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Unlikely Heroes Basic Info

A group of 'Unlikely Heroes.'
Based in the world of Krynn.

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Unlikely Heroes Basic Info

Post by JadedDM »

Unlikely Heroes started with a quickly thrown together one-shot game using the OSRIC module known as "The Pod-Caverns of the Sinister Shroom" but modified to fit into the Dragonlance setting (because I didn't want to come up with anything homebrew at the time) and to 2nd Edition AD&D rules (as that's the only rule system I use). The game was originally called "The Pod-Caverns of the Sinister Shroom" and the name of "Unlikely Heroes" didn't crop up until much later.

Toward the end of the module, it was decided rather than just ending things, the game would continue by adding more modules to it. Over time, sometimes homebrewed adventures would be added in, as well.

The game takes place in 375 AC (and beyond) on the continent of Ansalon. This is a decent amount of time after the War of the Lance but before the Chaos War.
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Re: Unlikely Heroes Basic Info

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As it's currently 375 AC, the current leaders of the Conclave are:

Dunbar Mastersmate (Order of Solinari)
Justarius (Order of Lunitari/Master of Wayreth Tower)
Dalamar the Dark (Order of Nuitari)

The current leaders of the Knights of Solamnia are:

Gunthar Uth Wistan (Grandmaster)
Quintayne Fogorner (High Warrior)
Liam Ehrling (High Justice)
Meredith Turningdale (High Clerist)

The current leaders of the Holy Orders of the Stars are:

Crysania Tarinius (Chosen Prophet of Paladine)
Goldmoon of the Que-Shu (Chosen Prophet of Mishakal)

The current leaders of the Knights of Takhisis are:

Ariakan Ariakas (Lord of the Night)

The current leaders of the Elves are:

Porthios Kanan (Speaker of the Suns)
Alhana Starbreeze (Speaker of the Stars)
Windspeaker (Speaker of the Seas)

The current leaders of the Plainsfolk are:

Riverwind of the Que-Shu (High Chieftain)

The current leaders of the Khur tribes are:

Khan Matarc of the Khurs
Khan Mehmet of the Mayakhurs

The current leaders of the Dwarves are:

Glade Hornfel Kytil (King of Thorbardin)
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Re: Unlikely Heroes Basic Info

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This is a complete list of rules and house rules that I use in my game.

Core Rules
Character Generation - I prefer using Method V (4d6, drop the lowest, choose order). When I allow a different method, I'll announce so formally.
Rerolling Ability Scores - A player may reroll a single roll if it is 3 during character generation. Otherwise, you keep what you get. If you are unsatisfied with the results, talk to me, maybe we can work something out.
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them. The DM secretly rolls your maximum age, to learn when your character will die of old age (if you're lucky!)
Starter Spells - A player may choose his wizard's starting spells, but still must roll to learn them. Upon reaching a new spell level, a general mage learns a new spell for that level automatically (chosen by the DM) whereas a specialist mage learns a new spell of their chosen school (chosen by the player). A mage's first spellbook is free, but additional ones must be paid for.
When XP is Given - Characters earn XP (and level up automatically upon receiving enough to do so) at the end of a thread. Threads are usually divided into chapters, and generally will end when the party rests for the night.
Initiative - I use Individual Initiative during combat. I also use all of the modifiers that come with it, including casting times and weapon speeds. Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding).
Firing into Melee - This rule is completely ignored. You can only hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire (and are larger than or the same size as your target). If you try and fire a projectile weapon at a target while someone else is meleeing you, the opponent gets a free attack.

