The Adventure on the world of Callaran


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Making a Character
Players
Ability Table
Disability Table -- Strength 1
Disability Table -- Strength 2
Disability Table -- Strength 3
Disability Table -- Strength 4
Disability Table -- Strength 5
Village of Halred
Creatures of the North

Making Your Character:

Character creation is done in the typical ad&d fashion, but for a level 0 character.

This means each character starts out with their 6 stats (which should help them choose their class) and 6 hit points each as well as being a neutral fighter. You pick your class and alignment during the first few sessions. Each player is required to make a history for the character, who will be in the village of Halred (detailed below). The character can be related to people in the village if the DM (Alcar) agrees. Basic history should include any fears/ambitions as well as the family and pets the character has. Each player can add two free skills (from the general category) to their character that they have learned in their youth. These skills are to be explained in the background also. A hint of what class and alignment your character will follow can be included. Languages the character knows should also be included.

Each character also has one special advantage and one special disadvantage. You can either pick your own or roll from the list below. Anyone wishing to play a mage should consult the DM about their special ability since it will be related to their magic.

Information on magic can be found in the magic section.

Special Notes:

  1. Bard magic works by rhymes.
  2. Druids are a mage class
  3. There are no paladins on Callaran. Ask the DM about being a Warrior of Dawn.
  4. No character can start with a kit class.
  5. All clerical magic is faith-based (you can invent your own god but must consult the DM about him, her or it for approval)
  6. Magic works as the player invents (see magic section and consult the DM for approval regarding the way you choose to use magic)
  7. This list is nearly over.
  8. There is no psionicist class. All psychics are self-taught and unpredictable. No one with psychic powers can be a cleric or mage and vice versa.
  9. Any one wishing to be an Aendar (special mage-type class) must ask the DM.

Players:

So far Sintaqx is the only confirmed player. If you want to play, please ask!

Special Abilities and Disabilities:

Players wishing to be mages, vampires or werewolves do not roll on this list. Warriors of Dawn may, at the DM’s discretion.

The player rolls their special ability fist. The roll will result in a strength 1-5 roll or a “special” roll. The special rolls have their own disadvantages. However, if their roll a strength 1 ability, they roll on the strength one disability also.

Italics refer to spells or spell-like abilities. W and C refer to Wizard or Cleric spells.

ADVANTAGE ROLL: (Percentile roll -- 1d100)

