Realms Of Adventure
Realms of Adventure is an Advanced Dungeons & Dragons 2nd Edition PBP adventure currently running on RPGnet.
IC | OOC | Recruitment | [Wiki]
About the World
Major Deities
- ====Falkar====
- Patron god of the old Pirate Kingdom of Caliko who is still worshiped by seafarers and non seafarers alike. He takes the form of a gray and black-striped humanoid cat that is depicted in iconography in a variety of hats and wielding a scimitar.
- Alignment: Falkar is neutral but does not accept evil followers.
- Minimum Ability Scores: Wisdom 9, Intelligence 9
- Required Proficiencies
- Nonweapon: Weather Sense
- Weapon: Scimitar
- Weapon and Armor Restrictions:
- Weapons Permitted: Scimitar, Short bow, Dagger, Knife, Sword - Cutlass, Bludgeon Weapons, Ballista
- Armor Permitted: Buckler, Leather, Padded, Studded Leather, Hide
- Major Access: All, Animal, Combat, Healing, Weather
- Minor Access: Charm, Creation, Divination, Guardian
- Granted Power: Draw Upon Holy Might 1/day
- Grondival
- Before the Pirate Kings, in another land, a brave knight ventured a labyrinth under a volcanic island to battle monsters protecting an evil wizard that was trying to open a gate to Pandemonium. They emerged victorious against the wizard, saving their land and possibly the whole world. After this, other deities accepted them into their ranks.
- Alignment: Lawful Good
- Minimum Ability Scores: Wisdom 9, Strength 12
- Required Proficiencies
- Nonweapon: None
- Weapon: Two-Handed Sword
- Weapon and Armor Restrictions: none
- Major Access: All, Combat, Protection
- Minor Access: Elemental, Healing
- Granted Power: Protection From Evil, 10’ Radius 1/day
- Rosa da Aventura
- More of a natural force in the world than an individual deity, Rosa da Aventura was first discovered as a patch of offseason roses in the town of Lerds. From there its fragrant, mystical power spread to this part of the region, inspiring minds to write and teach reading/writing. Where mysterious patches of roses sprung elsewhere so too followed a desire to read and write in the locals.
- Alignment: Neutral Good
- Minimum Ability Scores: Wisdom 9, Literacy 12. +5% to experience when Wisdom or Literacy is at least 16. When BOTH Wisdom and Literacy are at least 16, there is a +10% bonus to experience.
- Required Proficiencies
- Nonweapon: Languages, Modern
- Weapon: none
- Weapon and Armor Restrictions:
- Weapons Permitted: Bows (all), Dart
- Armor Permitted: None - no shields
- Major Access: All, Charm, Creation, Divination, Protection, Summoning, Sun
- Minor Access: Animal, Elemental, Guardian, Healing, Plant
- Granted Power: Group Mind 1/week
- Brianna
- Brianna is the goddess of the elves and fairies. The elves knew her for as long as they have been around and she was exclusively worshiped by the elves and fairies. A hundred years ago, she appeared to a group of adventurers at a waterfall in the Myrthwood Forest (outside of the starting adventure area) and offered healing.
- The adventurers came from a very small kingdom that was experiencing civil war and a succession crisis after a king died and had no direct heir. They were in search of a crown that had been lost in the forest and since the main aggressor of that civil war was of evil heart, Brianna agreed to help the adventurers with healing and information so that they could recover the crown. The crown was recovered, the evil in that kingdom defeated, and other kindred have also shared in her worship ever since.
- Alignment: Chaotic Good. Brianna does not accept evil followers.
- Minimum Ability Scores: Wisdom 10, Intelligence 10, Dexterity 6. +5% experience when Wisdom or Intelligence is at least 16. When Wisdom AND Intelligence are 16, +10% experience.
- Required Proficiencies
- Nonweapon: Healing, Herbalism
- Weapon: none
- Weapon and Armor Restrictions:
- Weapons Permitted: All cleric weapons, All Bows except Crossbows
- Armor Permitted: All except Leather or Hide (no armor from animals)
- Major Access: All, Animal, Charm, Elemental, Healing, Plant, Sun
- Minor Access: Astral, Creation, Divination, Guardian, Weather, Protection
- Granted Power: Goodberry (1/day) or Entangle (1/day)
About the Campaign
- This is an AD&D 2nd Edition game that was originally a world for a solo game, then a game to be played on RPGNet.
- The goal is for the same characters to sample levels 1, 3, 6, 8, and 11 with each level focusing on one adventure, module, or boxed set.
Premise
- The populace of the land fear the Neogi and the Yuan-Ti aboveground and the Ixitxachitl in the waters off the shore. Some speak of the wars between those dread kin and the :Dwarves and their Sylvan Elf allies. Not many have encountered Neogi, Yuan-Ti, and Ixitxachitl in your part of the land. You are sheltered in the temperate highland of the :region near the town of Lerds, which is blessed with a healing spring and protected by a standing army and the Arikos city-state's protective deity, Grondival. Still, even here, :whispers of the terrors that lurk beyond the borders and being outnumbered persist.
- The clergy of Rosa da Aventura, in combination with a solid tax base, have ensured the populace is mostly literate. Over time, this has built up an economy involving the tales :of various adventurers that the populace consumes. Whether it’s exploring the ruins of the old Pirate Kingdoms, discovering lost treasures in the deepest dungeons, valorous :combat against the dread kin, or a number of other topics, the stories have proven popular and give the people of the city-states in the highland hope that even if they are :outnumbered on the tropical/subtropical island continent that they can one day grow to be a positive, heroic force in the world.
- In a good relationship with Arikos are a number of kin that inhabit the nearby foothills and forests who live, work, and mingle with others in the towns and cities. It’s not too :unusual have accommodations for or see various Naga, Ogres, and Giants who don’t have a home of their own.
Optional Rules
- Method V for ability scores
- Literacy as a seventh stat
- Proficiencies and Weapon Specializations for Fighters
- Encumbrance (Tables 47 and 48)
- Individual Initiative
- Weapon Speed Factors
- The number of squares a character can move in combat based off the Movement Rates on Table 64 using the encumbrance rules presented in Tables 47 and 48.
- Max HP at first level, hit die rolls thereafter
- For wizard spell books, Read Magic and Detect magic free, plus four other level 1 spells
- Individual Experience Rewards and Individual Class Rewards
- Complete books generally allowed
- Hovering on Death's Door