this book is a work of fiction. names, characters, places ... · halflings are 3 feet tall and walk...
TRANSCRIPT
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
Introduction
You have found the secret lair of an ancient green dragon in the Dwanen
Mountains! Turn back adventurer before it is too late!
Do you have a passion for tabletop style roleplaying games but just don't have
the time for them? The Green Dragon Adventures just might have a solution for you. This one of the kind fantasy game only takes a few minutes per day to
enjoy. You don't have to spend hours creating a character sheet, participate in a group session at a certain day and time of the week, and you only need to come
in once a day for 15 minutes online!
The Green Dragon Adventure's Roleplaying Game is very easy to understand and can be addictive. You simply create a character sheet while signing up and the
DM will automatically create your character sheet which will be posted in the forums waiting for you. From there, you look for your character sheet and follow
instructions on how to proceed. In principle, you have 5 commands to issue per day (or whenever you have time) so your adventurer can stay busy throughout
that day.
This game isn't only about slaughtering monsters to get the valuable loot, but also one can own businesses, practice a skill, marry and have kids, rescue a
damsel in distress or save a prince's life. There are also campaigns to explore, and one can own many buildings and rent them out.
So what do we have here?
1. Character creation is done for you.
2. There is no requirement to participate at a certain time or day.
3. The game caters to your style of roleplaying.
4. It takes only 15 minutes to issue commands for your adventurer to stay busy
for the day or whenever you have time to play.
5. The game is free.
6. You receive space to write a journal of your adventurer's experiences if desired. (Writers welcomed!)
7. There are easy to understand rules on how to get engaged in the game right away.
8. The game is more than just a hack and slash and reap the treasure gaming. (Of course you can play this also if desired)
9. The game is played in the forums.
10. A Player's Guide will get you started right away.
Requirements to play
Join the site at www.greendragonadventure.webs.com
When signing up at the website you will be asked the following questions.
1. Which type of adventurer do you choose? Dark Elf Assassin, Half Elf Ranger,
Wood Elf Druid, High Elf Mage, Dwarven Warrior, Halfling Rogue, Bavidirian (Human) Cleric, Kort (Human) Barbarian, or Gnome Necromancer.
2. What is the full (first and last) name of your adventurer?
When the information has been completed your DM will create a character sheet
and your own thread in the forums.
One must also have the Adobe Reader available for occasional PDF files to be
sent to the email address when certain events occur during the game.
Creating your Adventurer
Alorath is the third planet of the Auralois System. The planet has two moons evolving around it. The campaign is based on a continent on Alorath called The
Lands of Bavidirian.
The Bavidirian Empire has an alliance with dwarves, high elves, halflings, and the powerful magic wielding pixies.
The problem: Demons have proven victorious after the last Great War against the armies of dark elves. Now they desire more power and surface the Lands of
Bavidirian scorching and killing everything in their way. The Bavidirian Empire with the Alliance are trying to ensure that these vile creatures will never find a
victory on the surface lands as they fight gallantly against the hordes at the mouth of the Cave of Morashitar named after the Demon Overlord, ruler of the
underworld.
You are an adventurer seeking a way to make it in the lands and hoping to
survive the turmoil’s ahead. Your next task is to choose an adventurer. Read the 9 types to help decide which adventurer you would like to represent.
Halfling Rogue – Strong Attribute in Stealth
Story so far…..
The Halflings of the Hills of Dilan have always kept to themselves and do not mingle in the affairs of the lands. As very few leave their hill homes they invite
any friendly traveler to enjoy their continuous festivities and home cooked meals. As the skies have gotten darker eliminating the mood for festivity and
the growth of nature the halfing leader Felin Boartoes visited Castle Bavidirian to inform of what is happening. Learning of the threat of Demons the halfling
chief relayed the information to his people hoping that such evil will never reach
their homes.
About halfings…..
Halflings are 3 feet tall and walk barefoot as their soles on their feet are so thick
that even prickly thorns get squashed from them. Besides the hairy smelly toes
that receive a good dose of fresh air because of their agile and quick legs they can run as fast as other races if not faster making them hard to encounter when
danger occurs. Their nimble fingers are always touching something and their curious minds allow them to learn unconventional ideas in getting by on day to
day bases. Halflings live in hill homes and celebrate most of the days enjoying the lands favorite sweet liquor Grapan in which they grow the special roots right
over their hilly roofs throughout the cyclone (year). With 6 meals a day and little interest in exploring the lands many live a simple life of great joy. There are the
exceptions of course, as a few halflings do dare to venture forth beyond the hills
and become expert treasure hunters as they would prefer to be called. In actuality, society sees them as expert rogues reaping much gold and treasures
before retiring back to their hill homes.
Special Skill - Pickpocket – Every time the command “Steal” is used when residing in a town a guarantee of 1 to 150 gold pieces is rewarded.
Dwarven Warrior – Strong Attribute in Physical
Story so far….
The Dwarves of the Dwanen Mountains have been at war with goblins and orcs
for as long as the mountains have existed. Their constant struggle for territory inside the mountains has always been a challenge. Times have shifted when dark
elves have emerged to their level warning of the threat of demons. Not waiting to
see what these demons contain the dwarves left their great halls to live on the surfacelands.
About Dwarves…
The Dwanen Dwarves once had magnificent halls inside the mountains before the
threat of Demons reached ears. The Great War between dark elves and the
hordes of Morashitar an Overlord of the demons had finally come to an end. The dwarves known to be great miners, smiths, and builders constructed a
magnificent fortress and town named after their legendary hero Staengdor who unfortunately was too old to see the completion of the structures honored in his
name. Dwarves are not kind to other races and prefer to stay amongst themselves rarely leaving the surrounding areas of Staengdor. There is however,
an outpost for trading, but only because they desire some basic needs that are hard to get where they stay. Those that do venture outside their territory are
considered insane, yet are always welcomed back home to get appropriate help
when needed. The dwarves stand at 4 feet tall and 4 feet wide if you take a chance to really observe them. As they are equally wide as tall they often reach
the strength of a hill giant and love to boast about their skills in mining and armor smithing. Dwarven goods (besides the gems they find) are hard to come by
in the lands and those that do have the privilege to own anything created by a dwarf are considered lucky to own such a great quality item.
Special Skill - Smith Mastery - When the command “Repair Weapon” or “Repair
Armor” is used the items will be repaired by 20%. Also the Warrior’s first weapon
offers an upgrade of + 3 Physical at the start of the game.
Bavidirian Cleric – Strong Attribute in Magic
Story so far…..
The Bavidirian Empire has long been established after the Pixies of the Sacred Woods of Silvernarion and the High Elves of the Seas set foot on land. Their
constant building of towns has led them to patrol their territories ensuring safety of their people. Eventually as the land is shared the Empire agreed to
create an alliance with other races to ensure safety against those that mean
harm. Today they fight against the consistent threat of Demons trying to enter the lands and destroy any that dwell on it.
About Bavidirians…….
