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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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Trilogy War Recruiting
HEAR YE,HEAR YE
COME ONE ,COME ALL
BE YE WEAK ,MUSCULAR OR SMALL
BE YE FAT ,SKINNY OR TALL
COME ONE ,COME ALL
ADVENTURE AWAITS YOU
WILL YOU DARE ANSWER ITS CALL
Hello Innmate Adventurers both old and new, I am Trilogy Master Tann'Talas and as they say in the military I am looking for 2-3 good men or women or a combo of both to join the longest running game on record here at the Inn 8 years as of this past August. Some of you may know me from the games I have played in as a player and on the Inn here as a former Staff Member and friend but not as a DM. However I have run this Campaign since it first started as a single table top adventure back in 1985 with many different table top groups and on the Inn since August 2004.
The Adventure is set in a world I created in late 85 while in the military that I named Trilogy and is my version of the Lord of The Rings but is nothing like the books. Instead of the one ring the party must recover and destroy an Intelligent sword of great evil before it like the ring falls back into it's creators hands. I use AD&D 2nd Edition rules with a few house rules and rules learned on the Inn thrown in for easier game play.
As characters you start with 1,200,000 exp's for a single classed character and 1,500,000 exp for a Multi-classed character to be split however you choose between the classes. The main PC race’s allowed are Dwarf, Elf, Human, Half-Elf and Halfling, however other races will be considered depending on back story and feasibility.
Any race can be any class except for Paladins who are limited to only Elves and Humans.
Any multi class combo will be allowed regardless of race restrictions Examples: a Dwarven Ranger/Mage, an Elvin Fighter/Cleric/Druid.
Paladins can only multi class with the class's of Mage or Cleric As long as it falls within the 1, 500,000 exp limit and the character has no more then 3 classes, all characters will be considered.
I will accept only the Alignments of Lawful Good, Neutral Good and Chaotic Good, as this is a true battle between good and evil with only a hint of gray.
There are no really needed class's at this time as the party is already somewhat well rounded. However they could always use another Fighter type or Mage or a combo of multi-classes. However whatever you want to play, write it up, I’ll check it out.
Also only single class fighters can specialize unless using a kit that allows specialization examples Myrmidon (FHB),or Justifier (RHB) and kits will be allowed.
Though I do have the book available to me, I am not using Skills and Powers as I myself am unfamiliar with it.
Each characters starting equipment is as follows.
+3 Primary Weapon.(All special weapons considered)
+2 Secondary Weapon. (All special Weapons Considered)
+2 Armor of Choice (Special Armors considered)
+2 Shield if used. (All special Shields considered)
4 other magical Items but they must be approved by me.
2 Potions of Extra healing.
All normal gear is allowed at no initial cost but please list on character sheet what you have and where it is placed Examples `in backpack` `in belt pouch` `in boot` `slung across back` and so on.
As for dice rolls, I do them all whether to hit in combat or when using a non-weapon proficiency or ability. I will make them both for the players and monsters, but will let players know at end of each combat round what damage was taken by each character, but not what damage was done to creatures. I will roll all hit points using the standard method for each class in 2e and for multi class's once a character has been accepted into the game.
Now a short word about my world it consists of a main Continent and numerous Islands and Island chains. The main continent is of course called Trilogy while the biggest Island is called Cirath Ungole. I must warn all players interested that alot of the names of places, towns, mountains and so on come from the many novels I have read over the course of my 46 years of life and some are my own. Trilogy is a highly populated world of Humans, Elves, Dwarves and other creatures including the likes of Orcs, Goblins, Giants, Dragons and so on. Just your typical AD&D world with a few twists. Every creature in AD&D has their place somewhere in my world.
I have a full scale enlargible map up on the first page of the game thread along with the world’s history which is a must read for the hints and clues it gives towards the game. Also depending on what Race and Class you play I will give you a homeland from the world unless you see one you like.
So there you have it I know I most likely have forgotten something but it will come out in your questions and my answers. I am a very understanding DM more so then I am as a player and I think I run a very fun and enjoyable RPG adventure full of not just hack and slash but of reasoning, thinking and party interaction. I believe that the storyline above all else is what makes a game good, just ask my current 6 players if you want more insight into my DM style.
As DM I will try to post each week on Sunday’s or Monday's, depending on real life commitments. The manner in how you post is up to you but I hope that though a post is short it will be at least somewhat descriptive to give me something to work with and not become a habit. As there is quite a bit of thinking and interaction among players, both in game and out and lots of deductive reasoning long descriptive and party interaction posts are always welcome.
Remember my enjoyment as a DM is reading player posts and working with them to tell a grand story that will be not soon forgotten.
All I ask from a player in my game is a minimum 1 post a week and no more then a 2 week gap between posts. If for some reason, be it real life or something else, you cannot post please let me know why and all will be forgiven. If you have not posted in 2 weeks and I have not heard from you as to why, I will not seek you out and may be more then likely to drop you from the game.
