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[AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Quote:
Terror by night! The village of Orlane is dying. Once a small and thriving community. Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. ..
No one seems to know the cause of the decay-why are there no clues? Who skulks through the twisted shadows of the night? Who or what
is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!
Spoiler
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
I am running 1st Edition Advanced Dungeons & Dragons for all of you who are hopefully interested in it.
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
The Grand Duchy of Geoff in the World of Greyhawk.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I am looking for 4-6 players. If there are any more applicants than that, I will accept alternates.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
We will be playing on these forums.
5. What is the characters' starting status (i.e. experience level)?
Players will begin with 0 XP.
6. How much gold or other starting funds will the characters begin with?
Average of starting gold for your class.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
I would prefer a fairly balanced party, but it is not required.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
All PHB races allowed.
9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6, best three, seven times. Arrange how you wish, discarding the lowest set. No rerolls unless I feel particularly sorry for your character.
10. Does your game use alignment? What are your restrictions, if so?
No evil. That's about it.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Multiclassing and dual classing are allowed and will follow normal rules.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
I will be doing the die rolls for the NPCs and/or monsters. Players will make their own rolls.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
I have been tempted to remove the racial limitations on ability modifiers and classes, but I'm going to say that there will be no house or variant rules used.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
This will be first level, so not a whole lot of background is required. Tell me a bit about who your character is and why he or she became an adventurer. The party has recently come together, unless friendships or other bonds link two or more characters.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Hopefully a good combination of all three.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
I have the majority of the books, however if there is something you wish from something other than the Player's Handbook, please ask me.
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
I actually played this adventure back in the day. Don't worry about spoilers though, all I remember is blood, fire, and lots of screaming and dying. So, about the same as every other D&D adventure ever.
__________________ The Great Wave off Kanagawa by Hokusai Me. "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Count me in. I am trying to get a 1st ed AD&D game of my own going, but don't worry I am using U1 - Sinister Secret of Saltmarsh. Here's some rolls: (4d6b3)[14] (4d6b3)[13] (4d6b3)[12] (4d6b3)[16] (4d6b3)[11] (4d6b3)[9] (4d6b3)[14]
It goes without saying, I am dropping the 9.
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Count me in, I've been trying to start/get into older editions of D&D for a while now. I hope you don't mind that I'm new to the edition, and still learning some of the rules. I've read all of the PHB and such, so in theory I know what I'm doing. In practice...not so much. Anyway...
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
I have to say that there's some part of me that finds the fact that all of you so far have rolled a 9 kinda amusing. Though it's kind of ruined that one of them will be dropped.
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
I'm considering a Half-Elf Cleric/Ranger, though I'm not sure if I want to confuse myself more by making a multi-class character. The level caps are kinda annoying also. How high a level do you expect this game to go?
__________________ The Great Wave off Kanagawa by Hokusai Me. "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Quote:
Originally Posted by Chambers
I'm considering a Half-Elf Cleric/Ranger, though I'm not sure if I want to confuse myself more by making a multi-class character. The level caps are kinda annoying also. How high a level do you expect this game to go?
I imagine that it wouldn't go that high in level, especially for a dual-classed character. I'd imagine that the average level wouldn't go over three or four at the end of it.
__________________
Founder of the Playgound Misfits, The Imperial Guard Reigment in the Playground
Commisar Baxter, Local Morale Officer, of the Playground Misfits
Thief Skills:
Pick Pockets 35%
Open Locks 40%
Find/Remove Traps 20%
Move Silently 20%
Hide in Shadows 15%
Hear Noise 10%
Climb Walls 85%
Read Languages 0%
Growing up in the slums of Greyhawk City, Mick learned quickly to avoid contact--from his abusive parents, from the long arm of the law, and from anyone else who might try to take away the little control he's established over his life. He's a member of the thieves' guild solely because he'd be killed were it otherwise. While his official rap sheet is pretty short, he has a sour relationship with the guard no matter where he chooses to settle this month, largely on account of his tendency to run his mouth when he drinks (a family inheritance).
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
would you allow a half-elf druid/ranger/m-u?
because they allow it in one of the dragon magazines, considering rangers get druid and m-u spells at high level
would you allow a half-elf druid/ranger/m-u?
because they allow it in one of the dragon magazines, considering rangers get druid and m-u spells at high level
There was actually some errata about that from Dragon Magazine, that expanded the list of multi-class combinations for demi-human races: http://www.acaeum.com/library/errata_ua.html
__________________ "I don't want problems solved for me. I want the fishing rod, not the fish." -Yanni
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Here is what I have so far. Will update as possible.
Spoiler
Baelanon
CG Male Elf Fighter/Magic-User HP: 7 AC:
Ability
Score
Benefits
STR
14
To Hit: +0 Damage +0 Weight Allowance +200 Open Doors 1-2 BB-LG 7%
INT
16
Know Spell 65% Minimum 7 Maximum 11
WIS
11
DEX
14
Reaction +0 Defense +0
CON
13
System Shock 85% Resurrection 90%
CHA
12
Henchmen 5
Racial: +1 DEX, -1 CON, 90% resistance to sleep and charm spells, +1 to hit with bows, long sword and short sword, Infravision 60', Detect Concealed Door Passively 1 in 6, Actively 3 in 6, Detect Secret Door 2 in 6, If alone and not in metal armor surprise monsters 4 in 6 unless opening portal 2 in 6 Base Movement: 12"
Weapon Proficiencies
Languages Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, Gnoll, Common
would you allow a half-elf druid/ranger/m-u?
because they allow it in one of the dragon magazines, considering rangers get druid and m-u spells at high level
Wow, that's certainly a mix of classes. That said, if you wish to attempt to play it, and it has been allowed in errata, as Scary Wizard pointed out, I have no problem with it.
Dirk grew up in an elven city, always reading the classic heroic stories. he dreamt of being a real adventurer when he himself was older, so he trained his sword fighting skills. but he knew that wasn't enough. he also practiced his stealth in the marketplace, stealing food with no notice. he was prepared to adventure. his father, the elf, was a highly skilled wizard, and taught Dirk the ways of magic, furthering his expansive repertoire of abilities. when he turned 18, he gathered is saved up money, purchased equipment, and went off to travel the world, killing monsters in his wake.
Dirk grew up in an elven city, always reading the classic heroic stories. he dreamt of being a real adventurer when he himself was older, so he trained his sword fighting skills. but he knew that wasn't enough. he also practiced his stealth in the marketplace, stealing food with no notice. he was prepared to adventure. his father, the elf, was a highly skilled wizard, and taught Dirk the ways of magic, furthering his expansive repertoire of abilities. when he turned 18, he gathered is saved up money, purchased equipment, and went off to travel the world, killing monsters in his wake.
That character, is either going to dominate or be completely annihilated, I feel. Somehow, I do not see any middle ground on that. Updated the table.
Re: [AD&D 1st Edition] Going Old School: N1 Against the Cult of the Reptile God
Well, the main underpowered thing is going to be dividing all of your experience by three, although with the advantages of all three classes, I don't know if that will really come into effect in a low-level game.