Bavidirians are the most populace race in the lands. These short lived humans
sizing at 5 to 6 feet and weighing at 150 to 220 pounds (males) are fast learners
and curious at heart because of their short lifespan. They tend to enjoy the finer things in life and always seek ways to expand their territory to discover more.
The Bavidirian Empire lead by King Bavidirian are busy ensuring the safety of their various towns and jurisdictions as they fight against Demons trying to
enter the lands through the Cave of Morashitar. A large army lead by the legendary hero Lord Denonimas continous to campaign for recruits to ensure the
army never dwindles at the caves mouth fighting these horrific creatures of the underworld. In the meantime, Bavidirian towns thrive in business inviting any
race to enjoy the benefits of a good life as long as they obey the laws set out for
them.
Bavidirians rely on much faith in a higher deity to keep them occupied with the greater questions they may pose. Those that do decide to follow a holy order
become faithful in their deeds as clerics and receive the gift of healing as they travel preaching their experiences.
The Bavidirian Cleric starts as a “Scribe” for the Paladin’s Cathedral and is the
only adventurer to start with 500 experience points before even starting the
game. He is 1 experience point shy of being eligible to advance to level 2.
Special Skill - Holy Healing - Each action point spent 3 hit points are recovered automatically as long as the adventurer is not in battle.
High Elf Mage – Strong Attribute in Magic
Story so far…..
The High Elves have enter the lands a century after the pixies first found safety in the Sacred Woods of Silvernarion on where they found the ancient tree of
balance. Its powers have taught the art of magic to pixies who later offered the powers to high elves in return of an oath to protect the woods together. It is said
that the magic the tree has holds the balance between good and evil ensuring
that the lands stay safe.
About High Elves…..
High Elves are scholarly in nature always delving into the arts of learning the mystical parts of the world such as understanding spirits and magical beings.
Their large tree houses enchant newcomers as the golden leaves are enchanted. Swienalden (Golden Leaves in High Elvin language) is considered a vacation
retreat for many races as the large town of trees enchant sometimes hypnotize
the others when visiting the magnificent home to high elves.
High Elves enjoy company and love to share the newest findings of the unknown to other races. They stand at 6 feet and are naturally thin in a healthy way.
Their fair tan skin and fine straight long hair gives them handsome or beautiful features often describe as the perfect creation. They live well over thousands of
years where as only pixies in the Sacred Woods of Silvernarion or dragons seem
to outlive them as a challenge. High Elves live off the lands on islands in the Maniput Sea. The Seven Islands of Silvernarion are not well known to the races
for only one gets the most attention because of the beauty of the capital of Swienalden. High Elves always have their eyes pried in magical books, objects, or
items sometimes spending days without rest to acquire more knowledge on the subjects making them the most knowledgeable mages in the lands.
Special Skill - Scroll Incantations – This skill allows the High Elf to create
Fireball scrolls. The adventurer will always have a fireball scroll after each
spreadsheet result.
Wood Elf Druid – Strong Attribute in Magic
Story so far….
Wood Elves have enjoyed the lands in scattered tribes for many centuries before
a queen had united them. Her rule is strict allowing none to leave Algaesiarti (Nurenhill Forest) for the safety of the race. Little is known exactly about the
wood elves and their belief system, yet there are few….very few that can tell more.
About Wood Elves…..
Wood Elves are green skinned, blondish hair, and have dark green eyes with
handsome and beautiful features. They have slim bodies and spend most of the
day on trees enjoying their platformed homes in the open. They resent or fail to understand the lives of others that live against nature by isolating themselves
from it. Wood Elves enjoy the mystical powers of nature respecting the trees as of all life that roams the forests and become great protectors of their
environment. Where a pack of wolves would normally attack a newcomer, wood elves would walk amongst them. Where a grizzly bear would ward off any close to
their cubs, wood elves would play with them. Wood Elves learn the spiritual
heart of what Mother Nature offers as a lifetime endeavor and study. Those that do venture outside of the forest are classed as outcasts and are never welcomed
back to the community.
Special Skill - Potion Lore – Mastery. The Druid is capable of mixing magical potions.
A. Small Healing Potion Produces 1 per spreadsheet
B. Cure Disease Potion Produces 1 per spreadsheet
C. Cure Sickness Potion Produces 1 per spreadsheet
Gnome Necromancer – Strong Attribute in Magic
Story so far…..
Gnomes have originally started in the caves of the Unikam Lands before clans began to fight amongst each other over dominance, ideologies, and lifestyles.
The wars were so severe that the opposing clan decided to migrate into the Lands of Bavidirian. They received a permit to build on a patch of land just south
of Castle Bavidirian.
About Gnomes….
Gnomes are short and heavyset with bad tempers. They have gray skin and are
mostly bald. Their heavyset frame often prefer to wear dull and darker robes caring less about their appearance. They are shrewd business negotiators,
masters of rhetoric, and hard thinkers when it comes to tinkering their latest inventions. Gnomes had migrated into the Lands of Bavidirian 500 cyclones ago
from the Unikam Lands after a civil war of amongst their kinds. Those that were tired of the wild ways of life and wanted more equality amongst everyone were
ousted out and found a new home in these lands. Their settlement, which is now a large town lies just south of Castle Bavidirian and is named after their first
migrates called “Gnoertork” lead by Mortiscork the Wise who is now preserved in
clear hardened wax at the cemetery to be honored.
The town is full of inventors, quarrels of verbal fights and occasional magic misuse as of interests in furthering technology to prove the uselessness of
magic. There are however, those that become frustrated when not finding a new invention and give up the whole chase to learn the dark arts of magic to help
understand the Empires threat of those that try to enter the lands. There they
learn to become necromancers for a good cause or so it seems.
Special Skill - Scroll Incantations - This skill allows the Gnome to summon a Dire Wolf. The adventurer will always have a Dire Wolf Scroll available after each
spreadsheet result.
Dark Elf Assassin – Strong Attribute in Stealth
Story so far….
Dark Elves were once High Elves until a powerful Necromancer called Pythonian
offered ancient powers if they follow him to the underworlds of the Dwanen Mountains. There their skin changed in color as of their characteristics
matching the expectations of the underworld. As they became more powerful, a
war was waged against demons. Unfortunately after many cyclones of war they lost and were forced to live on the surface lands.
About Dark Elves….
Dark Elves are rarely seen in the lands as they have lived for thousands of
cyclones (years) inside the underworlds of the Dwanen Mountains. Those few
that survived now strive in the lands being semi accepted by some of the races. Their extraordinary skills in combat and magic have allowed them to become a
valuable ally to the Empire relaying information on the weaknesses of Demons. Those few dark elves that sprinkle the lands often find refuge at either the Dark
Tower led by Torak the Black an evil dark elf master mage or the Stronghold led by Ald’Seran the last ancient warrior of the dark elves, better known as the
Silver King.
Dark Elves are naturally stealthy, see best in the dark compared to any race, and
can become dangerous assassins.
Special Skill - Surprise Attack - The opponent cannot use the attack roll if its strongest attribute is equal or less than the assassin’s stealth.
