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, welcome to ADnD 2e - Adventurers Guild

21:10, 20th May 2024 (GMT+0)

The Adventurers Guild- ADnD 2e Welcome!!!

Posted by Guild MasterFor group 0
Guild Master
GM, 1 post
Awakened
Ego
Tue 3 Oct 2023
at 14:05
  • msg #1

The Adventurers Guild- ADnD 2e Welcome!!!

Welcome you have been recruited by the adventurers guild.  The guild hall is a normative transitive plane that connects to any world.  The guild appears when a job needs taken care of.  The locals recall the guild hall as always being present in that location.

The hall has three stories, one of them below ground, in any place it resides, even temporarily.  The hall is larger on the inside, and the basement level contains underdark stone, with the strange emanations, included.  The top level is a few rooms but space for winged creatures.

This game will be a co-operative rotating DM game, where each DM may use any level appropriate module or adventure during their turn.  They set the adventure and run the game as fully the DM, their individual PC can either participate or spend the down time in other activities.

Character creation will be based on an agreed upon array of stats arranged as desired.
The current array: 18, 17, 16, 15, 14, 13
Individual DMs will be able to ban or restrict aspects....
...currently banned are both psionics and guns.

Classes and Proficiencies and kits?
Classes as listed, however many of the OG classes did not list every weapon they can choose from for example the lasso and bola were not really listed for any of the classes, however one could argue that either would be appropriate for the bard or druid for example....

Proficiencies had weapon and a ration for some classes as well as non-weapon but you could also gain free ones from kits, and trade bonus languages for proficiencies...
This lead to many imbalances; so this too needs sorted out in fairness.
This message was last edited by the GM at 14:09, Wed 04 Oct 2023.
Guild Master
GM, 5 posts
Awakened
Ego
Tue 3 Oct 2023
at 21:25
  • msg #2

The Adventurers Guild- ADnD 2e Welcome!!!

The person who is running or DMing the game and has selected a module or adventure for the group can have that setting in any supported world(s):
A DM is free to create their own adventure as well.

Forgotten Realms
Dragonlance
Greyhawk
Kara-Tur
Spelljammer
Outer Planes
Ravenloft
Dark Sun
Al-Qadim
Mystara
Planescape

We will decide to exclude or include others...
This message was last edited by the GM at 10:05, Wed 04 Oct 2023.
Guild Master
GM, 6 posts
Awakened
Ego
Wed 4 Oct 2023
at 00:26
  • msg #3

The Adventurers Guild- ADnD 2e Welcome!!!

Races for your character.....
Standard Races - Player's Handbook Races
Dwarf, Elf, Gnome, Half-Elf, Halfling, Human

Elf Variants: Complete Book of Elves
Aquatic Elf
Avariel - Dragon Magazine #233 - Complete book of half Elves
Drow
Grey Elf
High Elf
Sylvan Elf

Dwarf Variants - Complete Book of Dwarves
Deep Dwarves
Duergar
Gully Dwarves
Hill Dwarves
Mountain Dwarves
Sundered Dwarves


Humanoids:From The Complete Book of Humanoids:
Most likely not, but on a case by case basis.

Aquatic Races (Dragon Magazine #250)
Most likely not, but on a case by case basis.

Planescape Races - Planewalkers Handbook
Aasimar
Tiefling

Spelljammer Races
Most likely not, but on a case by case basis.

Dark Sun Races
Most likely not, but on a case by case basis.

Dragonlance Races
Most likely not, but on a case by case basis.


Half-Dragons Dragon Magazine #206
Most likely not, but on a case by case basis.


Some races will be excluded Strike through, others will be on a case by case basis...
This message was last edited by the GM at 13:26, Wed 04 Oct 2023.
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