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, welcome to Advanced DnD: Shadows Over Ardentia (Homebrew)

14:07, 25th June 2024 (GMT+0)

Character Creation, the Basics.

Posted by Balthazar BellowfootFor group 0
Balthazar Bellowfoot
Town Crier, 4 posts
Halfling
Voice of the DM
Wed 3 May 2023
at 00:24
  • msg #1

Character Creation, the Basics

Greetings, adventurers! I, Balthazar Bellowfoot, am here to welcome you to our Advanced Dungeons and Dragons game, Shadows Over Ardentia. And let me tell you, folks, this is one homebrew campaign you won't soon forget!

Now, I know what you're thinking - "homebrew? What kind of nonsense is this?" Well, let me tell you, our esteemed Dungeon Master hasn't picked up a Dungeons and Dragons book since he was knee-high to a kobold. But fear not, because he's also too lazy to reread them, so we're all in the same boat.

Now, some of you might be wondering what's important and what's not when it comes to character creation. And honestly, I have no idea. So just make sure your character is interesting, has a cool backstory, and is ready to take on whatever the DM throws their way. And if all else fails, just bribe the DM with some ale or a plate of cookies. Works every time.

But let me be clear - despite my jovial and funny nature, this is a serious campaign set in a serious place and in serious times. Seriously. So make sure your character is up for the challenge, or they might just end up as goblin chow.

So grab your dice, sharpen your pencils, and get ready to embark on the adventure of a lifetime! Or at least until the DM falls asleep in front of his computer.
This message was last edited by the player at 00:24, Wed 03 May 2023.
Balthazar Bellowfoot
Town Crier, 4 posts
Halfling
Voice of the DM
Wed 3 May 2023
at 00:33
  • msg #2

Character Creation, the Basics

Greetings, adventurers! Balthazar Bellowfoot here with some important character creation information. First up, we're using the classic four-six-sided-dice method for determining your abilities (drop lowest and reroll any of the dreaded one's). It's a time-honored tradition, and it gives you a fighting chance at not dying in the first five minutes of the game. And hey, if you still do die, just remember - it's not the end of the world. Well, unless you're a cleric. Then it might be.

Next up, starting money. Look, we're not made of gold here in Ardentia. You're not going to be handed a sack of coins and told to go nuts. Follow the system outlined in the players guide, page thirty five. And if you roll poorly and end up broke, well, tough luck. Maybe you can try your hand at being a street performer or start a lemonade stand. Or maybe just learn to live with being poor. I hear it builds character.

Now, let's talk about equipment. If you don't buy it and list it on your character sheet, you don't have it. It's as simple as that. So don't forget to grab the essentials - armor, weapons, potions, and maybe even some pants if you're feeling fancy. It would be quite embarrassing to show up to a battle wearing nothing but a smile and a prayer.

And finally, the character sheet. Please, for the love of Tymora, use the format listed below. We don't want to overwhelm our poor Dungeon Master with your homemade chaotic character sheets. Trust me, you'll thank me later.

So get those dice rolling, grab your equipment, and prepare to embark on the adventure of a lifetime.

----------------------------------------------------------------AD&D 1st Ed-
Name  :                      Size  :                 THAC0 :
Player:                      Height:                 No Att:
Race  :                      Weight:     lb          Damage:
Class :                      Age   :                 AC    :
Type  :                      Hair  :                 HD    :
Sex   :                      Eyes  :                 HP Max:
Level :                      Hand  :                 HP Cur:
Align :                      Move  :   "             XP    :
----------------------------------------------------------------------------
STR   :             HT:      DM:      WT:       MP:       OD:       BB:    %
INT   :             AL:      SL:      LS:     % MS:
WIS   :             MD:      SF:    % BS:
CON   :             HP:      SS:    % RS:     %
DEX   :             RA:      MA:      DA:
CHA   :             MH:      LB:      RA:
----------------------------------------------------------------------------
SAVES Para/Pois:    Rod/Staff/Wand:    Petrf/Poly:    Breath:    Spell:
----------------------------------------------------------------------------
RACIAL/CLASS/SPECIAL ABILITIES:


----------------------------------------------------------------------------
LANGUAGES: Common

