Thread: Rules and Setting
Board: Accidental Adventurers
Group: Players
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posted... Rules and Setting 
on Sat 5 Jan 2019 @ 9:56 AM (PBW Time)

  This game will be using AD&D 2nd ed rules, with a few 1st ed additions--and of course, a few house rules. The PHB is used, but none of the "Complete Book of ___" splatbooks.


posted... Setting 
on Sat 5 Jan 2019 @ 10:05 AM (PBW Time)

  Your character will be native to one of the many islands of the Thousand Islands, an archipelago which stretches north of the larger island of Calandia and continues considerably westward toward the island of Karakul.

Most people are engaged in fishing, lumber/woodworking trades, farming and related trades (tanning leather, weaving, etc) or merchants/sailors. Your background may involve being an apprentice of such a trade, with some skills acquired from that background--some of these may be quite useful indeed.

Characters should be young adults. In this setting, that would be 16-20 for humans, and similar ages for demi-humans.


posted... Character Races: Human 
on Sat 5 Jan 2019 @ 10:32 AM (PBW Time)

  There are four races that may be chosen in this game.

By far the most numerous population in the Thousand Islands.
Human society is patrilinear, with substantial social cost for children born outside marriage. Society is also monotheistic, with usual worship once a week and multiple festivals throughout the course of the year.

Name Conventions:
Humans typically do not have surnames, although there are some proto-surnames that may be used (son of [father's name], occupational names, or place names if someone had moved from somewhere else, or the like).


posted... Character Races: Elves 
on Sat 5 Jan 2019 @ 10:47 AM (PBW Time)

Elves of the Thousand Islands are uncommon in general, as well as uncommon amongst the adventuring type.
Elven society is matrilinear. While marriages are often celebrated (elves do love their parties), there is no social significance for elven children from the marital status of their parents.

Elves are polytheistic, and except for clerics (or aspiring clerics) are not typically devoted to only one of the elven deities.

Elven names are typically styled as follows:

[First Name] na'[Mother's First Name] of the [Sept] [Clan]

Example: A'alona na'Lani of the Birch Neroli

Clans of elves in the Thousand Islands are the Tanasi and the Neroli


posted... Character Races: Half-Elves 
on Sat 5 Jan 2019 @ 11:02 AM (PBW Time)

  Half Elves
Half-elves are uncommon in the overall population, but much more common in the adventurer class.

Half-elves come in two broad categories

Right Side are those half elves who are children of an elven mother/human father or descended from "right side" half-elves. Typically, they are raised in elven society and style their names as an elf. However, growing up so much more quickly than others in the community tends to send them toward adventuring, merchant trade, or sailing.

Wrong Side are those half elves who are children of an elven father/human mother. Unless the father renounced his elven culture and adopted human practices, these children are typically born to unmarried parents with very limited options outside adventuring.


posted... Character Races: Gnomes 
on Sat 5 Jan 2019 @ 11:09 AM (PBW Time)

Gnomes are perhaps the fewest in numbers in the Thousand Islands. They have several communities near the northern coast of Calandia, as well as living on a few of the many islands in the archipelago.

Gnomes are patrilinear (and in fact, may introduce themselves with a 10-generation genealogy). They have a small pantheon of a half-dozen deities, but tend to be devoted to only one deity (though more than one may be worshipped in a given community and there is no more than joking friction between those devoted to different deities.

Gnomish names are typically comprised of a first name and a nickname.


posted... Currency 
on Sat 5 Jan 2019 @ 11:44 AM (PBW Time)

  Although characters will start with no money, they would be familiar with the local currency.

