▶ Character Creation & RTJ.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 1 post
Mon 6 May 2019
at 19:16
▶ Character Creation

Note: I would prefer players that will be invested in the game, and have some knowledge of the Greyhawk Setting. I've seen a few Temple of Elemental Evil games spring up and die rather quickly. I'd prefer that players know what they are doing, and we can quickly jump into the fun. Now that being said, This game wont specifically be a ToEE game, unless the players decide to take it that direction. We will be starting in Hommlet at level 1, So If you are crazy enough to go straight to the Moathouse and then to the Temple, well, you deserve to be eaten by a dragon. Why not stick around town, roleplay, and do some smaller adventures first. I have a lot of ideas planned, but I need players that are proactive and will actually move the story along, and not just wait for the DM to post. Are you that player? If so, then I'd love to have you. Below are the rules, once you've read them, and you've sent me a Request, I will add you, and we can get you rolling for your abilities. We are using Method VI, in addition to using Comeliness.

1. Advanced Dungeons & Dragons 2nd Edition, Resources: http://purpleworm.org/rules/

2. Method VI w/ Extra: Each ability starts with a score of 8. Then roll Eight dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score. This will allow for the most classes. Since we are using Comeliness it too will start at 8. I've raised the number of dice rolled from seven to eight to reflect adding Comeliness.

3. I will be allowing they Greyhawk Specific sub-races, including Human Sub-races, The Roleplay aspect of choosing a Human sub-race will be roleplayed. Certain sub-races are looked down upon, some are trusted more than others. I will provide a list of them.

4. Only Good Aligned Characters. Lawful Good, Neutral Good, Chaotic Good. I want the characters to be a good force in the setting.
5. We will be using the Greyhawk Pantheon of Deities. Most are found in the From the Ashes supplement. If you are playing a Specialty Priest, please use that book for reference.

6. We will be started in the Village of Hommlet. Each of you will have arrived to the Village on your own accord. You will not be starting together.

7. Your background should involve your reasons for traveling to Hommlet, You are free to use NPCs to connect to, i.e. visiting a family member, just passing through, fleeing, etc.

8. We will be utilizing a Calendar for this game. It will also help with setting specific festivals, Holidays, and days when shops are open. It will help with feeling attached to the setting.

9. Climate & Weather will be determined, and kept track of, this will also help the setting feel like it too is a character in the story. And some spells are weather dependent.

10. Backgrounds should include events that have happened in Greyhawk, if your character is old enough to have lived through some of the events, I would like to know how they have effected you. I will provide a Timeline of Events to help with writing your background.

11. Also when writing your background, I do not mind if you are related to notable characters within the setting. You want to be the nephew of Nerof Gasgal, the Lord Mayor of Greyhawk, that is fine, just try not to be direct relations to very notable Characters. Being able to ask your dad for help, Mordenkainen of the Circle of 8, would be kinda ground breaking if you had the option.

12. We will allow Kits from the Complete Handbook's if they match the Greyhawk Setting.

13. We will be using the Optional Non-Weapon Proficiency System, We will not be using Secondary Skills.

14. We will allow a roll for Wild Talents, as per the Psionics Handbook, but will not allow Psionics classes. They can become overpowered fairly quick.

15. You may start with maximum starting gold based off your Class or Kit.

16. You may start with maximum Hit-points at level one.

17. We will be using the Spell Point System as detailed below.

18. Player's Options rules will not be used.

19. We will be utilizing tables from the Player's Guide to Greyhawk, this will allow some sub-races certain rolls on tables, as well as Family Characteristics.

20. We will be using Comeliness & Reaction Adjustments.

21. Named Spells are not allowed to be chosen at creation, you must research named spells in character. i.e. Bigby's, Mordenkainen, Tenser's, etc.

22. We will allow the Wizard & Priest Compendiums to be used, especially for setting specific spells.

23. Magic-Users will roll randomly for starting spells, based on the Wizard's Compendium.

24. Encumbrance will be tracked, along with resources like Food, Ammo. Starvation Rules are in effect.

25. Environmental Rules will also be utilized. Drowning, Freezing, Heat Exhaustion.

26. Characters need to have a first & Last Name, You came from somewhere.

27. Characters will start off at level one.

Now that you've read all twenty seven of these rules. If you are still interested in joining, that is awesome. Hopefully I have answered all the questions that you should have, but if their are any others that I missed please ask. Once you are added to the game you can roll your eight dice, and start deciding on your abilities.

