'Once in a Lifetime'
(an Audalis Adventure) Synopsis
Featuring the RDInn created setting of Audalis, using the Castles & Crusades seige engine of Primary and Secondary Attributes, I am looking for a minimum of three to five (3-5) Level One (1) adventurers to participate in an Epic Audalis Adventure Campaign.
Each episode of this adventure will lead to the development and growth of each character through role play, hack n slash and dungeon crawl experiences. Upon completion of each progressing episode, all PC characters in this party will level up, before proceeding on to the next episode of this adventure.
As stated previously, Castles & Crusades is the game system being used for this adventure. This is quite similar to D&D and is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc.
The Open Game Content appearing in the 4th printing C&C PHB (2009) is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of and copyright 2004 Troll Lord Games. All Rights Reserved.
The Trolls have given me permission to freely use their game products here at the Inn.
Players participating in this adventure should concentrate on developing their characters with personality, description and interesting history. It is more important to focus upon your writing and role play than to fully understand the mechanics of the game system.
Level One (1) is the starting level for all characters and they are Not Veteran Fighters and they are Not Experienced Wizards, Illusionists, Clerics or Druids!
These are Basic Raw Recruits who have been studying and training under a variety of situations and tutors to help them prepare for whatever paths their lives choose to explore.
The first episode of this adventure will be a 'test of fire' so to speak as each character is confronted by challenges that force him or her to utilize their knowledge and training for the very first time!
Classes are chosen from the C&C Players Hand Book (2009). Upon reaching Class Level 3 or higher a player may choose to expand the horizons of their character by adding another Class to begin at level 1 after the next episode of the adventure is completed.
Players choosing this option are required to write a plausible explanation in their game post for choosing to multi-class their character. This may be done only once.
When future episodes are completed, the player must choose which of the two Classes to level up and are required to write a plausible explanation and description in their game post.
Players pick the Race of their characters strictly from the list of Audalis races. However, where applicable, the Castle Keeper may allow certain elements from the C&C PHB regarding Humans, Dwarves, Elves, Half Elves, Gnomes and Halflings to be integrated with their Audalis counterparts.
Primary Attributes Strength: Fighter, Ranger
Dexterity: Rogue, Assassin
Constitution: Barbarian, Monk
Intelligence: Wizard, Illusionist
Wisdom: Cleric, Druid
Charisma: Knight, Paladin, Bard
Players then assign one more Primary Attribute to their Character (2 if a Human Character)
Attribute Modifiers are either added or subtracted depending upon the numbers assigned to Attributes (and modified by Racial Traits)
Starting Stats for Character Creation is 80 points to be distributed among the 6 Attributes of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.
Race Modifiers will be added or subtracted accordingly after the initial 80 points are assigned to the Character Attributes.
The Maximum number of Hit Points for a particular Class will be allowed for each Level 1 Character.
Each time a Character levels up he or she will receive the maximum number of Hit Points added to his or her previous total.
In the event a Player chooses to add a Class, then the maximum number of Hit Points for that Class will be added to the previous total of Hit Points (no matter if they are higher, lower or the same as the original Class choice).
Multi-Class Characters will receive the maximum number of Hit Points (to add to the previous total number of Hit Points) for the Class the Player chooses to level up after future episodes are completed.
Characters are either Lawful Good, Neutral Good or Chaotic Good.
Characters serve a deity from the list of Audalis deities, keeping in mind it must be a deity that a Good Aligned Character would serve!
There are both Benefits and Restrictions in regards to weapons etc that serving a deity imposes upon the Character.
It would be wise to read the Audalis deity list first before choosing a Class and Race for your Character!
Deity choice will have a direct impact and influence upon the role play, personality, description and history of your Character!
Equipment and Starting Gold
Characters are allowed a reasonable amount of equipment (including Weapons and Armor) that Any Ordinary Normal Inexperienced First level Character would have to begin an adventure.
All equipment lists are subject to the approval of the Castle Keeper!
Characters will also begin their journey with 20gp in their possession to help them buy provisions and lodging in the next town along their journey.
Coins exchange at the above rate and all coins equate to about one ounce in weight.
Posting frequency will be once a week with conversational interaction and description of what your Character is thinking, remembering or doing as often as possible between Characters.
