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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Crimson Crusaders QnA
Subject: Monk (Constitution) Info


Adventuring is fraught with danger, and most heroes gird themselves with weapons and armor. There are those, however, who reject steel and iron when entering the fray. They instead rely primarily upon their bodies and minds for survival in combat, honing themselves into unbreakable weapons of war.

The monk is devoted to the perfection of the body, and the mastery of mind over body. The monk is an expert in unarmed combat, be it wrestling, boxing, kung-fu or any of the other of the myriad martial arts styles. Some monks’ dedication to the martial arts flows from a strong spirituality, and they often live by stringent personal or organizational codes of conduct. Others show only disdain for religion, but look to training and personal perfection to bring their lives meaning. While there is no standard that a monk must follow, they are all devoted to the use of the body as the best of weapons on the field, and the mind’s control of the body as the best weapon of all.

Monks seek a perfect balance between physical strength and mental control of the body. When in unison, the monk has achieved the perfect, unbeatable weapon; but the path to attain this state is difficult and exhausting, and only those with great stamina and fortitude achieve it.

To achieve a harmonious balance of mind and spirit, the monk must not be susceptible to wild urges, emotions or other distracting mental conditions. A physical and mental harmony must be constantly maintained in order to function at peak ability. To manage this, a monk will usually adhere to their code, master routines necessary to train the body and mind to work together, and undertake strict physical and mental regimens of purification required to achieve perfect control of the body.

The monk generally prefers to engage only in hand-to-hand combat. Some might use simple or mundane weapons that appear innocuous, but when mastered, become deadly extensions of the body. The choice of weapons reflects a philosophy common to all monks; the desire to take that which is commonly perceived as weak and harmless and mold it into something strong and lethal.

Monks cannot wear bulky and weighty armors or objects that weigh them down and restrict their movement. Instead, they rely upon their speed and skill at predicting a foe's movements and attacks to deflect and avoid blows that may inflict mortal harm.

ABILITIES
FAST MOVEMENT:
A monk moves faster than normal. A monk carrying a medium or heavy load loses this extra speed and moves at 30. See the Monk Special Abilities Chart for a monk's movement rate.

HAND-TO-HAND COMBAT: A monk specializes in hand-to-hand combat, be it boxing, brawling, wrestling, or a complex, disciplined martial art. This martial skill imparts the unique ability to attack with hand, foot, other body part, or the whole body, and aids in defense.

The monk's hand-to-hand attacks and damage are shown in the Monk Special Abilities table. A monk begins with a single hand-to-hand attack, and at 6th level gains an additional off-hand, secondary attack. The amount of damage these attacks inflict is shown in the table. A monk character may choose whether damage inflicted by a successful hand-to-hand attack inflicts normal or subdual damage as described in the Damage entry of The Castle Keeper & The Game section of this book.

A monk's martial skill and body control allows him to use his body for defense. A monk's base armor class increases with experience as indicated on the table.

The monk adds +2 to all overbearing and grappling attacks.

IRON BODY: A monk's training and bodily control creates a hardness and toughness that makes the monk more resistant than normal to harmful toxins and diseases, and to effects that control, paralyze or kill. At 1st level, the character gains a +1 bonus to saving throws versus disease, poison, paralysis, polymorph, petrification and death attack. The bonus increases to +2 at 3rd level, +3 at 6th level, +4s at 10th level, and +5 at 15th level.

STUN ATTACK: Monks can focus a hand-to-hand attack so as to stun an opponent. The monk must declare use of the stun attack before making the attack roll. A foe successfully struck by the attack must make a constitution saving throw or be stunned and unable to act for 1d4 rounds. Those struck by a stun attack take normal unarmed attack damage. The monk can use this ability once per round, and no more than once per level per day. A missed attack counts against the monk’s daily limitation of use of the ability. The first stun attack must be a primary attack (be it by hand or weapon).

DEFLECT MISSILES: At 2nd level, a monk's reflexes and body control allows him the ability to deflect non-magical missiles, including but not limited to, arrows, axes, bolas, bolts, bullets, clubs, daggers, darts, hammers, harpoons, javelins, nets, rocks, and spears. The monk must have at least one hand free to use this ability. When the monk would normally be hit with a ranged weapon, the monk can attempt to deflect the attack by making a dexterity check. If the check succeeds, the monk deflects the weapon and suffers no damage. This can be done once per round for levels 2-5, twice per round for levels 6-10, three times per round for levels 11 to 15, four times per round for levels 16-19, and five times per round for levels 20 and up.

The monk must be aware of the attack to use this ability. An attempt to deflect a ranged weapon counts as a monk’s primary unarmed attack. If a monk is high enough level to have a secondary unarmed attack, the monk may still make the secondary attack if the deflect missile ability has only been used once or twice. If three or more missiles are deflected, the secondary attack is considered used. This ability cannot be used against siege weapon ammunition.

IRON FISTS: Beginning at 3rd level, a monk has begun to master his martial ability to such an extent that his unarmed attacks strike as if dealt by a magic weapon. Thus, the monk can strike and damage creatures hit only by magic weapons. At 3rd level the monk's unarmed attack is equal a +1 magic weapon. This ability improves as a monk rises in levels as follows: +2 at 5th, +3 at 8th, +4 at 12th and +5 at 17th. Note, the ability does not confer any actual bonus to hit and damage.

SLOW FALL: At 4th level, a monk]s body control allows him to slow his fall if within 10 feet of a vertical surface. By using the wall or surface, the monk breaks his fall and takes less damage than normal. The damage is reduced as if the fall were 20 feet shorter than it actually is. As the monk progresses in levels, the damage reduction increases as follows: 25 feet at 6th level, 30 feet at 9th level, 35 feet at 13th level, and 40 feet at 18th level.

FEIGN DEATH: At 6th level, a monk has mastery over vital bodily functions, and can slow them until he or she appears to be dead. The monk may maintain this state of feigned death for a number of turns equal to the character’s level.

FAST HEALING: At 7th level, a monk’s body naturally heals faster than normal. Each day, a monk heals 1d4+1 hit point per level as long as rest, sleep and meditation is possible. The monk must be in a calm environment, under no physical duress or mental stress, able to sleep undisturbed for 12 hours, and generally rest without exertion for another 6 hours. Food and water should be readily available.

IRON MIND: At 9th level, a monk gains a +3 bonus to saving throws against confusion, charm, fear, and spells that affect the mind. The bonus increases to +4 at 11th level, and +5 at 14th level.

DEATH STRIKE: At 10th level, a monk gains a fearsome attack, capable of dealing death with a single blow. The monk can use this attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target or have more levels than the target’s hit dice. If the monk successfully deals damage with the attack, the death strike succeeds and unless the victim makes a constitution check, the victim is immediately slain.

At 12th level, after a successful death strike, the monk can choose to delay the victim's death by up to 1 round per level. The monk merely wills the target to die at any point within the allotted time. If the monk wishes, however, the monk need not inflict death on his victim. Instead, the monk can release the victim from the death sentence upon a successful touch attack.

For example, a 12th level monk successfully strikes a 5th level fighter. The monk can will the fighter to die any time within the following twelve rounds. Or, the monk can release the fighter from the death strike by a successful touch attack.

The death strike has no effect on undead or creatures that can only be struck by magic weapons, unless the monk is able to hit the creature with the iron fists ability.

MONK SPECIAL ABILITIES
Level /Armor Class /Primary Attack /Secondary Attack /Fast Movement
1 /11 /1d4 /none /35
2 /12 /1d6 /none /35
3 /12 /1d6 /none /40
4 /13 /1d8 /none /40
5 /13 /1d8 /none /40
6 /13 /1d8 /1d4 /50
7 /14 /1d10 /1d4 /50
8 /14 /1d10 /1d4 /50
9 /14 /1d10 /1d6 /50
10 /14 /1d10 /1d6 /60
11 /15 /1d10 /1d6 /60
12 /15 /1d10 /1d6 /60

PRIME ATTRIBUTE:
Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: Aclis, blowpipe, bola, bows, brass knuckles, cat-o-nine-tails, cestus, cleaver, club, dagger, dart, dirk, falchion, hafted hook, hand axe, hatchet, hook-sword, javelin, katar, knife, light flail, light mace, nine-ring broadsword, pole arms, rock, sap, sickle, scimitar, scythe, sling, spear, spiked gauntlet, staff, whip
ARMOR: None
ABILITIES: Fast movement hand-to-hand combat, iron body, stun attack, deflect missiles, iron fists, slow fall, feign death, fast healing, iron mind, death strike

Level /HD /BtH /EPP
1 /d12 /+0 /0
2 /d12 /+1 /1,751
3 /d12 /+2 /4,001
4 /d12 /+3 /8,501
5 /d12 /+4 /20,001
6 /d12 /+5 /40,001
7 /d12 /+6 /80,001
8 /d12 /+7 /160,001
9 /d12 /+8 /325,001
10 /d12 /+9 /550,001
11 /+5 HP /+10 /750,001
12 /+5 HP /+11 /1,250,001
13 /+ 250,000 per level



Posted on 2010-10-26 at 19:04:55.
Edited on 2010-11-02 at 04:52:18 by Hammer

Topic: Crimson Crusaders QnA
Subject: Rogue (Dexterity) Info


Ancient cities with high towers and crumbling walls, sprawling towns along coastal highways, villages, castles and hamlets all have one thing in common. They all have rogues in their environs.

Their names vary: thieves, rapscallions, cut-purses, footpads, confidence men, fences, burglers, sharpers, pick-pockets or highwaymen. Their methods vary as widely as their names, but their goals and the theme of their lives are constant. Rogues steal from others. They gather ill gotten goods for their own pleasure or needs and care not a whit for payment or compensation of those they take from.

Rogues make their living in the shadows, through stealth, deceit and thievery, or at times, in service to some greater purpose known only to themselves. Rogues are, simply, the ultimate thieves.

The archetypical ne’er-do-wells, rogues can be scions of the wealthiest families or simple street urchins. Some make their living by burglary, robbing wealthy merchants and pilfering the goods of many a palace. Others pick the pockets of the unwary, from the simple traveller to the
noble lord.

Still others find their skills best suited to plundering dungeons, unraveling riddles in dark caves, and stealing treasure from the forgotten places of the world, avoiding the laws and the lawmen of the more civilized areas of the world.

To perform their many acts of daring rogues manage on a routine basis, they must be exceedingly dextrous. A rogue must be nimble of hand and foot. They must be quick of wit and mind. When these traits are perfectly combined into a seamless coordination of mental acumen and hand-eye coordination, the rogue becomes a foe to be feared and friend never to be trusted.

It is true that there is no honor among these rogues. Every valuable is a potential source of income, and every circumstance an enticement to misdeed. They are driven by an anarchic soul and the outcast’s disdain for common ethics where few laws are considered sacred and no oath is
made that is not to be broken. Their only brotherhood is that of their confederations and guilds of like minded thieves, who are as loyal to one another as they are to anything else.

These guilds provide protection and organized rackets, but have little more staying power than the strength of their leadership to manage an unruly and rebellious membership.

There are the rare exceptions to this generally dispiriting lot. There are burglars who steal only from wealthy and evil overlords, rob dragon’s hordes, or pilfer the treasuries of malicious and cruel tyrants.

However, they too are driven by the same forces that inspire other rogues, for it takes a wily and wilful individual to crawl down dark forbidding corridors
and face down dragons for a peek at their hordes.


Rogues try to avoid combat as much as possible. Though not cowardly, they simply find the phrase “better to live and fight another day” more meaningful and applicable than anything to do with honor, pride or recognition of their martial prowess. Further, one might actually die in
combat, and that has little value to anyone, especially to the rogue in question.

As such, their weapons are generally of the smaller variety and not very impressive, being knives, daggers, saps and such, or those that can be used from a great distance such as bows, slings and darts.

Neither do rogues have much regard for shields and armor as these hinder movement and make even simple tasks difficult. And, since rogues avoid combat as much as possible, armor becomes a useless accouterment in most cases and in a city, attracts more attention than most rogues desire.

ABILITIES
SPECIAL:
Rogues favor light armor, as it allows them to better ply their stealth abilities. Rogues may wear leather armor, a leather coat, or padded armor, and can employ small shields without any penalty to the use of
their abilities. They may also wear leather helmets. A rogue may wear any other type of armor, but the character may suffer a penalty when using class abilities and wearing these armors as noted in the ability description.

The penalty is equal to -1 for each point above armor class 12 that the armor confers. Restricted helmets and shields cause the rogue to suffer a –1 penalty to all abilities. All penalties are cumulative.

For example, a rogue wearing chainmail, which confers a 15 armor class, suffers a -3 penalty to all ability checks (15-12=3). The same rogue using a large shield suffers a -4 penalty to all ability checks. If the same rogue used a metal great helm as well, the total penalty would be -5.

BACK ATTACK: A rogue normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. A rogue able to attack an opponent from the rear and who is unaware of the rogue’s presence, gains a bonus to hit and to damage.

To catch an opponent unaware, a rogue must make a successful move silently check to sneak up behind the foe, or make a successful hide check while behind the opponent. A rogue that succeeds in one or the other of these can
make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage.

When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character’s arm. A rogue can only back attack living creatures that have a discernible anatomy. The rogue must be able to see the target well enough to pick out a vital
spot, and then must be able to reach it.

As the rogue gains experience, the damage inflicted increases. At 5th level, a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability. This ability is affected by wearing armor not on the rogue armor list.

CANT: Rogues often use a street language known only to those in the trade, called cant. Code words, hand signals, demeanor, and other signs comprise the cant. The cant can be used to convey complex ideas. The
language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even within a city. This ability is affected by wearing armor not on the rogue armor list.

CLIMB (Dexterity): This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man made slope or incline
that others would find impossible to climb.

When doing so, the rogue moves at one-half the character’s normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or
more means that the character falls from the currently attained height, and must suffer falling damage.

Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as a cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface. This ability is affected by wearing armor not on the rogue armor list.

DECIPHER SCRIPT (Intelligence): This ability allows a rogue to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the
character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing.

A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. If successful he can read the spell but not cast the spell. This ability may not be used to decipher divine scrolls.

HIDE (Dexterity): Rogues use this ability to conceal themselves from others. A successful check means that the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden.

Hide checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character
suffers a -5 penalty to the check to remain hidden.
It’s practically impossible (-20 penalty) to hide while
running or charging.

If the character is being observed, even casually, they cannot hide. If observers
are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place.

This check, however, is at a –10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the
Castle Keeper’s discretion.

Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at-5. In this case, movement is reduced to one quarter the normal movement rate. This ability is affected by wearing armor not on the rogue armor list.

LISTEN (Wisdom): A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise.

Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if
the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door.

However, exactly what is heard is up to the Castle Keeper’s discretion as each case is unique. If listening
through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round.
Only wearing a metal or large helmet affects this ability negatively.

MOVE SILENTLY (Dexterity): This ability allows a rogue to move so silently that others cannot hear the movement. The rogue can use this ability both indoors and outdoors.

A rogue can move up to one-half the character’s normal speed at no penalty. At more than one-half and up to
the character’s full speed, the character suffers a -5 penalty.

It’s practically impossible (-20 penalty) to move silently while running or charging. To move silently and hide, see the hide ability. This ability is affected by wearing armor not on the armor list for the rogue.

OPEN LOCK (Dexterity): A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a
set of rogue’s tools, including picks, blank keys, wires or other appropriate tools.

A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it. Only wearing metal or large gloves affects this ability negatively.

PICK POCKET (Dexterity): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed.

Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim. This ability also allows the rogue to perform “sleight of hand” maneuvers.

A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like.

A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer. This ability is affected by wearing armor not on the rogue armor list.

TRAPS (Intelligence): A rogue may use this ability in three manners: finding, disabling or setting traps. Each
use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability.

To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area.

A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an
area, multiple successful checks are required to find
them all.

A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them.

To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap.

A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue’s tools are needed to disarm a trap.

Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity. To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check.

The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.
Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.

SNEAK ATTACK: At 4th level, a rogue has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the rogue, but unsuspecting of an attack, a rogue can use the sneak
attack ability.

For example, a rogue could be having a conversation with a
potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a rogue could be perched in the shadows of a tree, waiting for the perfect opportunity
to fire a crossbow.

Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary. The opponent is not allowed to roll for initiative until the round following the attack.

A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A rogue cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack. This ability is affected by wearing armor not on the rogue armor list.

PRIME ATTRIBUTE: Dexterity
HIT DIE: d6
ALIGNMENT: Any
WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, shortbow, short sword, sickle, sleeve tangler, spiked gauntlet, sling, whip

ARMOR: Leather armor, leather coat, and padded (see special rule above)

ABILITIES: Back attack, cant, climb, decipher script, hide, listen, move silently, open lock, pick pockets, traps, sneak attack

Level /HD /BtH /EPP
1 /d6 /0 /0
2 /d6 /+1 /1,251
3 /d6 /+1 /2,501
4 /d6 /+1 /6,001
5 /d6 /+2 /12,001
6 /d6 /+2 /24,001
7 /d6 /+2 /48,001
8 /d6 /+3 /80,001
9 /d6 /+3 /120,001
10 /d6 /+3 /175,001
11 /+2 HP /+4 /325,001
12 /+2 HP /+4 /450,001
13+ /125,000 per level



Posted on 2010-10-26 at 19:04:25.
Edited on 2010-11-04 at 22:34:21 by Hammer

Topic: Crimson Crusaders QnA
Subject: Fighter (Strength) Info


From the maelstrom of war and conflict great warriors arise, tested on and mastering the brutal fields of battle. These combatants nobly make war against cruel overlords and barbarous hordes, or are driven to conquest
and brutish slaughter by depraved spirits and malignant desires.