Optional Rules (The rules in blue found in the PHB/DMG)
Intelligence Bonus to Proficiencies - For every language slot a character gets from INT, they get an extra NWP slot, as well.
Maximum Spells per Level - Based on their INT score, wizards have a limit to how many spells they can learn each level, total.
Racial Adjustment to Charisma - I actually apply lots of extra modifiers to Charisma when taking into account race, class, ethnicity, and so forth. For instance, a Cleric of Good proudly bearing his icon in a land of evil is likely to get a big penalty to his reaction adjustment.
Detection of Pick Pocketing - I use the optional rule that allows a thief a lesser chance of being caught pickpocketing when the victim is lower level than the thief.
Nonweapon Proficiencies - I use both weapon and nonweapon proficiencies in my game, not secondary skills. Unless stated otherwise, a character must train to learn a new proficiency slot once it becomes available.
Encumbrance - I do use (basic, not specific) encumbrance in my games. I also rule that magical armor does not count toward one's encumbrance.
Horse Traits - I do use horse traits for flavor, but don't usually enforce them.
Armor Made of Unusual Metals - I do allow this.
Spell Components - I do use these. Material components that are rare and expensive must be in the caster's inventory to work. For more general components, like sand, gum, cloth, etc., a caster needs a 'component bag' that costs 1 gp per spell level to refill (a 1st level mage would need to spend 1 gp, a 3rd level mage would need to spend 3 gp, etc.) at a mageware shop. The component bag must be refilled between adventures (or once a month, whichever comes first).
Researching Extra Wizard Spells - I allow that any spell researched by a wizard does not count against his/her limit of spells per level.
Individual Experience Awards - I use these, and group awards, too.
Training - I do not require a character train to advance in level (but they do need to train to learn new proficiencies).
Weapon Type vs Armor Modifiers - I do use these rules. Thus, a piercing weapon is more effective against leather armor, whereas a bludgeoning weapon is better against chain mail.
Parrying - I do allow this.
Multiple Attacks Against Weak Opponents - I do not allow warriors to make a number of attacks equal to their level against opponents who have 1-1 or less HD.
Polearms/Shields and Weapon Frontage - I use both of these rules.
Critical Hits/Misses - I use both. A natural 20 is a critical hit, and the character is allowed to roll for damage twice (not once and then multiplied by two). On a natural 1, the character fumbles. What this means is up to the DM, but it can involve a weapon breaking, accidentally hitting oneself or an ally, dropping a weapon or falling down to the ground. It depends on the situation.
Specific Injuries - I do not use this rule.
Hovering at Death's Door - I do use this rule. At 0 HP, a character becomes unconscious and bleeds out (losing 1 HP per round) until they reach death at -10 HP. A character who is bleeding out can have their wounds bound (no check or roll needed) to stop the bleeding. Magical healing spells only restore an unconscious character to 1 HP and no more can be used until the character has rested one day (exception--the Heal spell).
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these, yep. Moving/fighting in moonlight is not as bad as total darkness, etc.
Jogging and Running - I use these rules.
Terrain Effects on Movement - I use these rules. So traveling through water, snow, heavy forest/brush, rocky ground, and in darkness slows the party down.
Terrain Modifiers for Overland Movement - I use these, too.
Command Words - Rods, wands and staves use them, yep.

Splatbook Rules
Kits - I do allow some kits, but not others. If you are interested in a kit, just ask the DM to find out more.
The Complete Fighter's Handbook - I use the rules for weapon and armor crafting, off-hand weapon use, kneeling and sitting, range and initiative, ambidexterity, fighting style specialization, martial arts, punching/wrestling specialization, disarming, grabbing, holding, pinning, pulling/tripping, sapping, shield punching and rushing, recovery of temporary damage, darkness modifiers, unstable ground, mounted combat, bone and stone weaponry, high quality racial armor, and piecemeal armor.
The Complete Paladin's Handbook - Pretty much all of it.
The Complete Ranger's Handbook - Pretty much all of it.
The Complete Wizard's Handbook - Pretty much all of it.
The Complete Druid's Handbook - Pretty much all of it.
The Complete Thief's Handbook - Pretty much all of it.
The Complete Bard's Handbook - Pretty much all of it.
The Complete Book of Dwarves - Pretty much all of it.
The Complete Book of Gnomes and Halflings - Pretty much all of it.
The Complete Book of Elves - Just the expanded archery rules and the new equipment/spells.
The Complete Book of Humanoids - Pretty much all of it.
Of Ships and the Sea - Pretty much all of it.
Dungeoneer's Survival Guide - I use the new equipment.
Wilderness Survival Guide - The rules for temperature, the rules for food and water, the rules for foraging, fishing and hunting.
Player's Option: Spells and Magic - The Cure Moderate Wounds spell only.

