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Saturday, September 21, 2019
Pregenerated Characters - Fighters Level 3 group 1
These 3 third level characters are fighters, Thomas, Galen and Martin. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert these characters to straight AD&D, simply add or subtract the racial modifiers and class abilities.
As third level characters, they have a range of equipment which is both magic and mundane. Each is envisioned as a traveler in the lands, hence the transportation.
This is my last batch of fighters for now. By the time a character reaches 3rd level, they start to have their own quirks and attributes, which limits the ability to use pre-genned characters for players in my mind.
If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.
Campaign Session 3 - The Party So Far
My embronic idea for the Peninsula of Plenty Map |
Just to recap, the party arrived at a manor or villa just after a raid. They killed a small patrol of raiders in short order and have two raiders as prisoners. Gurwinder and Rona dislike captives, but have not killed these two fools because of the location. They figure enough law and order exist right now that they can leave them be.
Our current map of the Peninsula of Plenty. There have been many changes since first conceived. |
The whole party is good or lawful. Matilda is more neutral good and is a bit punchy. Gurwinder and Rona are grimly practical, despite being good. They hate raiders, with good reason. The entire party is rather cosmopolitan when it comes to race, displaying none of the typical attributes of average citizens of the Empire. In this campaign, the Empire is on the verge of war with the Elves and Dwarves. Halfling Tribes started appearing recently from over the northern mountains, flooding the area of like a barbarian horde. The Empire is actually terrified of the Little People.
While I am honoring the timeline set out by the players via email and text, I have some rather rude surprises for them.
Here is a list of the Player Characters:
Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level
Gurwinder A’flumine - Fighter, Human, 2nd Level
In case you are wondering, the swashbuckler character class is one of my own creations. You can grab it at DriveThruRPG. They are Errol Flynn types and are aggressive combatants but bad at killing.
The party also has a whole band of support characters in tow, whom are the subject of this post. Or is that who is the subject of this post? I don't know.
Rona the wisewoman - Cleric, Human, 1st Level, NPC
Melvin the Wise - Magic User, Halfling, 1st level, NPCFelix - Human, 1 level commoner NPCFelice - Human, 1 level commoner NPC
Jim the Scout - Human, 1 level commoner NPC
I have another book about Uncommon Commoners, which is also available at DriveThruRPG.
You can download the complete party rooster in PDF form here. This list of characters has not been updated with current equipment. It is only a taste of what is happening.
I am trying to make the NPCs conform to something realistic. Rona and Melvin have classes, so they will engage in combat despite not being very good. Felix and Felice will NOT engage in combat, except to protect each other. They are horrible at combat. Felix and Felice have wandering into this traveling circus by accident and are hoping to make enough cash to retire and start a family. Jim the Scout is foolhardy and brave. The party has him on horseback, hoping the horse will protect him from his desire to get into a fight. He has 2 hp but is well on his way to becoming a fighter or perhaps a ranger.
The party has buried two other NPCs and has a strong desire not to do that again, so they are conforming to my idea of keeping the NPCs away from danger. Melvin is an avowed coward, but he has good ideas. He is also a halfling, which is a hated race in the Empire, so the party is keep him close for his own good. Rona is very old and dislikes travel by horseback. She views the PCs and their wagons as a godsend. Felix, Gurwinder and Jim all take turns cooking, since the death of the cook. Jim is best at it, while Gurwinder is a survival nut and wants the party well provisioned and fed at all times.
It's a cool party dynamic.
While the players are hanging out at the villa, I know they are thinking about taking on more NPC followers. The villa can't support that due to loses and I have planted the suggestion that they not make any attempts here. What would probably happen is, the whole pack of villagers will follow them to Nace then bail on the party in favor of safety. Nace is loaded with adventurer types and is a far better place to find skilled help.
Friday, September 20, 2019
Pregenerated Characters - Commoners - Level 1 Group 1
These 3 first level characters are commoners, suitable for use as NPCs. Click here to download the PDF for Felice, Felix and Jim. These characters are almost ready to go in any campaign.