Found in all societies and amongst all peoples for whom battle is a constant, these are those who turn to the sword and might of arm to defeat their foes and fulfil
their desires. Kings and tyrants, warriors and brigands, foot soldiers and raiders, adventurers and treasure hunters; these are all fighters.

The fighter is the archetypical warrior, superior to all other classes in armed combat. Fighters come from every geographic region and occupy all social strata. They are born with a strength of will and spirit that leads them to seek the field of battle. They find the clash of metal
and the ring of steel invigorating at times, and necessary at others.

Fighters do not live in fear of the melee; they face their foes with gritted teeth and steely determination, longingly anticipating the next test of their strength and skill.

All fighters, regardless of background, are characterized by the will and ability to use their brute strength and swift sword to solve problems or overcome foes. Fighters are a unique breed and make their own way in the world, for ill or good.

Fighters depend on heavy armor and weaponry that require great strength and skill to wield properly. Whether sallying forth with a massive double bladed battle axe, or a delicately balanced saber of the finest steel while
sheathed in plates of shiny metal, or hefting only a shield on the blood washed fields of combat, the mighty arm of these warriors rise and the weak fall beneath it. And it is the strength that carries fighters through
the laborious contests of steel that mark their daily lives.

Many cultures have unique weapons, and warriors in those cultures are often trained in their use, wielding them as if extensions of their bodies.

However, all weapons, regardless of make, function to the same end and the well-trained and highly skilled fighter intuitively knows the best manner in which to use them. Fearsome with any weapon, the fighter is an opponent
that only the foolish underestimate and the weak regret offending.

As with weapons, the use of heavy armor is demanding upon the body. When worn by those unfamiliar with its weight and bulk, armor can be a hindrance to movement. It requires great strength and knowledge to properly wear any armor and maintain one’s skill of hand while so donned.

Fighters are accustomed to the bulk and weight of armor, knowing how to manage and adjust their thrusts and parries when wearing it. Once trained, a fighter knows how to adjust his or her fighting style to the weight and load of any armor in order to use it effectively.

ABILITIES
WEAPON SPECIALIZATION:
At 1st level, the fighter can choose one weapon with which to specialize. All weapons are eligible, including ranged weapons such as the bow or sling.

The weapon with which the fighter specializes is usually common to the fighter’s culture or society, but it need not be. The Castle Keeper and player should
consult to determine which weapons are available for specialization, bearing in mind culture, location and availability.

The fighter can only choose one weapon with which to specialize. Once chosen, the weapon cannot be changed. For fighters between 1st and 6th level, this specialization imparts a +1 bonus to hit and a +1 bonus to damage when being used. At 7th level and above, the bonuses increase to
a +2 to hit and +2 to damage.

COMBAT DOMINANCE: At 4th level, the fighter gains an extra attack with any weapon when fighting opponents with 1 hit die or less. In order to use this ability, the fighter must direct all attacks in a combat round against
opponents that meet these criteria.

The fighter can split the available attacks among qualified opponents as desired. This ability improves as
the fighter progresses in levels. The fighter gains an additional attack for every four levels gained after 4th level.

So, at 8th level, the fighter is allowed a total of three attacks, and at 12th level, the fighter gains four attacks against these opponents. This ability does not combine with the Extra Attack ability described below.

This ability is only useable with melee weapons and cannot be applied to ranged combat. For example, an 8th level fighter is battling 5 kobolds in a dank cavern. The kobolds are 1hd. When it comes time to attack, the fighter is allowed three swings against the kobolds; one swing for the class and two swings for the Combat Dominance ability.

The fighter can choose to attack one kobold three times or three different kobolds one time each.

EXTRA ATTACK: At 10th level, the fighter gains one additional attack each combat round with any weapon. This ability does not combine with Combat Dominance. When in a combat where both abilities could be used, the player must choose to use either the Extra Attack or Combat Dominance ability during each round. The Extra Attack ability is useable with melee and ranged weapons.

PRIME ATTRIBUTE: Strength
ALIGNMENT: Any
HIT DICE: d10
WEAPONS: Any
ARMOR: Any
ABILITIES: Weapon specialization, combat dominance, extra attack

Level /HD /BtH /EPP
1 /d10 /+1 /0
2 /d10 /+2 /2,001
3 /d10 /+3 /4,001
4 /d10 /+4 /8,501
5 /d10 /+5 /17,001
6 /d10 /+6 /34,001
7 /d10 /+7 /68,001
8 /d10 /+8 /136,001
9 /d10 /+9 /272,001
10 /d10 /+10 /500,001
11 /+4 HP /+11 /750,001
12 /+4 HP /+12 /1,000,001
13+ /250,000 per level


Posted on 2010-10-26 at 19:03:51.
Edited on 2010-11-05 at 01:20:30 by Hammer

Topic: Crimson Crusaders QnA
Subject: Shaman/Druid (Wisdom) Info


Beyond the confines of walls and city battlements, within the vast expanse of the wilderness areas of the world are many folk who live with contentment outside of civilization. Those who push aside material culture to live in harmony with nature often draw upon its forces for
spiritual guidance and commune with its spirits.

These are the druids, and they offer guidance and wisdom about the order of life and the world, the cycle of life and death, and acceptance thereof. Druids are feared by
many, for they call upon powerful elemental and nature spirits, and they can gather great hosts of nature to fight for their causes.

Druids seek to protect the wilderness and its beasts from the encroachments of civilization, lest the order of the natural world be upset. They find the myriad artificial creations of civilized peoples abhorrent, for they believe that reliance upon the unnatural creates people who are weak and dependent upon a material culture.

They are fiercely individualistic, and are often found among the barbarian peoples of the world. Druids live in harmony with nature, revering its power and beauty. Although they are sometimes termed priests of nature, the druid is much more. They allow nature to determine the fate of its creatures, for good or ill.

Some druids revere nature and its elements alone, some promote the beliefs of one or more nature deities, and some bind their animistic faith to a strict code of personal conduct. All are devoted to their life’s
calling and possess specialized wilderness lore, including knowledge of the animal and plant kingdoms.

Their divine dispensations are gifts from the spirits of the wood, rock, water and wind. Storms rage across the plains, seas thunder against coasts, and the grasses
of the wild steppe wave ceaselessly: none knows a motive.

Druids must be able to relate to this balance and neutrality in nature. From this closeness to their surroundings, druids possess specialized knowledge of wilderness environments, particularly those in which the druid lives or was trained.

A druid may use weapons crafted from nature’s raw materials, such as wood, leather, stone and cold-forged metal. Traditionally forged weapons are antithetical to druidism. Some druids prefer to use a weapon identical
to that wielded by the deity whom they worship.

In war and combat, druids often wield cold-forged pure metal weapons fashioned of beaten iron or copper, but not of beaten steel or bronze. Likewise, a druid prefers armor crafted from items found in nature, such as leather and wood. They view armors forged by advanced metalsmithing
techniques as tainted and impure. These impure items make one dependent upon them and, in consequence, weak.

Should a druid cease to revere nature, or ignores their code, the wrath and fury of the spirits of the wild descend upon the errant druid in vengeance.

ABILITIES
BONUS LANGUAGES:
Druids have a secret language used for communicating with one another. They are forbidden from teaching this language to any but their brethren.

Additionally, if a druid has a high enough intelligence to learn an additional language, the following languages are available to them: aquan, auran, elf, fey, giant, gnome, sylvan and terran. The druid must have lived in or near a
community of those whose language they seek to learn.

NATURE LORE (Wisdom): Druids are connected to the forces of nature. They mystically coexist with their environment, gradually becoming a larger part of it. This relationship imparts to them a specialized knowledge of the wilds. A druid can identify plants and animals with
perfect accuracy in the type of environment where the druid was trained or currently lives.

In unfamiliar environments, the druid must succeed at
a wisdom check to successfully use this ability. This identification ability allows the druid to determine the species of a plant or animal and the special qualities or abilities of the species. The druid can also determine whether water is safe or dangerous to drink.

Additionally, druids can find shelter and forage for food. A druid always succeeds in finding basic shelter and
enough food for individual daily sustenance. If the druid wishes to support additional people, They must spend 6 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day.

If the druid wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If
successful, the druid must spend an additional 6 hours gathering food to feed and water an additional 2-8 people.

A third attempt to gather food can be made. A wisdom check at -4 is made but if successful, another 6 hours of searching can feed an additional 1-4 people. This additional effort allows the druid to gather food and
water for up to 5-20 creatures total. The druid can only hunt and forage for food three times per day.

SPELLS: A druid casts divine spells. The spells available are listed on the druid spell list. Each druid can cast a limited number of spells from each
spell level per day. The Cleric and Druid Spells Per Day Table (pg 25) shows the number of spells per day a druid may cast for each spell level. Druids prepare and cast spells by praying for them. This process is covered in greater detail in the Magic section.

BONUS SPELLS: High wisdom indicates a greater divine or spiritual connection to their deities, so druids with high wisdom gain bonus spells. If the character has a wisdom between 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17, they receive an extra 2nd level spell and if 18 or 19, they receive an extra 3rd level spell. Bonus spells can only be acquired if the druid is at a high enough level to cast them.

Bonus spells are cumulative. For example, a 4th level druid with an 18 wisdom receives four 0 level spells, four 1st level spells and three 2nd level spells. No bonus 3rd level spell is acquired until the druid reaches 5th level.

RESIST ELEMENTS: At 2nd level, druids gain a +2 bonus to saving throws against fire, water, earth, air, cold and lightning attacks.

WOODLAND STRIDE: At 3rd level, druids gain the ability to move through natural thorns, briars, overgrown areas and similar terrain at normal speed and without suffering damage or other impairment. When doing
so, druids leave no trail in the natural surroundings and cannot be tracked.

However, thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect druids.

TOTEM SHAPE: At 6th level, druids gain the spell-like ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph self. Upon attaining this ability, a druid must choose a totem shape. The selection is
permanent, and cannot be changed. Each time a druid uses this ability, the character regains 1d4 hit points.

At 7th and 8th levels, the druid gains a new totem shape. Each shape can be assumed once per day. At 12th level, the druid gains the ability to take the shape of a large version of one of the previously chosen totem forms. This large form can be assumed once per day, and the
druid can decide between the three forms each time this ability is used.

When assuming the large version of a totem form, the druid heals 5d8 hit points. At 15th level, the druid can take a totem shape twice per day and at 18th level, three times per day.

PRIME ATTRIBUTE: Wisdom
HIT DICE: d8
ALIGNMENT: Neutral (any)
WEAPONS: Bows, club, dagger, dart, hand axe, hammers, scimitar, scythe, sling, sickle, spears, sword, staff
ARMOR: Cuir bouille, laminar leather, padded, leather, leather coat, hide
SPECIAL: Bonus languages, nature lore, resist elements, woodland stride, totem shape, spells

Level /HD /BtH /EPP
1 /d8 /+0 /0
2 /d8 /+1 /2,001
3 /d8 /+1 /4,251
4 /d8 /+2 /8,501
5 /d8 /+2 /17,001
6 /d8 /+3 /35,001
7 /d8 /+3 /70,001
8 /d8 /+4 /180,001
9 /d8 /+4 /275,001
10 /d8 /+5 /400,001
11 /+3 HP /+5 /525,001
12 /+3 HP /+6 /650,001
13 + /175,000 per level

CLERIC AND DRUID SPELLS PER DAY
Level /0 /1st /2nd /3rd /4th /5th /6th /7th /8th /9th
1 /3 /1
2 /4 /2
3 /4 /2 /1
4 /4 /3 /2
5 /4 /3 /2 /1
6 /5 /3 /3 /2
7 /5 /4 /3 /2 /1
8 /5 /4 /3 /3 /2
9 /5 /4 /4 /3 /2 /1
10 /5 /4 /4 /3 /3 /2
11 /6 /5 /4 /4 /3 /2 /1
12 /6 /5 /4 /4 /3 /3 /2
13 /6 /5 /5 /4 /4 /3 /2 /1
14 /6 /5 /5 /4 /4 /3 /3 /2
15 /6 /5 /5 /5 /4 /4 /3 /2 /1
16 /6 /6 /5 /5 /4 /4 /3 /3 /2
17 /7 /6 /5 /5 /5 /4 /4 /3 /2 /1
18 /7 /6 /6 /5 /5 /4 /4 /3 /3 /2
19 /7 /6 /6 /5 /5 /5 /4 /4 /3 /2
20 /7 /6 /6 /6 /5 /5 /4 /4 /3 /3


Posted on 2010-10-26 at 19:03:16.
Edited on 2010-11-04 at 23:59:47 by Hammer

Topic: Crimson Crusaders QnA
Subject: Bard (Charisma) Info


Every age and people has a voice. That voice finds its measure in story, expressed in legend, tale, song, poem, battle cry or speech.

From wild barren steppes to the frozen lands at the tips of the world, from taverns to town squares, and from city streets to imperial residences, there are those blessed with the ability to artfully weave story and legend, moving the heart to great feats.

In recounting epic deeds of ages past, bards inspire listeners to greater deeds as if by magical incantation. They captivate hearts, cause tears to flow, and invigorate individuals and crowds.

These storytellers are historians and lore masters with oratorical skills guided by the muses. Some are powers behind thrones, weaving future events through tales of the past.

Others are the backbone for troops of soldiers, inspiring courage in times of distress. But the most renowned are the warrior-poets, whose adventures and escapades are legendary. These ply their skills across the wide world, and are known as bards.

Bards can lead by example or deed, but they primarily influence others with story, art or argument. Their skill of recitation borders on the magical, so much so that they are often able to charm listeners with their tales.

Many also possess training in feats of arms, whether intentionally acquired for a greater poetic understanding of valor and mortal combat or learned accidentally when they have found themselves in dire straights and amongst dangerous foes.

Bards possess artistic skills that are needed to convince an audience that what they see is more than what is shown. They gain access to the various strata of society, both low and high, walking among them to acquire knowledge and power.

The bard pays heed to the moods and tales of all, whether noble or villain, realizing the importance of even the meanest of peoples. They are skalds, minstrels, troubadours, lore masters, poets, chroniclers, schemers, sages, musicians and orators, blending fact and fiction to great effect.

Whether weaving tales or delivering odes, bards can effect changes in individuals and small groups, inspiring them to great deeds in combat or to humble behavior. They give voice to history, and weave tales establishing ethics and morals, reinforcing the frameworks of societies.

They possess a tremendous knowledge of events great and small, of legends and the nature of magics. Most bards teach much of what they know, but all bards keep some knowledge to themselves, considering it a source of power and prestige only to be dispensed with in the most extraordinary of circumstances.

The bard’s role as historian and storyteller requires a bending and twisting of fact and a weaving of fiction to tell their tales well. They must be free of mind and spirit, with agile and active imaginations.

Bards are not bound by the often moribund and strict interpretations of academics and others who depend on the separation of fact and fiction.

Though bards are known to inspire others to greater deeds, their lifestyle often leads them into conflict and combat, where they often perform deeds of valor.

In life they prefer not to be encumbered by worldly goods. They rarely take up permanent residence and are always ready to move on.

Usually, their most prized possessions are the instruments they carry, scrolls with great tales writ upon them, or items to which they have attached great value and though which they recall tales and tales of tales.

ABILITIES
DECIPHER SCRIPT (Intelligence):
Bards often need to decipher and interpret legends and secret writings to acquire more knowledge.

This ability allows the bard to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing.

It takes ten turns to decipher each page of a script. A decipher script check may be made only once per writing. A bard may use this ability to decipher and then use an arcane scroll, as a wizard or illusionist would, if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.

EXALT (Charisma): This is the bard’s ability to inspire companions and listeners, allowing them to surpass their normal level of performance. Some bards invoke this ability through song and music, while others do so through oration, battle cries or sheer acting and demeanor.

With a successful attribute check, a bard can help allies succeed at a task. The ally gets a +2 bonus on any action requiring an attribute check, including class ability checks, saving throws and standard attribute checks. This ability does not affect attack rolls. The allies must be able to see and hear the bard, and must be within 60 feet.

The Castle Keeper may rule that certain uses of this ability are infeasible. The bard can use this ability once per day per level, and can maintain the effect for a number of rounds equal to the bard’s level.

As the bard rises in levels, the bonus imparted increases as well. It rises to +3 at 6th level, +4 at 12th level and +5 at 18th level.

LEGEND LORE (Charisma): Bards are lore masters of myth and archaic knowledge. With a successful attribute check, a bard gains or remembers some relevant information about local notables, a legendary item, a noteworthy place or any other relevant bit of information.

Gaining the information may entail speaking to local inhabitants and/ or doing research. The information might prove useful in diplomacy, entertaining, or otherwise influencing others.

The ability also might impart a full or partial understanding of local or secret languages, including rogue’s cant, the secret druidic language or ranger signs.
The check will not reveal the powers of a magic item, but may give a hint to its history, general function or activation.

The Castle Keeper gauges the challenge level of the check based on whether the knowledge is:

1. Common known by at least a substantial minority of the local population;
2. Uncommon but available, known by only a few people in the area;
3. Obscure, known by few, and hard to come by;
4. Extremely Obscure, known by very few scholars and sages, possibly forgotten by most who once knew it, or possibly known only by those who don’t understand the significance of the knowledge.

FASCINATE: At 4th level, a bard gains the ability to place a single creature into a trance. The creature to be fascinated must be able to see and hear the bard, and the bard must also see the creature.