This message was last edited by the GM at 15:45, Tue 14 May 2019.

Dungeon Master
 GM, 2 posts
Mon 6 May 2019
at 19:16
▶ Character Creation
Name  : ?                    Size  : ?               THAC0 : ?
Player: ?                    Height: ?'?"            No Att: ?
Race  : ?                    Weight: ??? lbs         Damage: ?
Class : ?                    Age   : ??              AC    : ? (Type)
Kit   : ?                    Hair  : ?               HD    : ?
Sex   : ?                    Eyes  : ?               HP Max: ?
Level : 1st                  Hand  : ?               HP Cur: ?
Align : ?                    Move  : ?"              XP    : 0/?
Home  : ?                    Title : ?               Other : ?
STR   : ??       HT: ?    DM: ?    WT: ??lbs       MP: ??? lbs OD: ?  BB: ?%
DEX   : ??       RA: ?    MA: ?    DA: ?
CON   : ??       HP: ?    SS: ??%  RS: ??% PO: ?   RG: ?
INT   : ??       AL: ?    SL: ?    LS: ??% MS: ?   AP:? IM: ?
WIS   : ??       MD: ?    SF: ??%  BS: ?   IM: ?
CHA   : ??       MH: ?    LB: ?    RA: ?
COM   : ??       RA: ?
Para/Pois      : ??
Rod/Staff/Wand : ??
Petrf/Poly     : ??
Breath         : ??
Spell          : ??
 - Race Name: Special Ability
 - Race Name: Special Ability
 - Class/Kit Ability:
 - Class/Kit Ability:
 - Psionics:
 - Special Hindrances:
PROFICIENCIES (-3 to THACO using Non-Proficient Weapons)
 - Class W.P:
 - Class N.W.P: Name (? Slots, Ability, Bonus)
 - Intelligence Bonus N.W.P: Name (? Slot, Ability, Bonus)
 - Kit Bonus N.W.P: Name (? Slot, Ability, Bonus)
   Name            Base  Skill  Race  Dex  Kit  Armor  Total
 - Ability         .                                   ??%
 - Ability         .                                   ??%

1ST LEVEL  ( 0 /DAY)  [X] Used
[ ]
[ ]
WEAPON OWNED      THAC0 +/- Net   WT  SF  N/A  S/M   LRG  +/-  (ROF) (S/M/L)
 - Name           .               .   .   .    ?d?   ?d?       .
 - Name           .               .   .   .    ?d?   ?d?       .
 - Name           .               .   .   .    ?d?   ?d?       .
MONEY        PP:         GP:          EP:         SP:         CP:
 - Name (Cost) (Weight)
 - Name (Cost) (Weight)
 - Name (Cost) (Weight)

This message was last edited by the GM at 20:09, Mon 06 May 2019.

Dungeon Master
 GM, 4 posts
Thu 9 May 2019
at 20:28
▶ Character Creation

Baklunish, Flan, Oeridian, Olman, Rhenee, and Suliose

Human Races of the Flanaess

Baklunish: +1 Wis, -1 Cha (Applied to non-Baklunish Observers.)
Flan: +1 Con, -1 Int (For purposes of Learning new Spells, if a Wizard.)
Oeridian: +1 Dex, -1 Wis
Olman: +1 Wis, -2 Cha (Applied to non-Rhennee Observers.)
Rhennee: +1 Str, -2 Cha (Applied to non-Rhennee Observers.)
Suliose: +1 Int, -1 Cha

The Baklunish

The Baklunish people are mostly the northwestern regions of the Flanaess in Zeif, Ull, Ekbir and the Tiger Nomads. Their skin is golden and their eyes are most commonly green or gray-green with gray and hazel less frequent. They are split into two major groups. Nomadic heardsmen and farmers and traders. The Baklunish people have golden skin, and tend toward grey or green eyes and dark hair. Somewhat like the Suel, the Baklunish tend toward magic as well. They are known for inventing new elemental spells. Their reputation for magic is due to the Rain of Colorless Fire that the Baklunish loosed upon the Suel Imperium a millennium ago.

