoil deepvision. A dwarf requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of deepvision.

DETERMINE DEPTH AND DIRECTION: The world beneath mountains and in the deeps of the earth is the natural home of the dwarf. Dwarves can sense their approximate depth underground as naturally as a human can sense which way is up. The dwarf can determine direction underground just as easily.

ENMITY (Goblins/Orcs): Eternal wars against goblins and orcs have created an undying crucible of hatred for these vile creatures. When in combat against goblins or orcs, this fury and hatred allows dwarves a +1 bonus to hit these creatures.

Dwarves have a similar distrust of half-orcs. Dwarves find inter-breeding with goblinoids to be the worst of all sins, and their powerful antipathy towards pure goblinoids negatively affects dwarven relations with half-orcs. Dwarves suffer a -4 to charisma checks when interacting with half-orcs, goblins and orcs.

DEFENSIVE EXPERTISE (Giants/Ogres): Long regarded as a food source by many giants, dwarves have developed considerable expertise in fighting them. Combined with their small size, this tactical expertise allows dwarves to offer resistance to the powerful giants. When fighting giants or ogres, dwarves receive a +4 bonus to armor class.

RESISTANT TO ARCANE MAGIC: As unshakeable as granite or iron, dwarves are particularly resistant to arcane magic. They receive a +3 bonus to all saving throws against arcane spells and spell-like effects.

RESISTANT TO FEAR: Dwarven loyalty, duty, stubbornness and honor lend them courage where other races might falter. Dwarves receive a +2 bonus to all saving throws against fear.

RESISTANT TO POISONS (Constitution): Dwarves are imbued with great constitutional fortitude. Poisons that might fell a normal human are less likely to affect a dwarf. Dwarves receive a +2 bonus to all poison saving throws.

STONECRAFT (Wisdom): Dwarves spend much of their lives carving halls, castles and underground fortresses out of solid rock, so they possess an extensive knowledge of stoneworking and construction. They possess almost a sixth sense in this regard which gives them various bonuses and abilities.

Dwarves are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone.

A dwarf passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a dwarf actively search for these features, the bonus to the wisdom check is +4.

When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.

LANGUAGES: Common, Dwarven, Gnome, Goblinoid, Halfling, Elven, Ogrish, Giant, Troll
SIZE: Small
MOVEMENT: 20 feet
TYPICAL CLASSES: Fighter, Rogue, Barbarian, Cleric, Bard
ATTRIBUTE MODIFIERS: +1 Constitution, -1 Dexterity
ROGUE AND ASSASSIN MODIFIER: +2 find traps in structures only

Dwarf Age
Middle = 225
Old = 350
Venerable = 550
Age Limit = 1650


Posted on 2010-10-26 at 19:06:14.
Edited on 2010-11-02 at 03:11:30 by Hammer

 


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