The creature must be able to pay attention to the bard. The distraction of a nearby combat or other danger will prevent the ability from working.

The bard can use song or poetics to produce the intended effect on the creature, through music, poetry, chanting, speech, whistling, playing an instrument or any combination of the above, as long as some verbal performance is included.

Bards can use this ability three times per day, and can maintain the effect for a number of rounds equal to their level.

When a bard uses this ability, the target makes a charisma saving throw to resist the bard’s spellsong. If the saving throw fails, the creature sits quietly and listens to the bard for up to the full duration of the effect.

While using this ability, a bard must concentrate, as if casting or maintaining a spell. While fascinated, the target is treated as if prone and also suffers a -4 penalty to all saving throws and a -5 to armor class. If the creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours.

Any threat that is obvious to the fascinated creature, such as the casting of a spell, drawing of a sword or aiming of a weapon automatically breaks the effect.

As the bard rises in levels, the power of the fascination increases as well, allowing the bard to further influence the listener through suggestion. These specialized uses of the fascinate ability can only be performed on creatures who are under the influence of the bard’s fascinate ability.

At 5th level, a bard may attempt a charm person on a fascinated creature. At 8th level, a bard may attempt to implant a suggestion into a fascinated creature. At 12th level, a bard may attempt antipathy/ sympathy on a fascinated creature. At 18th level, a bard may attempt a mass suggestion on fascinated creatures. In each case, the creature receives a saving throw to attempt to resist the spellsong.

As the bard gains experience, the number of creatures that can be affected by the fascination, or one of its specialized uses, increases. The number of creatures is equal to two fewer than the level of the bard. For example, a 4th level bard can fascinate 2 creatures, a 6th level bard can fascinate 4 creatures, and a 12th level bard can fascinate 10 creatures.

EXHORT GREATNESS: At 9th level, a bard can inspire greatness in one other creature. For every two levels the bard attains beyond 9th, the bard can inspire greatness in an additional creature.

To inspire greatness, the bard must use song, poetry or some sort of oration. The creature to be inspired must be able to hear the bard, and must be within 30 feet for the effect to take place.

A creature inspired with greatness gains temporary hit points and attack bonuses for as long as the bard is within its hearing and the bard continues to sing or orate.

This effect lasts for one turn, or six rounds, at 9th level, and the duration increases by one additional round for every level beyond 9th. The creature can move out of the 30 foot radius once the exhortation has begun, but it must still be able to hear the bard at all times.

The target creature gains a +2 bonus on all ‘to hit’ rolls, and gains temporary hit points as if two hit dice (or levels) higher. Apply the creature’s constitution modifier, if any, to each bonus hit point roll. See the combat section for a detailed explanation of temporary hit points.

PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS : Broadsword, bows, club, dagger, dart, hand axe, hammers, javelin, longsword, rapier, scimitar, short sword, sling, spear, staff
ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather
ABILITIES: Decipher script, exalt, legend lore, fascinate, exhort greatness

Level /HD /BtH /EPP
1 /d10 /+0 /0
2 /d10 /+1 /1,501
3 /d10 /+2 /3,251
4 /d10 /+3 /7,501
5 /d10 /+4 /15,001
6 /d10 /+5 /30,001
7 /d10 /+6 /60,001
8 /d10 /+7 /120,001
9 /d10 /+8 /240,001
10 /d10 /+9 /450,001
11 /+4 HP /+10 /625,001
12 /+4 HP /+11 /800,001
13+ /175,000 per level


Posted on 2010-10-26 at 19:02:39.
Edited on 2010-11-02 at 04:49:47 by Hammer

Topic: Crimson Crusaders QnA
Subject: Ranger (Strength) Info


Every king, prince, general or mercenary captain needs
specialized warriors whose skills go beyond sword and shield.

It is knowledge of a foe, including their strengths weaknesses, movements, encampments and intentions, that is often vital to defeating an enemy. A ranger specializes in gathering this information and often fulfills this need for prince and king.

Rangers are also inspired by causes or creeds, whether noble or ignoble, to battle enemies along the frontiers
of their civilization, keeping in abeyance the vile depredations of evil marauders or mean beasts.

They spend their lives in the trackless wastes and wilderness of the world traveling barren escarpments and dense forests in search of their foe, while studying, tracking and gaining an intimate knowledge of their manners and ways.

The ranger occasionally finds employment with a lord,
baron, or other leader, and is usually commissioned to
guard large tracts of land against interlopers or to serve
as a scout for large armies. As often, rangers have committed themselves to a forsaken, bloody, yet noble cause – defending civilization, at all costs, against those creatures that would overrun them.

The willingness of most rangers to take extreme measures in this defense ostracizes them from their more urbane brethren. Often waylaying and combating these enemies alone or in small groups, with or without the knowledge or permission of their liege lords, the ranger can be driven by a cause greater than that of feudal loyalty.

Thesebrave and stalwart souls often live lonely and brutal lives far from the places they deem worthy of their protection. This isolation occasions skepticism and distrust from those who benefit from their vigilance.

The ranger is a warrior skilled at combating particular creatures which pose the greatest threats to the lands they protect. They have honed their skills at combating these foes through years of constant surveillance and combat – their knowledge extending well beyond fighting their enemies.

Rangers can track their enemies, speak their tongues when possible, and learn their ways. The ranger’s distance from cities and towns requires them to be dependent upon the land for sustenance and excellent outdoorsmen and are capable of living off land others may find barren or empty.

Rangers are found in the service of many disparate types of people and causes, whether good or evil, lawful or chaotic. Knowledge of subterfuge and combat prowess are not restricted to those who are of a noble nature, and some are desperate outlaws confounding local authorities and merchants alike.

The ranger’s ability in combat is renowned. They take up armor and shield to stride stone battlements and fight alongside the best of warriors. However, a ranger’s true expertise lies elsewhere and requires skills of a nature wholly unknown to others; hunting, interdiction, escape and evasion are often the ranger’s most powerful weapons.

Compound this with a ranger’s focus on their foe’s weaknesses, and it makes them a truly fearsome enemy.
Rangers must be able to move quickly through a variety of terrains. Heavy or bulky armor can seriously impair mobility, and so some restrictions apply to
the armor types available for use by rangers.

A ranger may utilize any medium shield or helmet. However, the use of any shield larger than a medium shield, or the wearing of a helmet larger than a normal helm, may limit mobility and restrict the use of abilities as the Castle Keeper deems fit.

ABILITIES
COMBAT MARAUDER:
Rangers possess an extraordinary ability to combat their most common foes, humanoids and giants, due to intense training and study of their enemy’s fighting techniques. When fighting humanoids (bugbears, gnolls, goblins, hobgoblins, kobolds, orcs and the like) or giants (giants, ogres and the like), a ranger inflicts
extra damage.

This damage bonus is +1 at 1st level, with an additional +1 gained at every level beyond first.

For example, a 5th level ranger would inflict an additional 5 hp of damage for each successful hit against a
humanoid or giant. The use of this ability is dependent
upon the armor worn. Wearing armors other than those allowed reduces the ranger’s mobility and swiftness of arm such that he cannot effectively use this ability.

CONCEAL (Dexterity): Rangers can conceal themselves extremely well in wilderness areas. With a successful dexterity check, rangers can camouflage themselves so well as to be unnoticeable by most passers-by. Rangers cannot conceal themselves and move silently at the same time until they reach 5th level. At this level and beyond, a ranger can attempt both but must make a successful conceal
and move silent check at -5. In this case, movement is reduced to one quarter the normal movement rate.

Rangers cannot conceal themselves if being observed, even casually, before the conceal check is attempted. If the observer is momentarily distracted, the ranger can attempt to use this ability. While the observer averts its attention, the character can attempt to get to a hiding place of some kind. The attribute check, however, is at a -10 penalty because the character has to move quickly to the hiding place. This ability cannot be used if armors other than those allowed are worn.

DELAY/ NEUTRALIZE POISON (Wisdom): A knowledge of flora and fauna enables a ranger to identify dangerous toxins and their symptoms, and rangers can apply remedies to slow or even nullify their effects. This ability can only be used with natural poisons (animals, plants, fungus,
etc.) familiar to the ranger – usually those found in the region where the ranger spends most of their time, be it forest, desert or mountain.

The only manufactured poisons with which a ranger is familiar are those produced by their favored enemy (see below). To succeed at this task, the ranger must have access to herbs and antidotes. The Castle Keeper must
decide if the herbs are available or antidotes can be produced.

On a successful delay poison roll, the ranger can temporarily delay the effect of poisons. The onset or continuation of the effects of the poison are delayed for one hour per level of the ranger. This does not cure any damage the poison may have already caused. It takes one round to perform this action and the ranger may make only one attempt at this task.

If the delay poison roll exceeds the total score needed for success by 6 or more, the ranger has successfully neutralized the poison in the victim. The afflicted creature suffers no additional damage or effect from the poison, and any temporary effects are ended, but the neutralization of the poison does not reverse any damage or effects that have already occurred.

MOVE SILENTLY (Dexterity): The ranger is able to move silently in wilderness areas with a successful dexterity check. The ranger can move up to one-half the character’s normal speed at no penalty. At more than onehalf and up to the character’s full speed, the character suffers a -5 penalty.

It’s practically impossible (-20 penalty) to move silently while running or charging. Rangers cannot perform this ability indoors. See conceal above for information on moving silently while attempting to conceal oneself. This ability cannot be used if armors other than those allowed are worn.

SCALE (Dexterity): With this ability, rangers can climb and scale typical natural slopes and inclines, such as steep but rocky hillsides. No attribute check is needed to scale such surfaces. Additionally, this extraordinary ability allows a ranger to climb up, down, or across a dangerous natural slope or inverted incline that others would find impossible to climb. When doing so, the ranger moves at one-half the character’s normal speed. A failed scale check means that the character makes no progress. A check that fails by 5 or more means that the character
falls from the currently attained height and must suffer falling damage.

In both situations above, nothing can be carried in the ranger’s hands while climbing. Also, the ability cannot be used if armors other than those allowed are worn.

TRAPS (Wisdom): A ranger is able to detect and build simple traps in a wilderness environment. When passing within 25 feet of a wilderness trap, a ranger is entitled to an attribute check to spot it. When actively searching for traps, the ranger receives a +2 bonus to the check. It takes one round to locate a trap in a 5 x 5 foot area, or one turn spent searching to locate a trap
in a 25 x 25 foot area.

A ranger cannot find magical traps with this ability. A ranger can set simple traps in a wilderness environment. These include snares, pit traps and similar devices. Rangers cannot set complicated mechanical traps such as those found on treasure chests or on doorways.

On a successful traps check, the ranger successfully builds and conceals a snare or pit trap. Snares can capture and hold creatures of up to medium
height, and pit traps can be dug to deliver 1d4 points of damage (halved if the creature falling in it makes a successful dexterity saving throw).

Rangers can also disable simple wilderness traps (of any type they can build) with little or no effort. No traps check need be made to do this.

SURVIVAL (Wisdom): In wilderness environments, the character can find shelter, food and water for themselves, start a fire, and determine direction. As long as adequate food, water, and shelter sources are present in the environment, the ranger can find food, water and shelter without the need for an attribute check. Also, a ranger can start a fire in 1d10 turns by natural means, as long as the needed materials are available.

A ranger also can determine true north in relation to the character, as long as he is in a wilderness environment.
A ranger can also provide decent food and water for several people without the need for an attribute check unless it is a large number of people.

The ranger must spend 8 hours hunting and gathering to produce enough food and water to feed 2-8 people for a day. If the ranger wishes to feed or shelter a larger group of people than the die indicate, a successful wisdom check is necessary. If successful, the ranger must spend an additional 8 hours gathering food to feed and water an additional 2-8 people. This additional effort allows the ranger to gather food and water for up to 4-16 creatures.

The ranger can only hunt and forage for food twice per day.
For example, a ranger is attempting to feed 12 people. For 8 hours of effort, the ranger feeds 2-8 people automatically. The result is a 6, so the ranger has to feed 6 more people. On a successful wisdom check, the
ranger can forage for another 8 eight hours and feed 2-8 more people.

TRACK (Wisdom): The ranger can successfully track any creature in a wilderness setting that leaves a discernable trace. They can also determine characteristics about the creature being tracked. With a successful wisdom
check, a ranger can find and follow a creature’s tracks or trail for 5 hours.

The ranger can also hide tracks at the same level of ability. When tracking or hiding tracks from humanoids or giants, a ranger receives a +2 bonus to the attribute check.

The Castle Keeper may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door.

A successful track check may also impart information about the creature(s) being tracked. Once a trail is found, a track check can determine the general number and type of creatures being tracked.

The number of creatures tracked should be disclosed to the player by using
one of the following categories: individuals (1-6), band (6-30), troop (20-100), or army (100+), and also one from the following categories: beast, fey, giant, humanoid, plant, vermin, or other (aberration, construct, dragon, elemental, magical beast, ooze, outsider, shapechanger, or
undead).

For many creatures, the ranger can not identify its exact type; only that it is a creature of such nature until some experience has been gained tracking it. A ranger can identify specific animal tracks with no effort. After having tracked a particular type of creature several times,
the ranger can later identify its tracks.

At 5th level, a ranger can identify the specific type of creature(s) being tracked if belonging to one of the
following categories and with which the ranger has had some interaction: beast, fey, giant, humanoid, plant or vermin.

At 3rd level, a ranger can ascertain distinguishing characteristics about the creatures tracked, such as whether they are wounded, exhausted, carrying
heavy objects or wearing certain armor. The ranger might even be able to determine if a spellcaster is in the group being tracked. The marks or characteristics determined are limited only by the Castle Keeper’s imagination and desire to provide or enhance story elements during game play.

FAVORED ENEMY: At 6th level, a ranger chooses one specific type of creature as a favored enemy. For example, a ranger might choose goblin, or gnoll or hill giant. The Castle Keeper should require the player to choose an enemy that is consistent with the past history and storylines
involving the character; ideally, a type of creature that the character has encountered and fought on several occasions in past adventures.

Knowledge of the favored enemy confers numerous bonuses to the ranger’s ability checks. When combating a favored enemy, the ranger gains additional combat bonuses due to an advanced fighting style developed through the experience of repeatedly fighting that type of creature.

The ranger gains a +2 bonus to hit against a favored enemy. The ranger also receives a +2 bonus to armor class when fighting a favored enemy. Further, when tracking the favored enemy, the ranger receives a +2 bonus to the tracking check. The ranger is also able to neutralize
poisons of the favored enemy, whether manufactured or natural.

The combat bonus of this ability cannot be used if armors other than those allowed are worn.

PRIME ATTRIBUTE: Strength
HIT DICE: d10
ALIGNMENT: Any
WEAPONS: Any
ARMOR: Breastplates, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
ABILITIES: Combat marauder, conceal, delay/ neutralize poison, favored enemy, move silently, scale, traps, survival, track

Level /HD /BtH /EPP
1 /d10 /0 /0
2 /d10 /+1 /2,251
3 /d10 /+2 /4,501
4 /d10 /+3 /9,001
5 /d10 /+4 /18,001
6 /d10 /+5 /40,001
7 /d10 /+6 /75,001
8 /d10 /+7 /150,001
9 /d10 /+8 /250,001
10 /d10 /+9 /500,001
11 /+4 HP /+10 /725,001
12 /+4 HP /+11 /950,001
13+ /225,000 EP per level


Posted on 2010-10-26 at 19:01:09.

Topic: Crimson Crusaders QnA
Subject: Barbarian (Constitution) Info


Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy steppes to mountain tops, from deep jungles to arid plains, barbarians live in freedom, a part of the
world around them rather than a slave to it.

Banded together in family clans or tribal nations, barbarians are a free people ruled by strength and
custom alone, subject to no state or empire. They judge others by their actions and deeds, holding the individual the group, where deeds of valor are held in the greatest acclaim.

To a barbarian, “civilization” defines weakness.

Barbarian characters are fearsome warriors, closer to the primordial life than are most others. They are fearlessly reactive, trusting that only through bold and decisive actions are the fates confounded. Barbarians rely upon their individual skills and instincts to carry them through
difficult tasks or demanding ventures, drawing upon their primeval instincts and powers to overcome foes. They are fearless in their own belief that their strengths are unconquerable.

The supernatural dominates their culture and they see magic in many things. They are able to tap into the supernatural world and often do so in the guise of charms, totems and the like. Conversely they do not rely
upon it. Ever. Magic is a luxury even as are the soft cushions and colored wines that besot the men of cities and towns. It is a sign of weakness.

At his core the barbarian is a primordial creature who believes that only his natural powers, abilities, and instincts stand between him and a miserable fate or cowardly death.

Barbarians are born and raised in the wilder lands, outside the influences of civilization. They are found in every climate and every terrain, and have an acute knowledge of the environment in which they are raised,
possessing a general knowledge of its weather patterns, the resources that are available, whether plant or animal, the seasonal challenges and the various dangers posed.

This knowledge is a second nature to them and allows them to survive the rigors of life in the wilderness. Living in the wilds and at the whims of uncaring nature takes great
fortitude, inuring barbarians to the physical demands of this life, so that they suffer its inflictions and its pains with steely determination.

Possessed of a staggering constitution, they are capable of absorbing damage that would kill their more civilized cousins. Neither ignorant nor savage, barbarians are masters of their destiny. A barbarian’s self-reliance and solitary nature does not, however, lead them to abhor the company of others. They may be insular and suspicious
of outsiders, but when a barbarian comes to trust others and call them friend, no stronger ally can be found in all the world.

