Greyhawk needs you!
Jan 16, 2020 18:29:24 GMT -8
Post by Margrave on Jan 16, 2020 18:29:24 GMT -8
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
2nd edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
GreyHawk as published
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4 - 6ish
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I like daily, but am good with 5x a week - just do not let the thread die.
5. What is the characters' starting status (i.e. experience level)?
Depends on how much xp you devote during character creation.
6. How much gold or other starting funds will the characters begin with?
Depends on how much you devote during character creation.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No Necromancers, Assassins or Psionics - the party should be experienced from the recent incursion of Iuz and his forces.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species
All basic races from Player's Handbook are allowed - no flyers, Drow, Duergar, Deep Gnomes or other Underdark races.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Method VI style with pizzaz. Roll 18d6.
i. Each base stat starts at 6 and then you place the dice where desired up to a total of 18 (before racial bonuses) - no more than 12 dice may be used in this manner.
ii. Experience is the (sum of dice devoted) x1000 - no more than 5 dice may be used in this manner.
iii. Gold/magic items is the same as experience.
HP Max per class for level 1 and 2 plus CON bonus - then half for all levels thereafter. (d4 is 2.5, d6 is 3.5, etc.,.)
example: Say you roll 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1
You want to play a paladin, so you start with using 11 of the rolls
18/ STR:6 +6+6
10 DEX:6 +4
16 CON:6 +5+5
10 INT:6 +2+2
13 WIS:6 +4+3
17 CHA:6 +6+5
That leaves 4, 3, 3, 2, 1, 1, 1
You see that a 4th level paladin needs 9,000xp for 4th level so you use the 4, 3, and 2 to give your paladin 9,000xp + the 10% bonus due to 16+ STR and CHA for 9,900 xp.
What is left is 3, 1, 1, 1 for 6,000gp of items
He buys field plate for 2000gp and a +2 two-handed sword for 4000gp
10. Does your game use alignment? What are your restrictions, if so?
no Evil alignments
11. Do you allow multi-classing, or have any particular rules in regards to it?
Dual & Multi-class is allowed as it is in the PHB.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players roll all of their own actions.
I will roll for NPCs & Monsters.
I also will roll Initiative and use group initiative - rolled only on the start of combat and remain that number through the combat using spell and weapon speed modifiers.
13. Are there any home-brewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Yes.
Resting - Once per day resting for 8 hours heals CON/5 round up any decimal (16-20=4 HP, 11-15=3 HP, etc.,.)
Resting multiple 8 hour blocks a day will not heal beyond this value unassisted per 24 hour period.
Healing NWP will give players back 1+CON bonus HP if successful during this treatment.
INT bonus Languages to Non-Weapon Profs
All players start with adventuring pack of:
backpack, small belt pouch, dagger or knife, 10 days trail rations, waterskin, robes, boots, flint and steel, and a purse of starting gold for your kit/class.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes a background is part of the bit. You find yourself as part of the local militia in a place called Greatwall - a makeshift stronghold east of Chendl - (The capital of the Kingdom of Furyondy; Ruler: King Belvor IV). The Kingdom of Furyondy wages a constant war with the forces of Iuz and the Horned Society to the north. Nyr Dyv and the Shield Lands are to the east; the Veng River, Whyestil Lake, and the Vesve Forest are to the north; and the Velverdyva River is to the south and west. Due to the war, there are lots of refugees that have sought safe-haven in the Kingdom of Furyondy.
Spring, 585 CY
Furyondy stands at this time.
The nation has suffered a serious loss of fighting manpower, but it has also gained from an influx of refugees and warriors from other nations. The Shield Landers, of whom some 11,000 were evacuated to Furyondy, are the most important group.
Furyondy has lost territory to the north, including some vital fertile land south of Whyestil Lake (and the fish resources of the lake itself), which has reduced gross food production by about eight percent. To the east, the Veng river is too dangerous for most merchants to sail, so trade has been adversely affected. However, Furyondy has generally not lost too much of its lands and productive resources. It is down, but certainly not out.
Furyondy is, however, faced with a desperate need to spend far more money than it did before the War. Chendl itself is in a state of considerable disrepair. Several vital northern castles have been lost and building more along a new northern frontier will be time consuming and very expensive. There is also a pressing need to hire mercenaries for the defense of the Kingdom and to aid the Highfolk, which is also a drain on finance. The Southern nobles have long grumbled about their taxation load, which, in truth, has never been great. Now they are a little more willing to support the king, but there are strong tensions between the different provinces and Belvor’s impatience with some of his nobles makes more than one fear that the king may try to depose the noble houses and centralize rule of the lands.