The Flannae

These are considered the original peoples of eastern Oerik. This is where the term Flanaess has come from. This group of people were originally nomads with probably no permanent cities. They were scattered throughout the Flanaess by the Suel and Oeridians a thousand years ago. Most Flanne are bronze in skin tone and have dark wavy or curly hair. Their complexions can be from a lighter coppery color to deep brown and their hair is usually black but also can be dark brown or brown. Nations and states that identify with Flan heritage are the Duchy of Tenh (which claim to be pure Flan and immensely proud of that fact), Geoff, Sterich, Rovers of the Barrens, Stonehold, and the Theocracy of the Pale. The early Flannae were peaceful nomads and travelled the land seasonally. They lived off the land and held nature in high regard. Today some of the pureblooded Flanne show many characteristics of their ancestors. They prefer the open outdoors to cities and tend to have habits such as planting a tree next to the door of their home. If that tree should die or fall sick it could mean the family should move or some sort of evil influence is about.

The Oeridians

When the Oeridians came to the Flanaess from the west they eventually took what is now Furyondy, Perrenland, the Shield Lands, the Great Kingdom of North Aerdy, the United Kingdom of Ahlissa, Onnwal and Sunndi. They are harder to distinguish from other races since their skin ranges from tan to olive and hair from honey- blonde to black. Brown and auburn are the most commonly seen colors of hair and their eyes can be of every known color, but mostly brown or gray. What makes the Oeridians notable is their choice of clothing. They like things such as plaid and checks and such. The Oeridians were fierce warriors and conquerors by nature. The Oerids are olive-skinned, and tend toward dark hair and eyes. They tend to take charge and follow orders even willing to sacrifice everything for the cause they are currently involved in. They put much emphasis on combat and are always striving to better tactics by improving weapons and armor as well as inventing new types of arms, magical armor and magical combat spells.

The Olman

Of all of the peoples that populate the Flanaess, none is more mysterious than Olman, who inhabit only the southwestern most fringe of the Flanaess. Believed to be distantly related to the Flan, the Olman in coloration have a red-brown or dark brown skin tone. Like the Flan, the Olman are an indigenous people. Their homeland, however, stretches from the Amedio Jungle to the south, well beyond the bounds of the Flanaess proper. The Olman have, however, occupied lands as far north as the Suss Forest and the Abbor-Alz hills, as well as portions of Hepmonaland.

The Rhennee

The Rhennee are a group of people that supposedly aren’t even native to Oerth. They may have come to the land from another plane although they cannot remember what it was like only that it was vastly different than the Flanaess in a place called Rhop. At first they could be taken as Oeridians since they have much of the same physical appearance with tan to olive skin and black to dark brown hair. Their eyes are usually brown, gray or hazel. They are a small built people, males rarely averaging above 5’6", but are strong. They live on the waterways mostly with whole clans of families living on barges. They tend make their living by transporting goods and people. The head of a family is a matriarch, but all other women are looked at a bit lower. The matriarch is usually a fortune teller and predictor of weather. There is no formal marriage in Rhennee society so men usually have many wives. The men tend to be proud and aggressive to a non-Rhennee male that would look favorably toward one of his women. Very rarely do Rhennee mix outside of their race. The customs they keep tend to be a bit strange to outsiders and the Rhennee don’t seem to mind. They tend to walk more along the lines of neutrality than to any good or evil, but recently some have taken up with evil cults such as Vecna and Iuz.

The Suloise

No one knows what the ancient homeland of the Suel was like. It was destroyed by the Rain of Colorless Fire turning it into the desert called the Sea of Dust. They say there is treasure of the ancient cities of the Suel there, but the climate is not very nice. These are the fairest skinned of all the races of the Flanaess, almost being albino. Their eyes can be from pale blue and violet through deep blue and sometimes gray. Their hair ranges in the strawberry blondes, yellows and platinum. The barbarians to the north, Ice, Frost and Snow are examples of perfect Suel blood. They are also located in the Duchy of Urnst, islands off the coast of the Flannaess, and the Scarlet Brotherhood on the Tilvanot Peninsula. The Suel have strong family ties as well as a strong bond for ancestral heritage. They are pale-skinned, and tend toward blue eyes and blond, white or red hair. They are short tempered and opinionated to the point that there is a popular saying the Flanaess that says, “when all the Suloise have left the table,” meaning nothing will get accomplished until everyone has an opened mind with the matter at hand. They tend to be very dexterious and most tend toward magic. The Suel have a long line of wizardry and production of powerful magic finally producing the Invoked Devastation that destroyed the Baklunish Empire from the Suel Imperium.
Dungeon Master
 GM, 14 posts
Fri 10 May 2019
at 05:35
▶ Character Creation