Barbarian adventurers are generally free of the bonds and fetters that tie down most peoples, even the brethren in their own tribal nations. Above all else, barbarians value their independence and often maintain their own codes or beliefs. Many have died from voicing opposition to tribal
leaders, but are respected all the more, for they spoke or acted upon their beliefs. This cultural background fosters a willful nature and temperament that many view as chaotic and ill disciplined.

Barbarians value the wind in their hair and victory in battle over their enemies. Utilitarian by nature, most barbarians rarely carry more than necessary and accumulate little in the way of treasures and properties – preferring
instead cold steel blades, light armor, and items of little bulk.

ABILITIES
COMBAT SENSE:
A barbarian has an uncanny sense for the presence of foes in the immediate vicinity, reducing the effectiveness of surprise, flank and rear attacks against them. Barbarians gain a +2 bonus when rolling a surprise check when a foe is attempting to surprise them. Also,
attackers do not get any bonus when attacking a barbarian from the flank.

Similarly, back and rear attacks against a barbarian are halved, including special attack such as the rogue’s back attack. Thus, for example, a rogue using the back attack ability against a barbarian gains only a +2 bonus to hit instead of +4.

DEERSTALKER: This ability comes naturally to all barbarians and covers a wide range of survival skills. In short it is their natural ability to endure environments that lesser men would find harsh, to forage off the land,
find water, and move through their natural terrain with ease.

The Deerstalker is also able to forage off the land, finding shelter, food, and water for themselves, start a fire, and determine direction. As long as adequate food, water, and shelter sources are present in the environment,
a barbarian can find these resources without the need for an attribute check. This requires 1d6+2 hours of hunting, foraging, building, and gathering. He can do this only for himself.

A barbarian can start a fire in 1d10 turns by natural means, as long as the needed materials are available. A barbarian also can determine true north in relation to the
character, as long as he is in a wilderness environment.

With the deerstalker ability the barbarian can also scale climbable cliffs, and ford and swim rivers. Barbarians are capable of climbing typical natural slopes and inclines, such as a steep, rocky hillside cliff, without the need to make an attribute check. Barbarians can ford and swim typical rivers and bodies of fresh water. When climbing or
swimming, the barbarian moves at one-half normal movement.

When climbing or swimming a barbarian cannot wear armor weighing more than 25 lbs., and must set aside any accoutrements that weigh over 25 lbs or are unusually encumbering.

INTIMIDATE: Barbarians offer an imposing display of ferocious raw power. They instinctively realize that victory lies in the wine-besotted, soft demeanors of their foe and that brute force works best when combined with overwhelming terror.

Barbarians are able to project themselves as this brutal, terrifying force. Whether through sheer force of will, or savage decorum, a barbarian is able to strike fear into
and intimidate his opponents.

Any creature of equal or lesser hit dice of the barbarian whom fails a charisma check suffers -2 to all rolls, including but not limited to initiative, attack, damage and attribute checks. This ability takes effect as soon as the barbarian uses the ability, and it has 15 foot radius area of effect.

At 1st level, a barbarian can intimidate one creature. The
number of creatures increases with level as follows: up to 2 creatures at 3rd level, up to 4 creatures at 6th level, up to 8 creatures at 10th level, and up to 16 creatures at 15th level.

PRIMEVAL INSTINCTS: Barbarians are able to tap into
a strength that goes beyond the physical and gives them a fearless edge. This strength is primeval in its nature, driven by instincts that are closer to those of animals than men. Under difficult circumstances they tap into this primeval instinct in attempting Herculean tasks.

This ability is only accessible if the barbarian throws himself at the challenge, whether in the beginning of the round or as a last ditch effort. Any move on the character’s part to flee, hesitate, or to debate the action, immediately negates the primeval instincts and the
barbarian cannot act upon them or use them to overcome the action.

When using this ability, if the physical action is of such difficulty that the Castle Keeper requires a physical attribute check (strength, dexterity, or constitution), the barbarian gains a +4 to the check. The barbarian
cannot use this ability if they are wearing armor weighing 25 lbs. or more, or has fled from the challenge. It is important to note that even if the situation is a last ditch effort, if the barbarian has fled previously, he
cannot use primeval instinct.

This ability also allows the barbarian to hold his breath for a period of time, run long distances, and survive longer in extreme temperatures and weather conditions. None of these abilities require an attribute check.

Instead, they are limited in duration. Barbarians can hold their breath for a number of rounds equal to their constitution score. Barbarians can survive in extreme environments, temperature, and weather conditions
for one day more than a normal person could do so.

And, barbarian’s great fortitude allows them to run long distances without tiring easily. When calling upon this inner fortitude, the distance a barbaraian can travel in a day is doubled.

WHIRLWIND ATTACK: At 4th level, a barbarian’s combat sense and athleticism merge in a fearsome and deadly ability. With this ability, the barbarian can combat multiple enemies surrounding him. The barbarian
must announce use of the ability before attacking and he cannot retreat before using it.

The whirlwind attack is usable only once per combat
encounter and replaces their normal combat action. When used, the barbarian gains an attack roll against two opponents as long as those enemies are within 5 feet or less of the barbarian and possess no more than one-half of the barbarian’s hit dice.

For example, two second level fighters attempt to jump a barbarian in an alley; the barbarian may make a whirlwind attack, gaining one attack against each of the fighters. The number of foes subject to the whirlwind attack increases as the barbarian rises in levels. At 6th level the barbarian can attack up to 3 opponents, and at 10th level a barbarian can attack 4 opponents. The ability does not progress beyond 10th level.

PRIMEVAL WILL: At 6th level, a barbarian’s stoic nature increases his longevity on the battlefield. When fighting a hard pressed combat with mounting wounds the barbarian can call upon this ability.

To use the ability, the barbarian’s hit points must be reduced to a specific number, as follows: 12 hit points or less at levels 6-9; 18 hit points or less at levels 10-14; and 24 hit points or less at levels 15 and up.

When battle or circumstances reduce a barbarian’s hit points to the specified number of hit points or less, the character can use this ability to immediately gain an additional 12 hit points. Damage inflicted after the barbarian activates the ability is first absorbed by the 12 hit points granted by primeval will.

The additional hit points last only for the duration of
the combat. When the affects of the ability wear off, the
barbarian must remove any hit points remaining from the
12. The ability can be used only once per day.

Primeval will grants an additional, unique ability as well. It can save the barbarian from an attack that would normally strike the character dead or unconscious. If a barbarian suffers damage such that reduces the character to zero or negative hit points before the barbarian can use this ability, it automatically activates and imparts an
additional 12 hit points.

If the additional hit points raise the barbarian character’s total hit points to 1 or more, the barbarian may keep fighting. Note that if a blow strikes the barbarian and reduces their hit point to -10 hit points or
beyond, the primeval will ability cannot save the character. Also, removal of these hit points cannot reduce the barbarian beneath 1 hit point.

ANCESTRAL CALLING: At 10th level a barbarian’s reputation and prestige allows them to call upon others to fight alongside the barbarian with heightened ability. The affected creature gains hit points equal to the
maximum of one extra hit die for the creature.

For example, an affected fighter would gain an additional 10 hit points. The ability affects a number of creatures equal to twice the barbarian’s level. The ability only affects creatures of equal or lesser hit dice. The effect lasts for no more than one day, or until completion of a specific task, or as long as the Castle Keeper allows.

The barbarian can only use this ability once per week and
it cannot be used in conjunction with other barbarian’s use of the same ability. It is important to note that this ability does not affect morale nor is it based upon a barbarian’s charisma. Instead, it is the barbarian’s force
of will and reputation that causes those around him to heed his call and rise to the task set before them.

PRIME ATTRIBUTE: Constitution
HIT DIE: d12
ALIGNMENT: Any
WEAPONS: Any
ARMOR: Any
ABILITIES: Combat sense, deerstalker, intimidate, primeval instincts, whirlwind attack, primeval will, ancestral calling

Level /HD /BtH /EPP
1 /d12 /+0 /0
2 /d12 /+1 /2,101
3 /d12 /+2 /4,701
4 /d12 /+3 /9,401
5 /d12 /+4 /20,001
6 /d12 /+5 /40,001
7 /d12 /+6 /80,001
8 /d12 /+7 /170,001
9 /d12 /+8 /340,001
10 /d12 /+9 /600,001
11 /+5 HP /+10 /800,001
12 /+5 HP /+11 /1,000,001
13+ 200,000 per level



Posted on 2010-10-26 at 19:00:34.

Topic: Crimson Crusaders QnA
Subject: Cleric (Wisdom) Info


Upon the fields of battle, where good and evil struggle, there stride holy warriors dedicated to the service of a deity, their martial ability enhanced by divine dispensation. They obey the will of the gods, and
influence others through faith in their deity’s tenets, action on the field of battle, and by bringing justice or retribution to their foes.

Clerics are warrior-priests. They are religious by nature and can be found in service to a pantheon of deities or eternally bound to serve only one.

From their deity or deities, the cleric receives divine powers and act as conduits of the power of their deity upon the planes of men. Yet these powers come at a high cost in service, devotion and loyalty.

A cleric’s divine connection to a deity is of supreme importance. This spiritual connection allows them to better understand the motives and will of their deity and to more capably and earnestly enact the deity’s desire.

Deities can be of any ethos or morality: from good to evil, and from lawful to chaotic. All of the deities have priests and devotees who serve and worship them but the cleric is always of like mind and nature as the deity
they worship.

They never falter in carrying out their duties lest they face the most horrible of retribution and suffer the interminable revenge of an angered and betrayed power.

Typically, a cleric wields the same weapon or type of weapon favored by the character’s deity or pantheon. They do this to better follow the precepts of and emulate their deity. Beyond these, clerics prefer to use
those weapons that allow them a better chance to subdue and convert enemies instead of killing them outright. Through this they gain converts and servants to serve them and thence their deity.

On the field of battle, where clerics spend much of their lives, they wear any armor necessary to see them through the day and on to victory.

Clerics who generally act in ways opposed to their deity’s alignment and purposes, and who grossly violate the code of conduct expected by their deity, lose the use of all divine abilities and capacities for advancement, wandering alone and cursed until they atone for their wrongs.

ABILITIES
SPELLS:
A cleric casts divine spells. The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each spell level per day. The Cleric and Druid Spells Per Day Table (pg 25) shows the number of spells per day a character of the class may cast.

Clerics prepare spells each day through prayer to their deity or deities, followed by contemplation and study.

BONUS SPELLS: High wisdom indicates a greater divine connection. Clerics with a high wisdom gain bonus spells. If they have a wisdom of 13-15, they receive an extra 1st level spell. If the wisdom score is 16 or 17,
they receive an extra 2nd level spell and if 18 or 19, an extra 3rd level spell.

Bonus spells can only be acquired if the cleric is at a high enough level to cast them. Bonus spells are cumulative.

For example, a 4th level cleric with an 18 wisdom receives four 0 level spells, four 1st level spells and three 2nd level spells. No bonus 3rd level spell is acquired until the cleric reaches 5th level.

TURN UNDEAD (Wisdom): A cleric has the ability to turn, or even destroy, undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful wisdom attribute check. The character must display a holy symbol toward the undead and utter
a prayer, chant or other invocation of the character’s deity.

Turn undead is considered a special attack and takes one round. Turn undead has a maximum range of 60 feet.
Turning undead consists of channelling divine power. The ability to channel divine power is measured by the cleric’s own willpower.

Accordingly, charisma, not wisdom, affects the number of undead creatures that are turned with a successful turn undead check. In most cases, the number of undead turned will be 1d12 plus the cleric’s charisma modifier. When a cleric is five or more levels higher than the undead being turned, the undead are instead destroyed.

Evil clerics may, instead of turning undead, control them. An evil cleric must be at least five levels higher than the hit dice of the undead sought to be controlled. Evil clerics can also turn paladins. Turn undead is covered in greater detail in Turning Undead, page 135.

WEAPON SELECTION: The cleric is only allowed to use certain weapons. They can, if they choose, pick a weapon off the list that is identical to the major weapon in use by the deity which they worship. If no single deity is worshipped and a pantheon is instead worshipped, weapon selection is limited to the pantheon’s major deities or the deity most closely associated with the activities the cleric intends to undertake.

PRIME ATTRIBUTE: Wisdom
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Special, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer
ARMOR: Any
ABILITIES: Spells, turn undead

Level /HD /BtH /EPP
1 /d8 /+0 /0
2 /d8 /+1 /2,251
3 /d8 /+1 /5,001
4 /d8 /+2 /9,001
5 /d8 /+2 /18,001
6 /d8 /+3 /35,001
7 /d8 /+3 /70,001
8 /d8 +4 140,001
9 /d8 /+4 /300,001
10 /d8 /+5 /425,001
11 /+3 HP /+5 /650,001
12 /+3 HP /+6 /900,001
13 + /250,000 per level

CLERIC AND DRUID SPELLS PER DAY
Level /0 /1st /2nd /3rd /4th /5th /6th /7th /8th /9th
1 /3 /1
2 /4 /2
3 /4 /2 /1
4 /4 /3 /2
5 /4 /3 /2 /1
6 /5 /3 /3 /2
7 /5 /4 /3 /2 /1
8 /5 /4 /3 /3 /2
9 /5 /4 /4 /3 /2 /1
10 /5 /4 /4 /3 /3 /2
11 /6 /5 /4 /4 /3 /2 /1
12 /6 /5 /4 /4 /3 /3 /2
13 /6 /5 /5 /4 /4 /3 /2 /1
14 /6 /5 /5 /4 /4 /3 /3 /2
15 /6 /5 /5 /5 /4 /4 /3 /2 /1
16 /6 /6 /5 /5 /4 /4 /3 /3 /2
17 /7 /6 /5 /5 /5 /4 /4 /3 /2 /1
18 /7 /6 /6 /5 /5 /4 /4 /3 /3 /2
19 /7 /6 /6 /5 /5 /5 /4 /4 /3 /2
20 /7 /6 /6 /6 /5 /5 /4 /4 /3 /3



Posted on 2010-10-26 at 19:00:07.
Edited on 2010-11-04 at 23:59:10 by Hammer

Topic: Crimson Crusaders QnA
Subject: Class Info


The character classes each represent a broad archetype. Although each character of a particular class is bound by certain similarities, players should utilize the archetype template to build a unique character and create a unique persona.

The class describes a character’s capabilities in the game, and reflects only their chosen profession, training and way of life, not who they are as an entire person. Each player chooses a class that best applies to the hero he or she wishes to create and play in the game. From this, the player creates the personality and traits that define the rest of the character.

There are many types of character classes:

Fighters are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.

Rangers are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.

Rogues, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.

Assassins are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.

Barbarians live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.

Monks are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.

Wizards delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.

Illusionists study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.

Clerics are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.

Druids are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.

Knights are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.

Paladins are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.

Bards are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.

The class descriptions define the parameters and abilities of each class. It may be beneficial for a player to consult other chapters for details about saving throws, combat or spell use before selecting a class.

Each class description includes many features: the prime attribute, hit dice, alignment, weapons allowed and other aspects of the class. Most of the information needed by players is in this section. Familiarization with the class and its features is essential to playing the class well.

CLASSES AND THE CASTLE KEEPER
Before choosing a class, consult with the Castle Keeper. The type of adventure or the environment in which it occurs may help with this decision. For instance, if the Castle Keeper plans a game set in a dungeon environment, it would be disadvantageous to play a steppe barbarian. The Castle Keeper should consider creating an adventure according to the classes chosen by the players. For example, if a player decides to play a rogue who is the scion of a wealthy family and decides that this rogue enjoys pilfering the treasuries of family acquaintances, then planning an adventure in a dungeon atop a remote mountain wouldn’t work out too well.

Maintaining a constant dialogue between the Castle Keeper and the players is important to an enjoyable game of Castles & Crusades. The Castle Keeper bears an awesome responsibility in the role of entertainer. To manage this, the players and the Castle Keeper should come to an understanding prior to play to ensure that everyone’s needs are met to the greatest degree possible.

The Castle Keeper is also responsible for ensuring that the players are playing their classes properly, and for helping players choose a class that best fits the type of adventurer they envision.

CLASS DESCRIPTION TERMINOLOGY
PRIME ATTRIBUTE:
There is one prime attribute designated for each class. If the character is human, the player is allowed to choose two more prime attributes for that character for a total of three. All other races allow the player to choose only one more prime attribute for a total of two.

HIT DICE (HD): This is the die type rolled, at each level, for the character’s hit points. The constitution bonus is added to the result whenever hit points are rolled. The results are cumulative, so a 5th level barbarian has 5d12 hit points.

ALIGNMENT: The suggested alignment for the class.

WEAPONS: All members of the class are proficient in the use of every weapon on this list. If a character uses a weapon that does not appear on this list, the character suffers a –4 penalty on all the “to hit” rolls with that weapon.

ARMOR: All members of the class are proficient in the use of every armor type on this list. A character may also wear any armor, but if the armor type does not appear in the list, the character cannot use any of their class abilities while the armor is worn unless the description of the ability states otherwise.

Several of the classes have restrictions on the type of armor they can wear. These are listed in each class description. However, Class Reference Table 1 is supplied as a quick reference for all the classes.

The armor use restrictions reflect that class’s training and experience and the limitations of it. Classes with no familiarity with certain types of armor cannot be expected to wear them and act without their abilities being hampered.