        First strength abilities begin:
01 One skill from another class
02 Prime Requisite + 1 -- if more than one, the most important one goes up
03 THAC0 +1
04 Animals are friendly towards the character
05 Detect Magic once a day
06 Reaction bonus of +2
07 Can learn pick pockets thief skill (roll 1d20+10 for starting percentage)
08 Learns one free languages and can read it also
09 One contact -- an ally from the past who may be able to aid the character
10 One extra Non weapon proficiency
11 Dexterity +1
12 Strength +1
13 Hit Points +1
14 Constitution +1
15 Wisdom +1
16 Intelligence +1
17 Charisma +1
18 One time bonus of 2 hit points -- can heal them after one hours rest
        Second strength abilities begin:
19 Initiative +1
20 Add +1 to all damage rolls
21 Dex +1, Wis +1
22 Can see in the dark
23 Move Silently (Thief skill) 30%
24 Add +2 to hit with a specific weapon
25 Gauge Strength (sense roughly how many hit points someone has)
26 Str +1, Int +1
27 Hit points +1 per level
28 Con +1, Cha +1
29 Feather Fall (W1) once a day -- with V,S,M restrictions.
30 1 free weapon proficiency
31 Can see in the dark
32 Ambidextrous
33 See Future once a week (imperfect and vague, often symbolic)
34 Dampen Power (-3 penalty to some roll) once a day
35 THAC0 +2
36 Become invisible for half an hour once a day
        Third strength abilities begin:
37 See through walls once a day for a number of rounds equal to characters level(10 feet limit)
38 Saving Throws +1
39 Prime Requisite(s) +2
40 Roll twice more on table, ignore repeated rolls and all other “Roll X times” rolls
41 Hit points +2 per level
42 Very good at tracking
43 Hide in Shadows (thief skill) at 50%
44 Resistant to poison (+3 to save vs Poison)
45 Resist effects of alcohol
46 +4 to hit with a specific weapon
47 +3 damage with a specific weapon
48 Sense presence of “demons” (40 yard radius)
49 Put out small fires with a thought (torches, campfires)
50 Wary (can sense danger directed at him/her specifically 1 round before attacked)
51 Bland (can be ignored easily in rooms, crowds and people often forget about your presence)
52 Wake fast (can awaken at the slightest sound)
53 Equilibrium - character almost never loses balance
54 Will to live (+15% to all system shock and resurrection survival checks)
        Fourth strength abilities begin:
55 Enhanced agility (Dexterity +3)
56 Wise (Wisdom +3)
57 Spider Cling -- can cling to almost any surface
58 Intelligent (Intelligence + 3)
59 Charismatic (Charisma + 3)
60 Very healthy (+3 Constitution)
61 Enhanced Strength (Strength + 3)
62 Unaffected by Cantrip spells
63 Weight Watching (can double/halve weight with a thought)
64 Resist pain (can ignore any wound, even fatal ones, for 1d4+1 rounds)
65 Minor healing ability (lay on hands to heal 4 damage a day. Use once/level)
66 Block dreams -- can prevent people from sensing/entering your dreams. Unconscious ability.
67 Roll twice more on table, ignore repeated rolls and all other “Roll X times” rolls
68 Sense local weather patterns (local being continental)
69 Always know what time it is anywhere
70 Resist heat (+5 to any attempt to resist pain from heat)
71 Resist cold (+5 to any attempt to resist pain from cold)
72 70% impervious to charm and sleep spells
        Fifth strength abilities begin:
73 Mind Reading -- can detect surface thoughts of others
74 Sparker -- can start fires by touching something. 1d3 damage/round. Unaffected by normal fire damage
75 Knows how to read all languages
76 Object shifting -- minor telekinetic power. Limit is the size of a basketball moved 10 yards per level.
77 Time Sight -- can see past events of an object my touching it
78 Long Sight --claravoiyant. See events occurring far away from you
79 Roll three times more on table, ignore repeated rolls and all other “Roll X times” rolls
80 Dominate Mind -- hypnosis, as per Wizard spell, but stronger.
81 Slip Object -- teleport an object you can see into your hands. Size limit is 1’/level.
82 Project emotion -- others can feel your emotions, and know they are yours.
83 Heal body -- can heal your body of poisons, wounds etc. (4 hp/level)
84 Ghost form -- can become immaterial, though cannot pass through things. Lasts one hour/level.
85 Speak to mind -- can project your thoughts into someone mind and hear their reply
86 Strong will -- can shrug off mental domination, spells/psychics affecting the mind
87 Mind bend -- create mental illusions.
88 Block ability -- can prevent one person in visual range from using their special ability.
89 Mind healer -- can heal mental shock, trauma, minor insanity
        Special abilities -- each have their own weakness listed with them.
90 Fire born -- can start fires by touching something. 1d6 damage/round. Unaffected by normal fire damage. Have fire elemental blood in the family.
Disadvantage: Severe fear of water. Takes one damage per round being immersed in water
91 Empath -- sense emotions of others and manipulate them.
Disadvantage: Sense death and have difficulty hurting others.
92 Sense truth -- can tell when someone is lying to you,
Disadvantage: If you lie, you weaken and eventually kill this ability.
93 Knows how to speak any language he or she hears.
Disadvantage: Dyslexic -- can not read.
94 Werewolf
Disadvantage: Talk to DM -- it’s not as bad as you think
95 Vampire
Disadvantage: Talk to DM -- it might be as bad as you think.
96 Possession --can possess others. Creates a purple fire around you. Must touch them.
Disadvantage: If possession fails, you are possessed instead
97 Northern Blood -- immune to any cold
Disadvantage: Elements may try to kill you, immunity fades drastically in deserts
98 Blood of the Elder Gods -- have purple eyes. Abilities decided with DM.
Disadvantage: Other religious leaders may want character dead, -2 save against clerical magic.
99 Cannot be killed, only fall unconscious upon taking “killing” damage. Body heals in 1/2 a day
Disadvantage: Cannot kill
100 Roll four times on the table, re-rolling any repeated rolls or any “roll X times” roll.