House Rules
No Racial Ability Minimums or Maximums - I don't bother with these at all (e.g., not being able to play a dwarf unless your STR is 8 or higher). Never saw the point to it.
No Level Limits - I don't bother with these, either. Most of my games never get high enough in level for them to matter anyway.
Lesser Alignment Restrictions - Druids and Bards can be of any alignment.
Rally Allies/Berserker Rage - The benefits of a bard's 'rally allies' ability kicks in on the first round, not the third round. Those who can go berserker can do so in one round, not ten.
No Racial/Class Restrictions - Any race may take any class in my games. A dwarf can be a paladin, an elf can be a bard, a gnome can be a ranger, etc.
Proficiency Checks without the Proficiency - In some cases, I will allow a character to attempt a proficiency check in something he/she doesn't have proficiency in. In this case, they must roll a 3 or less to succeed. And the end result will never be of high quality (someone trying to forge a dagger without the weaponsmithing proficiency will only make one of average quality at best). There are lots of stipulations to this rule. For instance, the character in question cannot even make the attempt if the DM feels that it violates common sense (a character who has never seen a horse before can't possibly hope to make a rider check). Likewise, some things are just impossible for unskilled characters, regardless of luck (someone without the armorer proficiency could try and bang out a satisfactory suit of chain mail, but full plate mail is out of the question).
Crossbow Damage - In my games, a light crossbow does 1d6 damage and a heavy crossbow does 1d8 damage.
Turn/Control Undead - I allow clerics and paladins with this ability to also use it against extraplanar creatures. A good cleric can turn evil extraplanar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrips - Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard.
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
Proficiency Slots - If a player adds an empty NWP slot to a proficiency he/she already has, they get a +2 to their rolls.
Aid Another - If two characters have the same proficiency, one can 'aid' the other in their roll, and this adds a +2 to the roll.
Familiars - I use a special rule for familiars. At level 2, a mage or bard can summon a familiar automatically, without the use of a spell. At level 4, the caster can see through the familiar's eyes if they concentrate and do nothing else. At 6th level, the caster can cast touch-spells through their familiar. Then at 8th level, the caster's familiar gains a special ability (depending on what the familiar in question is).
Reading/Writing - I rule that if you have a proficiency with Reading/Writing, you can read and write any language you can speak. This does not apply to ancient languages, though.

Dragonlance Rules
I am currently using the following homebrewed rules for races and kits, which can be found here.

Forum/Posting Rules
Present Tense - Keep your posts in present tense, please.
Three Day Rule - The DM will wait for any given player at least three days before moving on.
Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells.
Roll or No Roll - If you roll (attack, damage, initiative, whatever), use Invisible Castle and then (most importantly) post the results of your rolls. If you do not roll, the DM will roll for you. If you forget your modifiers, the DM will add them (when he remembers to).
AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC.
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Re: Unlikely Heroes Basic Info

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Character Creation

Compared to some editions, character creation is a snap in 2E. It takes mere minutes. Or should, ideally. Nevertheless, I know more than a few players who will spend days, even weeks on a new character.

So here are some ways to help speed things up a bit, and ways to improve the odds of getting your character approved faster.

First and foremost, you need to roll. I use Method V, which means you roll 4d6 six times, drop the lowest dice, and then arrange the scores as you like. With this method, you'll likely end up with something slightly above average. Very high and very low scores are rare, but not unheard of.

If you want a specific class and fail to roll well enough for it, don't fret. Talk to me. Sometimes there are ways to work things out. Once, for instance, Horizon wanted a Ranger but didn't roll well enough. I asked her why a Ranger, and she told me she had this idea of a character who rode a big panther into battle. Well, you don't need to be a Ranger for that. We made her a Fighter, gave her the Beastrider kit, and there you go, she got what she wanted without having to change her ability scores. So talk to me, it may be possible to give you what you want without changing your scores.

Once you have your rolls, arrange them, and modify them if necessary (certain ages and races modify ability scores). Make sure you show me your rolls via Invisible Castle! After that, you just pick your proficiencies, roll for starting money, buy your beginning equipment, pick your starter spells, etc., etc.

I have a list of acceptable proficiencies you may choose from here.

That's the easy part, though. The part where most players tend to get stuck is the biography that must also be submitted. A character bio should consist of at least four things: Appearance (what the character looks like; picture is optional), Personality (how your character acts), History (your character's backstory), and Motivation (why is your character adventuring in the first place?).

There's no need to go nuts here. I don't need a full length novel. Although a couple of sentences isn't enough, either. In my experience, though, I tend to get players who offer too much information than too little. Which is why character creation takes so long for some. Here's a hint when it's getting too long, though. If most of your backstory is dialogue, then you aren't writing a bio; you're writing a novel (and yes, I've had players submit bios that include lengthy dialogue sessions between characters in their history).