For example, the rogue Felthing has grown up on the streets of Margleburg and has never before worn any armor other than leather and padded. When Felthing puts on his first set of full plate mail, it is likely that a certain amount of discomfort and restriction would hamper Felthing’s ability to pick a pocket. This being the case, armor is restricted to reflect that class archetype’s background.

This does not mean that the rogue would be unable to wear plate mail. Any class can wear any armor. If they do, their abilities may be affected. For example, if a wizard wears any armor they can not cast spells. Similar restrictions apply to many of the classes and in several cases only restrict the use of certain class abilities. The rogue and assassin have variable effects as described in their class descriptions.

CLASS ARMOR SHIELDS HELMS
Fighter
Any Any Any

Ranger Breastplates, chainmail hauberk & shirt, cuir bouille, greek ensemble, leather, chain coif, leather coat, padded, ring mail, scale mail, studded leather
Small, medium, pavis
Benin, casquetel, chainmail and leather coif, norman and pot helm, war hat

Rogue Leather, leather coat, padded (and see class)
Small, medium, pavis
Leather coif, war hat

Assassin
Leather, leather coat, padded (and see class)
Small, pavis
Leather coif

Barbarian Chain shirt, cuir bouille, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather
Any
leather coif, norman and pot helm, war hat

Monk None None None

Wizard None None None

Illusionist None None None

Cleric Any Any Any

Druid Cuir bouille, laminar leather, padded, leather, leather coat, hide
Any wooden Leather coif

Knight Any Any Any

Paladin Any Any Any

Bard Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studded leather
Small, medium
Basinet, casquetel, chainmail and leather coif, normal helm, pot helm, war hat

ABILITIES: This is a list of abilities possessed by the class. Explanations are contained in the text for each class. An attribute in parentheses indicates that using the ability requires an attribute check.

LEVEL: Characters advance in levels as they gain experience. Their abilities, and their capacity to perform them, increase as well.

BONUS TO HIT (BtH): This is the modifier that is added to a ‘hit roll’ when making a melee or missile attack.

EXPERIENCE POINT PROGRESSION (EPP): This is a table that lists the amount of experience points needed to gain each level. For example, a 4th level fighter needs 17001 experience points to reach 5th level.

Posted on 2010-10-26 at 18:58:17.
Edited on 2010-11-01 at 18:34:04 by Hammer

Topic: Crimson Crusaders QnA
Subject: Human Monk (played by Brianna)



Human Monk [Female] worships Ocasta (Cherokee) Deity of Magic of All Types
Monk Class Prime Attribute is Constitution
Strength = 16
Dexterity = 17 [Prime]
Constitution = 19 [Prime]
Intelligence = 18 [Prime] also the Prime Attribute for Illusionist
Wisdom = 15
Charisma = 14

Illusionist Spells

0 Dancing Lights are Figment torches or other lights.
0 Ghost Sound is Figment sounds.
0 Influence is Temporary charm.
0 Message is Short, whispered communication at a distance.
0 Mending is Makes minor repairs on an object.
1 Change Self is Changes the caster’s appearance.
1 Color Spray is Knocks unconscious, blinds, or stuns 1d4+1 level worth of creatures.
1 Darkness* (Daylight) is 20 ft. radius of supernatural darkness (light).
1 Dragon Image is 1d6 damage.
+1 Minor Dark Chaos is Whiplike tendrils cause 3hp damage, last 2 rds.
2 Alter Self is As change self, plus more drastic changes.
2 Dark Chaos is Whiplike tendrils cause 6hp damage, last 2 rds.
+2 Dragon Bite is Bite like dragon, 2d6 damage.
3 Illusionary Wolves are Two wolves distract and attack.
+2 Invisibility Sphere is Makes everyone within 10 ft. invisible.

Ocasta (Cherokee) Diety of Magic of All Types
GOD SYMBOL:
Flint Spear Head, Medicine Pouch
DEITY PROVINCE: Magic of all types
CEREMONY: Magic Strengthening Dance
TABOO: Using magic to curse a foe is not allowed. Sending out a curse instantly makes a character chaotic evil in alignment.
GRANTED ABILITIES: Clerics, Shaman and Druids start out at 2 nd level if they pledge their lives to Ocasta. The god also grants Wizard and Illusionist powers to females who feel the need to revenge their families for some wrong done to them and their relatives.

Ocasta is famed as the ultimate medicine man and spreads holy magic and wizard spells throughout the land of his worshippers. Ocasta also has a chaotic side and gives wizard power to witches and wizards to test his people for courage. His followers are supposed to cause unrest and never be satisfied to sit and enjoy the bounty of the land. He comes in spirit form and in the dreams of men and women and gives them magical power allowing them to become wizards or illusionists.

ARTIFACT: MEDICINE BUNDLE
Medicine bundles can be made by anyone with the permission of Ocasta. The maker fasts for several days and works with a medicine man to identify what ten (10) items should be in their individual bundle. These ideas are always hard to get and involve a great quest to acquire them. One the ten items are acquired, the bundle gives the maker great power Each completed bundle gives +1 to the maker’s primary attribute. The bundle gives them +1 to either attack or do damage to foes at the choice of the bundle maker. Finally, when the bundle is held near the face, it allows the maker to see through all magical illusions at +3.

Stripping a medicine bundle from a character forces them to be cursed (-2 to all of their rolls) until they make a new bundle.

ARTIFACT: SPEAR HEAD
Ocasta favors those who work in flint using a process called napping. The flint worker can pray to Ocasta and once a year produce a weapon head (usually a spearhead) that is a +4 weapon due to the strength and sharpness of the flint. That weapon never breaks and never becomes dull. Those warriors wanting one of these special flint weapon heads must perform some extraordinary act for the flint maker like killing a bear or mountain lion and delivering the skin.

OCASTA AVATAR
The avatar appears only when magic will solve the problems of his worshippers. The avatar comes to fight a great magical evil like a dragon or a vampire. There are several times when hordes of stone giants or giant snakes come to plague his people and the avatar comes to lead the fight.

OCASTA AVATAR (lawful good), 15th level wizard, HP45, AC 23. Primary Attribute: Intelligence 25, Dexterity 20, Wisdom 18. He uses a +3 vest of protection made out of flint shards, a +5 ruby ring of protection, a staff with flint caps on the top and bottom +3 (1d6 +3), and a dagger +3 (1d4 +3). He uses the following levels of wizard spells: 0 = 8, 1 = 8, 2 = 7, 3 = 7, 4 = 6, 5 = 6, 6 = 5, 7 = 5, 8 = 4).

Posted on 2010-10-26 at 18:57:17.
Edited on 2010-11-02 at 00:16:00 by Hammer

Topic: Crimson Crusaders QnA
Subject: Human Rogue (played by Luthor)


Human Rogue [Female] worships Coyote (Southwestern Indian) Deity of Pranks and Thievery
Rogue Class Prime Attribute is Dexterity
Strength = 15
Dexterity = 19 (18 + 1 for following the ways of Coyote) [Prime]
Constitution = 16
Intelligence = 19 [Prime]
Wisdom = 17 [Prime]
Charisma = 14

Coyote (Southwestern Indians) Diety of Pranks and Thievery
GOD SYMBOLS:
The outline of a coyote head. Clerics, Shaman, and Druids all use the image of a coyote on a holy stone to aid them in their spells.
DEITY PROVINCE: Pranks, Thievery
CEREMONY: Coyote is rarely evoked with a ceremony. Dancing to attract the attention of the Coyote spirit is a last resort when all else fails. Single dancers will sometimes dance for inspiration on important matters like winning a battle or thinking up an appropriate tribute for something wanted from another person.
TABOO: Pranks are not supposed to cause physical harm.
GRANTED ABILITIES: Those who follow the ways of the Coyote are granted an extra point of Dexterity, but must trick others at least once between every full moon.

Coyote is a teacher of men, but at mankind’s expense. The god searches for the greedy and those filled with too much pride. Those types of Indians are picked for pranks not only from Coyote, but also from Coyote’s followers. Something is always learned on a Coyote prank.

Clerics, Shaman, and Druids taking Coyoge as their deity can talk to coyotes, making them friends and can summon a coyote as a familiar as the spell at the 5 th level (gaining +1 in Intelligence and Dexterity).

ARTIFACT: COYOTE DUST POUCH
The secret to making the dust comes to a 3 rd level Cleric of Coyote’s. The dust forces an enemy to sneeze and lose two combat rounds. It also turns their faces bright blue for ten days. There is no check to resist this effect, but the dust can be ignored in strong breezes. The ingredients always require a great deal of travel as the materials are never all close to each other and include a blue stone dust from the high hills and a swamp herb.

ARTIFACT: COYOTE ARMBAND
The god appreciates Intelligence and Wisdom. When an Indian is taking up a great quest that could easily end up in his death, he will sometimes find a turquoise armband with the head of a coyote in the shaped blue stone. The device prevents missile weapons from striking the wearer. At the death of the armband wielder, the device vanishes. If the wielder is successful in his quest, he ends up accidently falling in the water or from a cliff causing a loss of the armband but no harm to him.

Of all the deities of the American Indians, Coyote loves to appear among the people the most. He likes to prank his people and the more people he can get in his pranks the better he likes it. He likes to help in thefts of horses and other valuables from any tribe.

COYOTE AVATAR (neutral), 20 th level Rogue: HP 140, AC 20, MV 60. Primary Attributes: Dexterity 20, Intelligence 18, Charisma 19. Backstabbing is at +8 for Coyote and does triple damage. The avatar uses two matched war clubs (2d8 +4/2d8 +4). This avatar knows all languages and cants. Coyote can climb even the sheerest walls 100% of the time. He can read anything and knows when he is dealing with cursed items. He can hide 100% of the time even if a character is looking directly at him; in hiding however, he doesn’t use any of his other abilities. This avatar can listen with a 100% success rate. Moving silently, opening locks, picking pockets, detecting traps, and making sneak attacks are automatic for this avatar. Coyote can turn into a giant coyote in an instant and heal all the damage he has taken in the transformation.


Posted on 2010-10-26 at 18:56:08.
Edited on 2010-10-31 at 04:54:34 by Hammer

Topic: Crimson Crusaders QnA
Subject: Halfling Fighter (played by Hammer)


Halfling Fighter worships Preston Tallfellow the Halfling Deity of the Sword
Fighter Class Prime Attribute is Strength
Strength = 18 (19 – 1) [Prime]
Dexterity = 18 [Prime]
Constitution = 18 (17 +1) [Halfling +1 bonus to all Constitution saving throws]
Intelligence = 16
Wisdom = 15
Charisma = 14

FIGHTER WEAPON SPECIALIZATION
is the Shortsword +1 bonus to hit and a +1 bonus to damage.
Worshippers of Preston Tallfellow are +2 in sword use.

Preston Tallfellow the Halfling Deity of the Sword
GOD SYMBOLS:
Sword, Peridot
DEITY PROVINCE: War, Sword Use
CEREMONY: When a worshipper comes of age, they must quest for the perfect sword.
TABOO: Worshippers can never sell swords they acquire.
GRANTED ABILITIES: Worshippers are +2 in sword use.

This deity has the fewest of worshippers and they are generally males. His temples are all fencing studios dedicated to the use of the sword and no other weapons. Using a blade is worship to Preston and all of his people are skilled at using the sword. There are some humans who worship as well, because they want to learn all there is about the sword.

The sect is unusually well organized and all of their weapons are expertly made and come to them at normal sword prices. Weapon smiths from surrounding countries are paid well to provide swords for new worshipers.

ARTIFACT: SINGING SWORD OF PRESTON TALLFELLOW
This mithril, +5 sword has a will of 23 and a lawful good alignment. It uses speech and telepathy for its wielder. Its lesser powers are: faerie fire 3/day, detect magic at will, deflect missiles 3/day and locate object 3/day. Its greater powers are: lesser globe of invulnerability 1/day, quench fires 3/day, teleport 2/day and locate creature 3/day. The sword begins singing in combat and all allies hearing the music are blessed and gain a +2 to strike. The weapon does 2d10 + 5 and + 10 more when striking orcs as its purpose is to slay orcs and orc avatars. The weapon often appears in the hand of one of Preston's followers when they are facing great odds in a battle with orcs or goblins.

ARTIFACT: DRAGON SWORD OF PRESTON TALLFELLOW
The scimitar is a lawful good aligned weapon with a will of 20. Its purpose is to slay dragons. Its speech is halfling and it warns its wielder so that he is never surprised. The weapon does 2d10 + 5 and doubles that when damaging dragons of all types. Its lesser powers are: locate object 3/day, suggestion 3/day and detect magic at will. Its single greater power is light as bright as daylight 3/day. The weapon is gifted to whoever is fighting alongside Preston when his avatar dies. All of the other equipment of the avatar vanishes when the avatar turns to dust.

AVATAR OF PRESTON TALLFELLOW
Preston's avatar only appears in battles against other avatars or dragons.

AVATAR OF PRESTON TALLFELLOW (lawful good), 20 th level Knight, HP 140, AC 20, MV 90 ft. Primary Attributes: Charisma 26, Strength 25, Dexterity 22. He has all the abilities of a 20 th level Knight. He fights with two swords and can strike twice a turn with both of them with no penalties. He always rides a double-sized mountain lion into battle. If he dies in the fight, the lion vanishes from the battlefield.

Posted on 2010-10-26 at 18:55:07.
Edited on 2010-11-06 at 03:17:17 by Hammer

Topic: Crimson Crusaders QnA
Subject: Human Shaman/Druid (played by Odyson)


Human Shaman/Druid [Male Healer] worships Atira (Pawnee) Mother Goddess
Druid Class Prime Attribute is Wisdom
Strength = 14
Dexterity = 16
Constitution = 17 [Prime]
Intelligence = 18 [Prime]
Wisdom = 19 [Prime]
Charisma = 15

Druid Spells

Can cast Plant Growth* once per day is a 3rd level Druid Spell is Grows vegetation, improves crops.
0 Endure Elements is Protection from natural elements and weather.
0 First Aid is Bandages bleeding wound.
0 Know Direction is The caster discerns north.
0 Purify Food and Drink is Purifies 1 cu. ft. /level of food or water.
0 American Indian Druid Spell Spirit /Gust of Air is A wind rises up in the spell area and puts out all flames or banishes all fogs or gases in the area.
1 American Indian Druid Spell Weapon Plus is The spell puts a +1 on a weapon or shield for every attribute point the caster wants to place on the object. When the caster wants their attribute points back, the spell expires and the object loses its magical pluses. Only one caster can place a plus on an item.
1 Entangle is Plants entangle everyone in 50 ft. circle.
1 Pass Without Trace is Subject leaves no tracks or scent.
+1 Goodberry is 2d4 berries each cure 1 hit point (max 8 hp/day)

Atira (Pawnee) Mother Goddess
GOD SYMBOLS:
The face of a lovely female etched in a tree or rock, or a bow with the heart of a gemstone are the common symbols of the goddess.
DEITY PROVINCE: Healing of the land and its people. This also allows an extra five hit points for every healing spell a Shaman, Cleric, or Druid of Atira casts.
CEREMONY: Rain dancing heals totally all those who take part in the dance.
TABOO: Burning a section of the land for any reason cannot be done. Fire cannot be used for any reason in battle and enemies that use fire must be attacked first by the worshipers of Atira.
GRANTED ABILITIES: Special Shaman and worshipers who have done great service for Atira are never surprised from their 5 th level on.

Atira appears as part of the land turned into a human form. She can display a female form made out of a tree, tat can move, and be as supple as any youthful human. She can be a lovely Indian maiden dressed in white leathers. She can appear as a face in a giant oak tree and talk to her people’s wise men. She can also be a female-shaped wall of water rising out of a river or lake.

She represents a caring, nurturing spirit attempting to heal the land or individuals in need of aid. A simple call of her name draws her to a spot on the material plane. Offerings to do aid for others or to nurture a spot of land can cause her blessing to come down for the asker.

Shaman, Clerics, and Druids that swear their lives to her growth and power are able to influence the weather (an Intelligence check to make slight changes in a ten-mile radius). Such holy characters are leaders in war, can grow plants better than others (cast plant growth once a day), and can sense when violent changes are coming to the land (Wisdom check once a day).

Atira embraces her people and their lands and helps keep them well. Her artifacts appear often among the people and are always given to help her worshipers.

ARTIFACT: BOW OF ATIRA
The long bow has a bright blue, heart-shaped piece of turquoise at the center of the bow. A warrior finds it when the people are starving and need food. In the hands of any warrior, the bow aids in finding large animals to take for food. The bow is +3 to strike and do damage on anything not humanoid. It cannot be broken and water does not weaken the string.

When Atira’s avatar appears, the bow is found in her hands if there is a combat need to save her people.

ARTIFACT: QUARTERSTAFF OF ATIRA
The quarterstaff is covered in the runes of Atira. The artifact often appears in the treasures of an evil creature. It is given as a gift to a Shaman who made an extra effort to fight evil. When that character dies, the staff vanishes to be available somewhere else where there is a great need to protect the innocent. The weapon has adamantine caps on both ends. The owner of the staff has the ability to work with the land and double the yield of plants within a ten-mile radius of the staff bearer.

The weapon does an extra 10 points per strike on the undead. It prevents undead magical attacks from influencing the wielder. The adamantine gives the weapon a +4 on all attacks and on damage (2d10 +4).

ATIRA AVATAR
Atira’s avatar appears when all else has failed and fate is about to destroy her worshipers. Large attacks from far more powerful Indian tribes, attacks from hordes of monsters, and the effects of drought or cold bring about the appearance of Atira.

