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Explore the limits of magic (2nd ed AD&D)

Posted by MelJill
MelJill
member, 18 posts
Tue 3 Jun 2014
at 02:00
  • msg #1

Explore the limits of magic (2nd ed AD&D)

Millennia past, dwarven-mage hubris led to a cataclysm that nearly shook the world apart, and only divine intervention saved the world from complete annihilation. Many lands were plunged beneath the sea--and legends say that treasures may still be found there, if only one could find a way to survive the depths. Other lands were shaken, leaving once great cities in ruin--some have since been rebuilt, others were buried and new communities built atop the old, forgotten ruins. It is said that there are vast treasures to be found, peculiar artifacts that survived their creators' deaths.

  These artifacts and treasures may be merely the stuff of legend, but that has not stopped some from pursuing rumors of these things. After all, what adventurer worth his salt would choose not to search if it were possible that such things did exist?

 Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

  This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

 This is a 2nd ed AD&D game with some 1st ed inclusions and other house rules set in a homebrew world.  There are two tracks for the game:

 Track 1:  slower paced, the professors and deans of the schools.  This is more of a political thinker's game, thinking up new spells and magical items, along with occasionally causing the accidental disaster.

 Track 2:  faster paced, lower level (2nd to 4th) typical adventurer parties (not mage only) dealing with the various weird stuff that the university let loose.  This will also include the students (mages and specialists alike)
Azraile
member, 115 posts
AIM: Azraile
Dislexic
Tue 3 Jun 2014
at 07:13
  • msg #2

Re: Explore the limits of magic (2nd ed AD&D)

In reply to MelJill (msg # 1):

I really don't know the difference between editions can you fill me in on that, because this sounds like a nice story.... but the char stuff i've been working on is for 3.5 x.x
turtlejet
member, 1 post
Tue 3 Jun 2014
at 15:55
  • msg #3

Re: Explore the limits of magic (2nd ed AD&D)

In reply to MelJill (msg # 1):

I'm a big 2e Fan and your campaign idea sounds cool!

I've done play by post before, but this is my first time on this particular site.

Count me in if you still need more players.
Shadeyzack
member, 1 post
Wed 4 Jun 2014
at 03:26
  • msg #4

Re: Explore the limits of magic (2nd ed AD&D)

In reply to MelJill (msg # 1):

Hi I'm new to this whole roleplaying online thing and I was wondering if I could join yours. It looks really neat and well thought up of and I'm into magic too :D. Thanks, Shadeyzack
MelJill
member, 20 posts
Tue 10 Jun 2014
at 10:32
  • msg #5

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

   This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

  This is a 2nd ed AD&D game with some 1st ed inclusions and other house rules set in a homebrew world.  There are two tracks for the game:

  Track 1:  slower paced, the professors and deans of the schools.  This is more of a political thinker's game, thinking up new spells and magical items, along with occasionally causing the accidental disaster.  I still need two deans of schools--enchantment/charm and invocation/evocation

  Track 2:  faster paced, lower level (2nd to 4th) typical adventurer parties (not mage only) dealing with the various weird stuff that the university let loose.  This will also include the students (mages and specialists alike).  More players here are very welcome.

Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.
MelJill
member, 21 posts
Tue 17 Jun 2014
at 10:38
  • msg #6

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

   This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

  This is a 2nd ed AD&D game with some 1st ed inclusions and other house rules set in a homebrew world.  There are two tracks for the game:

  Track 1:  slower paced, the professors and deans of the schools.  This is more of a political thinker's game, thinking up new spells and magical items, along with occasionally causing the accidental disaster.  I still need the Dean of Enchantment/Charm

  Track 2:  faster paced, lower level (2nd to 4th) typical adventurer parties (not mage only) dealing with the various weird stuff that the university let loose.  This will also include the students (mages and specialists alike).  There are plenty of fighter types, but other classes still needed

Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.
MelJill
member, 22 posts
Wed 25 Jun 2014
at 21:10
  • msg #7

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

   This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

  This is a 2nd ed AD&D game with some 1st ed inclusions and other house rules set in a homebrew world.  There are two tracks for the game:

  Track 1:  slower paced, the professors and deans of the schools.  This is more of a political thinker's game, thinking up new spells and magical items, along with occasionally causing the accidental disaster.  I still need the Dean of Enchantment/Charm ... and soon the Dean of Necromancy

  Track 2:  faster paced, lower level (2nd to 4th) typical adventurer parties (not mage only) dealing with the various weird stuff that the university let loose.  This will also include the students (mages and specialists alike).  There are plenty of fighter types, but other classes still needed

Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.
h3athrow
member, 11 posts
Thu 26 Jun 2014
at 20:33
  • msg #8

Re: Explore the limits of magic (2nd ed AD&D)

I would like to join Track 2, as a non-fighter. I've played 2e, I'm well-versed in PbP, and I'm online most days. Let me know if there's room for me!
MelJill
member, 23 posts
Thu 9 Oct 2014
at 23:47
  • msg #9

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

Currently looking for characters, preferably of a non-fighter class, level 2-4 (to be determined by background and class choices) for an adventure dealing with the things that have been released by experiments gone awry.

Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.
MelJill
member, 24 posts
Fri 17 Oct 2014
at 22:07
  • msg #10

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

 This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

  Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.

Currently looking for characters, preferably of a non-fighter class, level 2-4 (to be determined by background and class choices) for an adventure dealing with the things that have been released by experiments gone awry.
JRScott
member, 3 posts
Sat 18 Oct 2014
at 05:47
  • msg #11

Re: Explore the limits of magic (2nd ed AD&D)

In reply to MelJill (msg # 10):

Dang wish I'd come to the site before HC collapsed, I love inventing spells and probably have invented hundreds on my characters over the last 30 years.

Hmm I'm looking it at though. Sounds interesting and well I've been missing D&D lately. I wonder where my 2E PH is. I need to find that.
MelJill
member, 25 posts
Sat 25 Oct 2014
at 01:27
  • msg #12

Re: Explore the limits of magic (2nd ed AD&D)

Then there is the island Bragi, nearly unsettled except for a village and an inland city.  Within Bragi City is a university which draws from the known world.  The best mages are recruited as students.

 This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.

  Please take a moment to look around the world info I've provided.  While I am flexible and open to suggestions, do not message me asking me to amend the game for you or change world setting details.  Please reply by requesting access within the game rather than in this thread.

Currently looking for characters of a non-fighter class, level 2-4 (to be determined by background and class choices) for an adventure dealing with the things that have been released by experiments gone awry.
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