Character Creation Hints
House of Kilgor
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The Marco Volo Adventure Trilogy
Character Generation and Basic Game Background
9/10/02
This page will give players a good start on their characters. Additional details and general background will be added to this page soon. Please do not wait until the last minute to submit your character sheets! Let's get this all worked out ahead of time. All characters will have web pages created for them, linked to from this page. The players I currently know about are Doug, Donna, Alex, Dave, Andy, and Shotgun. Any additional players must be approved by the DM. The number we have now is just about the upper limit.
Please resist the tempation to look for the modules on- or off-line. Unfortunately, even reading the information on the back cover will give the players more information than their characters should know at the beginning.
Character Generation
All character sheets must be turned in to the DM by the first session, scheduled for Saturday, September 14 at Doug and Donna's house. This can be either an actual printout, or a legibly written sheet. See the notes below for particulars as to what additional information must be included on the character sheets.
Overview
The adventure will start in the area around the Forgotten Realms city of Waterdeep and will continue in the surrounding countryside. Any allowed player character is permitted (with DM discretion). Evil alignments are discouraged.
The tone of the game will be lighthearted and fast-moving. Your characters will all know each other to some degree. This relationship can be determined by the players, whether they have previously adventured together or just know of each other through town talk.
The player's personal knowledge of Waterdeep will determine the character's familiarity of the city. However, shopping and other mundane actions that have no relation to the story will not be role-played out. To purchase regular items, just give a list of purchases and their cost to the DM. If you wish to visit a certain already-published place in the city, you must provide full printed details of the establishment before the session begins. If you simply say you want to go to a particular place and expect the DM to fill in the already-published details, it will most likely be closed.
All of this depends, of course, on whether you are in Waterdeep long enough to do anything else.
Details
The story is for characters of 6th to 8th level. Each character will have 100,000 experience points. Experience points bonuses for high stats WILL NOT APPLY to this initial number. Druid characters may have no more than 89,000 experience points.
Stats will all start at a base of 9 points each, with 21 additional points to be added to the stats of the player's choice. In addition, bonus points for leveling up will be added to the stats of the player's choice; one (1) per level up to the current level of the character. Racial and class limitations will apply.
Players may choose a number of magic items for their characters, up to a total value of 4,000 experience points (xp). Only one item may be worth more than 1,000 xp, and that item may not be worth more than 2,000 xp. All magic items are subject to DM final approval. If you choose an item which you think has a chance of refusal, have a backup prepared.
All characters will be assumed to own sufficient basic supplies and equipment suitable for their professions. Regardless of their knowledge of Waterdeep, none of the characters are native to the city and have never lived there. Therefore, character supplies will be limited to what each character normally travels with and how they travel. If that includes a mount, this will be included. For these beginning supplies, you can only use the Player's Handbook equipment list! (Sorry, no griffons.) Be realistic about your possessions, based upon your character's profession and background.
Normal (non-magical) armor, weapons, etc. may be owned to whatever degree of encumbrance the character is willing to bear. KNOW YOUR ENCUMBRANCE!
Each character will also have the cash/gem/jewelry equivalent of 5,000 gold pieces. Note on your character sheet the form that this wealth is in. This can be spent as desired, using authorized 2nd edition AD&D equipment guides. Unusual items must have their source noted on the character sheet, subject to DM discretion.
Wizards
Wizards may use spells from the Player's Handbook and the Tome of Magic. Period.
Every spell in a wizard's spellbook must be rolled against the character's intelligence and the chance to learn a spell. Due to the nature of character creation for this adventure and the levels involved, you will be on the honor system for your character's knowledge of spells. Please only roll once for each chance.
You must have a written record of the spells in your character's spellbook, as well as a list of the spells that he or she has failed to learn. You will NOT be forced to limit your spells to what can be carried in a "traveling spell book."
Priests
Due to the open nature of the Forgotten Realms, priests may choose whichever deity they like. However, the player is responsible for full knowledge of the god and all requirements from its priests and followers! You may use the Legends and Lore book for reference. (Link opens as an rtf file. Click here to download the txt file—237kb.) You may also use the Forgotten Realms Faiths & Avatars book or other authorized books, plus this link to Forgotten Realms gods on-line. Pay careful attention to the Spheres of Influence and what spells your character is allowed to use. All information on deitys and spheres must be included when the character sheet is submitted to the DM.
Don't fret too much over a choice of deity. Its primary importance will be the influence on your alignment and to determine certain actions and spells.
Feel free to make use of the Character Creation Hints page.
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