Since the war, Furyondians are more serious and troubled folk. Most have lost someone they cared for. Nearly ten percent of this nation’s population died in battle. This has sobered and toughened them. They believe war will come again. Next time it will be a fight to the finish. A few Furyondians are plunged into despair, but most are readying their defenses, eager to learn fighting skills in village and hamlet militias. Morale is generally still good outside of the northern provinces And, while some Furyondians favor sharp practice in dealing with outsiders, most are still tolerant of foreigners. They are wary. Villages which can afford it have palisade walls and stockades under construction, or at least earthwork defenses. But Furyondians have one great advantage: they know who their enemy is. They know evil lies to the north. Everyone else is a potential ally, or so most Furyondians believe still. Iuz has slain a tenth of this people, but he has not broken their hearts and wills
Furyondy is still a strong and vital kingdom. While some of its people are still bemoaning their losses in the wars; this· is no nation of cowards or fainthearts. Rather, Furyondy needs to buy time, to marshal its resources, build new defenses, steel its people and collective will, and whip dissident nobles into line behind a valorous and capable king.
Whether it will have that time, Istus alone knows.
Exiles
Furyondy is home to over 15,000 people who have fled here from their own, conquered homelands. Around 11,000 of these are Shield Landers who, by and large, have integrated well. Around 2,000 of them are troops, most of them having fought for Furyondy during the Wars, so native Furyondians have tolerance and respect for these folk. Shield Landers tend to be hard working, but not terribly adaptable, so often they work in jobs which are below their level of ability. Other exiles have arrived from Nyrond, Bissel, the Lost Lands or the Bandit Kingdoms, in much smaller numbers. Furyondy is fortunate that these immigrants have been accepted, and appear to accept their new home.
Beginning of 586 CY:
Rumors of a Great Northern Crusade sweep throughout all of the major cities on Greyhawk.
King Belvor of Furyondy and Canon Hazen of Veluna call for all and any able bodied man and woman that can swing a sword. Stories circulate that Canon Hazen has recoverd the Crook of Rao and will soon use it against the forces of Iuz
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Some strategy, roleplaying, and combat naturally.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Player's Handbook and Dungeon Master's Guide
Monstrous Manuals
Magic Encyclopedia V1 and V2 (these are the gp value and are on pdf out there)
Complete guides & books for races and classes
Tome of Magic
GreyHawk libraries and Source material
BATTLESYSTEM
I have most source books, so feel free to ask!
2nd edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
GreyHawk as published
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4 - 6ish
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I like daily, but am good with 5x a week - just do not let the thread die.
5. What is the characters' starting status (i.e. experience level)?
Depends on how much xp you devote during character creation.
6. How much gold or other starting funds will the characters begin with?
Depends on how much you devote during character creation.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No Necromancers, Assassins or Psionics - the party should be experienced from the recent incursion of Iuz and his forces.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species
All basic races from Player's Handbook are allowed - no flyers, Drow, Duergar, Deep Gnomes or other Underdark races.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Method VI style with pizzaz. Roll 18d6.
i. Each base stat starts at 6 and then you place the dice where desired up to a total of 18 (before racial bonuses) - no more than 12 dice may be used in this manner.
ii. Experience is the (sum of dice devoted) x1000 - no more than 5 dice may be used in this manner.
iii. Gold/magic items is the same as experience.
HP Max per class for level 1 and 2 plus CON bonus - then half for all levels thereafter. (d4 is 2.5, d6 is 3.5, etc.,.)
example: Say you roll 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1
You want to play a paladin, so you start with using 11 of the rolls
18/ STR:6 +6+6
10 DEX:6 +4
16 CON:6 +5+5
10 INT:6 +2+2
13 WIS:6 +4+3
17 CHA:6 +6+5
That leaves 4, 3, 3, 2, 1, 1, 1
You see that a 4th level paladin needs 9,000xp for 4th level so you use the 4, 3, and 2 to give your paladin 9,000xp + the 10% bonus due to 16+ STR and CHA for 9,900 xp.
What is left is 3, 1, 1, 1 for 6,000gp of items
He buys field plate for 2000gp and a +2 two-handed sword for 4000gp
10. Does your game use alignment? What are your restrictions, if so?
no Evil alignments
11. Do you allow multi-classing, or have any particular rules in regards to it?
Dual & Multi-class is allowed as it is in the PHB.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players roll all of their own actions.
I will roll for NPCs & Monsters.
I also will roll Initiative and use group initiative - rolled only on the start of combat and remain that number through the combat using spell and weapon speed modifiers.
13. Are there any home-brewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Yes.
Resting - Once per day resting for 8 hours heals CON/5 round up any decimal (16-20=4 HP, 11-15=3 HP, etc.,.)