Proper spelling and grammar is most helpful for accurate comprehension and readability for both Players and the Castle Keeper (not to mention the enjoyment of the RDInn Lurkers!)
Speech, Thoughts and Actions of the Characters should be written and posted to help keep the game flowing and moving. This also provides each Player with enough information for the Characters to interact with each other.
Updates will be written accordingly and all dice rolling will be done by the Castle Keeper (me aka Hammer) to determine the outcome of actions and consequences from a variety of scenarios during the course (story arc) of each episode of this adventure.
Battle descriptions resulting from the Castle Keeper rolling the dice will be described in the Game Thread Updates. Use the QnA to ask the Castle Keeper questions (and to receive answers) to discuss between yourselves what your Characters may or may not decide to do and then Write Your Decisions and Make Your Intentions Clear in the Game Thread Posts.
Character and Adventure Background
Make sure to study the Audalis Maps while creating your Character to add substance to what you write for your Character History and to develop his or her personality and description.
You may collaborate with other Players via PM Messages to determine how well your Characters know each other by where they originate from or to where they have journeyed for their study and training.
'Once in a Lifetime' begins in the region of Coria, specifically to the east in the town of Quevin (the only city of common control between Man and Elves) where elves and men meet to discuss treaties, disputes, and celebrations. It is the ambassadorial center for all races, and it is the home of the Knights of Aina'rutha.
Hired to journey through Alloryen (the northern elven kingdom of Antaron) to investigate reports of a taint of evil spreading from the Chakran Mountains; masks a secret agenda assigned to this party of adventurers to quest for, locate and map the locations of hidden treasures along the way.
Your initial contract is a signed deed of your choice to 50 acres of land (5 acres bordering water and 10 acres deep into the forest) on either the northern shore of the Lakes of Heroes or the eastern shore of the Thrace River.
Upon a successful return to Quevin, each character should have riches enough from bringing samples of the hidden treasures they have located, to develop their deeded land into suitable homes to 'retire' from adventuring and raise families.
This is a golden opportunity that only comes along 'Once in a Lifetime' ... providing your character survives the experience!
Here is a brief synopsis of my character... I'll save the lengthy version for the game thread...
Peryl is the orphaned child of a young elven mother, (Lira) and a father she has never known. Peryl and Lira moved from the Elven lands into the city of Quevin when Peryl was only 4 years old. Lira was able to make a living by selling mild healing tonics and elixirs to the local towns folk. At an early age, Peryl proved to be bright, and many had thought she would grow up to be an herbalist like her mother. Indeed, she was already soaking up much of her mothers craft, that is until a fire ravaged her home; killing her mother and leaving Peryl alone in the world. Fortunately, the local priestess of Lysora (Ginny Alder) took Peryl in. Ginny became Peryl's new family, and taught her in the loving ways of Lysora. Armed with an old light mace, some hide armor and Lysora's blessings... Peryl is ready to set off in search of her future.
Right well now that I can post again I'm still interested.
Will need to look into Audalis lore and the rules for C et C.
So far thinking of running some kind of Ungoulid either shadow mage or assassin (not shadow assassin). I know they're an underground-based race but as Celtia will attest I can do amazing things with backstories...
Anyway I'll work something out for you by the 8th of Jan.
Some More Info for Developing Your Character Concept
Wizard and Illusionists (Prime Attribute is Intelligence)
Clerics and Druids (Prime Attribute is Wisdom)
Bonus Spells: [Can only be acquired when a spell caster is at a high enough level to cast them!]
13-15 for Prime Attribute = 1 bonus 1st level spell
16-17 for Prime Attribute = 1 bonus 2nd level spell
18-19 for Prime Attribute = 1 bonus 3rd level spell
Characters will receive the maximum amount of Hit Points and I will be rolling the dice and determining the outcome of situations based upon your Role Play.
Developing a Background, Character Description and Role Play are the Main Ingredients for this adventure as you need not have an understanding of the Siege Engine System of C&C to participate.
The Fighter is a warrior with great prowess on the battlefield.
The Ranger is an extraordinary woodsman and warrior.
The Rogue is a rapscallion and an opportunist.
The Assassin is an expert at killing and eliminating targeted enemies.
The Barbarian draws upon vestigial, primal will in combat.
The Monk conditions his body to withstand the rigors of war and the elements.