In generating these characters, I used the rules found in my book, Zero to Hero: Uncommon Commoners. It's available as PWYW at DriveThruRPG. In this book, commoners have a class and a level plus special skills. Their stats are generated with average dice and they have a target roll to perform the tricks of the trade. The base roll is 10 or better for level 1. They only roll when under extreme conditions, when rushing, etc. They gain experience via this mechanic, not through combat or treasure. They are limited to 5 levels and very often, would never advance past 2 or 3 levels.
If you do not have this rule set and are playing Basic D&D or a retroclone, these characters are zero level humans. Their stats are too high, but they have no weapon skills, except for Jim who can hunt normal animals with a bow at no penalty. He has a +1 vs. coyotes with his bow. Felice and Arthur's "weapons" are merely tools for travelers, they don't fight. They are a husband and wife team, both working with pack animals. They are adept at riding and training horses, mules and donkeys. Jim has left all his money at home as he doesn't need it when hunting, while the Animal Handlers are carrying enough coins to cover basic costs and to make change.
If you are playing AD&D, the DMG provides information on NPC types of characters. Older versions of D&D don't really account for skiled NPC without a class. They should roll attacks as normal men.
If there is a call for it in the comments, I will make DOCX and Google Doc file available as I have the PDFs. The reason I have not done this from the get go is that I created every character of a class in one document and print each page as a PDF.
Pregenerated Characters - Fighters Level 1 group 2
These 3 first level characters are fighters, Stephano, Trinculo and Rupert the Mad. Click the link to download the PDF file. These characters are almost ready to go. In generating ability scores, I made sure the range was acceptable in both D&D and AD&D. To convert this character to straight AD&D, simply add or subtract the racial modifiers and class abilities.
The equipment and coins are not balanced for a first level character. These three are generic low level raiders in my campaign, hence the odd equipment. Trinculo and Stephano based on the characters in Shakespeare's The Tempest. They are raiders, but not especially smart raiders. Being played as fools, they are more wily than smart. This makes them dangerous.
Trinculo and Stephano |
Thursday, September 19, 2019
AD&D Druid Spell: Arclight
In the campaign Peninsula of Plenty, the City of Nace is a fair city. As a fair city, travelers from far and wide come to purchase things that otherwise cannot be found. The main products sold are magical plants and herbs for the creation of healing and restorative potions. Some of these plants can also be used to make high quality inks for mundane and magical scrolls.
The garden where these plants grow has been magicked to allow production all year round. Since the gardens are very nearly in the center of the city and have virtually zero physical defenses, the druids, clerics and magic users who tend the garden need special eldritch defenses.
Typically, druids answer the call as frontline defenders, their magic is more subtle than magic users and clerics. However this is a general guideline, not the rule. The druids of Nace have developed a devastating area of effect spell, which does not damage the garden. They do not know the term "upward leader lightning", but they do know how to make lightning jump from the ground, through a target and into the sky. They call this Arclight.
Arclight
Level: 6 Components: V, S, M
Range: 0 Casting time: 2 segments
Duration: Instant Saving Throw: Special
Area of Effect: 10 yards
Arclight is a powerful spell which will cause a lightning stroke to leap from the ground below a target and into the sky. This spell is an area effect spell which is targeted on the ground below the target and does not move with the target. The spell has two damaging mechanisms, both allows a saving throw.
In the first segment of casting, a powerful electric charge forms below the target. They will sense this by the heating of their body, a corona around metal objects and a crackling sound. All creatures in the area of effect are entitled to a save vs spells. If successful, the target(s) flings themselves out of the target area taking 1d3 points of damage. They are stunned for one round and are prone. If unsuccessful, the target freezes taking no damage.
In the second segment of casting, the lightning discharges. Victims in the area of effect take 6d6 points of damage. A second saving throw halves the damage. If the victim doesn't die, they are stunned for 1d6 rounds.
If a person in the target area is flying, they can escape with no damage if they make the first saving throw. If they are forced to make the second saving throw, they will also fall out of the sky due to being stunned. This is typically a graceful wallowing, not a plunge and inflicts no more damage.
Levitation provides no protection from this spell, in fact, it will disallow ALL saving throws, period.