----------------------------------------------------------------------------
MAGIC USER/ILLUSIONIST/RANGER SPELLBOOK

1ST LEVEL  (   /DAY)  [M] Memorised [X] Used
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

2ND LEVEL  (   /DAY)
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

----------------------------------------------------------------------------
CLERIC/DRUID/PALADIN/RANGER SPELLS

1ST LEVEL  (   /DAY)  [X] Used
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

2ND LEVEL  (   /DAY)
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>
[ ] <spell name>

----------------------------------------------------------------------------
THIEF SKILLS         Base   Race Adj   Dex Adj   Total
Pick Pockets
Open Locks
Find/Remove Traps
Move Silently
Hide in Shadows
Hear Noise                                -
Climb Walls                               -
Read Language                             -
----------------------------------------------------------------------------
ARMOUR/SHIELD:


----------------------------------------------------------------------------
WEAPONS

# Initial weapons       :
Proficient in           :
Non-proficiency penalty : -
Added proficiency       : 1/  lvls

WEAPON OWNED      THAC0 +/- Net   WT  SF  N/A  S/M   LRG  +/-  (ROF) (S/M/L)



----------------------------------------------------------------------------
MONEY        PP:         GP:         EP:         SP:         CP:
----------------------------------------------------------------------------
EQUIPMENT


----------------------------------------------------------------------------
MAGIC ITEMS

----------------------------------------------------------------------------
DESCRIPTION



----------------------------------------------------------------------------
BACKGROUND:


----------------------------------------------------------------------------

Additional announcement by Balthazar:
Hark ye, ye valiant adventurers! I bring news of great import! In this game of Shadows Over Ardentia, your very lives shall hang in the balance. The Dungeon Master shall spare no expense in creating perilous encounters, and so it is that we must take measures to ensure your survival.

Henceforth, I doth declare that all characters shall receive the maximum hit points per level (for the first three levels). Aye, even a meager Fighter with a mere three hit points shall not long endure the trials that lie ahead. Fear not, for the DM shall still relish in the thrill of your demise at a later time, when ye are of greater importance.

So take heart, ye brave souls, and prepare thyself for the journey ahead. For the path to glory is paved with danger, and it is up to thee to emerge victorious!
This message was last edited by the player at 12:30, Wed 03 May 2023.
Balthazar Bellowfoot
Town Crier, 1 post
Halfling
Voice of the DM
Wed 3 May 2023
at 00:15
  • msg #3

Character Creation, the Basics

ALIGNMENTS AND ARDENTIA

Lend me thine ears, good people of Ardentia! 'Tis I, Balthazar Bellowfoot, the bearer of tidings both joyful and vexing. Today, I must speak of alignments that may cause disruptions or just plain awkwardness among our adventurous lot.

Firstly, we have the Chaotic Evil alignment. While it may be tempting to play the ruthless, power-hungry villain, let us remember that characters with this alignment tend to be a bit... problematic. They're often selfish, violent, and have a tendency to cause chaos wherever they go. In other words, they're the type of people you don't want to invite to a party.

Next up, we have the Lawful Good alignment. These characters are motivated by justice and the greater good, but let's be real - they can be a bit of a buzzkill. In a city where corruption and crime run rampant, Lawful Good characters can stick out like a sore thumb. Plus, their adherence to strict moral codes can make them a bit insufferable at times.

Moving on, we have the True Neutral alignment. These characters are all about balance and avoiding extremes, which sounds great in theory... until you realize that Ardentia is a city of extremes. Factions are constantly vying for power and control, and those who refuse to take sides may find themselves left out in the cold. Plus, let's be honest, True Neutral characters are often seen as wishy-washy fence-sitters.

Last but not least, we have the Chaotic Neutral alignment. These characters are all about personal freedom and doing whatever the heck they want, which can make for some interesting storylines. But let's face it, they can also be a bit of a wild card. They have a tendency to ignore laws and conventions, which can be a real headache for those who are trying to maintain order.