So come try it out you won't be sorry you did, like our motto below states I hope you’ll enjoy it as much as we do. Feel free to post here any questions you may have or PM me also.
"GAME ON"!!!
Posted on 2012-10-22 at 16:08:05.
Edited on 2012-10-22 at 20:27:02 by TannTalas
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TannTalas Trilogy Master RDI Staff Karma: 181/119 6817 Posts
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Ok got an opening
New year, new player needed in Trilogy the longest running game on the Inn at 8 years and counting. The party is hurting for a straight class fighter as it only has one such. The rest of the party are multi-classed or in the case of one a combo of two classes melded into one but not a true multi.
I already set up a character to join the party however the player had some RL things come up and was unable to continue. Though the character below is a straight class Dwarf fighter, the kit is one specially modified by me for use in my world and campaign. Take a look if you like, let me know, if you do not like and still want in to the game create and send me one of your own. Remember though the party really needs a straight fighter for this next part.
The character is below
FIGHTER
PLAYER:
RACE: Mountain Dwarf
GENDER: Male
HOMELAND: Erebor
WORLD: Trilogy.
AGE: 149
HAIR: Stained dark red.
EYES: Golden
HEIGHT: 4’2”
WEIGHT: 145lbs
LEVEL: 12th
ALIGNMENT: Chaotic Good
XP: 1,200,000
NEXT LEVEL: 1,250,00
STR: 17 To Hit: +1 Damage: +1 MXP: 220lbs WGY: 85lbs BB/LG: 13% OPDRS: 10
DEX: 16 React Adj: +1 Missile Adj: +1 Defensive Adj: -2
CON: 17 HP Adj: +2 System Shock: 97% Resurrection Survival: 98%
INT: 10 #Lang: 2
WIS: 15
CHA; 11 Max Henchmen: 4
SAVING THROWS
Poison: 7
Para/Death Magic: 9
Petrifaction/Polymorph: 8
Rod/Wand/Staff: 9
Breath Weapon: 8
Spells:10
COMBAT
HIT POINTS: 100
Base THACO: 9
Melee: 8
Missile: 10
ARMOR CLASS: -4
+2 Field Plate Armor (Armor is covered in razor sharp spikes that in melee if he is physically attacked will each do 1d4 points of damage. There are 24 such spikes arrayed on the armor. To determine the number that hit roll 1d20 +4)
+1 Medium Shield (Shield is also covered in 12 smaller spikes then the armor that do 1d3 points of damage roll 1d12 to determine how many hit when shield is used to bash enemy)
WEAPON PROFICIENCIES
Battle Axe (Specialized)
Warhammer (Specialized)
Morning Star
Bastard Sword One Handed
Bastard Sword Two handed
Club
NON-WEAPON PROFICIENCIES
Armorer
Blacksmithing
Blind-Fighting
Dancing
Endurance
Intimidation
Mining
Singing
Underground Navigation
Underground Survival
NATIVE LANGUAGES
Common
Dwarf
RACIAL ABILITIES
Infravision - Dwarves have infravision to 60 feet - the ability to see heat patterns given off by living warm-blooded creatures in the dark.
Melee combat - Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.
Mining detection abilities - A character with this skill is familiar with mining, tunnelling and stonework. By concentrating for one round the character can:
Determine the approximate depth underground, 1-3 on 1d6.
Detect any sliding or shifting walls or rooms, 1-4 on 1d6.
Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.
Detect stonework traps, pits, and deadfalls, 1-3 on 1d6
Detect new construction in stonework, 1-5 on 1d6.
Saving throw bonuses - Bonus to saving throws vs. poison, rods, wands, and spells based on their Constitution/Health sub-ability score.
CLASS ABILITIES: (Fighter)
Followers - Attracts followers after a stronghold is built and 9th level is reached.
Weapon specialization - Allows specialization in one weapon.
KIT: Controlled Berserker
SPECIAL BENEFITS
They excel at fighting. Not only are they specialists with battle axe and warhammer, they are able to enter a furious killing rage that is very effective vs. those he considers enemies. Unlike a Battlerager he has complete control over the killing rage and is able to distinguish between friend and foe. When in combat, he will bellow a battle song at the top of his lungs. After five rounds, during which time he can fight or perform other activities, he enters the rage. This lasts until there are no enemies left to slay. Whether enemies are standing to fight or lying wounded on the ground, the Controlled Berserker will hack them apart. During the rage, the Controlled Berserker will continue to sing, pausing only to scream insults at foes.
A Controlled Berserker can try to come out of the rage at the beginning of each round by making a Wisdom check. If he succeeds, his rage ends and he suffers the effects below. If not, he remains enraged. He may attempt withdrawal each round, until he succeeds.
He may attempt to prevent a killing rage by making a successful Wisdom check. If he succeeds, he can control himself for the rest of the encounter. During the next five rounds, he will gnaw ferociously on his shield rim or grind his teeth together in an effort to control himself. If he fails the check, he enters the rage.
The Killing Rage: While in a killing rage, the Controlled Berserker receives the following special benefits: +1 to attack, +3 to damage, +10 hp, and -1 bonus to his AC (e.g., AC 4 drops to AC 3).
