[Castles & Crusades-Open for Wait List] Skylark's The Temple of Elemental Evil (T1-4)

Skylark

First Post
A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities.

An old school adventure using the Castles and Crusades rules for 4-6 players. I am looking to complete the entire T1-4 megamodule, so I would like dedicated players who can post at least daily, regardless of RL obligations.

Why Castles and Crusades (C&C)? For the old school feel, the streamlined rules that emphasize classic archetypes of the AD&D game, and the fact that it runs quicker than a 3.x DND game, which is a blessing for Play-by-Post games. For those unfamiliar with the rules, you do not need to run out and by them. They are simple, and I will explain the basics here in the following post. You can visit www.trolllord.com and check out the downloads section to get an exerpt from the PH if you like.

Player Selection:
I will not select on a first-come first-served basis, so feel free to post regarding your interest. I think a week or two will be enough to get applicants, I'll quickly make a decision, then we can start.

In your Post: Please state your time zone (very important), whether or not you have any previous PbP experience, and a bit about your prospective character (see next post first).


In-Game Thread: http://www.enworld.org/showthread.php?p=3282228&posted=1#post3282228

Rogues Gallery:
 
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Character Submission

Characters are first level characters with zero XP. If you are not familiar with the rules, you may want to first skip down to the next post to see how things work. It is quite simple really.

Character Races: Human, Elf, Half-Elf, Dwarf, Halfling, Half-Orc, and Gnome.
Background: Greyhawk, so players are either from Verbobonc or the surrounding areas. If you are not familiar with Greyhawk, don't worry. www.canonfire.com will be a good place to get familiar with the world, however. I'll let you know how race affects your character, Keep in mind, some races like Halflings and Elves are naturally sneaky.

Ability Scores: Roll 3d6 96 times and take the best 6 scores you roll, in the order they show up. Only do this when I have accepted you as a player. Use your EN World ID as your Character Name at the following site for rolling: www.invisiblecastle.com. For Number of Rolls, put down 96. For Dice put down 3d6. Click 'Roll the Dice'. Paste the resulting URL for the results in your post for your character. The best sequence of 6 numbers is yours for the ability scores in this exact order: Strength, Intelligence, Wisdom, Constitution, and Charisma. Keep in mind that there are no ability score requirements for any particular class.

Alignment: Good characters or Lawful Neutral or Neutral only. This is supposed to be a heroic game.

Example: Assume I roll this sequence . I actually like the first six rolls, and assign them in this order to the ability scores to get:
STR 17 INT 14 WIS 11 DEX 13 CON 13 CHA 14. I wanted a Bard/Illusionist, so this seems fine.


Character Classes: Characters may be Fighters, Rangers, Monks, Bards, Knights, and Paladins if they want to be warriors. Barbarians are not available. None of these classes cast spells in C&C. Thief types may choose Rogues, but not Assassins. Magic-Using types include Clerics, Druids, Wizards, and Illusionists, all of which are available.

Multi-Classing: Any race may multi-class. No character may multi-class more than two classes. Multi-class characters get the best benefit of either class, but are still limited by armor if any class abilities for either class are affected by wearing certain armors. For example, a player wants a character similar to a DND Bard, and chooses a multi-class Bard/Illusionist. He gets the best of each class at level 1, but will not be able to wear armor and cast spells.

Equipment: Forget about starting cash. Pick whatever makes sense to you for your starting adventurer.

Reason to Adventure: Think up a quick personality, but don't go gonzo with stuff. Old school games developed characters within the game itself. A roleplaying hook is often good enough to start. It is best if the players can agree upon a reason for their characters to already know each other and be starting a career of adventuring together. The village of Hommlet is rumored to be troubled again by evil, after nearly a decade since the last great menace was put down not far away from that quiet place.
 
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A Rules Overview

The Rules: C&C was designed to be rules-light, a successor to 1eAD&D without the mish-mash of rules systems and tables.

Resolving Actions: Don't roll the dice unless it is neccessary. When it is neccessary, do the following:

Roll 1d20 + ability modifier + prime modifier + class level + misc. modifiers. Get over a difficulty class. Sounds familiar right?