So there you have it, folks. These are the alignments that may cause disruptions in Ardentia. But hey, who am I to tell you how to play your character? Just remember to have fun, stay safe, and try not to cause too much chaos... unless, of course, that's your thing.
Balthazar Bellowfoot
Town Crier, 2 posts
Halfling
Voice of the DM
Wed 3 May 2023
at 00:16
  • msg #4

Character Creation, the Basics

CHARACTER CLASSES AND ARDENTIA

Greetings, fellow adventurers of Ardentia! 'Tis I, Balthazar Bellowfoot, here to impart some wisdom regarding certain character classes that may require a bit of creativity to fit into our fair city.

Let us begin with the druid, dear friends. As you know, druids are typically tied to nature and shun urban areas. But fear not! With a little imagination, we can introduce them as protectors of a local park or secret garden within the city. Who knows what sorts of secrets they may uncover in their quest to maintain balance in the natural world?

Next on our list is the paladin. These righteous champions are all about upholding justice and righteousness, which may prove a tad difficult in a city as corrupt as Ardentia. However, with some clever storytelling, we can have them champion a specific cause or faction within the city. Think of the positive change they could bring!

Now, onto sorcerers. These innate magic-users can prove a challenge to integrate into a campaign that requires a more scholarly approach to spellcasting. But worry not, dear friends, for we are currently not using any game books aside from the Player's Handbook for character creation. We shall have sorcerers casting spells left and right in no time!

Lastly, we have rangers. These skilled hunters and trackers are typically found in the wild and may struggle to find a role in a city setting. But fret not, adventurers, for we can introduce them as protectors of the city's outskirts. Who knows what sorts of dangers they may face in their quest to keep the city's resources safe?

Now, onto the characters that will fit like a glove in our fair city. First up, we have the thief. With Ardentia being a city filled with intrigue and danger, thieves can prove to be invaluable with their sneaky skills and backstabbing abilities.

Next, we have the fighter. With so many threats lurking in the city, fighters are a must-have in any adventuring party. Their skills in weapons and armor make them well-suited to take on any combat scenario.

Thirdly, we have the cleric. With the city's diverse array of religions, clerics are a natural fit. Their healing magic and ability to turn the undead can prove to be a lifesaver in a pinch.

And last but not least, we have the magic-user. In a city with a long history of magic, magic-users can be a valuable asset to any party. Their wide variety of spells can help overcome any obstacle or puzzle, and their ability to specialize in specific schools of magic can make them even more powerful.

So there you have it, dear adventurers. Choose your characters wisely and let the games begin!
This message was last edited by the player at 00:17, Wed 03 May 2023.
Balthazar Bellowfoot
Town Crier, 4 posts
Halfling
Voice of the DM
Wed 3 May 2023
at 00:18
  • msg #5

Character Creation, the Basics

RACES IN ARDENTIA

Greetings, adventurers! Balthazar Bellowfoot here, ready to give you a rundown of which races are a good fit for our fair city of Ardentia, and which ones might as well pack up their bags and go home.

First up, we have the humans. They're the most common race in Ardentia, so if you're looking to blend in and not stand out, human is the way to go. Just don't expect anyone to throw you a parade for it.

Next on the list, we have the dwarves. These stout and sturdy folks are a great fit for Ardentia, what with all the mining and metalworking going on. Just watch out for the occasional ceiling collapse.

Thirdly, we have the elves. These pointy-eared tree-huggers can be a bit out of place in a city like Ardentia, but they make up for it with their fancy magic and long lifespans. Just don't be surprised if they turn up their noses at the city's less-than-pristine conditions.

Now, we come to the half-elves. These folks are a bit of a mixed bag, what with their one foot in the human world and the other in the elven world. But as long as they don't go around flaunting their indecisiveness, they should fit in just fine.

And finally, we have the halflings. These pint-sized adventurers might be seen as cute and harmless, but don't let that fool you. They're sneakier than a mouse in a cheese factory and can be surprisingly deadly in combat.

Now, on to the races that might want to think twice about coming to Ardentia. First up, we have the half-orcs. Let's face it, folks, these big brutes with their green skin and tusks sticking out of their faces might be a bit intimidating to the locals. They're better off sticking to the wilds where they can smash things to their heart's content.

And lastly, we have the gnomes. These tiny tinkerers might seem like a good fit for a city full of craftsmen and artisans, but let's be real here - they're just too darn short to reach anything on the top shelf.
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