Kort Barbarian – Strong Attribute in Physical
Korts are huge humans standing at 9 to 10 feet tall and weighing around 340
pounds to 500 (males). They have lost a war with the catfolk’s mass armies and were forced to flee into the dangerous Unknown Mountains Valleys to reach the
outskirts of the Lands of Bavidirian just southwest of the Sacred Woods of Silvernarion. There they created a settlement named after their tribe “Kort”.
Although not welcomed at first the Bavidirian Empire had reached an agreement that the Korts would not try to expand their territory beyond their settlement.
The battle weary tribes agreed and now have a good relation with the
Bavidirians. Today they work hard in regaining their lives and all they have lost in their homelands. They are strong hunters, builders, and trainers in the art of
melee combat. The women also with their day to day chores of tanning leather, hunting, and ensuring a future for younger generations are often discouraged at
the unequal treatment of the male counterparts. Some Korts grow bored of the day to day tasks and seek adventurer hitching a ride with a sea merchant to the
mainlands to explore other cultures and races. The Korts are natural fighters and
prefer to fight alone wearing only the basic armors but wielding the heaviest weapons man can think of.
Special Skill - Toughness - This ability allows the adventurer to only lose half of
the hit points lost during a battle if the adventurer loses.
Half Elf Ranger – Strong Attribute in Stealth
Never truly accepted in society these rare mixed wanderers often struggle to identify themselves. Bavidirians usually are discouraged as of the Elves when a
half elf is encountered, which forces them to become loners in the world. Their interest in nature and living amongst it as of mastering the skills of ranged
combat makes them formidable opponents to any. They are sensitive by nature, but also very quick in decision making when times get tough. They can become
natural leaders if a group accepts their origin.
Half Elves are few, but those that are make a great difference in community as
they ease themselves in situations allowing them to have the greater edge in information and ideas to find a way to get ahead in society. Afterall, gold as of
great deeds is what makes people interested in someone regardless of heritage or culture and their quick resolve in solving problems has changed the minds of
even the most prejudice in the lands.
Special Skill - Evasiveness - All living opponents can be avoided in battle if the
opponent’s strongest attribute is equal or less than the ranger’s stealth.
NOTE: One can only choose from these 9 options to play this game. *Barbarian
and Rangers do not join Guild Memberships and cannot reap the rewards these guilds offer.
Create a Name
Find a name that matches the race you have chosen. One can find the name on a
search engine generator for the specific race on the internet. Please do not use Earth names such as George Washington or Abraham Lincoln.
Please send the race, class, and name to the DM’s email address to start your
adventure if you want to play this game as a PbEM (play by email). If you want to play the game as a PbP (Play by Post) in the forums sign up at the site and fill
out the questions asked when signing up to allow the DM to create your character sheet.
While you are waiting for your character sheet to be created read the Player’s
Guide thoroughly to get an idea of how this game is played.
INSTRUCTIONS ON HOW TO POST AN ACTION POINT SPREAD SHEET
Each day your adventurer is allowed to post 5 action points. These commands will tell the DM on what your adventurer wishes to do in the Lands of Bavidirian.
In these lands each command counts as 1 complete day.
NOTE: Make sure to read the entire guidebook before issuing the first commands
for your adventurer in this game.
Here are some of the command options available for your adventurer to use.
Command List
Explore – Allows the adventurer to explore the Lands of Bavidirian. Warning: The adventurer is liable to die when using this command for there are some
formidable and strong opponents lurking in these lands.
Return – This command allows the adventurer to return to the town or location
nearest him. Each adventurer has a hometown in which they can regain their full hit point status without having to pay for it. If they are outside their home
location they must pay for service to get healed when returning to a town or location.
Camp – This command allows the adventurer to rest and restore 2 hit points.
This command is only necessary if the adventurer cannot return to town during a special event. Otherwise it would just be wiser to use the “Return” command
to regain full hit points. One doesn’t camp in town and therefore is therefore if
the command “Camp” is used while in town the action point will be nullified.
Drop – Allows the adventurer to drop an item.
Switch – Allows the adventurer to switch a weapon or armor.
Equip – Allows the adventurer to equip an item, weapon, or armor.
Use – Allows the adventurer to use a scroll, potion, or special item.
Eat – Allows the adventurer to eat when needed.
Drink – Allows the adventurer to drink when needed.
Travel – Allows the adventurer to travel to one safe location to another.
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 in town. 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.
Sell – This command allows the adventurer to sell an item at the marketplace. Make sure to indicate which specific item and which store it is being sold when
using this command. Example: Sell Steel Sword at Nurenhill’s Market. One can
only sell if the adventurer is actually in town. To ensure he is in a town use the command “Return” before using the command “Sell”.
Purchase – This command allows the adventurer to buy an item. Make sure to be
specific of which store your adventurer is visiting and what item he is purchasing. Make sure the adventurer has enough gold to buy the item also or
the action point will be nullified. One can only purchase if the adventurer is
actually in town. To ensure he is in a town use the command “Return” before using the command “Purchase”.
Train – Allows the adventurer to train to achieve the next level advancement.
Some locations offer trainers to allow the adventurer to advance in level adding attributes to the character sheet. One can only train if the adventurer is actually
in town. To ensure he is in a town use the command “Return” before using the command “Purchase”. Also make sure that the adventurer is eligible to gain a
level by looking at the character sheet. It will show if the adventurer has
surpassed the experience points to be eligible to train to the next level.
Pray – Allows the adventurer to pray at a cathedral or shrine. This command is
necessary if the adventurer is a member of a guild or movement that requires
praying or worship.
Apply – Allows the adventurer to apply for work at the Magistrate. Make sure the
adventurer is in a town that offers a Magistrate to offer a position for the
profession the adventurer desires. Make sure to look at the list of professions available at the Magistrate, which can be found further down on this guidebook.
Work – Allows the adventurer to work at a specific profession to earn gold. One
must first apply for a profession at the Magistrate before using the “Work” command.
Rent – Allows the adventurer to collect rent if he owns a house. To purchase a
house go to the Magistrate to see the options available.
Pay Fine – Allows the adventurer to pay a fine if caught from town officials for
doing illegal activity. The fine is paid at the Magistrate.
Make sure to indicate exactly what the adventurer wants to do in each command
so there will be no confusions between the roleplayer and DM. This spreadsheet
may take a couple of minutes to complete each time one creates one. Rushing
the creation of the action points can result in the death of the adventurer! Be
careful!
Below is a blank command spreadsheet. Please highlight and use exactly the
spreadsheet as seen. Fill in the blanks and post it under the forum’s adventurer’s thread or send via email if the game is in this form.
BLANK COMMAND SPREAD SHEET
EMAIL OR SCREENNAME CURRENT LOCATION
NAME CLASS
RACE
EVENT CALENDAR DAY 1
ACTION 1 - ACTION 2 -
ACTION 3 - ACTION 4 -
ACTION 5 -
EXAMPLE SPREAD SHEET
EMAIL OR SCREENNAME [email protected]
CURRENT LOCATION Nurenhill NAME Taranchaal Baar'dark
RACE Dark Elf
CLASS Assassin EVENT CALENDAR The Month of the Demon
DAY 1
NOTE - Each action represents 1 day. You are to post all 5 action points at once. Do not send one action point at a time waiting for each individual result.
