This book is a work of fiction. Names, characters, places, and incidents are the product of the authors' imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living or dead, is coincidental. The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at www.greendragonadventure.webs.com
THE STRONGHOLD South of Suranhill passed the Sokan Valley and inbetween the Dwanen Mountains lies an old Stronghold once a fortress against goblins. It is now a refuge for cutthroats, criminals, bandits, and the most notorious gladiators and fighters the lands will ever experience. The Bavidirian Empire once tried to extinguish the Stronghold, yet the men of this area united and fought back forcing the Empire to sign a truce. Today the biggest gambling in all of the lands is dealt here bidding large sums of gold pieces for the champions to defend their title against any who dare to challenge them. Far and wide the inhabitants of the lands come here in hopes to change their lives as they wage for their champions to make their pockets full of gold pieces. Buildings at the Stronghold Important Note 1. Know that all of the followers that are accompanying the adventurer will not agree to travel to the Stronghold and will bid farewell to the adventurer. In otherwords, all of the followers will be deleted from the character sheet, except for a horse or apprentice. 2. If the adventurer has followers that hinder his abilities then they must be resolved first before travelling to the Stronghold. Such followers include the Hag or the Invisible Jester. 3. If one leaves the competition before attaining the status Arena Champion then the battles won will not be saved. This means if your adventurer returns at a later date from Suranhill then he must repay 1000 gold pieces to compete again.
Ogre Armory A large ogre will ensure that damaged weapons and armor will be repaired for a fair price. Available Commands Upgrade (name of armor) at the Ogre Armory - This command allows the adventurer to improve his armor. Make sure to indicate which armor to improve. If this is not mentioned the armor that the adventurer is currently wearing will be upgraded. Upgrade (name of weapon) at the Ogre Armory This command allows the adventurer to improve his weapon. Make sure to indicate which weapon to improve. If this is not mentioned the 1 st weapon the adventurer is currently carrying will be upgraded. If the adventurer is not carrying a 1 st weapon then the 2 nd weapon will be upgraded. Repair (name of weapon or armor) at the Ogre Armory This command allows the adventurer to repair his armor or weapon. Make sure to have enough gold pieces for the services. Armor Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same armor. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade to his armor. The 3 rd upgrade is the max armor can have. Gauntlets and Helmets can also be upgraded in the same manner. To upgrade armor it costs 150 gold pieces 1st upgrade: costs 150 gold pieces = Subtracts an additional 1 to enemy attack roll. 2nd upgrade: costs 200 gold pieces = Subtracts an additional 2 to enemy attack roll. 3rd upgrade: attack roll. costs 250 gold pieces = Subtracts an additional 3 to enemy
Weapon Upgrades One must first do the 1 st upgrade before allowed to do the 2 nd upgrade of the same weapon. The 3 rd upgrade can only be attained if the adventurer had done a 2 nd upgrade. The 3 rd upgrade is the max a weapon can have. 1 st upgrade: cots 250 gold pieces = adds +1 Physical 2nd upgrade: costs 300 gold pieces = adds +2 Physical 3rd upgrade: costs 350 gold pieces = adds + 3 Physical Repair Weapons need to be sharpened and Armor needs repairs after being used so often. To determine when a weapon needs to be repaired look at the percentage indicated next to the weapon or armor on the adventurer's character sheet. If it is close to zero percent then the item is almost worthless and cannot provide any help. 10% repairs costs 20 gold pieces. 20% repair costs 30 gold pieces. 50% repair costs 55 gold pieces. For Magical Weapons and Armors the price changes. 10% repairs costs 70 gold pieces. 20% repair costs 120 gold pieces. 50% repair costs 280 gold pieces. Magical items are expensive to repair because the blacksmith has to ask a Veteran Mage to disenchant the magic from the item to be allowed to repair it. Then the Veteran Mage has to enchant the item again to keep its value.