Gold coin, featuring the profile of the Calandian king/double headed eagle

Rarely seen coin

Silver coin, featuring a silhouette of a farmer throwing seed/wheat sheaf

It takes 30 Asil to make 1 Lor

A smaller silver coin than the Asil, features a double dagger on one side, wheat sheaf on the other

It takes 8 Griel to make 1 Asil

A copper coin with a blank kite shield on one side, crossed lances on the reverse

It takes 2 Kipper to make 1 Griel

A small copper coin with a square hole in the center, no markings

It takes 2 Billon to make 1 Kipper


posted... Notable Islands 
on Mon 7 Jan 2019 @ 7:43 AM (PBW Time)

  The archipelago contains at least a thousand islands, some of them are so small as to be just an outcropping of rocks and a couple trees (anything that cannot support a minimum of 2 trees is not considered an island). Some are large enough for one home, or maybe two. Some of these may be unpopulated, but have resources that make people travel to them. The majority of the islands are 4 sq miles or smaller.

The largest island is Acacia Island, named for the abundance of acacia growing there. This island has a village of 1400 on the southern coast of the island, and is approximately 46 sq miles in size. Beyond the village is forest.

Another significant island is Comfrey Island, which is approximately 3.8 sq miles. There are several homes, not quite organized into a village, and this island is home to the Hospitallers of St Vallon.

Additional significant islands:

Sheep Island: size approximately 37 sq mi. Harbor on the south, village of about 800 and about a dozen scattered individual holdings around the middle and northern parts of the island. Many villagers keep sheep or goats, and others are fishermen.

Howe Island: approximately 31 sq mi. Holding of a baron and small village of around 400.

Vintner Island: size approximately 21 sq mi. There is a small village of about 375 and there is a vineyard, along with the trees and fishing.

Your character may be from any island from Acacia to an island large enough for just one family's dwelling.


posted... Religion Notes 
on Sun 13 Jan 2019 @ 7:14 PM (PBW Time)

  The humans are monotheistic, and their deity is named Atu.

There are many saints who are venerated, and among the island folk some of the most common are
St Magnus (fishermen)
St Sepp (woodworkers)
St Vallon (Hospitallers, healing)
St Audris (fertility issues, childbirth)
St Jolyon (shepherds)
St Makar (merchants/traders)
St Veren (sailors/navigators)
St Arsen (vineyards/wine-making)

These are not separate deities, but holy people believed to now be in heaven who can petition Atu on behalf of those who ask.

Elves are polytheistic and their deities and spheres are as follows:
Aoloni – Air, Weather, Freedom

Kani – Music, Arts, Crafts, Poetry

Kailanimana – Creation, Knowledge, Beauty

Maile – Orchards, Gardens, Harvest

Ulu-Tojon – mischief, change, seamanship

Mahuika – Magic

Aikane -romantic love and beauty

Lan Loros -Time, History

Emele – healing, easing of pain

Veja – nature, archery

Hoku – moon, dreams

Anuenue – hunting, survival

Tuoro – swords, warfare


posted... Calendar 
on Sun 13 Jan 2019 @ 7:28 PM (PBW Time)

  The calendar in common use has thirteen months, each consists of four weeks of 7 days. The year begins on the Spring Equinox.

The months are:



posted... A Few More Notes 
on Sat 19 Jan 2019 @ 1:16 PM (PBW Time)

  A few notes with respect to how I handle XP and leveling up (and for achieving character class).

This particular module is divided into "episodes" and I will let you know at the end of each episode how much xp your character has. Beyond this module, further adventures would have xp awarded after the end of a thread.

To advance a level (including from 0 to 1), your character doesn't have to undergo any especial training. What is needed is a period of time (like an overnight rest) in which your character in essence would have an "aha" moment in which everything learned over the course of acquiring the xp comes together to advance a level. At that time, additional hit points are added, and any new proficiencies may be added.

One of the things that can be pretty frustrating at low levels is getting a crap roll when you've just advanced a level and are rolling for the # of hit points to add. So I adapted something from the original Unearthed Arcana (Gygax, 1985) for minimum hit points.

First level is always full hit points

For the next three levels (up to level 4), you would take your hit dice and divide by 2 and add half.

For example, a fighter has a d10 for hit dice, and would instead roll d5+5

A cleric would have a d8 and roll d4+4

From level 5 and up, the roll is a standard roll according to your character's hit dice type.