ACTION 01: Explore ACTION 02: Explore
ACTION 03: Explore ACTION 04: Return
ACTION 05: Buy Steel Sword at Market.
EXAMPLE SPREAD SHEET RESULTS
EMAIL OR SCREENNAME [email protected]
CURRENT LOCATION Outside Nurenhill NAME Taranchaal Baar'dark
RACE Dark Elf CLASS Warrior
EVENT CALENDAR The Month of the Demon DAY 1
ACTION 01: Explore – Goblin Spearman attacks! It has Physical 12 Stealth 10 Magic 5. The DM’s Rolls with a 1d18 dice a 3.
Results:
Dark Elf 18 Physical, 11 Stealth, 9 Roll = 39 total
Goblin 12 Physical, 10 Stealth, 3 Roll 25 total
The Goblin is defeated leaving the Dark Elf with 64 experience points and 64
gold pieces.
ACTION 02: Explore – A magical fountain of life is discovered.
A) 1 to 6 = Add 1 Magic B) 7 to 12 = Add 1 Physical
C) 13 to 18 = Add 1 Stealth
Upon drinking the water one feels stronger. 1 Physical has been added to the
character sheet.
ACTION 03: Explore – A hermit has offered to teach “Potion Lore”. This skill has
been added to the character sheet.
ACTION 04: Return – Upon returning to the Green Dragon’s Inn the barkeep
offers meat on the bone and a Goblin’s Brew before resting in the room. All of the
lost hit points have been restored.
ACTION 05: Buy Steel Sword at Market – The merchant sells a fine steel sword to
the dark elf. 50 gold pieces have been deducted from the character sheet. The steel sword has been added to the inventory.
The DM will send you via email a guidebook according to where your adventurer’s hometown is located.
Journal Instructions
Writing a journal is not a requirement to play this game.
The Journal is for many roleplayers a way to start writing their first draft novel
about their adventurer’s experiences. Each day the roleplayer can write 500
words about what the adventurer feels and experiences after each spreadsheet
result. Make sure to date it for each day according to the spreadsheet results
when writing a journal. For example the first day of adventuring is dated as “Day
1”. The next spreadsheet results is dated “Day 2”.
We will look at two actions of the command spreadsheet results of Boromir
Riniken. Of course you start with 5 actions in the game so you would write what
would happen in those 5 actions, but we will just do two for this example.
First we look at the spreadsheet results the DM has given the roleplayer playing
Boromir Riniken. If you are playing the game per email you will have the
spreadsheet results sent to your email address and if you are playing this game
per forum (play by post) you will have a thread setup for Boromir Riniken where
the game is played on the website.
Let us see an example of how to get ideas to write in a journal by using the
spreadsheet results.
EMAIL– [email protected]
CURRENT LOCATION - Outside Nurenhill
NAME – Boromir Riniken RACE - Bavidirian
CLASS - Warrior DAY – 1
ACTION 1: Explore – The adventurer finds 30 gold pieces scattered on the
dirtpath.
ACTION 2: Explore – A caravan of Halfling merchants are struggling with a stuck
wheel in a muddy dirtpath and ask for help. The DM’s 1d18 die roll determines the fate.
01 to 12: Despite the effort of trying to help the halflngs the wheel remains
stuck and the adventurer is now very muddy.
13 to 18: The adventurer manages to help the Halflings with the wagon as they once again can travel with their goods. They give the adventurer a Grapan
Liquor, which is a sweet root liquor made in the Hills of Dilan. They bid farewell
travel northwards towards the town of Sinatorium.
The DM rolls a 15 and the bottle of Grapan has been added to the character sheet. It can be sold for 50 gold pieces at the market.
As you can see the adventurer has found gold pieces on his travels and encountered traveling halfling merchants with a problem. Here in your own
words write what your adventurer experienced. How does he feel? Why does he help the halflings? What does the gold mean to him when he found them
scattered on the dirt path?
If the roleplayer can write 500 of his own words into the journal then a reward of 200 experience points are added to the character sheet.
IMPORTANT: Do not highlight the events on the command spreadsheet and post them in your journal. That is not writing in your own words. This is just copying
and pasting. Anybody can do that and this doesn’t improve your creative writing skills at all!
Here is what could be written as an example.
DAY 1
Boromir Riniken is the son of a Blacksmith in Nurenhill. He never enjoyed his father’s profession hammering endlessly on metal in the hot heat all day. So he
took up an offer as a bar helper at the Green Dragon’s Inn. He was often confused as an adventurer because of his large frame that could be easily mistaken for a
warrior. He would listen to customer’s that visited the tavern on their
experiences traveling abroad and encountering monsters reaping great rewards.
It wasn’t until one day when an elderly man had asked why Boromir wouldn’t explore the lands himself and also reap some rewards for the experiences. There
he handed over for a payment on the large amount of drinks and food he consumed a fine steel sword and a fairly good small wooden buckler. He
mentioned that his adventuring days has come to an end and he now can live comfortably with the treasures he owns ensuring a good life.
Soon enough Boromir left the tavern and became an adventurer on his first day of exploration. On this fine day the adventurer travels pleasantly along a dirt
pathway towards Nurenhill Forest. He realized that he could be in danger at any moment. He remembers the rumors of wood elves sitting on high oak trees
pointing arrows with their finely crafted bows at any who traveled through their forest. He would look up consistently being a bit paranoid at the thought, yet
nothing of the sorts was seen when entering the dark forest.
A crunchy sound had him jump up to only see some gold coins scattered on the
ground. He picked them up and collected a total of 30 gold pieces. This is not bad for the first day of adventuring he thought. This would have taken him three
days to earn back at the Green Dragon’s Inn.
On the next day after camping on the side road a caravan of wagons stopped just a few feet away from Boromir. Whining and shouting is heard as he watched with
amusement at the comical group of halflings trying to get a wagon wheel out of a
stuck mud spot. With a smile, he walks up to the troubled folks and offers to help. They gladly accepted the generous offer and stepped out of the way to let
the burly 6 foot 3 200 pound man look at the problem.
With bulging muscles and much pushing the wagon’s wheel finally budged out of the stuck spot. Thanking Boromir, the halflings give in gratitude a quality root
liquor called Grapan. Of course Boromir knows of it as he would have occasionally served the sweet root drink back home to customers when he
worked at the tavern. Thanking the halflings they bid farewell and hop onto the
wagon to urge the ox towards the town of Sinatorium.
And there you go! This may be well over 500 words but the goal is to have a minimum of 500 words to get the 200 experience points. If you write everyday
500 words you will have a novel in no time. As you can see we wrote this in our own words. It is important you don’t just highlight the spreadsheet results the
DM sends you and paste it in the journal hoping to get a reward from it. You only
use the spreadsheet results to get ideas on how to write your own story about your adventurer’s experiences.