ATIRA AVATAR (neutral good), 20th level Cleric: HP 110, AC 20, MV 50. Primary Attributes: Wisdom 20, Intelligence 20, Charisma 20. She uses a magical +4 longbow and a +4 obsidian quarterstaff (2d8 +. She uses the following number of Cleric spells: 0 = 8, 1 = 7, 2 = 7, 3 = 7, 4 = 6, 5 = 6, 6 = 5, 7 = 5, 8 = 4, 9 = 4.

Posted on 2010-10-26 at 18:53:44.
Edited on 2010-11-07 at 03:51:05 by Hammer

Topic: Crimson Crusaders QnA
Subject: Half-Elf Bard (played by Aryn)


Half-Elf Bard of Human lineage worships Bridget (Celtic) Goddess of Poetry and Martial Arts
Bard Class Prime Attribute is Charisma
Strength = 16
Dexterity = 16 (15 + 1)
Constitution = 13 (14 – 1)
Intelligence = 18 [Prime]
Wisdom = 17 [Secondary Choice for +2 to all attribute checks)
Charisma = 19 [Prime]


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.

Brigit (Celtic) Goddess of Poetry and Martial Arts
GOD SYMBOLS:
Spear, Quill Feather Pen, Amulet with Head of Brigit on It
DEITY PROVINCE: Poetry, Weapon Skill
CEREMONY: Weapon practice must start and end with a prayer to her.
TABOO: The use of poisoned weapons.
GRANTED ABILITIES: All worshippers of Brigit gain a +1 in the use of missile weapons of all types.

Listening to poetry was as large a form of entertainment as watching the TV in the modern generation. Those who could create poems were honored just like the most powerful of heroes in those days. Brigit was said to touch poets, and her gift would heighten their skills. When she went into battle, she and her worshippers would recite war poems and fight to those rhythms.

She also presents the most skilled aspects of war. It is her idea to practice weapons skills and make them as perfect as possible. She also wants her worshippers to be skilled in many styles of weapons.

ARTIFACT: BRIGIT’S SPEAR
The spear’s purpose is to destroy evil. It glows brightly when evil characters come within 50 yards of the spear. It does 2d10 +5 points of damage and never misses at striking at animals or magical beasts. The spear is gifted to warriors able to craft poems and recite them during battle.

ARTIFACT: BRIGIT’S RAVEN ICON
The bird icon is fist-sized, and on a command, it turns into a real raven. This bird is intelligent and can talk. It obeys the scouting commands of the icon owner. On a second command, it can grow to triple the size, and be used in battle; but if it dies, the stone icon turns to dust. The icon is freely given to poet warriors who please Brigit with poems to her skill at war and her beauty.

GIANT RAVEN (neutral), HD 6d8, HP 64, AC 16, MV 50 ft. (fly). Primary Attribute: Physical. The bird makes three attacks in a round, beak (1d8 +4), two claws (1d5 +4/1d6 +4). It has the power of speech and is a sarcastic creature always making comments about its orders.

BRIGIT’S AVATAR
The goddess is a sucker for original poems and will often appear at the side of a warrior spouting good poetry during a battle.

BRIGIT’S AVATAR (chaotic good), 20 th level Monk, HP 230, AC 28, MV 90 ft, Primary Attributes: Constitution 25, Dexterity 25, Wisdom 25. Normally she fights bare-handed, but for difficult opponents and against other avatars she uses her spear. She sings war sagas during battle that act as a double-strength bless spell for all of her allies in the combat. She has all the skills of a 20 th level Monk: mind over body, stunning attack, unarmed attack, unarmored defense, deflect missiles, fast movement, ki strike, slow fall, purity of body, still body, fast healing, still mind, and quivering palm.


Posted on 2010-10-26 at 18:52:22.
Edited on 2010-10-28 at 23:08:33 by Hammer

Topic: Crimson Crusaders QnA
Subject: Elf Ranger (played by Gandalf the Smooth)



Elf Ranger of Human lineage worships Betula the Elven Divine Master of All Combat
Ranger Class Prime Attribute is Strength
Strength = 19 [Prime]
Dexterity = 18 (17 + 1)
Constitution = 13 (14 – 1)
Intelligence = 16
Wisdom = 18 [Prime]
Charisma = 15

Elven Weapon Training
= Longsword (+1 bonus to hit)

RANGER MODIFIER is +2 move silent, +2 to find traps.

Betula the Elven Divine Master of All Combat
GOD SYMBOLS:
Long Sword, Elf Helm, Lightning Bolt, Green Tourmaline
DEITY PROVINCE: Storms, War, Luck, and Combat
CEREMONY: First level worshippers of all types give all of their income to the deity until they reach second level.
TABOO: All worshippers must fight for their lives at least once a year.
GRANTED ABILITIES: Fear and paralysis magics have no effect on Betula worshippers.

Betula demands his worshippers practice their weapons skills. He also encourages weapon specialization in the sword. Temples to the deity are more like weapons halls where the sound of fencing with sword, hammer, and axe goes on day and night. Such temples are always at the edge of the forest along roads so that strangers can come in for aid and teach any weapon skills they might have to the students and Clerics in the temple. Even orcs, goblins, and the like have been allowed in and given a meal to instruct the faithful in the ways of their fighting styles.

First level Clerics of the deity are skilled with shield and sword before they take up their duties for Betula. Worshippers cannot rise above fifth level until they have joined an army group and fought the enemies of the elves. This often sends elves out of the forests to look for armies to temporarily join. Tenth level worshippers can’t advance until they have fought orcs, goblins, and hobgoblins.

ARTIFACT: BETULA’S SINGING AND DANCING SWORD
Betula makes it known that he is watching and blessing his people when he sends his sword to be given to a young warrior to use in an upcoming battle. Often the giving of the sword begins a great quest for that warrior and others.

The weapon has a will of 20, it speaks warnings to its wielder, it’s a chaotic good aligned artifact. Its powers include faerie fire 3/day, deflect missiles at will, darkness 3/day, and mass heal 1/day. The sword grows brightly within one hundred yards of goblins, orcs, and hobgoblins. It begins singing when its wielder is outnumbered and the singing acts as a bless spell for all allies within fifty feet of the sword user. The weapon does 3d8 +3 in damage and double that versus green dragons.

ARTIFACT: BETULA’S DANCING LONG SPEAR
The spear is only given to an altar of a temple that is about to be attacked by a great mass of goblins or orcs and this happens quite often. It’s a dancing weapon doing 3d10 +5 in damage.

BETULA’S AVATAR
His avatar rarely comes down to fight in battles unless there are enemy avatars fighting his worshippers and then Betula comes and fights.

BETULA’S AVATAR (lawful good), 20 th level Paladin, HP 140, AC 29, MV 40 ft. Primary Attributes: Intelligence 25, Wisdom 25, Dexterity 20. Betula wears +3 plate mail, and fights with his sword and spear. When both his weapons are dancing, he casts 10d10 lightning bolts from his hands.

When Betula passes on, his avatar armor stays on the material plane. There are several sets of this god armor being used by Clerics and Paladins of his order.

Betula has all the typical Paladin powers at the 20 th level: cure disease, detect evil, divine aura, divine health, lay on hands, turn undead, divine mount,aura of courage, smite evil and divine healing.

Betula’s divine mounts is a double sized unicorn stallion that comes to him whenever he appears on the material plane. If killed, the creature burns and 24-hours later, out of the ashes, a new unicorn rises to serve Betula.

Posted on 2010-10-26 at 18:51:12.
Edited on 2010-10-27 at 07:56:25 by Hammer

Topic: Crimson Crusaders QnA
Subject: Half-Orc Barbarian (played by Nomad D2)


Half-Orc Barbarian of Human lineage worships Hino (Iroquois) Thunder God
Barbarian Class Ptime Attribute is Constitution
Strength = 18 (17 + 1 [Prime]
Dexterity = 19
Constitution = 19 (18 +1) [Prime]
Intelligence = 14
Wisdom = 16
Charisma = 13 (15 – 2)

Hino (Iroquois)
GOD SYMBOLS:
Storm Clouds and Lightning
Followers of Hino, when fighting in a storm gain a +1 on their attacks and never slip in the muck and mire caused by the storm.
DEITY PROVINCE: Weather
Clerics, Shaman, and Druids of Hino gain the Control Weather spell at second level.
CEREMONY: The rain dance rarely fails to bring Hino’s attention to that area.
TABOO: Followers of Hino cannot make magical attacks against people.
GRANTED ABILITIES: In the harshest storm, Clerics, Shaman, and Druids never suffer penalties while doing their magic or entering in battle.

Hino is a thunder god who uses violent thunder to punish or reward his people for good and bad acts. If rainbows appear in the sky after storms, the people know Hino is pleased with them and their worship of him. Some legends speak of Hino walking the land in the disguise of an old man with a lovely maiden as his companion.

Hino appreciates a good battle and often when storm clouds gather over a battlefield the god is sure to help one side or the other in the combat. Lightning strikes on the ground are signs from Hino that areas are good for growing crops or hunting certain animals.

Worshippers of Hino can often see him in the stormy sky hurling lightning bolts out into the horizon. They say he is practicing to fight evil monsters that are coming to the land.

ARTIFACT: HINO’S LIGHTNING SPEAR
In the middle of a raging storm, if an inexperienced Indian dances a war dance proclaiming his desire to kill the enemies of Hino, a lightning strike will come down to reveal a crystal spear. The weapon is unbreakable and its crystal spearhead is razor sharp (1d12 +4) and the weapon does double damage against all large monsters. The weapon vanishes when rainwater hits it a third time.

HINO’S FIRE ARROWS
In a special red leather quiver come 5 red fire arrows with sharpened rubies for arrowheads. The weapons burst into flames when shot and deliver 1d10 +5 in damage and flames. All of these arrows striking and killing an enemy or creature vanish in smoke. Hino often gives these arrows to worthy warriors as the arrows appear in fives in the quivers of the fighters before they go into battle.

HINO’S AVATAR
The Hino avatar most often appears before a battle with some large monster like a dragon or a kraken. Always, rain and thunder fill the skies as long as the avatar walks the land.

HINO AVATAR (chaotic good), 15 th level Fighter,: HP 120, AC 25. Primary Attributes: Strength 25, Dexterity 20, Intelligence 18. When in melee he attacks four times a round with his spear (3d8 +. With his special bow, he fires five flame arrows a round (2d10 +5 + 2d6 of flame damage).


Posted on 2010-10-26 at 18:49:59.
Edited on 2010-11-07 at 03:48:14 by Hammer

Topic: Crimson Crusaders QnA
Subject: Dwarf Cleric (played by malek04)


Dwarf Cleric worships Steel the Dwarven God of War
Cleric Class Prime Attribute is Wisdom
Strength = 16
Dexterity = 14 (15 – 1)
Constitution = 18 (17 + 1)
Intelligence = 18 [Prime]
Wisdom = 19 [Prime]
Charisma = 14


Cleric Spells
0 Create Water is Creates 2 gallons/level of pure water.
0 Endure Elements are Protection from natural elements and weather.
0 First Aid is Bandages bleeding wound.
0 Purify Food and Water is Purifies 1 cu. ft. /level of food and water.
0 Dwarven Cleric Spell Gold Reveal is The spell causes all the gold in the given area to burst into faerie fire flames revealing any and all hiding places where gold can be found.
1 Dwarven Cleric Spell Minor Blast is At a touch, the caster loses two hit points and does 2d6 in concussive damage. Door locks, chests, and other things can burst open at this blast.
1 Cure Light Wounds are Cures 1d8 damage.
1 Detect Undead is Reveals undead within 60 ft.
+1 Sound Burst is A pulse of sound that causes 1d8 damage.

Steel the Dwarven God of War
GOD SYMBOLS: War Hammer, War Helm
DEITY PROVIDENCE: Battle, War, Combat
CEREMONY: Worshippers can’t advance a level until they have killed an orc, goblin, or giant.
TABOO: No Worshipper of Steel’s can let a foe live once battle has begun.
GRANTED ABILITIES: Worshippers have a +1 to strike anything and this magical bonus works when creatures can only be hit by magical weapons.

Steel is the most aggressive of all the dwarven deities. He demands his worshippers take part in the act of war as often as possible. If they are not defending their lands, they are to hire themselves out as mercenaries to the highest bidder.

His worshippers use axes and hammers in battle. They favor oversized weapons that do extra damage when they strike. He and his worshippers favor unusually large fortifications and unusually large siege engines. Why toss a one-ton boulder when you can toss a two-ton boulder? Why just toss a stone when you can toss a molten stone that does impact and fire damage at the same time? His worshippers plan for battle, flawlessly executing the plan, and then they look for more foes right after the successful battle.

ARTIFACT: STEEL’S AXE
Steel’s personal axe is a little taller and wider than most dwarves. It takes a Strength of 19 just to lift it. He often places it on the altars in the largest of his temples and anyone who can pick it up can use it for a year. The weapon does 3d10 points in damage and automatically kills giants with one successful strike.

ARTIFACT: STEEL’S THUNDER SPEAR
The spear can be thrown as far as the wielder can see and it comes back in the same round. The weapon is adamantine and does 2d12 +4 points of damage at a successful strike. It gifts the wielder with a +1 in all their attributes.

Steel often loans the spear for one year to a worthy worshiper who has shown skill in killing foes, like giants or dragons.

STEEL'S AVATAR
His avatar appears when there are huge battles to be fought against impossible enemies. He has died many times in ages of battles, but always at the cost of the most powerful of enemies facing the dwarves. High Dwarven Clerics can pray for his avatar and if the request is worthy, Steel appears and is ready for battle.

STEEL'S AVATAR (Lawful Good), 20th level Barbarian, HP 170, AC 20, MV 80 ft. Primary Attributes: Strength 25, Dexterity 25, Constitution 25. He has all the normal abilities of a Dwarf; he wears no armor and uses his two artifact weapons when he goes into combat. When he leaves or dies, his equipment stays behind to help his people. There are many sets of this equipment spread around the world and used by the dwarven heroes of every land.

He has all the powers of a 20th level Barbarian: combat sense, deerstalker, intimidate, primeval instincts, whirlwind attack, primeval will, ancestral calling. He never leads in a battle, but liks to take a front position on the combat line against the toughest of opponents.


Posted on 2010-10-26 at 18:48:08.
Edited on 2010-10-27 at 18:20:10 by Hammer

Topic: Crimson Crusaders QnA
Subject: Crimson Crusaders QnA


AENOCHIAN UMBRAGE: IN THE TREE'S SHADOW

A HISTORY OF THE BLACKTOOTH RIDGE

The history of the Blacktooth Ridge begins with the Ineng Tree. In the Days before Days this tree wandered the earth; twisted with evil it took the shape of a troll, indeed it was the first of the trolls, and wreaked havoc on the world at large.

In time Ineng grew weary of his struggles and settled upon a small patch of earth, along a ridgeline overlooking a river. The river tumbled in slow gyrations to the east before it turned south. Here Ineng settled into his new home.

The roots of his evil grew deep, spreading through the ridge, cutting tunnels that became caves, breaking rocks and opening fissures deep beneath the ridge. The ground rose until the depth of his evil pushed the ridge up, breaking the earth into many gulches, banks, crags and escarpments.

Ineng did not pass into stone but melded with the earth and the magic of his being fed the whole region, attracting many creatures who knew not its source, not its evil. So the jutting finger of broken hills that men later called the Blacktooth Ridge came to dominate the whole region.

The land changed. The ridge now dominated the area, high and barren, it pushed the river south and flooded the lowlands, making the land fertile and ripe. Many small rivers and creeks crisscrossed the area, as did ponds and lakes.

A forest took root and grew, birch and oak mostly, but a generous amount of sycamore and broad leafed poplar trees. Wild tribes of Aenochians settled in the forest, which they called the Saelic Forest, but most did not stay, for they deemed it an evil land and they moved further south to the fertile coastlines.

But the elves came and made the forests their home. The ridge called to them and they knew it possessed great magic. They named the place the Avishean Ridge, that is in their own tongue, the “Wellspring” and the forest and river they called the Hruesen River Valley, though later the forest took on the more sinister name of the Barren Wood.

They made peace with those wild men who remained and they did not fear the fey that came and settled in this enchanted country. So they lived for many long years.

But the world’s ages turned and so with it the fortunes of those who lived along the Blacktooth Ridge.

Long ago, beyond the memory of most that now live in the Hruesen River Valley the region came under the rule of the Kings of Men, the Lords of Aenoch and they ruled from their city of Al Liosh for many long centuries.

Their power waxed and waned as the tides over time. They grew masterful in the art of sorcery and the Lords spent their days upon the silken pillows, besotted with the corruption of wine, but their nights they spent in exploring the worlds beyond their own.

It was then that one of their own rose to power, a wizard of such dreadful capacity that all feared him. Nulak-KizDin ruled behind the throne and guided the Emperor and the priest and he used them to his own means.

With their powers he navigated the deeps of the Maelstrom and found what he sought, the source of a wondrous power. He summoned it to Aihrde, to the very halls of Al Liosh, where the court of the Emperor watched in amazement.

So the horned god, Unklar came to walk the worlds of men. The Emperor died, as did the priests; Nulak he bound to him as a slave. Unklar destroyed the great city of Al Liosh and it fell beneath his cloven hoof.

He rebuilt it then, fashioned a tower of dreadful horrors that he named Aufstrag, that is the Citadel of Command in the tongues of men. He gathered a great army about him and lay waste to the world at large.

In those days, the Horned One’s shadow hung over all the world and he ruled from his great fortress of Aufstrag, whose long shadow cast a dark pall over the Blacktooth Ridge.

