Hi Everybody, like this btw.
I AM PLANNING TO DO A LIFE SESSION FOR ABOUT TWO HOURS, SEND ME WHAT YOU WANT TO USE FOR CONVERSATION AND TIME, I AM GOOD WITH ANYTHING AND WOULD LIKE TO DO LIFE CHAT OVER SKYPE OR SOMETHING LIKE THAT IF YOU GUYS CAN DO THAT I AM FREE ONLY NEXT WEEK ON VACATION
Still send me a pm about joining even if you are late, you'll just be put at the end of the rotation.
THERE ARE ONLY 5 PLAYERS PER PARTY, SO 5 PLAYER AT ONE TIME
The exact RPG we are going to be playing shall be AD&D 2e, aka Advanced Dungeon & Dragons 2 edition. D&D for most non Americans is confusing and I'll explain it shortly. It is the grand dady of RPG, any RPG you have played is because this existed, and only because of it. Some games even have major mechanics of D&D such as Baldur's Gate, the famous best RPG of all time. It started back in 1974, so yeah its old. This edition allows for lots of things to be open to interpretation, and a bit faster combat compared to others so it is nice.
D&D is a very dice heavy game, you are required to throw a dice at almost everything. Do not worry I'll do all the dice throwing for you. So if I talk and then you are required to throw the dice I'll do it, all you ever have to do is just say what you want to do. The edition I am playing can be accessed through this first page has nudity, other wise it is safe. Best you have this downloaded because I will be referencing it a lot.
The world that we are in is of a fantasy one, early industrial revolution, but gunpowder was never invented, so no guns or cannons. Conflicts stir up very often, anytime a lord calls another lord something than all hell breaks loss. For the most part people take their problems to the Capital, an ancient city that is home to many and has no allegiance to anyone. Problems are solved diplomatically or violently on the Battleground, the arena for all the problems to go into. You are part of new guild organized some 30 years ago but your Guild Master Phil the Cat, who is maybe not the best fighter but quite a smart man. You are new recruits, joining only a year or two ago and have seen each other few times, but this is your first time ever being together and on a mission which is taking you to the Capital.
The setting is similar to the games Battlecry, no gunpowder and Industrial Era.
More info will be send to people who register, such as the info they need for their character and ect.
I AM PLANNING TO DO A LIFE SESSION FOR ABOUT TWO HOURS, SEND ME WHAT YOU WANT TO USE FOR CONVERSATION AND TIME, I AM GOOD WITH ANYTHING AND WOULD LIKE TO DO LIFE CHAT OVER SKYPE OR SOMETHING LIKE THAT IF YOU GUYS CAN DO THAT I AM FREE ONLY NEXT WEEK ON VACATION
Still send me a pm about joining even if you are late, you'll just be put at the end of the rotation.
THERE ARE ONLY 5 PLAYERS PER PARTY, SO 5 PLAYER AT ONE TIME
The exact RPG we are going to be playing shall be AD&D 2e, aka Advanced Dungeon & Dragons 2 edition. D&D for most non Americans is confusing and I'll explain it shortly. It is the grand dady of RPG, any RPG you have played is because this existed, and only because of it. Some games even have major mechanics of D&D such as Baldur's Gate, the famous best RPG of all time. It started back in 1974, so yeah its old. This edition allows for lots of things to be open to interpretation, and a bit faster combat compared to others so it is nice.
ZERO TOLERANCE READ (Click to View)
This game will have zero tolerance, what does that mean? Well I'm glad you asked shortly, if you do not follow any of the rules, or break them that I wrote under here, then your character is killed of and put at the end of the rotation, if you are already at the end of the rotation then you will have to wait a full rotation to play. I have little tolerance for misbehaving online since it is much harder for me to control due to me not being a mod, nor wanting to constantly annoy them.
So here is the break down:
-Being annoying to anyone in the game post, either PM, or on the thread. If you have report of someone bothering you about the game, and I'm the judge then I'll move you to the end. So if you have question towards me they should be good questions, not obvious ones.
-If you are hindering your party, even though it is not your job or characteristic you will get kicked to the end of the line.
-Not role playing your character. Your character is a paladin, then you better be helping. It will be okay to go a bit out of character but not extreme, or something that goes against your Alignment (will be explained later), aka you are lawfull good, then if you steal boom you are out, even if its a peaty crime.
-Be active, this requires you to be active, if you are not active for 3 days, you sadly have to die because that fits under first rule. Unless you PM (and I will PM on 2 day you are inactive) and reply you can explain for inactivity and you can ask for someone to either role play your character or just allow someone to substitute while you are going to be inactive.
-Behave.
That is all, if anymore questions just PM
So here is the break down:
-Being annoying to anyone in the game post, either PM, or on the thread. If you have report of someone bothering you about the game, and I'm the judge then I'll move you to the end. So if you have question towards me they should be good questions, not obvious ones.