Gladiator Training Two Arena Champions will train any who are interested in the art of combat and magic. They charge 300 gold pieces to attain the next level. Available Command Train The adventurer gains attributes and skills when attaining a new level. Experience Points List Level 02: 501 to 2,000 Level 03: 2,001 to 5,000 Level 04: 5,001 to 9,000 Level 05: 9,001 to 14,000 Level 06: 14,001 to 20,000 Level 07: 20,001 to 27,000 Level 08: 27,001 to 35,000 Level 09: 35,001 to 44,000 Level 10: 44,001 to 54,000 Level 11: 54,001 to 65,000 Level 12: 65,001 to 77,000 Level 13: 77,001 to 90,000 Level 14: 90,001 to 104,000 Level 15: 104,001 to 119,000 Level 16: 119.001 to 135,000 Level 17: 135,001 to 152,000 Level 18: 152,001 to 170,000 Level 19: 170,001 to 190,000 Level 20: 190,001 (reached highest level)
Kobold s Potions Available Commands Purchase (and the name of item) at the Kobold s Potions This command allows the adventurer to purchase an item. Sell (and the name of item) at the Kobold s Potions This command allows the adventurer to sell an item. Available Potions Small Healing Potion 40 gold pieces Restores 4 hit points for one use. Large Healing Potion 70 gold pieces Restores 8 hit points for one use. Stone Skin Potion 150 gold Only loses 2 hit points instead of the usual 4 when losing in a battle for the entire spread sheet of the week. Invisible Potion 150 gold - Allows the adventurer to be semi-invisible for 1 battle. The opponent cannot add a 1d18 attack roll during battle. Magic Dispel Elixir 200 gold Forces the opponent to not use the Magic attribute during battle. Strength Dispel Elixir 200 gold Forces the opponent to not use the Physical attribute during battle. Agility Dispel Elixir 200 gold Forces the opponent to not use the Stealth attribute during battle. Here is an example of when an Agility Dispel Elixir is used: Golem Physical 50 Stealth 20 Magic 10 Versus Dwarven Warrior Physical 30 Stealth 20 Magic 10
Golem Physical 50 Stealth 20 Roll 13 = 63 total Dwarven Warrior Physical 30 Stealth 20 Roll 15 = 65 total The Dwarven Warrior wins the battle because he had used the Agility Dispel Elixir. Ticky s Tavern The small female kobold enjoys her business serving all walks of life. She is always friendly to newcomers if they part easy with their gold pieces. Available Commands Drink 25 gold allows the adventurer to drink for the night and attain a rumor that might help him for the next battle in the Arena. What will the adventurer be rewarded? Well let us just say we keep that a surprise shall we! Eat 35 gold Ticky s Tavern doesn t have the most savory dishes but they do fill the spot. One meal restores 3 hit points. Arena The Arena is the biggest event at the Stronghold. Many inhabitants come here to bet huge wages on their favorite competitor. Most competitors don t survive the first two battles as they too wish to become rich by attaining grand champion of the arena. Register Allows the adventurer to register for the arena competitions. Make sure to have a 1000 gold pieces when registering. Compete Allows the adventurer to compete in the arena against an opponent. One must first register before being allowed to compete in the arena.
Dark Cultist Guild The Dark Cultist Guild worships the Marikasha Goddess of Night & Destruction. Her prized hero is a death dragon that stalks the Wastelands leading large armies with the Demon Hordes of Morashitar. Those that become members are granted dark powers of immense destruction. It is rumored the leader of the guild is a powerful Dark Elf Mage of the Ancient Dark Arts that had constructed with powerful magic the Dark Tower. Only those that serve his guild may visit it with one of his Griffons. The adventurer must be a Dark Elf Assassin/Shade or a Gnome Necromancer willing to become a dark cultist to join this guild. Available Command Work at the Dark Cultist s Guild The Adventurer must be either a Assassin / Shade or a Necromancer to be able to issue this command. When the command is issued the adventurer will be working for the Dark Cultist s Guild at the Stronghold. Purchase (either a Griffon or War Griffon) at the Dark Cultist Guild This command allows the adventurer to purchase an item. Availability Griffon 1000 gold pieces The Griffin offers flight to the Dark Tower. War Griffon 2000 gold pieces The War Griffin offers flight to the Dark Tower. It also offers + 3 Physical as long as it remains in the owner s hands. Additional Available Commands Explore the Cave of Morashitar Allows the adventurer to explore the caves where demons live. Explore the Cave of Ishikar Allows the adventurer to explore the caves where green skin monsters live. Explore the Wastelands Allows the adventurer to explore the lands of the undead creatures.
Return This command allows the adventurer to return to the Stronghold to recover his full hit point status. Camp This command allows the adventurer to rest and restore 2 hit points. This command is only necessary if the adventurer cannot return to the village during a special event. Otherwise it would just be wiser to use the Return command to regain full hit points. If the command Camp is used while in the village the action point will be nullified. Drop (name of item) This command allows the adventurer to drop an item. Switch (name of weapon or armor) This command allows the adventurer to switch a weapon or armor. Equip (name of item, weapon, or armor) This command allows the adventurer to equip an item, weapon, or armor. Use (name of potion, scroll, or item) This command allows the adventurer to use a scroll, potion, or special item. Eat (name of food) This command allows the adventurer to eat when needed. Drink (name of drink) This command allows the adventurer to drink when needed. Travel (name of location) This command allows the adventurer to travel to one safe location to another. The following locations are available to travel to from the Stronghold: Suranhill Dark Tower only if the adventurer owns a Griffon. Steal Allows the adventurer to attempt to take an item that is not his own. This command can only be used when in a town. The DM first uses a 1d18 dice to determine if the adventurer has successfully stole something at the Stronghold. The dice roll has to be below the adventurer s Common Skill to be successful. If successful, The DM uses a 1d150 dice for Halfling Rogues and a 1d20 dice for those that are not Rogues to determine how much gold is taken.
Join us for some adventure fun at www.greendragonadventure.webs.com I hope to hear from you soon! Yours truly, John GD