When the Horned One first conquered the lands of the Hruesen, it was restless and troublesome as its inhabitants, the elves, fay of many type and those 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. These were the long years of the Winter Dark.

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 named anew, the Blacktooth Ridge, as it devoured all that entered it and the lands about were renamed the Barren Wood for little remained of the once great Saelic Forest.

The fortunes of those lands changed only with the passing of the horned god 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.

Throughout the world war raged, men fought the orcs and ungern, the Horned One and the world groaned from the agony of it all. In the lands south of Aufstrag the men, long suffering the yoke of tyranny, rebelled.

Heimstadt, Vilshofen, Dundador, Ascalon, Aesperdi, Meteria and Kourland all rebelled against the tumbling might of the Empire; these cities lived under the shadow of Aufstrag for a thousand years.

They had grown wealthy through control of the overseas trade routes and they suffered little from the hands of Unklar. In consequence, a powerful, educated merchant class came to rule these cities.

When war came to the horned one’s realm the lords of Aenoch banded together in a loose confederation of and prepared to rebel. Pryzmira, last daughter of the House of the Old Empire of Aenoch , came to them and promised wealth and power if they would support her claim to the ancient lineage.

They agreed to league with her under the stipulation that each of the seven lands together possess the rights to elect the Empress and her heirs to the throne.

In turn, she demanded that their borders remain permanently fixed, that they give her the city of Ascalon to rule from and that they grant her other privileges aside.

The Empress then turned to the western lands, where the yoke of the horned one had already fallen and called for a crusade, promising land and wealth. The summons generated wide enthusiasm in the west and hosts of men came for the glory and renown, but also for the land they could capture and which the Empress promised them.

Many built small realms in the wilds; carving out holdings for themselves and they swore an oath to the Empress and she granted them title. These Crusader States spread in a haphazard, disjointed way and they rose and fell with a rapidity that defied description.

Though the coming years saw many victories, it saw as many defeats. The men carried their banners deep into the country, even as far as the Blighted Screed. They founded small townships on the edge of the wild, Botkinberg and Ludenshiem were two of the most notable. But others flourished here and there.

For many years the country of the Hruesen knew a peace of sorts, though it never flourished again. The evil which had resided there passed into memory or vanished into the deep recesses of the Blacktooth; and the distance from Ascalon and the Empress proved just far enough to make it difficult for those in power to meddle in the affairs of men of the Blacktooth. Thus the world stood for many years.

In time elves, in search of ancient homelands and shrines, and men, in search of fertile and peaceful lands to farm, returned and settled in the Barren Wood.; the fey awoke as if from a long slumber and the forest assumed the shadow of its former self.

The forested valleys, still lakes, meandering streams all came to life again and the free creatures wandered the paths as they had in the long ago of yesterday. But the country of the Hruesen remained a haunted place, for there are as many evil fey as good and these creatures thrived in the ruins of the minions of Aufstrag.

And as in all lands some of the Horned One’s servants survived and hid themselves away in the dark places and they waited for the return of their dark master.

The years spun out and those who remembered the Winter’s Dark were very old and few listened to their tales. They paid no heed to the rumors that a new lord seized power in Aufstrag and that he sought to rebuild the kingdom of his master.

But the rumors bore more than a hint of truth for Coburg the Undying, long a lieutenant of the dark lord’s, ruled the Citadel now. Coburg ruled with a madness unknown in the tower. He spent his days raging against foes both real and imagined and during the night thoughts of Empire stirred his slumbers.

At last he turned his attention to the lands beyond Aufstrag and he schemed how he might conquer them. Of all the Kingdoms, New Aenoch and the Crusader States stood closest and it seemed to him weak and divided.

He called upon the creatures of Aufstrag, promising them power and a return to the glory of the old days. He sent them across the Blighted Screed and into the Blacktooth Ridge to make the land ready for his hosts.

OF THE HORN OF OPENING

In all of towering Aufstrag there is but one physical gate, the Ahargon Den, the Great Maw. Those who entered called it the Art et Unklar, the Mouth of Darkness, for all that entered there were devoured by the malice of Aufstrag.

The dwarves fashioned this gate for Unklar, for in those distant days he bound them to him by chains of servitude that they could not break. And they put all of their skill into the project and made for Aufstrag an unbreakable set of doors.

They cast the doors of bronze, but laced that bronze with iergild, that magical ore from beyond the worlds of men. They scripted runes into the doors, words of making from their forges that the bronze absorbed but that gave the doors a magical property that protected them against sorcery.

They set riddles into the bronze as well. These riddles captured sound and absorbed it into the bronze so that none could speak words of opening to it.

Thus protected they ordered it set into the frame of stone and trolls, huge and monstrous came at the bidding of Unklar and set the doors in place. There it stood, overshadowing the Wasting Way.

To open the door was a herculean task. But many tried. In the early wars it was the men of Al Liosh who found a way. They discovered powerful dwarven runes of opening and with them crafted horn of exquisite beauty.

Shaped from the horns of a dragon, bound with bands of platinum and inlaid with thin strips of gold, the instrument’s final shape resembled a ram’s horn. Upon the mouthpiece they carved runes which opened gates to the Rings of Brass.

Upon the inner coils of the horn were more runes and these they set with a chime of opening and it alone could force the gates wide. Only the very strong or clever were able to master the horn and those who tried and failed activated the runes of the Rings of Brass. Torn from the world they fell into the Rings of Brass and the maelstrom beyond.

The horn they gave to their greatest warlord, the Baron Kul. It was Kul who attempted to destroy Unklar by breeching the gates and sacking the lower halls. He rose up the heights of that dread tower until at last he came to the throne room.

There he faced the horned god and sought to overcome him, but before he could attempt the feat one of his own, a squire in his service, slew him. Stabbing him from behind Coburg lifted the horn from his dead master and gave it to Unklar. Kul cursed Coburg with his dying breath, “May you live forever.”

Unklar feared the horn of opening and he gave it to one of his greatest servants, Vaul the Frost Lord, a Val-Eahrakun of the outer worlds. He bid him unmake the horn so that it could never be.

The Lord Vaul did, but in secret he called his brother to him. Avram he bid to lace the horn with sorcery that could make it whole again. They plotted thus to use it as a weapon against the Horned One if ever they needed it.

But in time the horn of opening was forgotten by the brothers and unbeknownst to them, stolen from the hall. The pieces of it were magical devices in their own right, but few understood the meaning of the pieces made whole.

Few even knew that such a horn existed or that it could be remade and fewer still knew that it alone gave easy entrance to the gates of Aufstrag.

NEW BEGINNINGS

The men of the Hruesen River are like all men, quickly forgetting or choosing to forget, that each new age fosters new challenges and past evils often haunt the hopes of the future.

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.


Posted on 2010-10-26 at 18:36:14.
Edited on 2010-10-26 at 18:40:05 by Hammer

Topic: The Crimson Crusaders
Subject: Drogo Tulk of the Short Swords



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.

The Tale of Drogo Tulk of the Short Swords
No one in the Halfling communities of the Kellerwald Forest knew for sure where Mother Tulk had found the Halfling infant that bore the purple and red birthmark that resembled two miniature crossed short swords that was so mysteriously etched above his heart.

All anyone really knew was that Mother Tulk had taken the infant into her custody as if he had sprung from her own loins. She gave him more than enough love and attention and named him Drogo Tulk of the Short Swords.

His first five years were spent learning the way of the Halfling, especially in the art of hiding. Although the deity worshipped by Mother Tulk was Keely Choiceroot, the Halfling Deity of Gardening and Hiding, she had the wisdom to teach young Drogo Tulk to worship Preston Tallfellow the Deity of the Sword.

As a worshipper of Keely Choiceroot she had been given a cloak and a garden hoe long ago when she had come of age and she knew that as a worshipper of Keely Choiceroot that Mother Tulk could never hide from the work that was needed to be done.

That meant that it was her responsibility as a worshipper of Keely Choiceroot to make sure that Drogo Tulk fulfill his purpose and follow the true path of his destiny as marked above his heart in purple and red.

She knew that her beloved Drogo Tulk must learn to worship Preston Tallfellow, so upon his fifth birthday she relinquished her charge by taking him to the temple of Preston Tallfellow hidden somewhere in the depths of the Kellerwald Forest northwest of the city state of Heimstadt in the eastern portion of the Kellerwald Forest.

From age 5 Drogo Tulk began serving as an apprentice helper until the age of 10 when he began his training with the Short Sword in the temple fencing studio where using a blade is worship to Preston Tallfellow as all of his people are skilled in the use of the sword.

Preston Tallfellow: Deity of the Sword
God Symbols: Sword, Peridot
Deity Province: War, Sword Use
Ceremony: When a worshipper comes of age, they must quest for the perfect sword.
Taboo: Worshippers can never sell swords they acquire.
Granted Abilities: Worshippers are +2 in sword use.

This deity has the fewest of worshippers and they are generally males. His temples are all fencing studios dedicated to the use of the sword and no other weapons.

Using a blade is worship to Preston and all of his people are skilled in the use of the sword. There are some humans who worship as well, because they want to learn all there is about the sword.

The sect is unusually well organized and all of their weapons are expertly made and come to them at normal sword prices. Weapon smiths from surrounding countries are paid well to provide swords for new worshippers.

Artifact: Singing Sword of Preston Tallfellow
This mithril, +5 sword has a will of 23 and a lawful good alignment. It uses speech and telepathy for its wielder.

Its lesser powers are: faerie fire 3/day, detect magic at will, deflect missiles 3/day and locate object 3/day.

Its greater powers are: lesser globe of invulnerability 1/day, quench fires 3/day, teleport 2/day and locate creature 3/day.

The sword begins singing in combat and all allies hearing the music are blessed and gain a +2 to strike. The weapon does 2d10 + 5 and + 10 more when striking orcs as its purpose is to slay orcs and orc avatars.

The weapon often appears in the hand of one of Preston's followers when they are facing great odds in a battle with orcs or goblins.

Artifact: Dragon Sword of Preston Tallfellow
The scimitar is a lawful good aligned weapon with a will of 20. Its purpose is to slay dragons. Its speech is halfling and it warns its wielder so that he is never surprised.

The weapon does 2d10 + 5 and doubles that when damaging dragons of all types.

Its lesser powers are: locate object 3/day, suggestion 3/day and detect magic at will.

Its single greater power is light as bright as daylight 3/day.

The weapon is gifted to whoever is fighting alongside Preston when his avatar dies. All of the other equipment of the avatar vanishes when the avatar turns to dust.

Preston's Avatar
Preston's avatar only appears in battles against other avatars or dragons.

Avatar of Preston Tallfellow: (lawful good), 20th level knight, HP 140, AC 20, MV 20ft, primary attributes: charisma 26, strength 25, dexterity 22.

He has all the abilities of a 20th level knight. He fights with two swords and can strike twice a turn with both of them with no penalties.

He always rides a double-sized mountain lion into battle. If he dies in the fight, the lion vanishes from the battlefield.

Drogo Tulk of the Short Swords
Halfling Fighter
Specializes with Short Swords


Although Drogo Tulk trained from age 10 to age 20 with all available swords in worship to Preston Tallfellow, the Halfling Fighter chose to follow the destiny of his birthmark by specializing in combat with the Short Sword.

Drogo learned his craft well and had the good fortune of seeing the Avatar of Preston Tallfellow fight on several occasions during his 10 years at the temple fencing studio when his followers were called upon to venture into the Kellerwald Forest to aid Halflings and others against the raids of goblins and orcs from the north.

Drogo Tulk of the Short Swords became good friends with Basil Whitefoot as they trained in the temple fencing studio during their formative years.

On three occasions, Basil's beautiful cousin Eva Whitefoot accompanied her father to the temple when he delivered a specially crafted sword to be presented to one of the worthy worshippers of Preston Tallfellow.

Drogo was quite smitten by her beauty, but resolved himself to channel his energies into developing his worship with the Short Sword, becoming quite proficient with a Short Sword in each hand. Eva on the other hand, sent frequent messages to her cousin Basil and always included a greeting to Drogo.

A few days prior to Drogo coming of age on his 20th birthday and thus embarking upon his quest for the perfect sword, Eva had sent an alarming message to her cousin Basil to please come to Botkinburg in the Barren Wood to aid the Halfling community from the repeated increasing dangers and evils emanating from the nearby Blacktooth Ridge.

Basil sent his reply that Drogo would soon venture forth on his quest for the perfect sword, promising his beautiful cousin that Drogo Tulk of the Short Swords would find his way to Botkinburg to aid the Halflings against whatever dangers were present, while he continued to train in the temple fencing studio until he too would come of age to quest for the perfect sword.

Red Ruby River Boat
March 5, 30awd (After Winter Dark)


Drogo Tulk of the Short Swords leaned against the left railing of the Ruby River Boat and looked wistfully at the slowly passing countryside. He had taken up a station near the stern and was quite content to keep to himself, unless one of his Crimson Crusader companions chose to acknowledge his presence.

He was an oddity among Halflings, standing a full foot taller (4 ft) than the average (3 ft) Halfling. He was ruggedly handsome for a Halfling, what with his jet-black hair falling about his shoulders. His nose bore the distinction of being rather smallish in a noble sort of way when compared with other Halflings. His bushy black eyebrows highlighting his large oval eyes that bore a piercing look most times from those silver-grey orbs.

His skin fairly glowed with a reddish coppery tone and was covered with ample amounts of hair as were most Halfling males. His large hands were well suited to gripping his Short Swords, whether in worship to Preston Tallfellow, or in a fierce fight or battle if the need arose.

His hairy feet were even larger than most Halflings, but he sported an innate sense of balance and grace that belied the perception that he could have been a mere clumsy oaf.

Drogo Tulk wore a simple hoodless tunic that seemed to blend with his surroundings. It was cut a bit below the knee, affording him unhindered movement when he danced with his Short Swords.

His 2 and a half foot Short Swords bore the imprint of Preston Tallfellow on each silver hilt. The glistening double edged blades had been given to him as a questing gift by the Clerics at the Fencing Studio.

Although no one knew his exact birth date, Mother Tulk had decreed that February 15 be his birthday. So upon his twentieth year he was sent forth from Preston Tallfellow’s Fencing Studio with great promise and greater celebration as he began his quest for the perfect sword.

He promised his friend Basil Whitefoot that he would make the journey to Botkinburg to aid his beautiful cousin Eva Whitefoot and her Halfling Community against whatever unknown evil threatened their idyllic lives.

The morning after the Great Sword Dancing and Feast in honor of Drogo’s quest for the perfect sword, which lasted from the night of his 20th birthday through the next day and into that night, culminating in Drogo Tulk consecrating himself in private worship to Preston Tallfellow as he danced before his deity in a secluded chamber; the Halfling set out on his Quest for the Perfect Sword, armed only with his tunic, his 2 Short Swords and a water skin.

Drogo Tulk began his quest the morning of February 17, 30awd (After Winter Dark) as he bid his companions and Clerics a fond farewell after another celebratory breakfast and further words of encouragement from his friends.

His journey through the Kourwood Forest east of Ratsdorf began without much incident as the Halfling Fighter chose to blend in with his surroundings, rather than confronting the small bands of orcs or goblins sneaking their way through the foliage.

The only times he bloodied his blades was when he discovered a Halfling family or community that such raiders were intent upon pillaging.

His reward was a victory feast and a warm hearth or fire where the whispered rumors of the Halfling Legend would awkwardly be addressed, mostly by the children asking if he were the Halfling the legends foretold?

Drogo Tulk would merely answer “I am who I am and nothing more!” Then he would dance before Preston Tallfellow with his swords and make his pledge and vow to protect Halflings and any other race plagued by the vermin that he had slain earlier in the day or night that had threatened his hosts.

Drogo had made his way up the Ans River to Heimstadt where he decided to spend some time enjoying the peaceful setting of Lake Asfral. It was here that he read the proclamation for the Call for Crusaders and here still where some Halflings asked him once again if he were the Halfling of Legend?

"I am what I am and nothing more!" replied Drogo Tulk of the Short Swords, but he was troubled about the menace lurking about Botkinburg and began thinking about the beautiful Halfling maiden Eva Whitefoot who had sent the message for help.

Drogo Tulk pushed east towards Asperdi to sign on with one of the River Boats. He pondered the mention of the Curse of the Crimson Crusaders as he made his journey and bloodied his blades along the way against the evil doers stalking the dark forests of the land.

"Whether this Curse of the Crimson Crusaders be the curse foretold in the Halfling Legend or no ... I am what I am and nothing more!"

That was his reply to the Halflings that pried him with food, drink and questions as he fought his way through the Asperdi Forest, south of the city of Asperdi, to the registration encampment on the banks of the Hruesen River.

Drogo Tulk turned to look at the assortment of companions who had signed on as Crimson Crusaders. They were of various sorts of alignment persuasions. The Halfling Fighter being what some would call Neutral Good, having a healthy respect for both Law and Freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.

The Halfling had arrived in time to make a choice as to which of the 3 (Gold, Emerald or Ruby) to sign on with to make his way to Botkinburg in search of the perfect sword, plus defend the Halfling Community and the beautiful Halfling maid Eva Whitefoot. He had come to realize in his heart of hearts during his long journey that he wished to make Eva his bride.

An important looking man named Gideon asked Drogo to sign a parchment to commit himself into the service of either the Gold, Emerald or as they were now openly spoken of, The Crimson Crusaders.

Drago knew in his heart of hearts that he was destined to please Preston Tallfellow by boarding the Ruby River Boat in defiance of the Curse of the Crimson Crusaders.