If a target normally or magically has the ability to leap, bound or stride great distances, they are entitled to a +2 to each save. This is normally limited to haste and jump spells, boots of striding and leaping or other items available in your campaign setting.
Since the boundary of the area is not visible, mechanically speaking, someone sprinting will be unlikely to be in the area of effect, unless they are incredibly unlucky. It is very difficult to target a runner, but it is possible to cast at an empty area and hope someone will run into it. This requires great timing, there is no roll for this. The DM should give the target the benefit of the doubt, either adding a good bonus to a save or declaring that they crossed the area too fast to be caught in the spell. It is possible to measure out the movement, but really is too complex for fast play. It could be described for dramatic purposes.
If a person standing on the edge of the area attempts to push someone back into the area they are escaping, contact with the victim will cause them to suffer the same fate as the person pushed. They are not entitled to any saving throw, they take the exact same damage as the victim. This is the price of being a jerk.
This spell does not damage non-living things, however it will damage undead. It does not cause flammable items to burst into flames, unless the DM rules that it does.
Additionally, if the caster attempts put themselves in the area of effect, the caster receive no saving throws at all and the damage will be a full and flat 36 points.
The garden where these plants grow has been magicked to allow production all year round. Since the gardens are very nearly in the center of the city and have virtually zero physical defenses, the druids, clerics and magic users who tend the garden need special eldritch defenses.
Typically, druids answer the call as frontline defenders, their magic is more subtle than magic users and clerics. However this is a general guideline, not the rule. The druids of Nace have developed a devastating area of effect spell, which does not damage the garden. They do not know the term "upward leader lightning", but they do know how to make lightning jump from the ground, through a target and into the sky. They call this Arclight.
Arclight
Level: 6 Components: V, S, M
Range: 0 Casting time: 2 segments
Duration: Instant Saving Throw: Special
Area of Effect: 10 yards
Arclight is a powerful spell which will cause a lightning stroke to leap from the ground below a target and into the sky. This spell is an area effect spell which is targeted on the ground below the target and does not move with the target. The spell has two damaging mechanisms, both allows a saving throw.
In the first segment of casting, a powerful electric charge forms below the target. They will sense this by the heating of their body, a corona around metal objects and a crackling sound. All creatures in the area of effect are entitled to a save vs spells. If successful, the target(s) flings themselves out of the target area taking 1d3 points of damage. They are stunned for one round and are prone. If unsuccessful, the target freezes taking no damage.
In the second segment of casting, the lightning discharges. Victims in the area of effect take 6d6 points of damage. A second saving throw halves the damage. If the victim doesn't die, they are stunned for 1d6 rounds.
If a person in the target area is flying, they can escape with no damage if they make the first saving throw. If they are forced to make the second saving throw, they will also fall out of the sky due to being stunned. This is typically a graceful wallowing, not a plunge and inflicts no more damage.
Levitation provides no protection from this spell, in fact, it will disallow ALL saving throws, period.
If a target normally or magically has the ability to leap, bound or stride great distances, they are entitled to a +2 to each save. This is normally limited to haste and jump spells, boots of striding and leaping or other items available in your campaign setting.
Since the boundary of the area is not visible, mechanically speaking, someone sprinting will be unlikely to be in the area of effect, unless they are incredibly unlucky. It is very difficult to target a runner, but it is possible to cast at an empty area and hope someone will run into it. This requires great timing, there is no roll for this. The DM should give the target the benefit of the doubt, either adding a good bonus to a save or declaring that they crossed the area too fast to be caught in the spell. It is possible to measure out the movement, but really is too complex for fast play. It could be described for dramatic purposes.
If a person standing on the edge of the area attempts to push someone back into the area they are escaping, contact with the victim will cause them to suffer the same fate as the person pushed. They are not entitled to any saving throw, they take the exact same damage as the victim. This is the price of being a jerk.
This spell does not damage non-living things, however it will damage undead. It does not cause flammable items to burst into flames, unless the DM rules that it does.
Additionally, if the caster attempts put themselves in the area of effect, the caster receive no saving throws at all and the damage will be a full and flat 36 points.
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