The Wizard is a practitioner of powerful arcane magics.
The Illusionist magically distorts the perceptions of others.
The Cleric is avowed to a deity and dispenses divine justice.
The Druid owes allegiance to the elemental powers of the world.
The Knight is a natural leader and strong combatant.
The Paladin is a warrior blessed by divinity, a paragon of good.
The Bard influences others through the power of words.
Any Magical abilities will be channeled through a Wand, Staff or Holy Symbol and will also be influenced and enhanced by the particular deity the character worships.
All Player Characers are either Lawful Good, Neutral Good or Chaotic Good
LAWFUL GOOD: Characters of this alignment are dedicated to following the strictures of society, respecting law and order. They act for the benefit of others and society, placing great value on truth, honor and life.
LAWFUL NEUTRAL: Characters of this alignment place primary importance on ultimate order, structure and regulation of behavior. Good and evil are largely irrelevant for characters of this alignment because everything flows from the order of law.
LAWFUL EVIL: Characters of this alignment value structure and order, and they place no limit on attaining it, especially if the goal is to their own benefit. They do not value life or concern for others. Ultimately, they seek to impose their ideals on others through strict regulation.
NEUTRAL GOOD: Characters of this alignment have a healthy respect for both law and freedom, typically choosing a road betwixt the two in order to achieve benefits and mercy for all.
NEUTRAL: Characters of this broad alignment typically believe in a balance between law and chaos, and between good and evil. Some seek to maintain existing social institutions, while others simply wish to keep to themselves. Some neutral characters disdain the perceptions of other sentient beings, finding that truth lies in nature and its animals. Others follow their own code, which changes with the situation, tending to favor those that benefit them the most.
NEUTRAL EVIL: Characters of this alignment mirror those of neutral good, but they typically follow a road that benefits themselves instead of others.
CHAOTIC GOOD: Characters of this alignment view the greatest good as being attainable through freedom and individual liberty. Thus they place primary importance on individuality and liberty of action over that of any law or societal structure.
CHAOTIC NEUTRAL: Characters of this alignment value individual freedom. They have no qualms in achieving it by whatever means necessary, good or other.
CHAOTIC EVIL: Characters of this alignment tend not to value anything, disdaining others and often seeking to destroy for their own selfish reasons. They seek power and the ability to wield it as they see fit.
Classes FIGHTERS are brave warriors who take up arms to meet their foes in the crucible of battle. Fearless, they don themselves in the accouterments of battle, relying upon their superior martial skills to overcome obstacles.
RANGERS are a lonely breed, expert at surviving in the untrammeled places of the world and devoting themselves to protecting civilization from the depredations and incursions of creatures of evil intent.
ROGUES, rapscallions and the like make their living through nefarious and occasionally dastardly deeds. Living on the ethical edge and spending much of their lives avoiding harsh justice, these fearless villains are found in all walks of life.
ASSASSINS are stealthy and cunning, expert killers who rarely have any motives beyond the collection of payment for a job well rendered. Although not always evil, they are typically utterly indifferent to any suffering and pain they may cause.
BARBARIANS live outside the civilized world. Neither ignorant nor savage, they are, rather, a people who relish freedom, actively despising the urbane for allowing the beliefs of society to codify their behavior.
MONKS are warriors who primarily rely upon the strength of their bodies and will power for survival. They are deadly combatants, having honed their bodies into lethal weapons.
WIZARDS delve into the mysterious worlds of the arcane and wield magic like a weapon of war. They are often possessed of an overwhelming thirst for knowledge and, as often as not, power.
ILLUSIONISTS study the arcane and the nature of man and beast, using powers of oration and sorcery to twist the minds of those around them. They conjure manifestations and dreams, making the unreal real to all but the canniest of observers.
CLERICS are spiritually bound to a deity. They are usually members of religious orders, though some choose to live as wandering hermits. They wield the magic of the divine and, fortified with the armaments of war, become powerful emissaries for their causes.
DRUIDS are called to a primeval spirituality. They turn to the world shaped by nature, and not men, for their guidance and wisdom. Often unconcerned with the needs of man, they simply follow the principles of the natural order.
KNIGHTS are members of warrior-castes. As born leaders, they use their social standing, charisma, gallant actions and honorable codes to set the tone of behavior for those around them. Through their actions, they often inspire people to great deeds.