Let us look at a bad example:
DAY 1
The adventurer finds 30 gold pieces scattered on a dirt path before resting for
the day building a camp. On the next day the adventurer manages to help the halflings with the wagon as they once again can travel with their goods. They
give the adventurer Grapan Liquor, which is a sweet root liquor made in the Hills of Dilan. They bid farewell and travel northwards towards the town of
Sinatorium. The adventurer is satisfied with the day’s event and continues exploring the lands.
As you can see, the two events where simply just highlighted and pasted from
the spreadsheet results the DM had sent. These are not the roleplayer’s own
words and we only have 71 words completed for this journal. Therefore, the DM will not get the reward of 200 experience points. Put some effort into your
writing. Make sure to polish, edit, and rewrite if necessary to have a good journal and perhaps your first draft novel will be completed one day!
Questions
What is Green Dragon Adventure Roleplaying Game?
Green Dragon Adventures is a live online fantasy strategy game. You can choose
from one of the nine available types of adventurers living in the Lands of Bavidirian. It is a game to where you can choose to explore the lands, start
businesses, be a hero or villain, or just live a simple life as a farmer. It is your choice!
Is it like Dungeons & Dragons or Pathfinder?
It may seem like a Dungeons & Dragons game, yet it really is a bit easier in this
perspective. You don’t have to spend a long time working on the character creation or have to carry a bag of dice to play this game. You don’t have to be on
at a certain time of the week reporting to a group of players either. This game
doesn’t take long to play allowing you to enjoy other games online while reaping the benefits of this one.
Is the game automated?
No this game is hosted live for you.
Do I roll at any time the dice for this game?
The DM is the only one who rolls dice for both your adventurer and the opponents. He also rolls for certain events the adventurer may encounter.
Do I adjust the character sheet at anytime during the game?
The DM adjusts the character sheet after each spreadsheet result for you.
What exactly can I do in this game?
To play this game you only have to issue 5 commands on a spreadsheet once per day (or whenever you have time). You can also write in a journal about your
adventurer’s experiences.
Why are there only nine adventure types to choose from? I would like to play a
Bavidirian Rogue and not a Halfling Rogue.
Limited options of nine races specific classes makes the job for the DM easier to process the character sheets. These pre-made character sheets allow the DM to
get your game started without having to wait long. It also helps the DM to update and maintain the character sheet for you as it is aligned with the
information the DM Guidebook offers.
Can I play a Bavidirian Rogue or a High Elf Warrior if I ask you to?
The DM Guidebook only offers nine types of adventurers to choose from. It is specifically prepared to help you not worry about updating a character sheet
after each spreadsheet result.
What is an action spreadsheet?
An action spreadsheet allows you to issue commands for your adventurer. The adventurer starts with 5 action points per day, yet it can go as high as 20 action
points per spreadsheet.
Do nullified actions count in this game?
Every action you send (good or nullified) will be counted in the game. Make sure to think about your adventurer’s situation before posting an action. If your
adventurer is exploring then he can’t be buying a sword at the market in Nurenhill without issuing the command “Return” first.
Can I redo my action spreadsheet if I did a mistake on it?
Once you send in your action spreadsheet it counts as a move. You cannot ask
to change it anymore.
Can I post more then one spread sheet per day?
The DM does only one spreadsheet per roleplayer per day.
Can I play more then one adventurer?
Yes you can, but if you plan to play a new adventurer then have a separate email
or a new membership at the website available for it.
I am having difficulty posting in the forums on the website? Why isn’t it working
for me?
There could be a few problems why this is happening. Let us go through them.
1. Get rid of Google Chrome.
2. Use only the latest installation of Internet Explorer.
3. The website is down at the moment. Try again later.
If you still don’t have any luck posting in the forums then send the spreadsheet
via email at [email protected] until we can figure out what else might be the cause of this problem.
I have signed up at the website but am not being able to access the features of
the site? What do I do now?
If you have signed up at the site you should have received a confirmation. You have to approve the confirmation to be able to join the site. If you haven’t
received a confirmation please check your spam mail. If nothing is found there then contact the owner at [email protected] for further assistance.
Why isn’t the DM answering specific questions to the game?
Here is but a small example list of questions a DM get sometimes.
1. Which commands would be best for my adventurer for the next spreadsheet?
2. Should my adventurer visit this location?
3. Can my adventurer carry this item?
4. Which profession would be best for my adventurer when visiting the Magistrate?
5. How much gold will it cost to buy this item if I get 10% discount?
Your adventurer is in a real world called the Lands of Bavidirian and must make
his own decisions. If he succeeds or fails he must learn through trial and error.
There is no Godly figure giving suggestions to the adventurer on what is best for him to do each moment he breathes. The Godly figure figurativily is the DM, yet
this DM doesn’t provide hints or tips to any answers concerning the rolepayers decisions in the game.
To help alleviate a problem you may have as a roleplayer, have the adventurer
visit the “Wise Sage”. They are located in almost each town. Be sure to follow instructions on how to contact them to get answers you may need to proceed.
Why didn’t my actions work when posting my command spreadsheet?
Sometimes actions don’t work if you didn’t provide adequate information or
have provided a command that didn’t work for the situation. For example here is one mistake often done by the roleplayers: The first action is “explore” and the
second action is “buy a sword”.
The second action will be “nullified”. The decision has been made because the adventurer is outside of town exploring the lands. He cannot possibly buy a
weapon unless he is in town at the smith or market to buy one from.
For more information on how to provide a clean spread sheet read the Tips and
Ideas section at the end of this guidebook.
How are scrolls or potions used in combat?
The DM will use the scrolls/potions when he sees that the adventurer could lose
a battle against an opponent. If the scroll magic ensures victory the scroll or
potion will be deducted from the character sheet. This way the adventurer is
certain to earn the gold and experience points needed to advance to the next
level. Always stock up on scrolls and potions to ensure that the adventurer has a
chance to survive these brutal lands.
During non-combat issues where a potion or scroll can be most useful to the
adventurer the roleplayer must use the command “Use” and the name of the
potion or scroll to have results.
When advancing to the next level how does the DM determine the gaining of
attributes?
Attributes are rewarded as such approximately depending on level attained:
Magic Adventurers get + 3 Magic, + 1 Stealth, + 1 Physical
Stealth Adventurers get + 3 Stealth, + 2 Physical, 0 Magic
Physical Adventurers get + 3 Physical, + 2 Stealth, and 0 Magic
How does the DM determine the results with the explore command?
The DM has event charts in the Green Dragon Adventure’s DM Guidebook that determines the outcome. The roll will determine the event the adventurer will
experience. The second roll is used with an online 1d18 dice incase a battle or event is required. He also rolls for the monster or opponent in the same manner.
How come I am not advancing in level anymore?
