Onto Glory

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Placeholder for the AD&D2E game Onto Glory

Game Information

Recruitment Thread - Most important stuff has been ported over to this main wiki page, including House Rules (see way down this page) and a game summary is immediately below.

Prelude

This is the starting point for the game.

A merchant caravan recently rolled into town after barely escaping from a goblin raid on the road. They lost their armed guards, and one of their wagons, and are deeply worried they will lose the rest of the convoy if they continue on without more protection. So they have been asking around town for able-bodied people willing to escort them the rest of the way.

The pay isn't great (3 pieces of gold for each of the three wagons that successfully reaches Chendl, per person of course), but it's an opportunity to get out of your little hamlet and see a major city, something you've likely not had the opportunity to do in your life. That being said, working a hard day on a farm will net you 1-2sp on average, so you'll make about 10x more doing this than pulling crops out of the dirt. The trip is expected to take about 4 days barring any unusual circumstances, and the caravan leader insists he has better paying work once you get him to the city and they can sell off their wares.

You are located in a small town called Roval in the Kingdom of Furyondy, approximately 100 miles due south of Chendl and about 300 miles north-west of the Free City of Greyhawk. Your town is a large farming community on a large river. Housing some 1000 population (most of the population is spread out in the surrounding farmland), it's a decent sized town with most amenities, and it's location along the highway between Chendl and Littleberg make it a popular resting spot for merchants and adventurers.

You were likely born and raised in Roval as either a farmer, fisherman, or perhaps a member of the tiny militia. Perhaps you were not and somehow found yourself in this farming community purely by accident. Whatever the case, the urge to leave and go off on some grand adventure is pressing heavily in your thoughts lately and escorting the caravan to the capital seems like a great start! Maybe you'll get lucky and get the opportunity to kill some bandits along the way!

Player Characters

Please create a new page for your character and link to them here.

Player Character Race Class HP (HD) AC Saving Throws* Passive/automatic effects, ongoing status effects, etc
Knightsky Jereck Aulman Human Cleric of Fharlanghn 1 9/9 (1d8+1) 8 10/14/13/16/15 +2 save vs mind spells
The Tim Benedict sur Azal Human Paladin of Pelor 1 10/10 (1d10) 5 14/16/15/17/17 +2 to all saving throws, immune to disease, 10' aura of protection
King Hellfire Jasper Quickfingers Dwarf Thief 1 7/7 (1d6+1) 7 13/14/12/16/15 +4 to save vs poison, spells, rod/staff/wand, large creatures suffer -4 on attack rolls, 60' infravision
Talisman Merwin Sonderlan Half-Elf Conjurer 1 6/6 (1d4+2) 10 14/11/13/15/12 30% chance to resist sleep and charm spells, 60' infravision, spot secret/hidden doors
Stormraven Heather Fireleaf Half-Elf Bard 1 6/6 (1d6) 7 13/14/12/16/15 30% chance to resist sleep and charm spells, 60' infravision, spot secret/hidden doors
Jeremy Kopczynski Wallace Gutierrek Human Fighter 1 10/10 (1d10) 5 14/16/15/17/17

Saving Throws:

  • Paralysis, Poison, Death Magic
  • Rod, Staff, Wand
  • Petrify, Polymorph
  • Breath Weapon
  • Spell

NPC's, Hirelings, and Henchmen

NPC's

Lordan's Caravan

  • 3 wagons pulled by two horses each
  • Lordan, human male, fighter, owns the merchant caravan
  • Essina, human female, bard, carries a big lute, married to Lordan
  • Grulnik, dwarf male who has worked for them for many years keeping care of their horses on their journies
  • Linda, half elf female, hunter
  • Regax, human male, blacksmith
  • Sernik, human male, wizard

Hirelings

Henchmen & Followers

Loot Pile

This section will be a kind of master loot pile that all characters can draw from. If you take something from the loot pile, be sure to remove it from this entry and update your character sheet.

Rumors

This section will be populated with rumors and things that could potentially be an adventure if you dig into them

Locations

Township of Roval, Kingdom of Furyondy (Population: 1000)

A small farming community approximately 100 miles due south of Chendl in the Kingdom of Furyondy and approximately 300 miles north-west of the Free City of Greyhawk. Housing some 1000 population of mixed races, it is located on a major highway which connects Chendl (capital of Furyondy) to Littleberg. Roval rests on the banks of a large river which is dense with fresh fish, fishing is the second most common profession for the town (just behind farming in terms of number of workers). The township spans miles in all directions, sprawling with farms which supply Chendl and the other major cities with food.


Roval.png

Roval-town.jpg

Roval-overview.jpg

House Rules

As awesome as AD&D2E is, it's deceptively vague in some rules and how things are supposed to work. I think I've covered the most important stuff below, but if you have any questions please let me know.

Dice Rolling - Will be done on a dice rolling site. Just link to it when you are rolling stuff. I will likely modify results of rolls if they are going to result in the death of a character as I'm not fond of killing characters. That being said, good roleplaying > good dice rolling. If you do an awesome post with a terrible roll the results will be more in your favor than the dice roll suggests. I'm a huge advocate of making a good story over dice mechanics.

Starting Attributes - The way of rolling attributes in old school D&D is kinda broken. You can end up with a stupidly powerful character while the player beside you had a stupidly weak character. I'm looking for everybody to be about on-par with each other but I also want to avoid god-like attributes. So we're going to say you have 72 attribute points and can distribute them however you want. That averages out to each attribute being 12, slightly above average but nothing crazy. Taking a 17 or 18 in one attribute will mean sacrificing your other attributes.

