Bruendor_Cavescout
2010-05-08, 12:07 AM
Hello there! Welcome to the Faerie Mound of Dragonkind, Riderch the Bard Edition! I got the idea for this thread from pendell, with his Gnomes-100, Dragons-0 thread (which you can read and participate in here (http://www.giantitp.com/forums/showthread.php?p=8312977&posted=1#post8312977).
This is the first of the solo adventure books (of which Gnomes-100, Dragons-0 is the second). It's not set in any of TSR-That-Was' worlds, but rather a standard fantasy world. The rules are similar to the ones used in pendell's game, loosely based upon 2nd Edition D&D.
This will be one of two open games within the Faerie Mound, the other of which involves Brennies, the Fighter. Play in either of them, or both! While two games will be going on, decisions made in one game will have no effect upon the other. Decisions will be by majority vote, and updated twice a week (Wednesdays and Sundays for now). Narration and die rolls will take place on my end, but in the end, everything is your decision.
Due to copyright laws, the artwork will be omitted, and text will be paraphrased where necessary.
This initial post will contains Riderch's current game state, and will be updated as the adventure within the Faerie Mound progresses.
Introduction for Riderch
Riderch is an unparalleled Bard amongst his people. His knowledge of the stories and songs of ages past is legendary, and he experiences no small amount of contentment at comforting the woes of the present by reminding them of past glories.
But lately there has been restlessness within his breast. He has grown tired of telling the stories of great heroes, and wishes to create new stories, sing new songs, inspire the folk with new deeds. To that end, he has come to this faerie mound to seek out a legendary harp. To be certain, Cwythia, his magical pan-pipe, is powerful indeed, but this harp has been lost for over two thousand years, and its legend is still sung in many lieds across the land.
And so, on this night, he stands before the faerie mound, determined to return with harp in hand, prepared to create new songs and legends with his deeds this night!
Objectives (others may come up during the game!)
1. To find the magical harp hidden somewhere within the faerie mound.
Equipment
Riderch can carry up to three Potions, up to two Weapons, up to three Rings, and up to three Other Objects. His current equipment is listed below.
Potion 1. None
Potion 2. None
Potion 3. None
Weapon 1. None
Weapon 2. None
Ring 1. None
Ring 2. None
Ring 3. None
Other Object 1. None
Other Object 2. None
Other Object 3. None
Additionally, Riderch carries Cwythia, his magical pan-pipes. Prior to any combat, he may attempt to charm a creature into harmlessness - this is successful on a roll of 6 or less on a d12. He also carries a Potion of Healing (consume this to restore 6 Life Points), a Ring of the Faeries (completely protects against being blinded by any sort of magic), and a Sphere of Defense (smash it to automatically win against one type of creature as long as you are within the faerie mound, used before combat with the chosen creature). He also carries a non-magical sword. These are in addition to the items he may find during his travels, and do not count against them.
Riderch is trained in the use of axes, daggers, spears, swords, and bows. All other weapons he cannot use (but may carry). He will successfully strike an opponent on a 7 or less on a d12. Daggers and darts will deal 3 Life Points of damage, while other weapons will do 5. Magical bonuses add to both the attack roll and the damage dealt, so a +1 dagger would hit on 8 or less and deal 4 damage.
Current Character Sheet
Current Life Points: 40
The Elves
The faerie mound is home to countless fae creatures, but most numerous amongst them are the elves. Undoubtedly, you will meet these capricious creatures and they may either help or hinder your quest.
Enjoy!
This is the first of the solo adventure books (of which Gnomes-100, Dragons-0 is the second). It's not set in any of TSR-That-Was' worlds, but rather a standard fantasy world. The rules are similar to the ones used in pendell's game, loosely based upon 2nd Edition D&D.
This will be one of two open games within the Faerie Mound, the other of which involves Brennies, the Fighter. Play in either of them, or both! While two games will be going on, decisions made in one game will have no effect upon the other. Decisions will be by majority vote, and updated twice a week (Wednesdays and Sundays for now). Narration and die rolls will take place on my end, but in the end, everything is your decision.
Due to copyright laws, the artwork will be omitted, and text will be paraphrased where necessary.
This initial post will contains Riderch's current game state, and will be updated as the adventure within the Faerie Mound progresses.
Introduction for Riderch
Riderch is an unparalleled Bard amongst his people. His knowledge of the stories and songs of ages past is legendary, and he experiences no small amount of contentment at comforting the woes of the present by reminding them of past glories.
But lately there has been restlessness within his breast. He has grown tired of telling the stories of great heroes, and wishes to create new stories, sing new songs, inspire the folk with new deeds. To that end, he has come to this faerie mound to seek out a legendary harp. To be certain, Cwythia, his magical pan-pipe, is powerful indeed, but this harp has been lost for over two thousand years, and its legend is still sung in many lieds across the land.
And so, on this night, he stands before the faerie mound, determined to return with harp in hand, prepared to create new songs and legends with his deeds this night!
Objectives (others may come up during the game!)
1. To find the magical harp hidden somewhere within the faerie mound.
Equipment
Riderch can carry up to three Potions, up to two Weapons, up to three Rings, and up to three Other Objects. His current equipment is listed below.
Potion 1. None
Potion 2. None
Potion 3. None
Weapon 1. None
Weapon 2. None
Ring 1. None
Ring 2. None
Ring 3. None
Other Object 1. None
Other Object 2. None
Other Object 3. None
Additionally, Riderch carries Cwythia, his magical pan-pipes. Prior to any combat, he may attempt to charm a creature into harmlessness - this is successful on a roll of 6 or less on a d12. He also carries a Potion of Healing (consume this to restore 6 Life Points), a Ring of the Faeries (completely protects against being blinded by any sort of magic), and a Sphere of Defense (smash it to automatically win against one type of creature as long as you are within the faerie mound, used before combat with the chosen creature). He also carries a non-magical sword. These are in addition to the items he may find during his travels, and do not count against them.
Riderch is trained in the use of axes, daggers, spears, swords, and bows. All other weapons he cannot use (but may carry). He will successfully strike an opponent on a 7 or less on a d12. Daggers and darts will deal 3 Life Points of damage, while other weapons will do 5. Magical bonuses add to both the attack roll and the damage dealt, so a +1 dagger would hit on 8 or less and deal 4 damage.
Current Character Sheet
Current Life Points: 40
The Elves
The faerie mound is home to countless fae creatures, but most numerous amongst them are the elves. Undoubtedly, you will meet these capricious creatures and they may either help or hinder your quest.
Enjoy!