The highest level an adventurer can attain is at level 20. He is then maxed out
on special abilities or spell knowledge. Another reason that you may not be advancing is you don’t have enough gold to train, or haven’t trained your
adventurer to achieve the next level, or your adventurer doesn’t have enough experience points to gain level.
How does one win this game?
Normally we are a sandbox game that has over 6000 events with 18,000 various
results to keep you going for years, yet to be fair, we mention whoever manages to defeat the Overlord Demon Morashitar is the winner of the game.
Why can’t my barbarian or ranger become a guild member?
In the Lands of Bavidirian the ranger as of the barbarian do not favor large
communities or being a member of any guild. They dwell in the lands best alone and rarely travel in groups, yet don’t despair there are class changes available
randomly if desired if the roleplayer encounters them in an event or finds them at a location when visiting that help increase their statistics on the character
sheet.
Help! My adventurer is dying from a curse, poison, disease, sickness, etc. etc.!
We often get urgent emails on the possiblity that their adventurer is dying and the game may end because their adventurer is diseased or poisoned. This
problem can be alleviated if you stay calm and rationalize the situation properly. Where would you go if you were poisoned? Here is a hint: Look in a town for
herbs, potions, or a service that could get rid of the problem your adventurer is experiencing.
Where does one post a journal?
You post the journal under your adventurer’s personal thread where the
character sheet is updated and the spreadsheets are posted. You post the journal just after you have received the results of the commands you have sent from the
DM.
Why am I not earning gold pieces when using the command “Work” on the
spreadsheet?
There could be a couple of reasons. Let us go through them.
1. The adventurer didn’t register with the Magistrate to have a profession and therefore doesn’t officially have a job yet.
2. The adventurer has not returned back to the town where the profession is and
issued the command “Work” while in town. If the adventurer is out exploring the
lands then he can’t be working at the profession at the same time.
3. The adventurer could have lost his profession for he didn’t issue the command three times per spreadsheet to ensure he will not be let go by the employer.
Why are all of my items on the character sheet not stored under inventory?
The adventurer starts with the ability to carry 7 items. If there have been items
found during an event and the adventurer exceeds the amount of items he can carry then the item isn’t added to the character sheet.
If the adventurer is trying to buy an item at a shop or market and the inventory
is full then the merchant will refuse to sell the item until the slots are open.
You can either sell items for half the price one usually buys the item for at a
market to open up slots. One can also use the command “drop” and the name of the item to free up slots on the inventory on the character sheet.
Can the adventurer become more than one sub-class after he has reached level 5?
The adventurer can only become skilled in one additional class after Level 5. For
example the Rogue can either become a Pirate or a Swashbuckler. He must
choose one of the two. He cannot become the other later on.
Does one simply announce it on the spreadsheet that one wants to change class
at level 5?
The adventurer must be encountered by a member of an order to change class.
This happens when the adventurer issues the command “Explore”. There are also services available when visiting other towns or locations that offer to gain a sub-
class when playing this game.
Why isn’t my adventurer a member of the guild anymore?
The adventurer’s alignment may have changed in the course of events to be ex-
communicated from the guild. If the Cleric, Priest, Knight, or Paladin had their alignment changed they can go to the Cathedral to pray for forgiveness to regain
their loyalty with the order and have their alignment changed to Good. They then must rejoin the Cathedral to become a member again.
The other class adventurer’s are not so lucky and must hope that the change of
events will get their alignments back to how they had it to be able to join their
specific guild membership again.
Rumor: It is said that some merchants have powerful potions available to change the mentality of the mind to become a certain alignment if desired. Note: Please
don’t ask the DM where these specific potions can be found.
Why can’t my adventurer use scrolls during combat or non-combat situations?
Only Magic Users can use scrolls although if the Non Magic User has 50 Magic Attributes or above then he can use a magical scroll for battle or non-combat
purposes.
I want to buy more than one item at the market or shop. Can I use one command
for this action?
If one is buying from the same store or market then one can purchase more than
one item using 1 action point if desired. For example: One can purchase at the Nurenhill’s market 1 ration and 1 shovel.
Example 1:
Action 1: Purchase 1 ration and 1 shovel at Nurenhill’s Market.
Example 2:
Action 1: Purchase 1 ration at Nurenhill’s Market.
Action 2: Purchase 1 shovel at Nurenhill’s Market.
The second example only indicates that the adventurer took two days to shop for
the items instead of one. The first example would be wiser if one wants to save on action points.
One cannot use the same action point to buy items from two different stores or
locations.
Incorrect Example:
Action 1: Purchase 2 rations at Nurenhill’s Market and 1 Fireball Scroll at
Advantage Dealers in Nurenhill.
Correct Example:
Action 1: Purchase 2 rations at Nurenhill’s Market.
Action 2: Purchase Fireball Scroll at the Advantage Dealers.
These are two different locations in town and therefore one must use two
different actions when purchasing these items.
Why isn’t my adventurer practicing his chosen skill anymore?
There could be two reasons this may happen. The first reason is that in the course of an event on where your adventurer had explored the lands he was let
go from the Magistrate to continue his profession. The second reason is if the roleplayer doesn’t use the command “Work” three times per spreadsheet the
adventurer will lose his profession.
I have missed a couple of days writing in my journal. Can I write in my journal
even if they are late?
When the DM sends the results for the command spreadsheet a journal needs to
be written afterwards to get experience points. One can write a journal update on previous days missed if desired, yet no experience points will be rewarded for
late work.
How many necklaces and rings can an adventurer carry?
Amulets or necklaces can be endless if desired unless said otherwise in an event. The adventurer can wear up to 10 rings if desired. It is rare that an adventurer
carries that many rings as of amulets or necklaces, yet perhaps you will be the first to do this.
How many weapons can the adventurer carry? What are the rules when wearing
armor and weapons for my adventurer?
The adventurer can carry as many as the inventory on the character sheet can hold, yet he can only use one weapon while in combat, unless otherwise
indicated. If the adventurer is allowed to use the benefits of two equipped weapons then the shield will be ineffective. The adventurer can only wear one
armor also, yet there are additional pieces that may be worn if found or bought such as gauntlets or a helmets the provide benefits for the adventurer.
Be aware that a magic user will have a penalty if he is trying to wield a sword, claymore, battleaxe, or other weapons meant for a melee combat class. It is best
that a magic user only uses a staff and as a second item a dagger or bow instead. The same rule applies for a melee combat class when carrying a staff.
Stealth class can use any melee combat weapon except for a heavy battleaxe or
stonehammer. They prefer the sword, scimitar, dagger, or ranged weapons such as bows or crossbows. Stealth class gets a penalty when wearing heavy armor
such as chainmail or platemail armor. They prefer to wear studded leather armor
instead.
Magic Users also don’t do well in armor of any kind. Only robes are permitted. If the adventurer still wants to wear armor it will hinder their casting ability
(Magic Attribute will be deducted) during battle.
Melee Combat Class can wear robes but they feel naked when wearing them.
They feel safer with a set of armor when entering a battle, except for the barbarian that doesn’t enjoy wearing armor. They are perfectly fine in hides or
leather armor at best.