· Immunity to these wizard spells (no saving throw necessary) charm person, emotion, fear, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas; and these clerical spells command, charm person or mammal, enthrall, cloak of bravery, remove fear, symbol.
· He gets a +4 saving throw bonus, on top of his dwarf bonus, against these wizard spells: blindness, Tasha's uncontrollable hideous laughter, hold person, charm monster, confusion; and against these clerical spells hold person, hold animal.
· While in the rage, he is immune to KO results from the Punching and Wrestling rules and takes only half damage from bare-hand attacks.
Killing Rage Disadvantages: A Controlled Berserker suffers the following disadvantages while enraged:
· He is oblivious to pain. The DM takes note of the Controlled Berserker current hit points when the character first enters his killing rage, reducing them as he takes damage. The player is not told how many points of damage he takes from enemy attacks, or how many he has left. He is only aware that he is enjoying himself tremendously. He is told how much damage his character has received when he falls over dead or the rage ends.
· He must continue to fight each melee round until all opponents have been killed. He may attack any enemy within range of his weapon. If none are in range once he kills an opponent, he must move to attack the next enemy within a 3 move range. Once all enemies are dead Rage automatically ends and he suffers the post Rage penalties below.
· He cannot take cover from missile attacks.
· He is temporarily unaffected by the clerical spells bless, cure light wounds, aid, cure serious wounds, cure critical wounds, heal, regenerate, and wither. He only gains the benefits of these spells when he is not enraged.
· The taunt spell is automatically successful and causes him to abandon his current enemy and rush to attack the taunting person.
· Once the rage is over, he loses all of its advantages, including the 10 bonus hit points. This could cause him to die instantly, or collapse unconscious, if he has 0 or less hit points remaining.
· After the rage subsides, he suffers a -1 penalty to his attack rolls, a -3 penalty to damage rolls, and +1 penalty to his AC. This effect remains for the same number of rounds that he was enraged.
WEAPONS
+3 Battleaxe +4 vs. Orcs and Goblins SM/MED:1d8 +5 / LG:1d8 +5 #ATKS: 2/1
+2 Dwarven Thrower (Warhammer) SM/MED:1d4+6 / LG:1d4+5 #ATKS: 1/1 (This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +2 bonus, the hammer has the following characteristics:
The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and Ettins). Against giants it causes triple damage (plus the bonus of +3)
EQUIPMENT
IN BACKPACK
Rope 50ft.
Bedroll.
2 x Aleskin (Full of 'gutbuster'
Bread (2)
Meat (10)
Torches (3)
Belt
Belt pouch (large)
Powder of Coagulation (When placed on an open wound, a pinch of this yellow powder stops all bleeding and heals 6 hit points of damage. Each pouch or packet contains 20 pinches.) .
Flint and steel
WhetStone
ITEMS WORN
+2 Field Plate Armor
ITEMS CARRIED
+1 Medium Shield
Potions Extra-Healing x2
Elixir of Health x2 (This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills)
Horn of Valor (This golden horn is indistinguishable from any other magical horn until it is sounded. When sounded, each unit hearing it who is allied with or loyal to the character sounding the horn gains the following benefits. First, the unit gains a +2 bonus to its morale for 1d4 turns. Second, any routed friendly unit who hears it immediately makes a rally check with a bonus of 2 to its morale (for that check only). This check is made when the horn is sounded. Enemy units who hear the horn are also affected: they suffer a -1 penalty to morale for 1d6 turns. Under normal conditions, the sound of the horn can be heard at a range of 24". Unusual conditions, such as a raging storm, can decrease this range, but the horn can always be heard at a range of 9" (unless the character blowing the horn is within an area of magical silence, of course).The horn of valor can be sounded once per turn, and no more than three times in any 12 hour period. If blown a fourth time within this period, it becomes totally non-magical for 1d6 days, and any effects remaining from earlier soundings immediately terminate. Effects from multiple soundings are not cumulative. (Instantaneous effects such as the automatic rally check for friendly units take place each time the horn is sounded.)
BACKGROUND
Hailing from the land of Erebor, Barreel was always a boisterous person, even by Dwarf standards. From a young age he would be in fights, drinking games and other rowdy activities that earned him both fame and infamy in many groups of his peers. When he reached adulthood, he was trained in the ways of the berserker. Chosen because of his naturally violent behaviours and fits of rage they trained him to both intensify his power by condensing the anger into strength and how to control himself when under the inflence of the rage. Since, he has traveled the lands looking for bigger and stronger foes to test himself against, hoping to one day meet his match and die in glorious battle. Until such a time he will continue to fight and cause trouble for himself and normally some amount of annoyance to those who travel with him. However, despite all this, he knows when enough is enough and won't go out of his way to hinder friends. Unless he's had one too many flagons of Ale that is!
Posted on 2012-12-29 at 20:56:27.
Edited on 2012-12-29 at 21:10:59 by TannTalas
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