Ability Modifier: Uber ability scores are less vital in C&C. The bonuses for ability scores follow the Basic DND formula.

3 -3
4-5 -2
6-8 -1
9-12 +1
13-15 +1
16-17 +2
18 +3
19 +4

If you are used to 3eDND ability scores, it is helpful to think of converting the 3e score. Subtract 10 from the 3e score, divide by 2, and add to 10. Thus a human fighter with 26 strength in 3e would have a ((26-10/2) +10 = 18 Str in C&C. If you have a Str 18 character, he is really strong! Play it up. Races will modify the ability scores, or in some cases, the actual modifier.

Prime Modifier: A +6 bonus. C&C does not use skills as such, unlike 3eDND. Instead, characters are assumed to be able to do just about anything reasonable. A Prime Ability Score is a area where all related skills are your specialty. Most characters pick two ability scores which are their prime ability score. One of your primes MUST be the same as the prime ability score for your class. If you have a multi-class character, BOTH must belong to the primes for each class you have. Humans are versatile, and get to have three (3) prime ability scores.

STR Primes: Fighter, Ranger
INT Primes: Illusionist, Wizard
WIS Primes: Cleric, Druid
DEX Primes: Rogue
CON Primes: Monk
CHA Primes: Bard, Knight, Paladin

If you are a 3eDND player, and your character has a Prime, it is like every class skill that belongs to that prime has 4 skill ranks PLUS Skill Focus. A Fighter with primes in Str and Dex would be very skilled in any sort of Strength or Dexterity related skill or task.

It helps to think of the ability scores as your raw ability, and your primes as your area of training. A Str 9 character with a Strength Prime will still lose when it comes to pressing weights versus a Str 18 character with Strength not a Prime, but has tons of practice jumping, climbing, cleverly leveraging bolders that the innately stronger character simply has not accomplished.

Class Level: This represents your general experience. You add your highest relevent class level to your roll, except in two circumstances. If the roll does not reflect something that you get better at with general experience, or if the roll intrudes on another classes ability that you do not possess.

First example. Avoiding looking in the eyes of a medusa is something a more experienced adventurer would be more likely to avoid, so add that class level. However, being able to memorize a map is not something most people get better at, so don't add the level.


Second example: Using a non class ability. A dwarf fighter trying to sneak across a room is plainly using an ability that does not belong to his class. He won't get to add his level to this roll. A half-elf rogue would be using a class ability in this case, and will add her level to this role. It is not that the fighter can't move silently, it is just that he will not do so as well.

The DM will let you know if you need to add your level or not. You will get used to this fairly quickly yourself.

I will let you know your class abilities if you do not own the rules. There are no real surprises here. Also, anything reasonable that you think your class can do, even if not directly listed as a class ability, will let you add your class level, as long as you don't step on the toes of another class. For example, making weapons if you are a fighter, or jumping, or intimidating someone. The point is to be flexible, and not restricting. Some races provide racial abilities, which can be treated the same way as class abilities.

Miscellenious Modifiers: Anything else you may get, such as fighter Weapon Specialization, elf bonuses to Listen, penalties for being in darkness or without proper tools, etc.

So What, no Skills or Feats?: Again, primes and class/race abilities take care of most of this. If you want to replicate a feat or something, ask me and it often becomes an ability check. Fast Draw a weapon? Dex check folks. Not every 3e feat is neccessary, desireable, or possible, but don't worry too much. Try to feel the greater freedom of not being told on your character sheet what you can't do.

Saving Throws: All ability scores participate in saving throws. They are ability checks. They abilities cover the following types of saves:
STR: Paralysis, Constriction
INT: General Magic, Illusion
WIS: Confusion, Gaze, Petrification, or Polymorph
DEX: Breath Weapons, Traps
CON: Death Attacks, Disease, Energy Drain, Poison
CHA: Charm, Fear

Hit Points: Maximum at first level, average points each level thereafter.

Combat: Some differences from 3e include the fact that most characters get only 1 attack or significant action per round. Fighters eventually get two (or more is special cases) attacks per round. Also initiative is rolled each round, so you can't always predict what will happen from round to round. Rounds are 10 seconds long.