I consider multi-class to be less of a "two classes at one time" and more of a fusion, in which the fighter-thief has a different outlook than a fighter or a thief. So instead of being, for example a fighter-thief with 3500 total xp might be a 1st level fighter/3rd level thief 1000/2500; here such a character would be a 2nd level fighter-thief.


posted... Additional notes 
on Mon 22 Apr 2019 @ 11:33 AM (PBW Time)

  I wanted to mention how I view infravision. When I first started playing, it was a simple "it's magically seeing in the dark". Later, it was more of a thermal vision thing.

Here, I'm going with the "magically seeing in the dark". To me, that makes much more sense with quitting at 60' (or a solid barrier like a rock, wooden door, or whatever).

On another note, except in combat (where initiative rolls can change up the order from what's posted), assume that any post--DM, NPC, or PC--above your own post is either before your post or simultaneous with your actions, so be sure that your posts reflect the presence and actions of others in the group.

It's probably fair to tell a little bit about myself and my style of games. I've been playing since the 1980s and made my first foray into actually running a game here on PBW back in 2002. That game ran for nearly a decade, until my life imploded in a most spectacularly awful way.

The world that I have set the game in is one of my own design. This came about because of some of my thoughts when I first started playing in what I now call the world of Generica. It wasn't Greyhawk, it wasn't Forgotten Realms, it wasn't any published world, there was no cohesiveness, and it was fun enough at the time. Then when I started playing in online play-by-post games, I got mightily frustrated as a player when the game was set in Forgotten Realms and the DM would state that it was year whatever DR and all the rules-lawyering of "this can't be so, because in supplement Y, this town was destroyed 10 years ago DR, so we can't meet NPC, who was killed 5 years before this game is set" ... Good grief! I think I've had more fun getting my blood drawn for labwork.

So this world developed to make me satisfied with some of the "why is this so?" questions like why dwarves can't use arcane magic, coupled with my interests in history, language, culture, and so forth. That's why there's some matrilinear and some patrilinear races, and also some that are monotheistic and others that are polytheistic, and other things that satisfied my nerdy tendencies. (The reason dwarves can't use arcane magic in this world is as a result of a eons -ago event in which the dwarven-mages reached a level of hubris that nearly destroyed the world. Consequences are that dwarves now style themselves as ablach/ablachi and the term "dwarf" is seen as "fighting words". Also, there were terrible earthquakes and destruction that resulted in no large land masses at all. The largest islands in the world are around the same area as the island that holds England, Scotland, and Wales.)

Now, as a player, I've also been in games in which other players characters would basically sit around and wait for the PlotPoint™ to hit them in the nose, but they wouldn't try to do stuff. It drove me crazy.

In my games, I do not often bring out the PlotPoint™ I'll lay out the problem you're facing but it's up to your characters to try stuff to solve the problem. XP is awarded for trying things that your character would reasonably think of (don't play a lunatic), even if it doesn't actually succeed.

Of course, killing bad things and taking loot is standard in the AD&D game, it's just not the only, nor even the best, way to progress here.


posted... Rule: Have Fun! 
on Mon 22 Apr 2019 @ 11:59 AM (PBW Time)

  In fact, one of the most important rules is to have fun. There's honestly no point in playing if you feel like it's a chore to check in and bang out a post.

When you do write a post, I prefer that it is written in 3rd person, past tense. It gets really jarring for me if it's written in 1st person because the "I" keeps changing perspective. I can live with present tense before 1st person.

Also, I prefer to use the standard conventions of written English. That means that speech can be designated simply by the use of quotation marks (no bolding, no need to change colors). I prefer posts that are at least a paragraph (combat excepted).

I will provide knowledge that characters would have, so if I describe something as "the banner of Baron thus-and-so" you can conclude that your character knows who that baron is and roughly where his holdings are, or other such things that might come up during the course of the game.
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