Motivation is pretty important and often overlooked. You need to know why your character is adventuring. Remember, adventuring while generally profitable, is also incredibly dangerous. That's why most people don't do it. Also, don't forget to ask yourself, if your character achieves their goal, what then? If, for instance, your motivation is to earn enough gold to save your family's farm from debt, what happens once you accomplish this? Retire? If the only reason you are adventuring is hoping to find the six-finger man who killed your father, once he is avenged, do you have any reason to keep going? Be careful not to write yourself into a corner when deciding motivation. If you give your character a goal that can be easily accomplished, make sure you have some backup goals planned, too.

Once everything is done, email the entire character sheet to me. If approved, the character is added to the roster and you can begin play. If not, I'll tell you what's wrong or what is needed, and adjustments are made.
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Re: Unlikely Heroes Basic Info

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For those who are not familiar all ready with Dragonlance, a basic summary:

Three hundred and seventy-five years ago was the Cataclysm. Mankind, in its arrogance, demanded the supplication of the gods. In response, the gods hurled a fiery mountain at the city of Istar, the largest and holiest of empires. The devastation wrought affected the entire continent of Ansalon. New mountains were formed, new seas were born, and the death toll was unmeasurable. When the dust settled, the world had changed and the true clerics of the land--those who could heal magically--were gone. Thus began the Age of Despair.

About twenty-five years ago, that all changed. A great war swept over Ansalon as an evil army of goblins, ogres, evil men and a new race called draconians started conquering the land with their two secret weapons--dragons (which had not been seen since before the Cataclysm) and divine magic. The war was thwarted, however, by the Heroes of the Lance--a group of adventurers who rediscovered the Gods of Light, the good metallic dragons, and legendary weapons known as Dragonlances to help turn the tide of battle.

The land is now largely in a time of peace. Magical healing is back in the world, as are the 21 gods. The gods are split into three different pantheons, which each contain 7 gods. The Gods of Light consist of Paladine, Mishakal, Habbakuk, Majere, Kiri-Jolith, Branchala and Solinari. The Gods of Darkness consist of Takhisis, Morgion, Zeboim, Chemosh, Sargonaas, Hiddukel and Nuitari. The Gods of Twilight consist of Gilean, Chislev, Reorx, Shinare, Sirroin, Zivilyn and Lunitari. These gods are sometimes known by different names in different parts of the world. Likewise, how important they are also depends on the culture (Paladine is very important in Solamnia, but almost unheard of in Khur, for instance.)

Krynn has a couple of known continents, but the one this adventure centers on is called Ansalon. The people of Ansalon are largely ignorant of any other continents.

Krynn has three moons. However, most people are only familiar with two. The first moon, and the largest, is white and known as Solinari. The medium sized moon is red and known as Lunitari. The third moon is the smallest and is black, called Nuitari. The reason most people are not aware of Nuitari is because it is black, it is hidden in the night sky. It can only be seen by evil wizards. The only time it is visible to other people is when it is eclipsed against one of the other two moons. The three moons are the source of all magic. When all three line up in an eclipse, it's called the Night of the Eye and all magic is boosted significantly.

Gold has little value in this world. Steel pieces replace gold pieces in this world. Gold itself falls somewhere between copper and silver in value. I realize this makes no sense at all, considering the party is completely decked out in steel. Just go with it, though. It's part of the world's flavor.

Halflings do not exist on Krynn. They are replaced with Kender. Kender are (literally) fearless. They are childlike in appearance and demeanor, and yet most people can't stand them. The reason for this is because kender have no sense of property. They have wandering hands, and often don't even realize they are stealing. Often, they are attracted to something shiny or interesting, pick it up to examine it, then carelessly drop it in their pouches. Kender also cause a lot of trouble, because their immunity to fear mixed with their insatiable curiosity, often means they do rather foolish things (like walk up to a Lich to ask it on what it's like to be undead).

Orcs do not exist on Krynn. Goblinoids, ogres, gnolls, etc. do, however. Also, there are no lycanthropes or Drow on Krynn. The term "Dark elf" refers to any elf who has 'left the light' and been exiled from his or her peoples. Thus, any elf who is neutral or evil is a 'dark elf,' although an elf could still be good and considered 'dark.' Psionics do not exist, either.

All arcane magic users are required to join the Orders of High Sorcery. This must be done by the time they learn third level spells, or else they are hunted down by the Orders and either destroyed or forced to join. Upon reaching access to level three spells, they are required to undergo the Test. The Test is different from each wizard, but failure always means death. Magic is considered a huge responsibility, and never one to be taken lightly. Those of good alignment join the Order of Solinari and wear white robes. Those of neutral alignment join the Order of Lunitari and wear red robes. Those of evil alignment join the Order of Nuitari and wear black robes.
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