Comeliness reflects a character’s physical attractiveness. It can influence the initial reactions NPCs have to a character. Comeliness is not Charisma. The latter score represents a character’s force of personality.

Dungeon Master
 GM, 38 posts
Sat 11 May 2019
at 02:05
▶ Character Creation

Dungeon Master
 GM, 78 posts
Wed 15 May 2019
at 16:43
▶ Character Creation

Dungeon Master
 GM, 95 posts
Thu 16 May 2019
at 03:32
▶ Character Creation
Proficiency in Brewing

Introduction: The character with the Brewing Non-weapon Proficiency is trained in the art of brewing beers and other strong drinks. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.

The Process Of Brewing Brewing is the making of fermented alcoholic beverages, such as beer and ale, from cereal grains. The term brewing is usually applied to all the steps in the process of making beer and ale, but actually the operation has two steps, malting and brewing. Malting is the preparation of the grain for the brewing. The grain, usually wheat or barley, is soaked in water for 48 to 76 hours. The water is drained and replaced with fresh water at least once a day. When the grain is soft, it is piled in heaps. Here the grain starts to sprout small root shoots. This is called germination. When the sprouting starts, the grain is spread out to a depth of about ten inches. When the sprouts are about two-thirds the length of the grain, the germination is halted by placing the grain in an oven called a dry kiln. The grain, or malt as brewers call it at this stage, is then baked dark and crisp in temperatures ranging 155 degrees to 220 degrees Fahrenheit. The lower temperatures are used in making light beer, and the higher temperatures for dark beer. Brewing begins after the dry malt is crushed between rollers and mixed with water to form a mash. The mash is made thinner with hot water and brought to a temperature of 145 degrees Fahrenheit. The mash is stirred constantly at this temperate. During this stage of brewing the beer or ale undergoes chemical changes which make the exact temperature very important. The heat is increased slowly to about 160 degrees Fahrenheit. This liquid, called wort, is then drained from the grain, or grist. Hops made from the dried flowers of the hop vine are then added to the wort and the mixture is boiled for one to six hours. One to twelve pounds of hops are mixed with every hundred gallons of wort. The hops keep the beverage from spoiling and also add flavor to it. The boiled wort is cooled and placed in fermenting vats. About five pounds of yeast are added to each one hundred gallons of wort. Most beer is made with bottom fermentation, using a yeast that becomes active at temperatures from 43 degrees to 46 degrees Fahrenheit and stays at the bottom of the fermentation vat. Top fermentation is used for ale, porter, and stout. A yeast is used which becomes active at temperatures from 60 degrees to 68 degrees Fahrenheit. After fermenting several days, the wort is run into a settling vat. The yeast rises to the surface and is skimmed off. The beer is then drawn off and stored in casks and barrels to age before being bottled.

Non-Weapon Proficiency (Brewing)

A normal skill check is not made because normal skill checks only judge success or failure and not quality. Instead the percentile dice are rolled to decide the quality of the brew (using Table 1). An initial modifier of 6 will guarantee that a brewer will never make a terrible drink. A one time modifier equal to Wisdom is added. Also for each slot given to this skill, a modifier equal to Intelligence is added.

