Ruins of Adventure
2e Cheat Sheets
Note: The rules on this wiki supersede any and all rules for AD&D 2nd edition printed elsewhere. With the exception of spell descriptions, no books should be necessary to participate in this game. Similarly, any content not appearing on this wiki (except for spell descriptions) should be considered null, void, and inadmissible.
Must be done in the following order:
- Create a Character page
- Copying format from the Template can be helpful for organization.
- Note: This requires an Obsidian Portal account and write permissions on this site. Message the DM with your username to be added.
- Note: You aren’t required to use the template. If another format is preferable.
- Copying format from the Template can be helpful for organization.
- Roll for Ability Scores: roll 4d6 (take the highest 3) twelve times. Take the numbers and apply them to: Stamina, Muscle, Aim, Balance, Health, Fitness, Reason, Knowledge, Intuition, Willpower, Leadership, and Appearance.
- Choose a Race
Choose a Class: limited by Race choice and ability requirements.
- Alternatively you could choose Class first and then your race options would be limited by your class choice.
- Non-human characters may choose to Multi-class.
- Apply Racial Ability Modifiers
Choose a Homeland: limited by Class, Race, and Abilities.
- A character may only have one homeland.
- Unless the character’s homeland is New Phlan, the character is newly arrived in the city no more than one week prior to the time of their introduction to the story.
Choose a Kit: limited by Class, Race, and Abilities
- Multiclass characters may only have one kit, chosen from either of their classes or from a Universal Kit.
- If a kit lists one or more weapon proficiencies as required, those weapons are automatically allowed to the character, even if his class would normally disallow them. The exception to this rule are members of any Priest class, who must always abide by the strictures of their class (unless the kit specifies otherwise). Unless otherwise noted, these required proficiencies must be purchased in the order they appear, and no other proficiencies may be gained until all required proficiencies are obtained. Weapon proficiencies listed as a Bonus may be used by the character regardless of class limitations (even by priests).
- Note: Any character who does not specify a Kit is assumed to have the Settler kit by default and should apply the bonuses and penalties of that kit as listed.
- Clerics must choose a Patron Deity.
- Druids must choose a terrain to specialize in (Arctic, Desert, Forest, Subteranean, Mountain, Plains, or Swamp).
- Other priest classes and Non-priests may also choose a patron, though it is not required. Non-clerics gain no specific benefits or penalties related to belonging to a specific religion.
- The majority of people in the Realms (even Clerics) are polytheist. They may have a favorite god, but will pray to whichever god holds sway over their circumstances. If you are caught in a violent storm at sea, you pray to Umberlee and Talos to spare you, no matter your alignment or religious inclinations.
Select Non-weapon Proficiencies: determined by Class, Kits, Homeland, and Abilities
- Proficiencies listed as “Bonus” for a given Class, Kit, Homeland, or Race are granted for free at no cost.
- Proficiencies listed as “Required” for a given Class, Kit, Homeland, or Race must be purchased at 1st-level.
- Note that some kits and homelands list certain “forbidden” proficiencies. These may not be taken at character creation, but the character is free to learn such proficiencies through the course of play (assuming he can find a teacher).
- If a proficiency is listed as Required by a character’s class or kit, but somehow forbidden by some other aspect of his build, ignore the forbidden status for that proficiency only.
- If a proficiency is granted as a Bonus proficiency by a character’s class or kit, but somehow forbidden by some other aspect of his build, he does not gain that Bonus proficiency.
- Note: The dominant language in Phlan and the Moonsea region is “Tharian”. It is strongly recommended that you take this if your character hails from other lands. Linguistic barriers (whether interacting the PCs or NPCs) will be strictly enforced.
Select Weapon Proficiencies: determined by Class, Kits, and Abilities
- Weapon proficiencies listed as a Bonus or Required by a Kit or Homeland are available regardless of class limitations.
- Priests also gain these bonus or required proficiencies, but MUST still abide by the weapon restrictions of their priest class with regards to what weapons they actually wield in combat (unless the kit states otherwise). Other characters are free to use any weapons they wish (even those they are not proficient with).