DISADVANTAGE ROLL (1d20 in applicable strength chart)

Strength 1 Disadvantages:
01 Fear of opposite sex
02 Mild fear of heights
03 Fear of spiders/snakes. Fairly strong
04 Fear of own sex
05 Slow (Dex -1, reaction -1)
06 Very strong nightmares
07 Bed wetter (Role Play this one)
08 Fear of being bitten
09 Fear of being alone
10 Fear of small spaces (claustrophobic)
11 No resistance to alcohol
12 Fear of failure
13 Fear of defeat
14 Fear of success
15 Very strong fear of the unknown
16 Overweight
17 Fear of being controlled
18 Roll twice on this table, ignore repeated rolls.
19 Activist for a very odd cause
20 Afraid of the dark

Strength 2 Disadvantages:
01 Fear of fire
02 Mild stutter
03 Impotent
04 Obese
05 Very near sighted
06 Very far sighted
07 Kleptomaniac (steals anything they see)
08 Roll twice on this table, ignore repeated rolls.
09 Has a dark secret
10 Allergic to horses, cats and dogs (massive sneezing you can't stop)
11 Fear of crowds, strangers (xenophobia)
12 Racist (pick a race)
13 Food allergy (milk, sugar, nuts etc.)
14 Very strong fear of germs and disease
15 Character is haunted by a nasty ghost
16 Extreme fear of dying
17 Atheist
18 Superstitious
19 Can not kill children or anything that looks like a child
20 Roll twice on this table, ignore repeated rolls.

Strength 3 Disadvantages:

01 Clumsy (Dex -3 -- roll play it also!)
02 Alcoholic
03 Roll twice on this table, ignore repeated rolls.
04 Insane -- hear voices and obey them (Int check -5 to refuse them)
05 Entranced by beauty - cannot even fight or defend themself against anything beautiful.
06 Cannot stand the sight of blood (faints, pukes etc.)
07 Reincarnation of an unsavoury historical being
08 Weapons are covered in blood for one week every time you kill
09 No mental defences -- very vulnerable to mental attacks/suggestion
10 Very, very shy around strangers
11 Fear of responsibility -- never take a leadership position
12 Heightened ego -- think your way and answer to a problem is always right
13 Scars (facial)
14 Roll twice on this table, ignore repeated rolls.
15 Must sleep at least 8 hours every day or suffers from very strong hallucinations
16 Character does not bleed from wounds (good chance of infection)
17 Trust no one. Ever.
18 Causes wild surges in the magical field in moments of extreme stress
19 Suffers very strong hunger pangs if they don't eat 3 good meals every day -- rumbling stomach is very loud also.
20 Nightmares come to life on occasion

Strength 4 Disadvantages:

01 Incapable of telling the truth
02 Night Blindness (cannot see at night)
03 Extreme fear/hatred of magic and mages
04 Roll twice on this table, ignore repeated rolls.
05 Roll twice on this table, ignore repeated rolls.
06 Mute
07 Kill any plant or flower you touch
08 Turn all alcoholic beverages into water by touching them
09 Suffer seizures under extreme stress
10 Attracts trouble like a magnet
11 Presence seems to cause many riots
12 Very paranoid - strong fear of "them"
13 Drug addict
14 Do not admit magic exists
15 Meat touched by the character becomes diseased
16 Albino (Very pale skin)]
17 Very forgetful
18 Muscle weakness (strength becomes 6 randomly (1d10 chance per hour)
19 Very strong stutter
20 Haemophiliac (bleeding doesn’t stop)

Strength 5 Disadvantages:

01 Missing limb
02 Every time you kill someone they rise up as undead
03 Roll three times on this table, ignore repeated rolls.
04 No one can die within 20' of you
05 Mute
06 All coins s/he has become copper in one hour
07 Schizophrenic
08 Odd physical feature (very short, very tall, prominent scar, missing nose etc.)
09 Transforms into a Golden Retriever randomly (at least three times a day, DM's random roll for when) and can talk to dogs. Cannot stand to see a dog hurt. Hates cats also
10 All weapons touched by the character have a -1 penalty to damage after being touched for an hour
11 Vampire
12 Werewolf
13 Can sense the presence of death and communicate with it. Potential necromatic ability.
14 Ages twice as fast as normal physically, with ageing penalties.
15 Extremely sea sick -- has trouble even LOOKING at water.
16 Extreme fear of heights. Walking up steps or getting on a horse takes an act of will.
17 Allergic to yourself. Suffer sneezing fits, hay fever etc.
18 Facial features change every hour - but scars etc. remain
19 Convinced they are the opposite sex
20 Charisma of 30 - sexual magnet

The Village of Halred:

The village of Halred is situated an hours journey into the woods (which are unnamed as far as anyone knows) and survives mostly on trapping animals for food and selling the skins to traders who come through. Directly east lies a small plain (three days to cross it). South, west of the woods and east of the plains lies the great desert that has not been crossed by anyone from the village in five generations. North lies the northern barrens, lands that few dwell in or travel through, mainly because of the “great bright darkness” [i.e. the ice] coming south.