TABLE 1: Quality Of Brew
Die Roll     Quality
01-05        Terrible
06-15        Very Poor
16-35        Poor
36-65        Normal
66-85        Good
86-95        Very Good
96-00        Excellent

Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three non-weapon skill slots allocated to brewing because he hopes to be a master brewer some day and retire from the life of adventuring. He decides to whip up a batch of malt liquor beer. After completing the brewing process, it is time to sample the quality of Rath Malt Liquor Beer. He rolls a mere 13 on the percentile dice, which would normally produce a poor (13+6=19) quality brew. However, due to Rath's experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier of 53. Therefore, the quality of Rath's beer is good (72).
Dungeon Master
 GM, 96 posts
Thu 16 May 2019
at 03:33
▶ Character Creation
Effects of Alcohol

After consuming a serving of alcohol, a character must make a constitution check with the following penalties:
Beer   -1
Ale    -2
Wine   -3
Mead   -4
Liquor -5

The penalties accumulate with each check per state of intoxication. For example, after Rath drinks his third ale he must make his constitution check with a -6 penalty. If Rath moves into a state of slight intoxication (see below) due to a failed constitution check, his ale penalty is reset back to -2. Of course, the penalty will continue to get worse as he drinks in this state and reset to -2 when he goes into a moderate state of intoxication.

NOTE: Serving sizes vary depending on type. For example, a typical serving size of liquor is around 2 fluid ounces. Beer, ale, and mead have a serving size around 16 to 20 fluid ounces. While a serving size for wine is around 10 to 14 ounces. The serving size is decided by the GM. If a character fails his/her constitution check, his/her state of intoxication moves up. There are three states: slight, moderate, great. The state an intoxicated person is in will have the following effects:

Intoxication Table:
Effect                  State of Intoxication
on              Slight         Moderate        Great
Morale         +1             +2              +3
Intelligence   -1             -3              -6
Wisdom         -1             -4              -7
Dexterity       0             -2              -5
Charisma        0             -1              -4
Attack Dice     0             -1              -5
Hit Points      0             +1              +3
Spell Failure  25%            50%            100%

NOTES ON INTOXICATION TABLE Morale pertains only to non-player characters. Intelligence, Wisdom, Dexterity, and Charisma indicate the number of points the various characteristics are lowered temporarily due to intoxication. Remember to check the rule book to see the effects of attribute lose. Attack dice refers to adjustments to THAC0 and saves. An opponents saves vs. magical attacks made by an intoxicated character is raised by the same number. Hit points are increased due to the effects of the alcohol on the intoxicate person. He/she can physically withstand more punishment.

Weight Rule

A person that weighs more tends to handle alcohol better than one who weighs less. Since most creatures' weights aren't known, the best indication of weight would be size. Thus, the penalties/bonuses are relative to size. The following penalties/bonuses can be assigned to the constitution check that is made after consuming a serving of alcohol:
Tiny       -4
Small      -2
Man         0
Large      +2
Huge       +4
Gargantuan +6 

Alcohol And Races

People have suggested that certain races like dwarves and elves should have bonuses or penalties when drinking alcohol because they would naturally have more or less of a tolerance. Well, technically this could be and is true. in most RPGs, dwarves receive a bonus to constitution and elves receive a penalty to constitution. Furthermore, demihumans like dwarves have bonuses to poison saves and poison saves play an important role in these rules. Therefore, since alcohol checks are based on constitution and adjustments to constitution are made during character creation and certain races get bonuses to poison saves, there is no need for any additional adjustments.
Dungeon Master
 GM, 614 posts
Wed 5 Jun 2019
at 18:41
▶ Character Creation

Dungeon Master
 GM, 615 posts
Wed 5 Jun 2019
at 18:42
▶ Character Creation
Posting Guidelines

Orange & Yellow colors are reserved for system messages, and Out of Character. Players can use Orange to display Mechanics like Proficiency checks, attack rolls, etc. You can do this at the end of your post, or within your post. Yellow will be used for scene changes, things happening within scenes elsewhere. And for titles inside of posts.

Combat Guidelines

When inside of combat, when Initiative is called. Please detail your characters actions for the round the best you can. Roll Initiative minus your Dexterity Reaction Adjustment, then add your weapons speed factor, and or spell casting time. If you are doing a Proficiency or class Ability, you just minus your Reaction Adjustment and that is your Initiative. Post your Attack, your Damage, and any other effects that your character does all in Orange at the bottom of your post. or inline while describing your post. I am not a stickler when it comes to making the threads look like a story without any mechanics showing, Don't use the Spoiler tag either, I often check from my Phone and tablet throughout the day and the Spoiler tag doesn't work that great in the browser I use.

If you have a question, want to roll something, you can ask me in Private Messages, or in the OOC if you don't mind everyone else seeing. Or in a private line to be inside the post.