Thoughts:
Some other differences for any 3e Players. Fighters may be plain vanilla, but they are combat machines, far more so than any other warrior. Plus being a fighter means you are good at doing fighter things, from determining enemy plans of attack, developing tactics, to using siege equipment, taking care of arms and armor, intimidating folks, and handling pack animals. Bards are more warrior skald than jack-o-trades. Multi-class if you want more magic in your Bard. Knights are the consumate mounted warrior. Clerics and Druids are powerful, but not the Uber Class found in 3e. They are okay fighters, but primarily divine representatives first and foremost. Multi with a warrior if you want to be a juggernaught.
Illusionists work with creating false reality, with less of the scholarly empiricism of the wizard. Damaging spells are more effective than they are in 3e, especially after 5th level. The rogue is really a thief, temple raider, and treasure hunter as opposed to consumate skill artist.
 
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Skylark said:
Player Selection:
I will not select on a first-come first-served basis, so feel free to post regarding your interest. I think a week or two will be enough to get applicants, I'll quickly make a decision, then we can start.

In your Post: Please state your time zone (very important), whether or not you have any previous PbP experience, and a bit about your prospective character (see next post first).

Hi. I've neither done a play-by-post game nor played Castles & Crusades. I've been interested in trying both for a couple years, so this might be a good opportunity since you seem open to letting newbies get their feet wet! ;-)

I am in Pennsylvania, USA, so I am in the Eastern Time Zone. I can easily post once a day.

I have a few character ideas, but I seem to be leaning toward either an Elf Monk/Wizard, Elf Bard/Wizard, or a Gnome Wizard.
 

Thanks for your interest! To answer some questions:

The gods you worship are not terribly important; in the original T-1 module were not specified and pretty much came up to a standard good guy god and 'the old faith'. Assume that the standard Greyhawk pantheon exists.

some common gods:
Heironeous - god of paladins and righteous rulers (LG)
Pelor - sun god (NG)
Wee-Jas - goddess of death and magic (LN/LE)
Ehlona - goddess of nature (NG)
Corellon Latherian - god of the elves (well, the most important one).
Moradin - the All Father
Yondalla - protector of the halflings
Boccab - true god of magic
Xan Yae - monks either follow the goddess of perfection or are members of the Scarlet Brotherhood.

I have all of the 3e stuff for DND, so I can suggest more if need be.

For those of you interested in playing nonhumans, I recommend remembering that they are nonhuman! I've played with folks who treated elves as men with funny ears. Not good! :)
 

Hello Skylark.

As you know, I'm a big C&C and Greyhawk fan, so I would be interested in playing in your game.

I've been playing online for about a year and a half and can post up to twice a day, but I'm comfortable with anything less (or more). I'm in the central time zone. I'm OK with any class/race combo, but I prefer to play demi-humans and those classes which no one else will take. However, if it's a small group then I'm happy to make sure we have the basic group to compliment each other.

Thanks,

Rhu. :D
 

Okay,

Deuce Traveler - Paladin or Rogue
the_myth - Elf Monk/Wizard, Elf Bard/Wizard, or a Gnome Wizard
Rhuvein - prefer to play demi-humans and those classes which no one else will take

I have at least one other player coming on as well.

If you are thinking of playing a demi-human please refer to the following pdf: http://homepages.nyu.edu/~dp58/UnearthedArcana.pdf

Look at the Expanded Demihuman Descriptions starting on page 12 of the document. It definitely details how I view demihumans in the game.

Anyone else interested? Please don't be shy!
 

Hi. This looks cool. I'd like to jump in and say that a human Fighter/Wizard/Cleric sounds cool, or a Monk/Wizard/Cleric. I'm familiar with C&C already, so I just have questions about how you handle multiclassing, since it has not been handled in the players handbook, and the keepers guide is not out yet. Oh, yeah, I am in the Eastern Time Zone.
 

Mountain time zone. I'd like to join too, Skylark.

I'm willing to fill in the gaps if others have a desired class. Otherwise I'm partial to a Fighter, Cleric, or Fighter/Cleric, depending on how much Cleric power group needs. Possibly Elven or Dwarvish, or human, depending on what will give a good blend of races to the group for RP purposes. All things being equal, I'd say Elven Fighter.
 

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