Starting Hit Points - You start with whatever your maximum conceivable amount is. Thus, a Fighter with 18 Constitution would have 14 (1d10 + 4) whereas a Mage with 18 Constitution would have 6 (1d4 + 2). From level 2 and beyond you roll for HP as per usual, but can re-roll a 1 on your HD rolls (one re-roll per level up permitted).

Starting Gold - You start with the maximum available to your chosen class. If you multi-class take the average of your chosen classes as your starting gold. Being a Fighter and rolling 50gp for starting money really really sucks. This way you'll be decently equipped at the start.

Kits - I have the Complete books. If you want to take a Kit I am all for it. However you must remember that that is a lifetime choice for your character. Furthermore, your kit must fit with the setting. No ninjas or psions or other stuff that doesn't fit the setting.

Proficiencies - We will be using Proficiencies. However I'm going to assume each of you has the ability forage food when you are out in the wild. So don't worry about carrying food/rations/water/etc unless you feel the urge to play at that level. I'm also going to assume you can ride a horse and do other basic actions without requiring a proficiency test. However if you are riding a horse and get attacked...that's a whole different thing.

Ammunition Tracking - Yes you will need to track ammunition. You can however recover spent ammunition. Sling bullets, arrows, etc have a 50% chance to be recoverable when used, you just need to take the time to scour the battlefield looking for them and make a roll.

Material Components - Spell components are required for spells which list the value of said components, otherwise you are assumed to have the necessary material component automatically. I.e. Identify requires a pearl worth at least 100gp which you need to have, whereas Sleep simply requires a pinch of sand which you will be assumed to have in your possession. Later editions of D&D have a generic item called a "Spell Component Pouch" which accomplishes exactly what I've outlined here, but you don't have to pay for it. You have all the basic spell components, just anything that lists a specific value will be required.

Bonus Ability - Your class grants you access to information/resources when in cities. A thief, for example, will be able to track down the local thieves's guild when entering a city. Whereas a bard will be able to spend some time at one of the inns and get information and sometimes you might get lucky and get a unique event/encounter out of it. Druids and rangers can do the same but only out in the wilds. This ability will basically be a d20 roll with your class level acting as a bonus to the roll, higher roll gives you better results, lower rolls might result in you attracting unwanted attention. Each attempt as using this ability takes 2d6 hours in game time. The information/resources you get will be relative to your class and what you are hoping to accomplish (a bard walking into an inn for information can get a ton of useful stuff, whereas a fighter walking into a barracks will likely only get information on bandits or monsters in the area as fighters are too manly to concern themselves with other matters, etc). Good roleplaying gives a bonus to the roll.

Due to the length of time it takes for PBP games to move along, I do not recommend dual classing at all. I won't stop you, but it will hurt your xp gain compared to the rest of the party. Multi-classing is fine as you don't have to sacrifice a class to do it. But I really suggest not dual classing unless you are absolutely certain.

Aside from all that, there's a few class-specific house rules as outlined below:

Wizards

  • You start the game with Detect Magic and Read Magic. You may then select 2 additional spells to add to your spell book (3 if you are a Specialist Wizard).
  • You start the game with a 50 page spellbook (value 100gp). Each spell takes 1d4+level pages in your book. Blank spellbooks are commonly available in major cities priced at 2gp per page. Books are usually available with 50, 100, and 200 pages. You may find somebody selling a blank spellbook in a small town but you will likely pay a premium.
  • Lastly, this isn't really a house rule but I've had it pop up in my games in the past. Wizards need approximately 10 minutes per spell level to memorize a spell. Unlike later editions of D&D, you are not required to rest to regain spells. If the party is ok with stopping briefly while you are on the road so you can commit new spells to memory that is perfectly ok.

Clerics

  • You must choose a specific god to follow from the Greyhawk mythos.
  • You gain proficiency with the weapon favored by your god as long as you are faithful to said god.
  • Old versions of D&D are really vague on how many domains you get access to. They clarified that a lot in later editions, but old school D&D you get assigned major and minor spheres of magic. To keep things simple, I'm going to say you can select 3 Major spheres and 3 Minor spheres of influence for your magic but they have to be thematic to your god. (Druids get 6 major and 1 minor, but they have more limitations than a Cleric does so I think this is fair). I'm willing to be flexible here on the spheres as long as 1) it's thematic to your god, and 2) it's not overpowering.
  • You will also get 1 Granted Power which is befitting to your chosen god instead of defaulting to Turn Undead. I am open to options on this, but again it must be thematic and within the same scope.

Economic Stuff

Again....stuff that is deceptively vague in the core rules that I'm borrowing from other editions.

You may purchase the services of a wizard or priest when in a town if you need. Such services may be purchased in some cities for 100gp per level of the spell. Finding somebody selling low level spell services (1st and 2nd level spells) won't be difficult in decent sized cities. However finding somebody selling spell services for magic higher than that will be difficult, if not impossible depending on the level and the cost will be substantial (thousands of gold...or potentially requiring you to do something first). This applies to both wizard and priest spell services. Spell services in small villages will be very rare.

Hirelings Working a general job pays about 2sp per day (i.e. farmers) Working a specialist job that requires proficiencies pays about 4sp per day (i.e. scribes) Working a skilled job that requires a class pays about 1gp per day per class level

Food & Lodging A low quality inn costs 1sp per day (you might have to share the room with some rats though) An average quality inn costs 2sp per day A good quality inn costs 4sp per day A high quality inn costs 1gp per day

Meals at taverns and such cost twice what is listed above for inns for each meal (i.e. an average meal will run you 4sp whereas a low quality meal will run you 2sp and includes free maggots, what a deal!)