Resting multiple 8 hour blocks a day will not heal beyond this value unassisted per 24 hour period.
Healing NWP will give players back 1+CON bonus HP if successful during this treatment.
INT bonus Languages to Non-Weapon Profs
All players start with adventuring pack of:
backpack, small belt pouch, dagger or knife, 10 days trail rations, waterskin, robes, boots, flint and steel, and a purse of starting gold for your kit/class.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes a background is part of the bit. You find yourself as part of the local militia in a place called Greatwall - a makeshift stronghold east of Chendl - (The capital of the Kingdom of Furyondy; Ruler: King Belvor IV). The Kingdom of Furyondy wages a constant war with the forces of Iuz and the Horned Society to the north. Nyr Dyv and the Shield Lands are to the east; the Veng River, Whyestil Lake, and the Vesve Forest are to the north; and the Velverdyva River is to the south and west. Due to the war, there are lots of refugees that have sought safe-haven in the Kingdom of Furyondy.
Spring, 585 CY
Furyondy stands at this time.
The nation has suffered a serious loss of fighting manpower, but it has also gained from an influx of refugees and warriors from other nations. The Shield Landers, of whom some 11,000 were evacuated to Furyondy, are the most important group.
Furyondy has lost territory to the north, including some vital fertile land south of Whyestil Lake (and the fish resources of the lake itself), which has reduced gross food production by about eight percent. To the east, the Veng river is too dangerous for most merchants to sail, so trade has been adversely affected. However, Furyondy has generally not lost too much of its lands and productive resources. It is down, but certainly not out.
Furyondy is, however, faced with a desperate need to spend far more money than it did before the War. Chendl itself is in a state of considerable disrepair. Several vital northern castles have been lost and building more along a new northern frontier will be time consuming and very expensive. There is also a pressing need to hire mercenaries for the defense of the Kingdom and to aid the Highfolk, which is also a drain on finance. The Southern nobles have long grumbled about their taxation load, which, in truth, has never been great. Now they are a little more willing to support the king, but there are strong tensions between the different provinces and Belvor’s impatience with some of his nobles makes more than one fear that the king may try to depose the noble houses and centralize rule of the lands.
Since the war, Furyondians are more serious and troubled folk. Most have lost someone they cared for. Nearly ten percent of this nation’s population died in battle. This has sobered and toughened them. They believe war will come again. Next time it will be a fight to the finish. A few Furyondians are plunged into despair, but most are readying their defenses, eager to learn fighting skills in village and hamlet militias. Morale is generally still good outside of the northern provinces And, while some Furyondians favor sharp practice in dealing with outsiders, most are still tolerant of foreigners. They are wary. Villages which can afford it have palisade walls and stockades under construction, or at least earthwork defenses. But Furyondians have one great advantage: they know who their enemy is. They know evil lies to the north. Everyone else is a potential ally, or so most Furyondians believe still. Iuz has slain a tenth of this people, but he has not broken their hearts and wills
Furyondy is still a strong and vital kingdom. While some of its people are still bemoaning their losses in the wars; this· is no nation of cowards or fainthearts. Rather, Furyondy needs to buy time, to marshal its resources, build new defenses, steel its people and collective will, and whip dissident nobles into line behind a valorous and capable king.
Whether it will have that time, Istus alone knows.
Exiles
Furyondy is home to over 15,000 people who have fled here from their own, conquered homelands. Around 11,000 of these are Shield Landers who, by and large, have integrated well. Around 2,000 of them are troops, most of them having fought for Furyondy during the Wars, so native Furyondians have tolerance and respect for these folk. Shield Landers tend to be hard working, but not terribly adaptable, so often they work in jobs which are below their level of ability. Other exiles have arrived from Nyrond, Bissel, the Lost Lands or the Bandit Kingdoms, in much smaller numbers. Furyondy is fortunate that these immigrants have been accepted, and appear to accept their new home.
Beginning of 586 CY:
Rumors of a Great Northern Crusade sweep throughout all of the major cities on Greyhawk.
King Belvor of Furyondy and Canon Hazen of Veluna call for all and any able bodied man and woman that can swing a sword. Stories circulate that Canon Hazen has recoverd the Crook of Rao and will soon use it against the forces of Iuz
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Some strategy, roleplaying, and combat naturally.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Player's Handbook and Dungeon Master's Guide
Monstrous Manuals
Magic Encyclopedia V1 and V2 (these are the gp value and are on pdf out there)
Complete guides & books for races and classes
Tome of Magic
GreyHawk libraries and Source material
BATTLESYSTEM
I have most source books, so feel free to ask!