-If you are hindering your party, even though it is not your job or characteristic you will get kicked to the end of the line.
-Not role playing your character. Your character is a paladin, then you better be helping. It will be okay to go a bit out of character but not extreme, or something that goes against your Alignment (will be explained later), aka you are lawfull good, then if you steal boom you are out, even if its a peaty crime.
-Be active, this requires you to be active, if you are not active for 3 days, you sadly have to die because that fits under first rule. Unless you PM (and I will PM on 2 day you are inactive) and reply you can explain for inactivity and you can ask for someone to either role play your character or just allow someone to substitute while you are going to be inactive.
-Behave.
That is all, if anymore questions just PM
Characters/How to make one (Click to View)
To make a character will be required once I have 5 people who sign up, we will start with character creation, I will pm when you can create a character. If you are impatient and want to start right away we are doing character creation but either of the two ways, the 4 dice method or class than rolling dice.
You can reroll as many times as you want, if you want me to create just send me a PM and I'll roll for you. If you are rolling for your self I better see reasonable stats, not 4 stats that are 18.
The stats are as followed:
STR - Your character's physical strength.
DEX - Your character's quick reflexes.
CON - Your character's physique.
INT - Your character's intelligence.
WIS - Your character's awareness.
CHA - Your character's social ability
HOT - your character looks (for this roll a 20 sided dice once and this does not effect gameplay the same way as the other stats).
for all the main stats, a 9 is an average above that means you are above average. For example a character who has STR of 18 could easily lift a person his size. A person with 6 INT is pretty slow.
The classes are as following:
Fighter - A warrior by birth. A fighter excels at melee combat and can handle any weapon. He is unable to do much else than that, but are the only class who can more than proficient in a weapon type. (They excel thought the campaign)
Sub classes of Fighter are Paladin and Ranger (read more on the official AD&D 2e manual).
Wizard - Users of the magical force that surrounds them. They can cast a variety of spells to help their allies or doom their enemies. (Very powerful late game but weak early game due to being limited one spell per day)
Sub classes of Wizard are Mage and Specialist of a school of magic (read more on the official AD&D 2e manual).
Priest - The worshipers of gods and goddesses who devoted their lives for faith. They can use magic as well as more powerful weapons then Wizards if their god's will is for them. (Very nice classes that can go up against enemies and protect allies and fight well against undead)
Sub class of Priest is a Druid (read more on the official AD&D 2e manual).
Thief - The silent stalker of the night. Thief are not specialized in combat as Fighters, but they excel in that they can do many things such as lock picking, disguising, hide, move silently, and pickpocket.
Sub class of Thief is a Bard (read more on the official AD&D 2e manual).
Every class must meet a minimum required stat to be played, Fighters 9 STR, Thief 9 DEX, Wizard 9 INT, and Priest 9 WIS. For sub classes is a bit more complex and you can find the things the manual.
The world is filled with many different races and the following are:
Human - They populate most of the world and are the only class that can be anything, but they gain nothing more.
Elf - Shorter than humans and much older race. They are not as strong in physique but are more agile. +1 Dex -1CON
Dwarf - Short and stump people. They do not get well with people but their strength and physique is unmatched. +1CON -1CHA
Gnome - The counter part to Dwarf. They are intelligent little guys but are unable to be mages unless illusionist. Their currioisty is sometimes their doom. +1 INT -1WIS
Halfing (Hobbits) - They are taller than dward or gnome but still shorter then elf. Their very agile but very weak but excel at long range and most tend to be thiefs. +1 DEX -1STR
Half-Elf - They are mostly related to humans, some are more true to being elfs. Like humans they do not excel in anything particular.
More info on all the races and their bonuses in the manual.
There are more to characters such as alignment and proficiency but I'm leaving that for you to read because do not want to post every little bit of thing.
![[Image: 1129889-doubleedgedbattleaxe.jpg]](http://static.giantbomb.com/uploads/original/3/33529/1129889-doubleedgedbattleaxe.jpg)
Stats:
16 STR
10 DEX
14 CON
11 INT
13 WIS
13 CHA
17 HOT
Name: Jeremy Figgins
Age: 34
Class: Fighter
Race: Human
Gender: Male
Description:
For the most part he's a quiet polite guy. He's moderately educated and occasionally reads when he's bored. He likes exploring new places. He also likes to hear tales and stories of monster's and hero's.
He was raised in a farm but decided to leave home to pursue a wanderlust adventure. He is pretty strong and sweats a lot. He's typically selfish and primarily uses his allies to further his own goals. He has no feeling of guilt or regret when harming others to get what he want's, even turning over his teammates if it suits him. It's unlikely that he will go out of his way to cause carnage or mayhem when he see's no direct benefit to it. As far as the law goes he will abide by it for only as long as it is convenient for him.
Alignment: Neutral Evil
since he is neither bound by any sort of honor, tradition, moral code or belief this is what makes him more dangerous compared to either a Lawful or Chaotic Evil Character.
Regular Proficiency: Animal Lore, Survival, Tracking.
Advantage: Literate and has a lot of knowledge about animals and historic adventures, avid storyteller, doesn't drink, he knows how to track people and animals down. Knows how to hide his intentions and feelings with his poker face. He's also somewhat intimidating because of his size. Displays sincere Confidence in his quaking stride, assuring voice, and brave.
Disadvantage: Sort of Slow, Impatient, and Snores when he's sound asleep.
Weapon Proficiency: Battle Axe+ Hand Axe+ Dagger+ Longbow+
Although he's pretty good with any weapon his preferred choice is a clean battle axe.
Armor: chain mail
Ability: Wild Swing - Swing and double handed weapon in a circle dealing damage to all enemies around if your hit dice rolls on them, and a 50% chance to attack allies.
![[Image: In_Port_Antifo_by_Ralein.jpg]](http://th00.deviantart.net/fs49/300W/f/2009/192/6/1/In_Port_Antifo_by_Ralein.jpg)
Stats:
STR - 9
DEX - 13
CON - 11
INT - 17
WIS - 15
CHA - 9
HOT - 12
Name: John
Sex: Male
Age: 25
Class: Thief
Race: Human
Description:
A rogue that goes by everyday lazily, he prefers to be known only as John. He will only reveal his true name and past to those that he truly trust or love. He respected those who respect others, and will never judge someone from his looks or actions. Even though he keeps complaining about his duties, he will still carry out the work he has been trusted with.
Alignment: True Neutral
Regular Proficiency: Swimming, blind-fighting, orienteering, survival
Weapon Proficiency: Dagger, short bow
Fighting style: Two Weapon, missile, thrown weapon
Trait: Animal empathy, obscure knowledge
Disadvantage: Phobia-heights(moderate), unlucky
Ability: Mug - Attack an enemy and have a chance of stealing based of your pickpocket rate.
Learning to read, will take 6 weeks - progress 0 days.
![[Image: 8kn1273u.jpg]](http://shannavi.s.h.pic.centerblog.net/8kn1273u.jpg)
Stats:
14 STR
9 DEX
12 CON
11 INT
17 WIS
10 CHA
11 HOT
Name: Henry Hunson
Sex: Male
Age: 31
Class: Priest
Faith: Hjwa the God of Death
(full name is Hjwaomoeds)
Race: Human
Description:
Henry is a reserved, boring man who prefers to go with the flow, but has a kind heart, particularly for the sick and suffering. An orphan raised by his church, Henry believes that life is a gift to mortals which should be spent blissfully and meaningfully.
His duty as a travelling priest of death is to ensure smooth transition between life and the (highly bureaucratic) afterlife, and extinguish the existence of twisted, unnatural life. As such, Henry absolutely detests the undead.
When the time comes, Henry will perform his duty to bring souls to the afterlife without hesitation. He would prepare a ritual, and then executes a quick & painless death, often with the use of a poison. If this is not possible, Henry would arrange for a post-death ritual. Even those who are to be resurrected are to be "pre-packaged", so most of the afterlife paperwork can be settled early. Only in emergencies where Henry is in danger would Henry skip the ritual, in which case he must either return to the body later or atone for it if he fails to return.
Alignment: Neutral Good.
Regular Proficiency: Herbalism, Healing
Henry has good knowledge of poison for his priestly duties, as well as healing the wounded who are not yet marked for death in his personal quest to aid others in living a fulfilling life.
(picked only 2 because herbalism and healing are worth 2 slots each)
Weapon Proficiency: Club+, Dagger+
Henry prefers using a club or mace to bash his opponents.
Armor: Leather, worn beneath his robes.
Advantages:
* He hates the undead, and he is good at fighting them.
* Knowledgeable about poison.
Disadvantages:
* Chaste, celibate & avoids alcohol (most importantly: not allowed to make babies)
* Must "pre-package" any dead he comes across, immediately or shortly afterwards. Failure to do so requires atonement.
Level 1 Spells:
Cure Light Wounds
Purify Food & Drink
Sanctuary
Learning to read, will take 6 weeks - progress 0 days.
![[Image: qjQqhiQ.png]](http://i.imgur.com/qjQqhiQ.png)
STR 12
DEX 9
CON 13
INT 13
WIS 15
CHA 17
Name: Amadis
Sex: Male
Age: 30
Race: Human
Class: Fighter Paladin
Description: Quite a Unknown Guy, always seeming to help people, he being a Paladin, benefited him in lot's of ways.He is always Friendly, and Hates the Undead, also being good fighting them, he always seeks out for people that need help, also calm and pleasant. (Nearly based on my personality :P)
Alignment: True/Good
Regular Proficiencies: Running+, Swimming+.
Weapon Proficiencies: Heavy Weapons+, Battle Axes+
Advantage: Calmness+,Aware+,Light+, Fighting against the Undead+
Disadvantage: Tiredness-,Darkness-, Bored-
Armor: Hardened White Coloured Leather armor with a bit yellow.
Likes: Being Funny, Fruits, Vegetables, Sunglasses, Stylish Hairstyles(wut?).
Dislikes: Quietness.
Weapon: Double Axe
Ability: Righteous Fire - Deal damage each turn to your opponent and half of it to your self. There is a 50% chance for the ability to deal damage to your ally who are close by. Deals 1d2 damage, and doubles every 4 levels. Can only be used once per day or until full rest (8 hours).
Learning to read, will take 4 weeks - progress 0 days.
4-Dice (Click to View)
This method will require you to roll 4 dice for your stats. The lowest number is thrown out, and you add the three largest number, this kinda allows you to make sure you have some descent stats, not too low. This is also a more natural way to make a character, and a bit more interesting imo.
Class First (Click to View)
This method will require to chose a class then to roll the dice, you can do the 4-Dice or 3-Dice. So if you rolled below the required stats, as in you rolled a 7 for your fighter you boost it to the minimum requirement.
The stats are as followed:
STR - Your character's physical strength.
DEX - Your character's quick reflexes.
CON - Your character's physique.
INT - Your character's intelligence.
WIS - Your character's awareness.
CHA - Your character's social ability
HOT - your character looks (for this roll a 20 sided dice once and this does not effect gameplay the same way as the other stats).
for all the main stats, a 9 is an average above that means you are above average. For example a character who has STR of 18 could easily lift a person his size. A person with 6 INT is pretty slow.
The classes are as following:
Fighter - A warrior by birth. A fighter excels at melee combat and can handle any weapon. He is unable to do much else than that, but are the only class who can more than proficient in a weapon type. (They excel thought the campaign)
Sub classes of Fighter are Paladin and Ranger (read more on the official AD&D 2e manual).
Wizard - Users of the magical force that surrounds them. They can cast a variety of spells to help their allies or doom their enemies. (Very powerful late game but weak early game due to being limited one spell per day)
Sub classes of Wizard are Mage and Specialist of a school of magic (read more on the official AD&D 2e manual).
Priest - The worshipers of gods and goddesses who devoted their lives for faith. They can use magic as well as more powerful weapons then Wizards if their god's will is for them. (Very nice classes that can go up against enemies and protect allies and fight well against undead)
Sub class of Priest is a Druid (read more on the official AD&D 2e manual).
Thief - The silent stalker of the night. Thief are not specialized in combat as Fighters, but they excel in that they can do many things such as lock picking, disguising, hide, move silently, and pickpocket.
Sub class of Thief is a Bard (read more on the official AD&D 2e manual).
Every class must meet a minimum required stat to be played, Fighters 9 STR, Thief 9 DEX, Wizard 9 INT, and Priest 9 WIS. For sub classes is a bit more complex and you can find the things the manual.
The world is filled with many different races and the following are:
Human - They populate most of the world and are the only class that can be anything, but they gain nothing more.
Elf - Shorter than humans and much older race. They are not as strong in physique but are more agile. +1 Dex -1CON
Dwarf - Short and stump people. They do not get well with people but their strength and physique is unmatched. +1CON -1CHA
Gnome - The counter part to Dwarf. They are intelligent little guys but are unable to be mages unless illusionist. Their currioisty is sometimes their doom. +1 INT -1WIS
Halfing (Hobbits) - They are taller than dward or gnome but still shorter then elf. Their very agile but very weak but excel at long range and most tend to be thiefs. +1 DEX -1STR
Half-Elf - They are mostly related to humans, some are more true to being elfs. Like humans they do not excel in anything particular.
More info on all the races and their bonuses in the manual.
There are more to characters such as alignment and proficiency but I'm leaving that for you to read because do not want to post every little bit of thing.
LutiChri's Character Jeremy Figgins (Click to View)
![[Image: IMG_20140601_115639_4.png]](https://trello-attachments.s3.amazonaws.com/51740b75e142e57c22000a74/5179dde2831cef7034001b3b/293x500/b7c37697c53ad5c3d6ff3b53dbc0f440/IMG_20140601_115639_4.png)
![[Image: 1129889-doubleedgedbattleaxe.jpg]](http://static.giantbomb.com/uploads/original/3/33529/1129889-doubleedgedbattleaxe.jpg)
Stats:
16 STR
10 DEX
14 CON
11 INT
13 WIS
13 CHA
17 HOT
Name: Jeremy Figgins
Age: 34
Class: Fighter
Race: Human
Gender: Male
Description:
For the most part he's a quiet polite guy. He's moderately educated and occasionally reads when he's bored. He likes exploring new places. He also likes to hear tales and stories of monster's and hero's.
He was raised in a farm but decided to leave home to pursue a wanderlust adventure. He is pretty strong and sweats a lot. He's typically selfish and primarily uses his allies to further his own goals. He has no feeling of guilt or regret when harming others to get what he want's, even turning over his teammates if it suits him. It's unlikely that he will go out of his way to cause carnage or mayhem when he see's no direct benefit to it. As far as the law goes he will abide by it for only as long as it is convenient for him.
Alignment: Neutral Evil
since he is neither bound by any sort of honor, tradition, moral code or belief this is what makes him more dangerous compared to either a Lawful or Chaotic Evil Character.
Regular Proficiency: Animal Lore, Survival, Tracking.
Advantage: Literate and has a lot of knowledge about animals and historic adventures, avid storyteller, doesn't drink, he knows how to track people and animals down. Knows how to hide his intentions and feelings with his poker face. He's also somewhat intimidating because of his size. Displays sincere Confidence in his quaking stride, assuring voice, and brave.
Disadvantage: Sort of Slow, Impatient, and Snores when he's sound asleep.
Weapon Proficiency: Battle Axe+ Hand Axe+ Dagger+ Longbow+
Although he's pretty good with any weapon his preferred choice is a clean battle axe.
Armor: chain mail
Ability: Wild Swing - Swing and double handed weapon in a circle dealing damage to all enemies around if your hit dice rolls on them, and a 50% chance to attack allies.
Character sheet (Click to View)
Hit Points 8/10
AC 6
Coin: 4 gold 6 silver
Exp: 1015/2000
Items: Double Axe, Chain Mail, Bag of Coins.
AC 6
Coin: 4 gold 6 silver
Exp: 1015/2000
Items: Double Axe, Chain Mail, Bag of Coins.
Nyamaiku's Character John (Click to View)
![[Image: In_Port_Antifo_by_Ralein.jpg]](http://th00.deviantart.net/fs49/300W/f/2009/192/6/1/In_Port_Antifo_by_Ralein.jpg)
Stats:
STR - 9
DEX - 13
CON - 11
INT - 17
WIS - 15
CHA - 9
HOT - 12
Name: John
Sex: Male
Age: 25
Class: Thief
Race: Human
Description:
A rogue that goes by everyday lazily, he prefers to be known only as John. He will only reveal his true name and past to those that he truly trust or love. He respected those who respect others, and will never judge someone from his looks or actions. Even though he keeps complaining about his duties, he will still carry out the work he has been trusted with.
Alignment: True Neutral
Regular Proficiency: Swimming, blind-fighting, orienteering, survival
Weapon Proficiency: Dagger, short bow
Fighting style: Two Weapon, missile, thrown weapon
Trait: Animal empathy, obscure knowledge
Disadvantage: Phobia-heights(moderate), unlucky
Ability: Mug - Attack an enemy and have a chance of stealing based of your pickpocket rate.
Character sheet (Click to View)
Hit Points 6/6
AC 8
Coin: 5 gold 5 copper
Exp: 1015/1250
Items: Dagger x2, Short Bow, Leather Armor.
AC 8
Coin: 5 gold 5 copper
Exp: 1015/1250
Items: Dagger x2, Short Bow, Leather Armor.
STM1993's Character Henry Hunson (Click to View)
![[Image: 8kn1273u.jpg]](http://shannavi.s.h.pic.centerblog.net/8kn1273u.jpg)
Stats:
14 STR
9 DEX
12 CON
11 INT
17 WIS
10 CHA
11 HOT
Name: Henry Hunson
Sex: Male
Age: 31
Class: Priest
Faith: Hjwa the God of Death
(full name is Hjwaomoeds)
Race: Human
Description:
Henry is a reserved, boring man who prefers to go with the flow, but has a kind heart, particularly for the sick and suffering. An orphan raised by his church, Henry believes that life is a gift to mortals which should be spent blissfully and meaningfully.
His duty as a travelling priest of death is to ensure smooth transition between life and the (highly bureaucratic) afterlife, and extinguish the existence of twisted, unnatural life. As such, Henry absolutely detests the undead.
When the time comes, Henry will perform his duty to bring souls to the afterlife without hesitation. He would prepare a ritual, and then executes a quick & painless death, often with the use of a poison. If this is not possible, Henry would arrange for a post-death ritual. Even those who are to be resurrected are to be "pre-packaged", so most of the afterlife paperwork can be settled early. Only in emergencies where Henry is in danger would Henry skip the ritual, in which case he must either return to the body later or atone for it if he fails to return.
Faith (Click to View)
Henry is an agent of the god of death, Hjwaomoeds(Hjwa).
![[Image: polls_hades_0608_792993_answer_12_xlarge.jpeg]](http://images.sodahead.com/polls/000783447/polls_hades_0608_792993_answer_12_xlarge.jpeg)
Dealing with death is no easy task of simply reaping the due and letting them stay in the afterlife. With milleniums worth of creatures dying - and more to come until the apocalypse - each queueing up with mountains of paperwork, it is no wonder that the afterlife is a large bureaucracy that has made Hjwa a fast-talking, impatient and sarcastic god who hates his job. He can't just start the apocalypse to end it all however, so he has to deal with it.
Upon discovering that mortals can "pre-pack" a soul for the afterlife, Hjwa decided one day that he could make his work complete itself. Therefore, he started his own religion - the Church of Hjwaomoeds. His priests would scour the world and perform "pre-packing" rituals to speed up afterlife entry, search and destroy those unauthorized to live... and reduce world population by discouraging the creation of babies. Less babies, less paperwork.
Mortals are eventually marked for death because living beyond the natural maximum leads to a cursed life, which would create major problems for the world and get the other gods mad at Hjwa, and even more paperwork. Undead and other unnaturally created creatures lead a cursed life as their body, soul and lifeforce have been twisted by perverse powers - therefore they are hated by Hjwa and are to be eliminated. In contrast to raising undead, Hjwa permits other necromantic abilities such as resurrections since it restores a mortal fully without major spiritual/lifeforce alteration, as long as he is not marked for death.
Hjwa Priests are chaste and encouraged to practice celibacy and to avoid alcohol, in fear of causing a lapse of judgement or potential room of error leading to the creation of babies. They are most commonly found during funerals or in death-stricken areas. They are promised a promotion in the afterlife where they would take on more fun jobs like hell tormentors and grim reapers, along with other perks, as opposed to being a slave to paperwork. As long as the priests perform necessary "pre-packaging", get rid of unnatural lives and not make babies themselves, Hjwa is happy.
![[Image: polls_hades_0608_792993_answer_12_xlarge.jpeg]](http://images.sodahead.com/polls/000783447/polls_hades_0608_792993_answer_12_xlarge.jpeg)
Dealing with death is no easy task of simply reaping the due and letting them stay in the afterlife. With milleniums worth of creatures dying - and more to come until the apocalypse - each queueing up with mountains of paperwork, it is no wonder that the afterlife is a large bureaucracy that has made Hjwa a fast-talking, impatient and sarcastic god who hates his job. He can't just start the apocalypse to end it all however, so he has to deal with it.
Upon discovering that mortals can "pre-pack" a soul for the afterlife, Hjwa decided one day that he could make his work complete itself. Therefore, he started his own religion - the Church of Hjwaomoeds. His priests would scour the world and perform "pre-packing" rituals to speed up afterlife entry, search and destroy those unauthorized to live... and reduce world population by discouraging the creation of babies. Less babies, less paperwork.
Mortals are eventually marked for death because living beyond the natural maximum leads to a cursed life, which would create major problems for the world and get the other gods mad at Hjwa, and even more paperwork. Undead and other unnaturally created creatures lead a cursed life as their body, soul and lifeforce have been twisted by perverse powers - therefore they are hated by Hjwa and are to be eliminated. In contrast to raising undead, Hjwa permits other necromantic abilities such as resurrections since it restores a mortal fully without major spiritual/lifeforce alteration, as long as he is not marked for death.
Hjwa Priests are chaste and encouraged to practice celibacy and to avoid alcohol, in fear of causing a lapse of judgement or potential room of error leading to the creation of babies. They are most commonly found during funerals or in death-stricken areas. They are promised a promotion in the afterlife where they would take on more fun jobs like hell tormentors and grim reapers, along with other perks, as opposed to being a slave to paperwork. As long as the priests perform necessary "pre-packaging", get rid of unnatural lives and not make babies themselves, Hjwa is happy.
Alignment: Neutral Good.
Regular Proficiency: Herbalism, Healing
Henry has good knowledge of poison for his priestly duties, as well as healing the wounded who are not yet marked for death in his personal quest to aid others in living a fulfilling life.
(picked only 2 because herbalism and healing are worth 2 slots each)
Weapon Proficiency: Club+, Dagger+
Henry prefers using a club or mace to bash his opponents.
Armor: Leather, worn beneath his robes.
Advantages:
* He hates the undead, and he is good at fighting them.
* Knowledgeable about poison.
Disadvantages:
* Chaste, celibate & avoids alcohol (most importantly: not allowed to make babies)
* Must "pre-package" any dead he comes across, immediately or shortly afterwards. Failure to do so requires atonement.
Level 1 Spells:
Cure Light Wounds
Purify Food & Drink
Sanctuary
Character sheet (Click to View)
Hit Points 1/8
AC 9
Coin: 0
Exp: 527/1500
Items: Club, Dagger, Small Shield, 2 vials of Potent Sleeping poison.
Horse with him
AC 9
Coin: 0
Exp: 527/1500
Items: Club, Dagger, Small Shield, 2 vials of Potent Sleeping poison.
Horse with him
Nathan's Character Fiz Loreton (Click to View)
STR 14
DEX 12
CON 15
INT 17
WIS 13
CHA 10
HOT 17
Name:Fiz Loreton
Sex: Male
Race: Elf
Age:29
Class: Wizard Conjurer
Description:
A quite intelligent man who manipulates people in to doing what he wants. Never explores just increases his knowledge by reading or learning. This child protege was the son of a Noble mage teacher. He left his home when he was in his early years trying to pursue his selfish goal of becoming a well known Scientist/Magician and later on becoming a teacher of the arts of wizardy just like his father, Instead of helping his family and country side from a famine.He lost his left hand fighting a werewolf. So he made himself a new mechanical arm thats infused with a dart shooter.
Alignment:Lawfully Evil
Regular Proficiencies:Engineering, Riding Land-based, Spellcraft
Weapon Proficiencies
arts+
Armor:N/A
Advantages:
*Friends with a few mafia leaders
*Has amazing sense of vision and can spot things easily
*Can fight werewolves really well after his first encounter
Disadvantages:
*gets with the wrong women
*hates lots of noise and stresses
*stresses when there is a lot of pressure
Likes: sweets, money, fame, and women
Hates:noise, ignorant people, werewolves
Languages: Common, elf, goblin, ogre, halfing, dwarf
Spells lvl 1:
Magic Missile
DEX 12
CON 15
INT 17
WIS 13
CHA 10
HOT 17
Name:Fiz Loreton
Sex: Male
Race: Elf
Age:29
Class: Wizard Conjurer
Description:
A quite intelligent man who manipulates people in to doing what he wants. Never explores just increases his knowledge by reading or learning. This child protege was the son of a Noble mage teacher. He left his home when he was in his early years trying to pursue his selfish goal of becoming a well known Scientist/Magician and later on becoming a teacher of the arts of wizardy just like his father, Instead of helping his family and country side from a famine.He lost his left hand fighting a werewolf. So he made himself a new mechanical arm thats infused with a dart shooter.
Alignment:Lawfully Evil
Regular Proficiencies:Engineering, Riding Land-based, Spellcraft
Weapon Proficiencies

Armor:N/A
Advantages:
*Friends with a few mafia leaders
*Has amazing sense of vision and can spot things easily
*Can fight werewolves really well after his first encounter
Disadvantages:
*gets with the wrong women
*hates lots of noise and stresses
*stresses when there is a lot of pressure
Likes: sweets, money, fame, and women
Hates:noise, ignorant people, werewolves
Languages: Common, elf, goblin, ogre, halfing, dwarf
Spells lvl 1:
Magic Missile
Character sheet (Click to View)
Hit Points 5/5
AC 10
Coin: 1 gold 8 silver
Exp: 527/1500
Items: 13 darts, 1 vial of Paralytic poison, 2 vials of Venomous poison.
AC 10
Coin: 1 gold 8 silver
Exp: 527/1500
Items: 13 darts, 1 vial of Paralytic poison, 2 vials of Venomous poison.
Amadis' character Amadis (Click to View)
![[Image: qjQqhiQ.png]](http://i.imgur.com/qjQqhiQ.png)
STR 12
DEX 9
CON 13
INT 13
WIS 15
CHA 17
Name: Amadis
Sex: Male
Age: 30
Race: Human
Class: Fighter Paladin
Description: Quite a Unknown Guy, always seeming to help people, he being a Paladin, benefited him in lot's of ways.He is always Friendly, and Hates the Undead, also being good fighting them, he always seeks out for people that need help, also calm and pleasant. (Nearly based on my personality :P)
Alignment: True/Good
Regular Proficiencies: Running+, Swimming+.
Weapon Proficiencies: Heavy Weapons+, Battle Axes+
Advantage: Calmness+,Aware+,Light+, Fighting against the Undead+
Disadvantage: Tiredness-,Darkness-, Bored-
Armor: Hardened White Coloured Leather armor with a bit yellow.
Likes: Being Funny, Fruits, Vegetables, Sunglasses, Stylish Hairstyles(wut?).
Dislikes: Quietness.
Weapon: Double Axe
Ability: Righteous Fire - Deal damage each turn to your opponent and half of it to your self. There is a 50% chance for the ability to deal damage to your ally who are close by. Deals 1d2 damage, and doubles every 4 levels. Can only be used once per day or until full rest (8 hours).
Character sheet (Click to View)
Hit Points 1/10
AC 8
Coin: 3 gold 9 silver
Exp: 527/1500
Items: Battle Axe, Leather Armor.
Horse with him.
AC 8
Coin: 3 gold 9 silver
Exp: 527/1500
Items: Battle Axe, Leather Armor.
Horse with him.