The village was founded at least 600 years ago and has been around ever since, though since the north is becoming colder every year (shortening the growing season for food to its present optimistic 8 weeks) the population has been decreasing as many die, fewer children are born healthy and many begin to leave and seek other places to live.

The village has one main road (a trading road, now mostly overgrown, coming from the desert and continuing into the north), 200 people living in the village, plus another 150-odd trappers and farmers living in the woods. A few travellers come from the desert kingdom of Arakan or from the northern wastes but the village is largely isolated and citizens of every race can be found here, living in comparative harmony. Most trade is done through a barter system, so the character little conception of money.

Some of the village people are noted below, with their title first, if they have one.

The Disputor (Oragat Orc) - The disputor of Halred is a orc with a surprising bent for politics and the manipulation that entails. He is unmarried with no children and known for being just to people’s requests, but seldom kind. As a disputor, it is his duty to make sure the elders of the village do what is best for the village, and not just themselves.

The Blacksmith (Geras Tarlien | Dwarf) - The village blacksmith is an accomplished metal worker who also dabbles in making weapons, which is not surprising for a dwarf.. When the village’s previous blacksmith died five years ago, Geras simply showed up at the village the next day and said he was a blacksmith looking for work. He has no relatives and never discusses his past with anyone.

The militia (Knort | Elf) - Knort is an elf who has been with the village for over two hundred years and is known for being a very dangerous person to cross, as well as being the best fighter in the village. As recently as 10 years ago, a group of warriors came seeking instruction from him, which says a fair bit about his skill with weapons. Knort is in charge of the village militia (40 people, mainly the male adults) and due top his training, they have actually managed to keep the ice demons and snow wolves at bay. While he refuses a seat on the Elders’ council, Knort’s advice is seldom ignored.

Priest (Walter | Human) - Walter is the village’s priest, though no one knows what god he follows. His is kind, courteous, a scholar, and often joins the militia in battle, where his skill at fighting belies his weight. Walter’s only oddity is a trip every winter north for 3 weeks. He’s never said why he takes these trips, nor the purpose of them, but Knort went with him the last time as the bandits are getting more and more dangerous every year, even for a priest.

THE ELDERS: (This is a title for the council that runs the village. All members are equal)

Iaris Feldson (human)
Hedrek (orc)
Elli Veresna Coliw(elf)
Gevreksi (gnome) [Also the innkeeper and a retired bard]
Hern Delsa (human)

OTHERS: (People near the village or who come to the village on occasion)

The Old Man (Hermit | Elf) - Nothing is known about what this old man is nor where he comes from. He lives alone north of the village and few people have ever been able to find his home and those who have claim it looks larger on the outside than it really is.

Shargos (Trader | Shadow Demon) - A strange shadow-being that visits the village from time to time, trading many rare items in exchange for news.

Fler (Thief | Werewolf) - A trapper in the woods whose exploits at robbing other trappers are legendary. No one has caught him at it yet.

Creatures of the North:

Ice Demons: These creatures are native to the north and very dangerous. While not true demons, no one has figured out how intelligent they are nor what they are. Ice Demons travel in packs of 2-20, and for each Ice Demon, the others get +2 hp and heal 1 hp/turn. The creatures are translucent and therefore hard to see if they are moving slowly. They devour the flesh of their victims and any touched by them suffer 1d6 damage as well as a burning sensation from the touch, which leaves a penny-sized scar on the person. They are avoided by any small group.

Bandits: The usual people who prey on unwary travellers. A surprising amount of them are humans, but the odd troll or dwarf can be found among them. Most bandit groups have 10 people, and a few have magic-users among their number.

Northerner: The people of the far north have pale skin and colourless eyes. They can take any extreme of cold without noticing and are said to be part of the northern ice itself. No northerner has ever been killed by even the most dangerous storm. No one knows how many people travel in their bands, since few ever see them and live to tell about it. They are experts at remaining unseen and are frighteningly patient.


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