- Wizards (including Mages, Specialists, Bards, Lone Wolves, and Shadow-Walkers), should choose Paths for their starting spells.
- Check for Psionic wild talents (Optional).
- All characters have a chance of possessing psionic talents. In addition to this random roll, some kits and homelands may give you automatic wild talents.
- Buy Equipment
- This should go without saying, but at a bare minimum, make sure you buy some Clothes for your character. If there are no clothes written on your character sheet, then you are naked and NPCs will react accordingly…
Note: You may select your character’s Alignment at any point in the process. Alignment restricts (or is restricted by, depending on how you think of it) the character’s Class(es), Kit, Homeland, and Religion. The character must abide by all of the alignment restrictions of each of these choices—thus some combinations may be mutually exclusive (i.e. you cannot play a Ranger from Zhentil Keep).
- Selecting an Alignment is not required, except where it applies to your other character choices. You are free to leave your alignment vague (“Non-Chaotic” or “Non-Evil” is fine). If your class or other choices demand a specific alignment (i.e. paladins must be Lawful Good) or you choose to define your character as a specific alignment, then you are required to abide by the ethos of that alignment—failure to do so may result in mechanical penalties, reduced experience awards, or story complications.
Character Trees (Play-by-Post)
Within Play-by-Post games (whether via Email, Facebook, G+, or Discord) players are free to play multiple characters within the story in order to ensure that they can always have a character “in scene” and not be left out of the action for extended periods.
Secondary characters are made exactly as above with the following caveats:
- Your Party must have a “home base” of some kind, where inactive characters can relax, eat, sleep, work, and have a normal life.
- Unless circumstances dictate otherwise (such as split parties being re-united during a combat encounter), only One character may be active at a time. Other characters are assumed to be back at your “home base”. They may perform mundane non-adventuring tasks (crafting, shopping, magical research, home repairs, running a business, etc.) at your discretion during off-scene time.
- Secondary characters at home cannot engage in off-screen Carousing.
- Secondary characters at home generally will not engage in meaningful NPC interactions. These must be role-played.
- Additional characters MUST be directly related or tied to existing character in some meaningful story-based way (a family member, a lover, a member of the same temple or organization, a close acquaintance from the same town, fellow escaped slave from the same owner, etc. — random person from another country you met while traveling to Phlan obviously does not count; that is what your fellow players are for).
- If your existing character(s) die or retire, leaving you with no active character, new Replacement characters do not need to abide by this stricture. If you have advanced plans to retire your only current character, please consult the DM to arrange an exit from the party prior to introducing the new one.
- Characters may be retired and remain with the party as a “home” PC. Such characters function as NPCs but may be re-controlled by the player for “at home” story scenes. Characters retired in this way cease to gain XP.
- Secondary characters begin with an XP total equal to your existing PC. (see below)
- Secondary characters do not begin with Magic Items as part of their starting equipment, except where specifically granted by their Class, Kit, or Homeland.
All characters you are playing within a given party share the same pool of experience. If one character is active, all characters will receive an equal amount of XP. If multiple characters are active in a scene, experience will be assigned based on the actions of one primary active PCs.
- Secondary characters are Player Characters. Just like your main PC, they will not act in a scene except as you direct them (save by prior arrangement with the DM). If it becomes clear that they are being used as battle-fodder or otherwise expendables, no experience will be awarded to any of your characters for the scene.
- Secondary characters require the same investment of Time and Money to train to level up as do primary characters. Keep this in mind when budgeting. This may be done during their down/off-scene time.
Please see below for the list of available spells for this game. This includes spells from a wide variety of sources. Consult your DM if you do not have the book(s) in question.
The rules as written assume a basic understanding of D&D mechanics and terminology. If anything does not make sense, consult your DM for clarification. If you cannot find what you are looking for here, check out the official 2e core books
Through extensive training and practice, all characters can eventually improve their core attributes. At 10th level (and again at 20th level and 30th level), the character may add 1 point to a single ability score. In addition, many magic items can increase a character’s ability scores and certain kits may grant additional opportunities to improve the character’s abilities. Any such effects will be described in the specific entry for the kit or magic item in question.