[net.games.pbm] AD&D Turn 1: Doom's PowerWard

pop@bunker.UUCP (Paul Pederson) (01/22/85)

All interested AD&D players......

The pbm AD&D game "Doom's PowerWard" will be beginning on time Feb. 1st.

From now on, any mail relevant to this game will be appearing in net.games.pbm.

I have sent mail to everyone which has responded to the original posting.  If
you haven't received your response yet, that means I messed up somehow.  Let me
know and I'll try to send your messages out again!

We will be breaking up the players characters into parties of 8.  We will send
the uucp address out to the other players in your party, unless you indicate
otherwise.

The first turn will be rather easy....  Those of you which have not yet sent
in your character specs should do so.  Here are a few guidlines to follow 
when sending in your character:
	1) Present your characters information in a "Player Character Sheet"
		facsimile.
	2) If you do not already have a character in the 11-13 range which
		you would like to enter:
		a) Roll up the 6 stats using any 1 of the 4 methods described
			in the Dungeon Masters Guide.  If you do not have the
			DM's Guide, then roll 4D6 6 times, ingnore the lowest
			die in each roll and place the number in the stat of
			your choice.  Psionics is OK, but be FAIR with it.
		b) Determine race and class as usual.  Assume your character
			is 11th level.  To determine if it is 12th or 13th,
			roll a 10 sided die.  If the roll is a 5-8, you now have
			a 12th level character.  If the roll is a 9-10, you now
			have a 13th level character.  Assume that your character
			has only 1 class.  If you desire a multi level character
			roll a 10 sided die again.  If the roll is 5-8, your
			character has 1 additional class.  If the roll is 9-10,
			your character has 2 additional classes.
		c) Equip your character with a random number of magic and useful
			items.  Use the random treasure generator found in the
			DM's guide, or some other reasonable method (your
			discression needed here...).  THE MONETARY VALUE OF
			GEMS AND COINS IS THE MONETARY VALUE YOU HAVE TO BUY
			MUNDANE ITEMS (like food, engines of war, etc.)  Buy
			items found in the DM's guide or players handbook.
			Find convenient places to store your stuff.
		d) Your character may serve any diety found in Dieties and
			Demigods.  Chances are that it won't make much diff
			in the game.   A word of fair warning, though, is that
			"Doom" is a servant of Set.....
		e) Spells for MU's and clerics and others:  Basically any
			spell appropriate for the level of your character is
			OK,  BUT IF IT's NOT IN THE PLAYERS HANDBOOK THEN GIVE
			A FULL EXPLANATION OF THE SPELL BEFORE USING IT!  (We
			like to twist things, so be careful...)
		f) Information concerning your characters behavior would be
			nice, but is not necessary.  A history would be 
			interesting reading, but again is not necessary.

The first turn is as follows:
	"You and the other characters in your party met through the
	 urgent calling of one high level priest named "Hope" who resides 
	 in a monestary in this area.  He seemd very distressed as you 
	 arrived.  After you and the other 7 characters in your party
	 crowded into his small private quarters he explained to you that
	 many of the local residents have been mysteriously disappearing.
	 In a vision he saw a huge underground temple to the evil god Set.
	 In the temple he saw many of the people who had disappeared were
	 being held captive and performing slave labor.
	 In the vision he saw one powerful, menacing figure.  It was a man
	 who radiated such evil that he seemed to the priest to be almost
	 a demigod himself.
	 In another vision, the priest saw the entire land ravaged by the
	 evil man and those which he was able to pervert and dement.
	 The priest made it clear to you that this evil man must be stopped
	 before he could do more evil.  He must be stopped now before it
	 became too late.
	 It was a unanimous decision by the characters in your party that
	 you should enter the temple, purify it, release the slave, and
	 banish the evil man from the land forever.
	 Through visions the priest was able to lead your party to the
	 entrance of the temple.
	 After days of travel, he lead you to the foot of a great mountain.
	 The priest insisted that this was the temple of the evil man.
	 After traveling around the mountain, though, no entrance was
	 to be found.
	 At midnight, as the party was resting, the priest slipped away
	 from the party.  The guards noticed a dim light appearing on the
	 mountain before them.  They woke the other members of your party
	 and shortly after all had been awoken, a great light streamed
	 forth from near the foot of the mountain.  Soon an entrance appeared,
	 and a great stairway appeared leading into the entrance.
	 You were all shocked to see a lone figure running up the stairs
	 into the entrance.  As the figure reached the entrance, it turned
	 to face the party, waved, then disappeared.

	 It is now shortly after midnight.  The party finds itself several
	 hundred feet away from a birghtly lit stairway which leads into
	 a birghtly lit entrance in the mountain.

	 What do you do about the stairway?  What will you do if you are
	 confronted by hostile enemy?  What else will you do?"

Send your responses by Feb 1.  We will have the parties established by then.

	-Paul O. Pederson