"Whether I be the Halfling of Legend or no ... I would most likely find those unlikely heroes of legend to be aboard this vessel as well ... and where else would I so easily find 100 gold pieces to present as a gift to my prospective bride?"

Drogo made his mark of the Crossed Short Swords and signed his name, indicating that he chose to sign on as a Crimson Crusader.

Gideon shook his hand with a warm and sincere congratulations for his unpopular choice, assuring the Halfling Fighter that he would be promptly paid upon his arrival in Botkinburg.

The Halfling Fighter smiled as he fondly remembered the Halflings that boarded him in their home while he awaited the day of his departure.

There was Great Feasting and Great Joy among the Halflings in the Asperdi Forest as news quickly spread that Drogo Tulk of the Short Swords had bravely signed on to join the previously obliterated ranks of The Crimson Crusaders.

Now he sat on the deck of the Ruby River Boat, his 125 pound fighting frame resting quite comfortably in his new surroundings, sipping some ale and enjoying the taste of the fresh fruit, home made bread and delicious cheese that the enthralled Gnomes were serving to the 15 adventurers on board the Ruby Red River Boat.

Then he closed his eyes and reflected upon the merriment among the Halflings who held Great Feasts in his honor, hoping that Drogo Tulk of the Short Swords would somehow prove to be that Halfling of Legend who would company with an unlikely band of heroes to rid their land of a great unspoken evil that sought to destroy all who stood in its path.

Drogo opened his eyes to study the adventurers who sailed with him into the unknown, pondering if any of them, himself included, were worthy of becoming such unlikely heroes of the Halfling Legend?

Then he let his thoughts wander to the more pleasant memories of the Halfling maid Eva Whitefoot he wished to make his bride, as the Ruby River Boat continued its journey up the Hruesen River.

"Whether I Be the Halfling of Legend or No ... I Am What I Am ... And No More!"


Posted on 2010-10-26 at 18:24:53.

Topic: The Crimson Crusaders
Subject: Up the Lazy River


Hruesen River 9am
Ruby River Boat
May 5, 30awd (After Winter Dark)


Unseen eyes stared unawares and undetected from beyond the banks of the Hruesen River, observing the progress of the Gold, Emerald and Ruby River Boats as they glided across the murky water on their journey to Botkinburg.

First the long-necked 7-foot high Gold Dragon Head adorning the first boat’s prow, followed minutes later by the similarly detailed Emerald Dragon Head intricately carved on the second boat’s prow, made their way up river unchallenged, before disappearing from view around a bend.

Seemingly agonizingly long minutes later the similar, albeit infamous Ruby Dragon Head on the prow of the thrice-cursed Ruby River Boat finally could be viewed afar off as it made its solitary way up river.

All 3 boats sported a single sail of the corresponding color and design matching the Dragon Head on its prow. The only other adornments to be seen were the 5 small dragon heads carved on the wooden railings on each side of the boats. Another corresponding Dragon Head was carved into the stern of each boat. A colorful Dragon Flag flew from each of the sterns, thus identifying the specific wizard who owned each enchanted boat.

The 40-foot long, 15-foot wide enchanted Ruby River Boat with its crew of 10 enthralled Gnomes rode low in the water, making its way up the river at a leisurely pace.

Unknown cargo was magically secured inside the vessel, leaving only the flat deck available for the adventurers who had signed on as Ruby Crusaders (embracing their new title as Crimson Crusaders) to find a suitable place on deck to sit or stand during their journey to Botkinburg.

The Curse of the Crimson Crusaders as it had become known over the past several months had taken its toll on the new recruiting efforts.

Instead of a full company of 40 adventurers as were totaled on both the Gold and Emerald River Boats that had also set sail at the crack of dawn, only 15 hearty souls (or as some whispered, “Foolhardy!”) could be persuaded by Gideon, the consort of the Lady Marchessa Fabressa of Botkinburg, to climb on board in defiance of the perceived curse.

There were plenty of fortune seekers who spat and scoffed at Gideon, before choosing to travel the road through the forests from Asperdi to Botkinburg to hunt for hidden treasures on their own, rather than to commit their allegiance to the Empress Pryzmira as one of her newly appointed Crimson Crusaders.

The lure of title and lands once the Northern Territories were secure and free from the taint of the unknown evil pressing upon her borders was not enough enticement for those who had chosen the Forest Road to pursue their own quest for treasure and glory, instead of signing on as Ruby/Crimson Crusaders once the Gold and Emerald Crusaders ranks had been quickly filled to capacity.

The adventurers on the Gold and Emerald River Boats were paid 50 gold pieces each to answer the Call for Crusaders, but only those 15 souls on board the Ruby River Boat were courageous enough to defy the so-called Curse of the Crimson Crusaders for 100 gold pieces of The Realm.

Gideon had advised each adventurer who enquired about payment procedure that only the survivors who arrived in Botkinburg would be paid in gold coin, be it 50 or 100, the current price of blood money to hire on as a Gold, Emerald or Ruby/Crimson Crusader.

On the deck of the Ruby River Boat could be seen an odd assortment of adventurers who counted the prospect of 100 gold coins reason enough to put their lives on the line in service to the Empress, no matter how hazardous the pay.

Among them were 8 particular Crimson Crusaders whose lives would soon enough be intertwined and bonded together into a War Party destined to penetrate the maw of darkness threatening Botkinburg and quite possibly the very existence of New Aenochia.

Lost in their own thoughts of events over the past few weeks (or perhaps even their life times) were a Dwarf Cleric, a Half-Orc Barbarian, an Elf Ranger, a Half-Elf Bard, a Halfling Fighter, a Human Shaman/Druid, a Human Rogue and a Human Monk.

All were in deep thought as the Ruby River Boat glided up river towards their destination of unknown danger and promised treasure.

NOTE from the CASTLE KEEPER

Please Post Your Character Description Complete with Background Story and History for the reading enjoyment of the Resident Lurkers here at the Red Dragon Inn. This includes the Deity Influence upon your Character. When all 8 Characters are posted we will continue our journey up the Hruesen River to Botkinburg.



Posted on 2010-10-26 at 18:17:15.

Topic: The Crimson Crusaders
Subject: The Crimson Crusaders


The Crimson Crusaders


GREETINGS RED DRAGON INN LURKERS
Glad you stopped by to hear the tale of The Crimson Crusaders and their exploits in the world of Aihrde in the Realm of New Aenochia.

Pull up a chair and make yourself comfortable, unless you are just passing through for some inspiration on your way to your own exploits!

WARNING
This particular adventure may contain intense graphic scenes and/or Mature Adult Content that some readers may find to be too sensitive or offensive in nature for their literary tastes!

Please Proceed with Caution!

SPECIAL THANKS to the Owners and Moderators of the Red Dragon Inn who make the posting of this and other adventures possible for us InnMates to enjoy!

SPECIAL APPRECIATION to Stephen Chenault of Troll Lord Games who gave me permission to use the Castles & Crusades products to help craft an exciting and entertaining adventure!

And also to James M Ward (the author of “Of Gods & Monsters” published by Troll Lord Games) for creating the Deity Avatars that I have integrated into this adventure, which makes all the difference in creating a totally different and excitingly unforgettable Epic Campaign!


World of Aihrde
New Aenochia
City of Ascalon
Ascalon Castle
March 3, 30awd (After Winter Dark)


Gideon urged his light war horse forward across the lowered drawbridge and into the spacious courtyard of Ascalon Castle where the young Knight was greeted by the gruff natured palace guards, who immediately changed their expressions when they cheerfully recognized the valiant consort of the Lady Marchessa Fabressa of Botkinburg.

Upon entering the castle he was immediately escorted to the private chambers of the Empress Pryzmira, being spared the torture of countless delays from the castle court advisors who screened the entrance of all guests, usually turning most of them away from ever meeting the Empress in person, unless bidden by the Empress herself.

Servant girls and ladies of the court giggled and whispered as the consort of Lady Fabressa made his way unhindered to a private audience with the Empress. Many of these women longed to lay in the arms of this magnificent male, sharing their bed chambers and much more, but the young Knight only had yearnings for his Lady Fabressa.

Gideon was bearing a message from his lover to the Empress Pryzmira, a message of dire consequences to the Realm of New Aenochia, which was the only reason he could find to tear himself away from the intimate embrace of his Lady Fabressa.

He bowed himself low as he handed the parchment he was entrusted with to the Empress Pryzmira, drinking in her fabled beauty with his alert eyes, watching every curve, every movement, breathing in the sweet fragrance of her nearness, longing only to return to his Lady Marchessa Fabressa once his duty to the crown was fulfilled this day.

Gideon would find his way back to the arms and bed chamber of his beloved in Botkinburg, but he knew in his heart of hearts that duty would force him back to Asperdi much too soon to oversee the fulfillment of the decree that was to surely come from the lovely lips of the Empress Pryzmira.

The eyes of the Empress flashed as she read and re-read and then read again the message that Gideon had delivered with all haste.

Empress Pryzmira walked across the room and opened a chest, staring at the gold coins, before reading the message one more time as she slowly made her way back across the room in deep far away thought.

Then turning her undivided attention back to Gideon, the Empress Pryzmira studied his eyes a few moments, before questioning the young Knight directly.

"So are things as dire in the environs of Botkinburg and the surrounding area as your Lady Fabressa fears them to be?"

Gideon nodded as he began to explain to the Empress what had transpired in and around Botkinburg over the course of the past year.

Goblinoid raiding parties were seen more and more frequently on the outskirts of Botkinburg as the assorted adventurers and mercenaries who had come from afar to the northern borders of The New Empire fought and died in alarmingly increasing numbers these past months.

Thrice in the past year the Call for Crusaders that the Empress Pryzmira had proclaimed throughout the Realm of New Aenochia had been answered with both successes and tragedies.

Knights and Fighters of various sorts had managed to prevail in spite of heavy losses during their task of securing the over land trade route through the forests between Asperdi and Botkinburg, a 12 day journey by wagon from sun up until sun down. Those 11 nights encamped in the forest were precarious at best and the need for armed escorts was legion.

In the spring of the previous year, crusading adventurers and treasure seekers had boarded the 3 River Boats in Asperdi to go up the Hruesen River to Botkinburg, a 3 day/2 night non-stop journey on special enchanted River Boats.

Those adventurers were divided into groups of 40 as Gold Crusaders, Emerald Crusaders or Ruby Crusaders. Each group of 40 boarded the corresponding River Boat owned by 3 Wizards known locally as the Gold Wizard, the Emerald Wizard and the Ruby Wizard.

Their spells and enchantments protected their boats and their crews from damage or harm, but the adventurers on board each boat were not protected by their enchantments.

Ambushes along the river claimed the lives of a few Gold and Emerald Crusaders, but the Ruby Crusaders were all killed.

During the summer another 3 groups of 40 Gold, Emerald and Ruby Crusaders made the journey with similar casualties. Although the Ruby Crusaders managed to survive the journey with half their number dead from ambushers, the remaining members were slaughtered outside Botkinburg within a week of their arrival.

In the autumn a third group of 40 Gold, Emerald and Ruby Crusaders made their way up river with only about a third of the Ruby Crusaders dying, but inside a month the Ruby Crusaders were completely annihilated in battles near the shadow of the Blacktooth Ridge.

Members of the Gold and Emerald Crusaders also perished, while others went missing in quest of the rumored treasures abounding beyond Botkinburg.

Among the remaining Gold and Emerald Crusaders, it was whispered that the Ruby Crusaders were cursed; commonly known as the Curse of the Crimson Crusaders because their blood flowed in crimson waves as their bodies lay dying wherever they chose to go.

Gideon explained that tales of this Curse of the Crimson Crusaders had become so rampant and widespread throughout the Realm over the winter that it was unlikely that 40 stalwart men or women would even set foot on the Ruby River Boat for any amount of gold coin.

What was certain was the fact that more adventurers and mercenaries were needed to penetrate the darkness beyond Botkinburg that was concentrating its forces along the Blacktooth Ridge.

If no one dared oppose those forces, then it was quite possible that an unknown enemy could muster those dark forces, gain control of the Aratock Mountains to the south and one day descend from those mountains to invade the foothills and plains east of Ascalon, before marching upon and seizing Ascalon itself.

Rumors were running rampant in Botkinburg that the local Halfling Community was preparing for a siege of some sort; also whispers of a legend of a Halfling Champion who would one day find his way to Botkinburg with a group of unlikely heroes who would defy a curse and venture into the unknown beyond Botkinburg to rid the New Empire of a dark and deadly enemy were becoming more and more common each day.

During the past few months several Halflings from the community were seen travelling west on some unknown quest related to this whispered legend. Some have returned. Others have not. But all are preparing for a fight of some kind against some suspected evil that lurks in the Blacktooth Ridge or somewhere beyond its borders.

After further discussion regarding this Curse of the Crimson Crusaders and how best to try to overcome the negative effects that were spreading throughout the Realm of New Aenochia, the Empress Pryzmira dismissed Gideon to refresh himself from the burdens he had held secret for far too long.

Then she called for a Scribe to write the following plea to be sent out to the various regions of the Realm; issuing a Call for Crusaders to assemble at the Hruesen River near Asperdi at an appointed time to go up river to Botkinburg, where adventurers and mercenaries would be paid handsomely and if necessary, be equipped with weapons and armor to investigate and exterminate any and all threats to New Aenochia.

Call for Crusaders
Hear Ye! Hear Ye!

By Royal Proclamation of Her Highness Empress Pryzmira of Ascalon, in response to reports of dark threats to the border territories of New Aenochia, Her Royal Highness requests the services of any and all available stout-hearted Freedom Fighters from throughout the lands to assemble at the Hruesen River near Asperdi to join the illustrious ranks of the Gold, Emerald and Ruby Crusaders to journey up river to Botkinburg.

Registration will be conducted by a trusted Knight of Her Royal Representative the Lady Marchessa Fabressa of Botkinburg for those applicants willing to join a Crusade against the unspoken evils running rampant in the hidden confines of the Black Tooth Ridge and other surrounding environs that may threaten the good people of Botkinburg.

Be it further known that those adventurers who are brave enough to defy the so-called Curse of the Crimson Crusaders and heed this Call for Crusaders will be appointed by said Marchessa Fabressa of Botkinburg to undertake an elite expedition into the aforementioned Black Tooth Ridge and other outlying areas to Expose and Exterminate with Extreme Prejudice any and all threats to Botkinburg and the outlying territories of New Aenochia.

Equipment, Supplies and Ample Gold will be furnished for those brave enough to enlist in the ranks of Her Majesty’s Special Force, to be known hereafter as The Crimson Crusaders, those from throughout the Realm who are Brave Enough to Defy the Rumored Curse upon the Ruby Crusaders and Braver Still to Answer this Special Call for Crusaders!

Those choosing to join the ranks of the Gold and Emerald Crusaders will also receive ample provision and reward for their services.

Be prepared to register and board your Boat of Choice no later than May 5, 30awd.

Signed
Her Majesty Empress Pryzmira of Ascalon
Empress of New Aenochia

Dated
March 3, 30awd


Posted on 2010-10-26 at 18:11:38.

Topic: Hammer is Lurking
Subject: Possibly


If the Creative Juices keep flowing like they have since yesterday, then it may be possible that the Adventure Intro and Recruitment Threads may be posted Soon!

Posted on 2010-10-26 at 02:41:43.

Topic: Greetings and Salutations
Subject: Greetings lo


Glad to see another newcomer stretching their wings at the Inn!

After an unexpected absence for far too long, I have been lurking the past few weeks myself and finally decided it was time to dust off an adventure that I had been working on about a year or more ago!

I have been updating it and may possibly have it posted before too long!

Brianna is already working on the backstory of the pre-generated character she has chosen to play and I am waiting for responses from some pre-registration invitations that I sent out a few days ago!

Right now I am editing the backstory to the character that I will be playing along with hosting the adventure, so if the creative juices get flowing tonight like they did last night I may have the re-written Intro ready to post for the Lurkers at the Inn to enjoy reading!

Which means that I will also be posting the Registration for the general population here at the Inn to decide for themselves if anyone wants to jump on board to participate as a player in another Hammer adventure!

Meanwhile, pull up a chair and quaff a tankard of Elven Ale and enjoy what the Red Dragon Inn has to offer its Grand and Glorious assortment of InnMates!


Posted on 2010-10-26 at 02:08:38.

Topic: Hammer is Lurking
Subject: Thanks


I am typing the Recruitment info, but my document for the Intro to the Adventure got messed up and will not open, so I have to re-type ie re-write the beginning and then type what I have written on paper from that point on!

Things are coming together slowly but surely as Brianna is already working on her character, my character info just needs to be tweaked and typed that I wrote out this afternoon on paper and at least 2 or 3 other gamers are making decisions on characters.

That is from my pre-registration invitation to a couple of old friends here at the Inn and to some of the newbies who were looking for games the past couple of months.

Thanks again for the encouraging words!

Posted on 2010-10-25 at 02:20:21.

Topic: Hammer is Lurking
Subject: Slowly but Surely


Things are coming together for my upcoming adventure here at the Inn.

Brianna has chosen the Human [Female] Monk that worships Ocasta [Cherokee God of Magic of All Types] and I am waiting on the response to some personal invites that have been sent out to a few game seekers.

Hopefully I will get some things posted at the Inn in the next couple of weeks to satisfy the interest of the Lurkers here at the Inn who enjoy reading other adventures that they are not actively participating in!

Posted on 2010-10-24 at 05:00:46.

 


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