If the adventurer is using a two handed weapon such as a battleaxe, heavy axe, two handed stone hammer, maul, etc. then the shield’s protection is not added
for the adventurer is using two hands to use the huge weapon.
A Note:
Melee Combat Classes include the warrior, paladin, knight, and barbarian.
Stealth Combat Classes include the ranger, assassin, rogue, pirate, swashbuckler,
and shade.
Magic User Classes include the necromancer, mage, druid, cleric, wizard, and priest.
Can one own more than one business?
Yes one can own more than one business. There are two ways to attain this. The
adventurer explores the lands and may get lucky by inheriting a business. The second possibility is to work at a skill attaining citizenship levels to eventually
be an owner of a business.
I lost hit points while in my hometown. Do I just use the command “Return” to regain my loss of hit points?
Yes. When the adventurer issues the command return while in town it means
that he will retire at the nearest inn to rest for the day ensuring full hit point recovery.
What happens if the adventurer doesn’t have a weapon to fight with and
encounters an opponent?
The “Special Combat Abilities” points will not be added to the battle. For example: If the adventurer has Physical 50 and from that 20 points are from
Special Combat Abilities, then we subtract 50 – 20 to get 30. He has Physical 30 if he carries no weapon to fight or defend himself with.
Who is the creator of this game?
John has been hosting Green Dragon Adventures for over 12 years. He started
hosting it on a site called “Justsayhi” before creating his own website for the game. John is a stay at home dad and has plenty of time on his hand. He has
been married for 15 years and also owns a small shih tzu named Bella. His hobbies include reading mythology and fantasy novels, drawing and coloring
with his daughter, studying alternative medicine, yoga, reiki, and eastern
philosophies. He also enjoys gardening, baking, and cooking. To contact John send an email to [email protected]
Tips and Ideas when playing this game.
Just remember each action has a result so you want to make the best choices for
the amount of action points you can post per day. In order to do this, make sure
you have a plan before just putting up action points.
Read each guidebook the DM sends you thoroughly to ensure a fun transition when playing this game. There are many roleplayers that don’t get past their
character sheet creation because they find it overwhelming when just looking at it. Don’t be discouraged and be patient when playing this game. Read each
guidebook from the first page to the last and you will most likely have a better feel and understanding on what is required to play this game.
1. Look at how many hit points your adventurer has and know that he can lose
them each time he takes the risk of exploring outside of town. He might even lose all of them at once if the opponent is super strong, so be very careful in the
decision of exploring the lands.
2. Don't issue a command that can be wasted. For example your adventurer is
eligible to gain level because he has enough experience points to do so. When looking at the training academy under Nurenhill Buildings one sees that the
trainer will provide his service only if you have enough gold pieces, which is 150 to train for level advancement.
Let us say you have 120 gold pieces on your character sheet and you issue the
command train at training academy. Well you just wasted a command for the trainer will not provide the service for you because you didn't have enough gold!
This rule applies also if you want to buy something. Make sure you have enough
gold or the action becomes nullified.
3. Don’t waste items if you don't know if it is necessary. For example, a healing potion doesn't need to be used if your adventurer has full hit point status. The
item will be used if posted but the attributes will not change, yet the item is then wasted.
4. If you don’t want to fight monsters for you are low on hit points then find a
skill at the Magistrate by “applying the profession of your choice” and type in
"Work" for each action. It is the safest way to earn gold and experience points.
5. Don't forget to write in your journal each day. This is a way to gain experience points to your character sheet. Make sure you write a minimum of 500 words per
day for the last action results you have received from the DM.
6. If your adventurer is buying or selling something make sure to include in your
command "buy" or "sell" and the name of the building you are in and what item it is. Don't just write "buy" and you are finished. What are you buying and from
which building in the town will be what the DM will need to know. Make it easy and detailed as possible to keep a good communication with your DM.
7. Before starting the game decide what kind of adventurer you would favor
personally. Are you more of a secretive and silent person then choose the assassin, ranger, or rogue. Perhaps hardy and strong characters that boast of
their accomplishments are your fortitude, then become a barbarian or warrior.
And last but not least, perhaps you are more scholarly and like to weigh your options each day then become a mage, druid, or even a necromancer.
8. Don’t waste gold in buying items you already have unless you absolutely deem
it necessary. For example why buy two lanterns or another magical book if it states clearly that the magical effects only work once when attaining the
knowledge from its pages. Make sure to spend your gold wisely for you never know when you actually need it for emergencies like being afflicted with a
disease or sickness.
9. One can use two weapons if desired, but be aware that there are no additional
attribute advantages if the weapons possess no magic or it doesn’t state anything that it will provide additional points to help your adventurer.
10. Have plenty of healing potions available. The DM will use them for you if the
hit points go very low or if the adventurer loses a battle and may die then the
potion will be used automatically to ensure the adventurer will not die.
11. It is important to understand on how to read a character sheet to play the game. Let us look at an example.
Note: On an official character sheet the numbers next to the information will be
not be added, yet for explanation purpose we added them so you can understand the purpose of each subject used in the game.
CHARACTER SHEET
01. Basic Information
02. Email or Screenname: [email protected]
03. Name Billibon Strudeln
04. Type Halfing Rogue
05. Gender Male
06. Alignment Neutral
07. Health Condition Healthy
08. Level 1
09. Experience Points 0 / 500
10. Event Calendar The Month of the Demon
11. Private Information
12. Home Hills of Dilan
13. Profession Hop’s Farmer – The position earns 20 gold pieces and 30
experience points per “Work” action point spent.
14. Siblings 1 Boy
15. Businesses None
16. Houses Owned None
17. Action Points 5 per day
18. Money 50 Gold Pieces
19. Attributes
20. Special Combat Abilities + 2 Stealth (already included in attributes)
21. Physical 15
22. Stealth* 22 + 2
23. Magic 10
24. Hit Points 20 / 20
25. Combat Items
26. 1st Weapon Steel Dagger (100%)
27. 2nd Weapon None
28. Armor Leather Armor (100%) - 2 enemy attack roll
29. Shield None
30. Inventory
1.
2.
3.
4.
5.
6.
7.
31. Wins 0
32. Loses 0
33. Knowledge
34. Common Skills 9
35. Literacy N/A
36. Monster Identify N/A
37. Potion Lore N/A
38. Speechcraft N/A
39. Pickpocket Everytime the command “Steal” is used when residing in a town
a guarantee of 1 to 150 gold pieces are rewarded.
40. Special Events None
41. Followers None
42. Rogue Guild Membership Not a member
Explanation of the Character Sheet
Each number next to the subject will explain what the purpose is used for in the
game.
01. Basic Information allows the roleplayer to know the gender, name, experience points, or alignment the adventurer is. It also provides the screen
name or email you are using for the game. Some players sometimes forget their screen names and the information is useful. Note: The roleplayer’s email address
will not be revealed if the game is played on the website in the forums.
02. Email or Screen Name allows the roleplayer to know which character sheet belongs to him. It also is a good reminder if the roleplayer forgets his personal
screen name.
