Treasure Seekers Recruitment
Welcome to the Official Recruiting Thread for 'Treasure Seekers'.
Intro is already posted in the D&D Game Thread.
This is a Castles & Crusades Siege Engine System game for First Level Characters of Good Alignment.
5-7 Players have 87 points to create a Character, distributing points strategically on Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma attributes.
There will be No Multi-Classing!
Hammer will Not be running a Player Character as has been the case with my past games!
Classes available to choose from include Fighter, Ranger, Rogue, Barbarian, Monk, Wizard, Cleric, Druid, Knight, Paladin or Bard. [Assassin & Illusionist excluded from this adventure!]
Races available to choose from include Human, Dwarf, Elf, Gnome, Half Elf (Human Lineage), Half Elf (Elven Lineage) or Halfling. [Half Orc excluded from this adventure!]
Armor is limited to Leather, Hide or Studded Leather (No Scale, Chain or Plate available at the beginning of this adventure!)
Weapons will also be limited as your Character has No Experience and is signing on to Explore and Acquire Treasure (See Game Intro!)
Small or Medium Wooden Shield is allowed if your Character wants to use one!
Players will be Emailed a Map of Aihrde as they will be discussing (among themselves throughout the game in the QnA) where on the Map they wish to Explore and Hunt for Treasure!
This Adventure is Entirely Driven by Player Choices of Where You Want to Go!
The Adventure Setting Opens at the 'Toothless Dragon Tavern' (in Heristat) where Your Character Receives 50 Gold Coins and the Promise of a Slice of the Treasure You Bring Back to the Owner!
When You Return and How Often is Entirely Up to Your Party!
The Captain of the Ship and Crew Set Sail by Direction of the Players and Their Characters!
The Captain and the Crew are Completely Trustworthy!
They Also Work for the Owner and Share in the Discovered Treasures!
There is No Guarantee that the Ship Your Characters are Sailing on will Not be Sunk, or that Characters will Not Die!
These Scenarios Depend Entirely Upon Player and Character Choices; plus the Roll of My Dice!
Character Background Information is to be Pmed to Hammer (the Castle Keeper ie DM) along with Appearance, Positive & Negative Character Traits, plus Starting Equipment.
Your Character Originates in an area no further north of Heristat than to the Detmold Forest, no further west than to the coast of the Sea of Shenal, no further east than the Voralberg Mountains and no further south than the City of Eluythus.
Remember, Your Characters are Totally Without Experience and have Signed On for the 50 Gold Coins to Pay Debts or Open an Account Locally to Prepare for Their Futures!
You Will Not Be Carrying Any Gold Once You Board The Ship!
Primary Attributes do not necessarily need the highest numbers assigned to them as the Prime Attributes need only a dice roll of 12 for a successful roll as opposed to an 18 for Secondary Attributes (plus the Challenge Level for a particular scenario is added to the 12 or 18 to set the bar for the necessary successful roll)
Attribute Modifiers are either added or subtracted depending upon the numbers assigned to Attributes (and modified by Racial Traits)
Rextugenous has a Strength of 9 which is a -1 as an attribute modifier so a roll would subtract -1 from the dice total to determine a successful roll.
Secondary Strength Attribute would be an 18 plus if the scenario has a challenge level of 3 it would be a 21 roll that would be needed for a successful roll.
But with the -1 Attribute Modifier it would take a roll of 22 to be successful (Castle Keeper rolls the dice in all situations by the way) as 22-1=21
Were the 9 to be a Primary Attribute number then it would be 12 (Primary) plus the 3 Challenge level = 15 and the successful roll would require a 16-1=15.
Hope that helps in considering your character creation
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.
Alignments I prefer characters be 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 an 18 or 19 to the Primary Attribute for any Wizard, Illusionist (not a choice for this adventure), Cleric or Druid spell caster to receive the Maximum Number of Bonus Spells that an 18 or 19 will provide your character.
Race Height Weight
Dwarf 3’ 10” to 5’ 2” 140-180
Elf, High 4’ 0” to 6’ 0” 100-135 lbs.
Elf, Twilight (drow) 4’ 0” to 5’ 6” 90-115 lbs.
Elf, Wild 4’ 4” to 5’ 8” 100-125 lbs.
Elf, Wood (gray) 4’ 8” to 6’ 6” 110-165 lbs.
Gnome 3’ 6” to 4’ 8” 70-90 lbs.
Half-elf 4’ 2” to 6’ 2” 90-175 lbs.
Half-orc 4’ 10” to 6’ 5” 120-180 lbs.
Halfling 3’ 0” to 4’ 6” 45-70 lbs.
Human 4’ 8” to 6’ 8” 100-200 lbs.
Minimum Starting Age (will be modified by Class and adjusted by Castle Keeper)
Race Adulthood Middle Age Old Venerable Maximum
Dwarf 150 300 450 600 800
Elf, High 200 500 750 1000 1300
Elf, Twilight (Drow) 100 200 300 400 600
Elf, Wild 40 100 150 200 300
Elf, Wood (Gray) 60 150 225 300 400
Gnome 30 75 112 150 210
Half-Elf 20 62 93 125 185
Half-Orc 13 30 45 60 70
Halfling 16 40 60 80 120
Human 15 35 53 70 110
That should be sufficient for gauging any interest before I proceed any further in developing this adventure!
Below are the areas affected by Primary and Secondary Attributes for Saving Throws etc.
Primary Attribute gives you a 12 + Challenge Level to make a saving throw, so a Challenge Level of 3 added to 12 on a Primary means you need a 15 rolled (will include any + to your attributes for the number assigned to your attribute!)
Secondary Attributes give you an 18 + Challenge Level to make a saving throw, so a Challenge Level of 3 makes it 18+3=21 Saving Throw (also factoring in any + to your attributes for the number you assigned to your attribute!)
..... if your Ranger has a 15 Strength that is his Primary Attribute and he gets a +2 to Strength.
So if a Python wraps itself around him (Paralysis & Constriction) then if the Challenge Level of the Python is a Level 3, your Ranger would need a saving roll of 15 to escape the Python squeezing!
Dice rolls a 13, but the +2 for having a 15 Strength is added to the 13 and the Ranger escapes without injury!
Does that make it clearer ???
If another character has a 15 Strength for a +2, but it is a Secondary Attribute, then the base is an 18 plus the 3 for Challenge Level and needs a roll of 21 to escape, but with the 15 Strength giving a +2, a minimum roll of 19 is necessary (19 + 2 = 21)
Ambidextrous (minimum 15 Dexterity) [Must describe Primary Weapon Hand in Battles]
Positive Character Traits
Negative Character Traits
Original Numbers (87 pts) for Attributes
Each Character begins with 50 Gold Coins from Mad Dog Muldoon at the Toothless Dragon Tavern in Heristat (You must decide what you have done with your Gold, like paying debts or opening an account for your future?) Because you board ship with No Gold
To Whom It May Concern
Last Will and Testament: I, the undersigned, do hereby make the following requests, to be executed in the event of my untimely demise: