KirayaTiDrekan
Adventurer
When the first crystal spheres were formed in the phlogiston and the first planes coalesced in the Astral Plane, a council of gods was formed - the first gods. This council oversaw the creation of the spheres and each took on responsibility for one sphere. As time went on, membership on the council changed and fluctuated. Their very existence is practically unknown to mortals as even gods look up to and fear them.
Now, each of these ultimate beings has created a champion, a tiny portion of themselves, to travel the cosmos, righting the wrongs they find there and learning all that they can about mortal existence.
Welcome to...
Everything D&D Ever!
My goal is to play through every edition and every adventure ever published for D&D by TSR and Wizards of the Coast, excluding magazine adventures and relatively obscure stuff.
You may note that I tried this once before with a thread called Playing Dice with the Universe. That didn't take off for various reasons, partly because the basic premise ended up being flawed.
In this version, each player has a Core spirit that retains the memory of their adventures but not necessarily the skills and levels. The Character Core will have a few basic attributes that will advance over time but, for each adventure, you will create a new character around that Core. Each host character was an ordinary individual until inhabited by the Core spirit and will return to normal when the adventure is over and the spirit departs (though may serve as host again if the Core spirits return to that world within the character's lifetime).
Each Character Core is a fragment of an overdeity of one of the major worlds. You will have minor advantages when adventuring on the world from which your Core originates. Choose any official D&D published setting. Some have named overdeities, others do not, at least canonically, but all are eligible, including Earth. We will be excluding worlds that either a) I'll never be able to get my hands on, such as Lankhmar, and b) worlds licensed or borrowed from other companies (Rokugan, Diablo, Conan and a couple of others). Some of the named overdeities include:
The High God - Dragonlance
Ao - Forgotten Realms
The Lady of Pain - The Planes/Planescape
If you have a named overdeity you want to use, please cite a source.
We will be beginning with a somewhat house ruled version of the original D&D rules (house ruled to make them a bit easier to use and more in line with the 1981 basic set rules). In addition to the original boxed set, we will be using Supplements I-IV. If you don't have access to them, don't worry, character creation is relatively simple.
First, however, will be the Character Core. This is the primary spirit of all the characters you will play throughout this campaign, the spirit-fragment of an overdeity sent out to learn about the mortal creatures of the various worlds.
Alignment - Choose Law, Chaos, Neutrality, Good, or Evil as your Primary Alignment. Your characters will always be some variation of this alignment. For example, if Lawful is your primary alignment, your character will be Lawful in the basic rules, LG, LN or LE in AD&D, LG in 4E, etc.
Ability Scores
You have 25 points to spend on the classic six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Every incarnation of the character will have the same scores and they will slowly advance at the rate of 1 point for every 10 levels actually earned during the course of adventuring. Because starting level will vary from adventure to adventure, editions where ability scores advance will not do so in the normal fashion for these characters.
3: +5 points
4: +4 points
5: +3 points
6: +2 points
7: +1 point
8: 0 points
9: 1 point
10: 2 point
11: 3 points
12: 4 points
13: 5 points
14: 6 points
15: 8 points
16: 10 points
17: 13 points
18: 16 points
Core Class - Choose an overall class grouping for your Character Core - Warrior, Wizard, Priest, or Rogue. Every incarnation of your character will have at least some element of that class group in their make-up, whether as the character's primary class or as part of a multi-class combination or some other variation. I'll provide a list of classes for each adventure that fit within each grouping.
Core Race - Choose a race for your Character Core - Human, Elf, Dwarf, or Halfling. Every incarnation of your character will usually, but not always, be a member of that race or a subrace or half-breed of it. Occasionally, the Character Core may occupy a "host" of a different race, but the character will still tend to exhibit characteristics of the Core race preference.
And that's it. We'll get into the specifics of your character for the first adventure, Temple of the Frog from OD&D Supplement II: Blackmoor after we get at least three players.
Now, each of these ultimate beings has created a champion, a tiny portion of themselves, to travel the cosmos, righting the wrongs they find there and learning all that they can about mortal existence.
Welcome to...
Everything D&D Ever!
My goal is to play through every edition and every adventure ever published for D&D by TSR and Wizards of the Coast, excluding magazine adventures and relatively obscure stuff.
You may note that I tried this once before with a thread called Playing Dice with the Universe. That didn't take off for various reasons, partly because the basic premise ended up being flawed.
In this version, each player has a Core spirit that retains the memory of their adventures but not necessarily the skills and levels. The Character Core will have a few basic attributes that will advance over time but, for each adventure, you will create a new character around that Core. Each host character was an ordinary individual until inhabited by the Core spirit and will return to normal when the adventure is over and the spirit departs (though may serve as host again if the Core spirits return to that world within the character's lifetime).
Each Character Core is a fragment of an overdeity of one of the major worlds. You will have minor advantages when adventuring on the world from which your Core originates. Choose any official D&D published setting. Some have named overdeities, others do not, at least canonically, but all are eligible, including Earth. We will be excluding worlds that either a) I'll never be able to get my hands on, such as Lankhmar, and b) worlds licensed or borrowed from other companies (Rokugan, Diablo, Conan and a couple of others). Some of the named overdeities include:
The High God - Dragonlance
Ao - Forgotten Realms
The Lady of Pain - The Planes/Planescape
If you have a named overdeity you want to use, please cite a source.
We will be beginning with a somewhat house ruled version of the original D&D rules (house ruled to make them a bit easier to use and more in line with the 1981 basic set rules). In addition to the original boxed set, we will be using Supplements I-IV. If you don't have access to them, don't worry, character creation is relatively simple.
First, however, will be the Character Core. This is the primary spirit of all the characters you will play throughout this campaign, the spirit-fragment of an overdeity sent out to learn about the mortal creatures of the various worlds.
Alignment - Choose Law, Chaos, Neutrality, Good, or Evil as your Primary Alignment. Your characters will always be some variation of this alignment. For example, if Lawful is your primary alignment, your character will be Lawful in the basic rules, LG, LN or LE in AD&D, LG in 4E, etc.
Ability Scores
You have 25 points to spend on the classic six ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Every incarnation of the character will have the same scores and they will slowly advance at the rate of 1 point for every 10 levels actually earned during the course of adventuring. Because starting level will vary from adventure to adventure, editions where ability scores advance will not do so in the normal fashion for these characters.
3: +5 points
4: +4 points
5: +3 points
6: +2 points
7: +1 point
8: 0 points
9: 1 point
10: 2 point
11: 3 points
12: 4 points
13: 5 points
14: 6 points
15: 8 points
16: 10 points
17: 13 points
18: 16 points
Core Class - Choose an overall class grouping for your Character Core - Warrior, Wizard, Priest, or Rogue. Every incarnation of your character will have at least some element of that class group in their make-up, whether as the character's primary class or as part of a multi-class combination or some other variation. I'll provide a list of classes for each adventure that fit within each grouping.
Core Race - Choose a race for your Character Core - Human, Elf, Dwarf, or Halfling. Every incarnation of your character will usually, but not always, be a member of that race or a subrace or half-breed of it. Occasionally, the Character Core may occupy a "host" of a different race, but the character will still tend to exhibit characteristics of the Core race preference.
And that's it. We'll get into the specifics of your character for the first adventure, Temple of the Frog from OD&D Supplement II: Blackmoor after we get at least three players.