Story So Far (Click to View)
After coming to the town, the party entered and rested in the local inn after Jeremy and John killed two guys fight over some money. After all of them rested and Jeremy exploring a bit of town they all gathered up. John and Jeremy together went to the finer establishment and met with a fat lord that offered the two a job of killing a bard and getting a handsome reward. The rest went to see the duke that they were sent to protect. Once they reached him he did not require their assistance and it was his wife that hired them, but soon assassins came and killed his house guards and they were rehired. At the same time Jeremy and John found the bard at the tavern and after long drinking between the two (Jeremy and the bard). After a long time drinking the bard wanted to give a gift to Jeremy. After they went to his room he introduced Liana to him and talked about Jeremy helping the bard and so he did. Amadis soon joined John and the two waited for Liana and Jeremy. After Amadis went to look for John and Jeremy, Fiz and Henry went to blacksmith and then apothecary.
NPCs aka Non Playable Characters (Click to View)
Duke Larezo DeFusco: The Duke of province of Milan, a small yet important province in the East. He has a two daughters and a wife who is pregnant. He visited Capital for political reasons but soon terminated after being tasked with assassination. He is physically build and has fought many battles in his youth. The party has a task to protect him.
Lord Pensil "Fat Lord": A lord who hired John and Jeremy to deal with a bard. He does not have much influence but has money, and uses that for most of things. He now has a bounty on John, Jeremy, and Liana.
Torbal: The bard that Jeremy and John were hired to assassinate. Jeremy decided to spare his life after Torbal was able to convince Jeremy that he will repay greatly. The only thing that is known by Jeremy is that he has influence, every other information is known only by Liana.
Liana: A gorgeous redhead who is the priestess of goddess Luxuria, the goddess of love, lust, and desire. She is the love partner of Jeremy. Nothing else is known.
Lord Pensil "Fat Lord": A lord who hired John and Jeremy to deal with a bard. He does not have much influence but has money, and uses that for most of things. He now has a bounty on John, Jeremy, and Liana.
Torbal: The bard that Jeremy and John were hired to assassinate. Jeremy decided to spare his life after Torbal was able to convince Jeremy that he will repay greatly. The only thing that is known by Jeremy is that he has influence, every other information is known only by Liana.
Liana: A gorgeous redhead who is the priestess of goddess Luxuria, the goddess of love, lust, and desire. She is the love partner of Jeremy. Nothing else is known.
Rotation (Click to View)
1: LutiChris (Ian)
2: Amadis
3: STM1993
4: Nyamaiku
5: Nathan
6: Appendix
2: Amadis
3: STM1993
4: Nyamaiku
5: Nathan
6: Appendix
Changes to Rules (Click to View)
From now on I'll do a 2d6 roll instead of 1d20 roll to determine if you are able to do something. I will use cooking as an example. Let us say that you have a cooking skill at one, that means that to cook something very basic it requires nothing, but to cook something nice will be a roll, 2d6 and must be 6 or higher. For something more complex 8, and will continue to increase. So the rolling will now be based of your stat bonus and your proficiency bonus, and the harder something to do will require a higher roll, to an extent that you need a mastery in that proficiency to roll well on it. The chart will go like this
Stat Modifier
18 ~ +2
14-17 ~ +1
8-13 ~ 0
4-7 ~ -1
3 ~ -2
The difficulties will be along these lines. *I use cooking again as an example
No check : A basic meal for the day.
6 : A tasty meal to satisfy the stomach.
8 : A large tasty meal or a tasty meal with exotic ingredients
9 : A large tasty exotic meal.
11 : A masterful meal for a person
13 : A banquet to never forget
Also from now on once you level up you can improve any of the proficiency that you already have but to get new ones will require the same as normal rules in AD&D 2nd Edition.
Stat Modifier
18 ~ +2
14-17 ~ +1
8-13 ~ 0
4-7 ~ -1
3 ~ -2
The difficulties will be along these lines. *I use cooking again as an example
No check : A basic meal for the day.
6 : A tasty meal to satisfy the stomach.
8 : A large tasty meal or a tasty meal with exotic ingredients
9 : A large tasty exotic meal.
11 : A masterful meal for a person
13 : A banquet to never forget
Also from now on once you level up you can improve any of the proficiency that you already have but to get new ones will require the same as normal rules in AD&D 2nd Edition.
Time for Session (Click to View)
Asked time 9-12 GMT +8/ 21 - 24 GMT -4/ 2-5 GMT +1
I think best time will be 21-24 GMT +8/ 9-12 GMT -4/ 14-17 GMT +1
Kinda hard to schedule since there is 12 hour difference between Nyamaiku/Amadis and Luti/Nathan/me, and sadly Amadis falls in between so early in GMT +8 means extra early in GMT + 1.
I think best time will be 21-24 GMT +8/ 9-12 GMT -4/ 14-17 GMT +1
Kinda hard to schedule since there is 12 hour difference between Nyamaiku/Amadis and Luti/Nathan/me, and sadly Amadis falls in between so early in GMT +8 means extra early in GMT + 1.
I am back, not really.