PALADINS are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.
BARDS are found in all cultures and societies. Through song, oration and action they inspire men, pass on knowledge of history and tradition and influence the beliefs and behaviors of others.
Attributes STRENGTH: This attribute reflects physical strength, including the ability to lift or move heavy objects and make powerful attacks. The modifier affects melee combat and damage, and all checks involving strength. Characters can military press 10x their strength and dead lift 15x their strength score.
DEXTERITY: This attribute represents a character’s reflexes, manual dexterity and hand-eye coordination, including the ability to dodge and defend against attacks. The modifier affects armor class, ranged combat and all checks involving dexterity.
CONSTITUTION: This attribute reflects overall health, and also represents a character’s ability to withstand pain, suffer physical damage, avoid fatigue and fight off sickness or poison. The modifier
affects hit points, and it applies to all checks involving constitution.
INTELLIGENCE: This attribute reflects mental aptitude. It represents a character’s ability to learn quickly, apply that learning effectively and use deductive reasoning. The modifier affects the
number of arcane spells a character can cast each day, the number of languages a character can learn and all checks involving intelligence.
WISDOM: This attribute reflects depth of personal experience, the ability to make well-considered decisions or judgments, and represents a spiritual connection to a deity. The modifier affects the number of divine spells that can be cast each day, attempts to turn the undead and all checks involving wisdom.
CHARISMA: This attribute represents strength of attractiveness, willpower, personality, and leadership. It is the degree to which a character is able to influence others. The modifier affects a creature’s loyalty and reactions to the character, the number of undead the character can turn and all checks involving charisma.
Primary and Secondary Attributes
There are two types of attributes: primary and secondary. Primary attributes are those physical or mental abilities in which a character is particularly well trained or very experienced in using.
Secondary attributes are those the character uses with only average skill. A player selects the character’s primary attributes after choosing a class and race.
Human characters have three primary attributes. Demi-human races (dwarf, elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.
Each class has one primary attribute associated with it that cannot be changed. The player selects the others. So, a human character receives one primary attribute designated by the class and the other two
are selected by the player.
If playing a demi-human character, the player can select only one additional primary attribute. For example, the primary attribute for the ranger class is strength. If the player chooses to play an elf, he or she selects one of the five remaining attributes as the other primary attribute.
If it were a human ranger, the player would select two more primary attributes rather than just one. The remaining attributes are considered to be secondary.
Primary Attributes Strength: Fighter, Ranger
Dexterity: Rogue, Assassin
Constitution: Barbarian, Monk
Intelligence: Wizard, Illusionist
Wisdom: Cleric, Druid
Charisma: Knight, Paladin, Bard
Primary Attributes will automatically be assigned to the Classes you choose for your Character and I strongly suggest you assign 18 or 19 of your 80 points to the Primary Attribute for any Wizard, Illusionist, Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells to help enhance the spell casting abilities of your character!
Posted on 2011-12-30 at 19:57:27.
Edited on 2011-12-30 at 20:02:24 by Hammer
I have No Problem with more than one Cleric character participating in this adventure!
Same with Rangers!
The Assassin character is a Special Allowance on my part because of the concept pitched to me ... so No More Assassins in the group!
Not sure if the ??? character will be a Khord ... but it sure would not seem to be an Audalis Adventure without a Khord Character (hint hint nudge nudge to no one in particular for a Khord character!).
Plus there is plenty of room for a Sylvan character since the group will travel through the Northern Sylvari Kingdom to get to the Chakran Mountains!
Perhaps someone has already decided to create a .....
armor class. 3 (natural 1 + 2 from hard leather cap)
desc. clucky is a chicken Qempar found. as with all hens the only thing clucky does is lay eggs, eat, and crap everywhere. unlike most chickens clucky is prone to serious panic attacks that cause her to go into a seizure. clucky also wears a strange leather cap (its an aviator's cap, but they dont have planes in audalis, do they) that she lets nobody touch (ever) and its not recommended to try and take it. (think of something similar to what happens when you hit a chicken too many time in legend of zelda, but with only one chicken.)
Qempars will. should i meet an untimely death i wish all of my worldly possesions to be given to clucky the chicken who is my friend and companion.