03. Name is the adventurer’s personal name. The DM prefers that the adventurer
has a full name such as Billibon Strudeln. If a roleplayer gives an Earth name such as George Washington then the DM will ask for a different name that fits a
fantasy world and the type of race. If you are having trouble finding a name for your adventurer go to Google and type Fantasy Name Generator or Halfling (or
another race specific to your interest) Name Generator to get a list of names that could help you decide on your adventurer’s name.
04. Type indicates the class and race of the adventurer. In this game there are 9 types to choose from. They are Dark Elf Assassin, High Elf Mage, Wood Elf Druid,
Half Elf Ranger, Bavidirian (Human) Cleric, Kort (Human) Barbarian, Dwarven Warrior, Halfling Rogue, and the Gnome Necromancer.
05. Gender indicates if the adventurer is a female or male. Depending on the
name the roleplayer gives the adventurer will determine the gender. If the name is unidentifiable as either a male or female the DM will ask the roleplayer for
help.
06. Alignment determines if the adventurer’s mentality. We have three
alignments in this game. Good, Neutral, and Evil. Good alignment adventurers are not power hungry and care about others. Evil alignment adventurers are
power hungry and care less about others. Neutral do not tend to go either way and go in the direction that best accompanies their situation.
07. Health Condition determines if the adventurer is doing well for himself. It
can be possible that the adventurer during the course of the game gets diseased, sickened, poisoned, paralyzed, or even frightened. It is wise to make sure to look
at this after each spreadsheet result. If the adventurer is in a bad condition it
would be prune to find a cure or remedy immediately.
08. Level details the amount of experience the adventurer has during his lifetime. The max amount of level an adventurer can attain is at 20. The level
changes when the adventurer visits a trainer and pays the funds for the services to advance in level.
09. Experience helps determine if the adventurer will be eligible to train to the
next level, which increases the attributes on the character sheet. The more experience points the adventurer acquires the better chances for him to survive
the lands. The adventurer can gain experience points from working in town, to
slaughtering a grueling monster while exploring the lands. There are many
different ways to earn experience points while living in the lands.
10. A Cyclone year is 12 months and 4 spreadsheet results is the results of 4 weeks or a month. The Event Calendar provides advantage or disadvantages to
the adventurer or non-player-characters. For example: The Month of the Demon doubles the attribute points for demon units if the adventurer encounters them
while exploring. After 4 complete spreadsheet results the month changes. Be sure to take notes of the changes so in the future one knows what the events
represent for the adventurer.
11. Private Information is the personal information the adventurer has such as
where he lives, what profession he may be practicing, how many children he may have, as of how much gold pieces he owns.
12. Home is the hometown of the adventurer. Each type of adventurer has a
hometown in which they start the game in. Only at the hometown when issuing the command “Return” will the adventurer regain his full amount of lost hit
points. Also the roleplayer will get a guidebook according to the hometown of the adventurer to start the game with.
13. Profession indicates what type of employment the adventurer may have. Some adventurer’s never apply for a profession and choose to remain true to
their name as “Adventurers”, while others do a combination of both exploring the lands and working a profession. And we also have some that abandon
adventuring altogether and just work their professions full time. It is up to you when it comes to your character type. To have a profession one would have to
apply for the position at the Magistrate if the town offers one.
14. Siblings indicate how many children the adventurer may have. It is possible
to marry in this game and have children. Later these children will either cost additional gold to raise or even earn gold pieces when they are older, which will
add to your daily spreadsheet results.
15. Business shows if the adventurer owns a business. One can either inherit one from a family member or event when exploring the lands or earn it by first
applying for a skill and working up the ladder to eventually own a business. Businesses automatically earn gold for you after each spreadsheet result.
16. Houses Owned shows if the adventurer owns any houses. One can purchase a
house at a town that offers a Magistrate. With the house one can earn rent to
earn gold pieces.
17. Action Points shows how many commands the roleplayer can issue per day. Every roleplayer starts with 5 action points, yet one can increase the amount of
action points per day if one buys certain items or owns some kind of transportation.
18. Money shows how much gold pieces the adventurer has. There is only one
currency throughout the lands and that is gold. There are no silver or copper coins available in this game. Try to make sure to always have gold available
when adventuring the lands. You never know when you might need it for
emergency purposes.
19. Attributes indicate the amount of Physical, Stealth, Magic, Hit Points, and
Special Combat Abilities the adventurer may have. They help the DM determine the situation for the adventurer as of the opponent when battle enquires.
20. Special Combat Abilities are specific combat skills that help add bonus
points to the strongest attributes the adventurer carries. Each class specializes in a certain attribute such as Stealth, Physical, or Magic. Instead of naming the
specific combat skill (such as for example Eagle Eye Shot for a Half Elf Ranger) we just add the additional attribute points to the character sheet. You can
imagine whatever combat skill the adventurer had acquired and write about it in
a journal when attaining a new level if desired.
21. The Physical Attribute is important for the melee combat class such as the warrior, knight, paladin, or barbarian. They represent the strength and skill
using close combat weapons.
22. The Stealth Attribute is important for the stealth combat class such as the ranger, assassin, and rogue. They represent the importance of agility or dexterity
using lighter hand or ranged weapons during combat.
23. The Magic Attribute is important for the magic combat class such as the
mage, necromancer, druid, and cleric. They represent the importance of wisdom and intelligence needed when casting powerful or helpful spells during combat.
24. The Hit Point Attribute is important to keep the adventurer alive. If it
reaches zero the adventurer is dead. Make sure to keep it at its full potential. The first number indicates the current amount of hit points the adventurer has.
The second number indicates the max amount of hit points the adventurer can have at the moment. This changes when the adventurer gains level.
25. Combat Items List explains to both the DM and the Roleplayer on what kind
of weapons or armor the adventurer may own.
26. The 1st Weapon is the weapon the adventurer is carrying in his strongest
hand. It is the weapon of choice. In the case of the example character sheet above, Billibon Strudeln carries a Steel Dagger at (100%). The 100% indicates the
condition the steel dagger is in. If it reaches 0% the weapon is not useable anymore causing Billibon to have – on his attack roll when facing an opponent.
Make sure to not let any of your combat items reach 0%. To fix the weapon one would have to visit a town that offers a blacksmith.
27. The 2nd Weapon is the weapon the adventurer uses if he is skilled enough to
wield two weapons at the same time. The item itself usually will indicate if it is
possible to wield a second weapon at the same time or not. If the adventurer can use the benefits of two weapons and also carries a shield then the shield will be
ineffective if the adventurer is using the 2nd weapon at the same time.
28. The Armor is important for protection. It deducts the opponents attack roll in which the DM rolls a 1d18 dice. Billibon Strudeln wears leather armor, which
deducts 2 on the enemy attack roll. If the DM rolls an 8 with a 1d18 dice then 2 will be deducted from the 8 leaving 6 for the battle round. Every point counts as
some battles are won by only 1 point!
29. The Shield is important for protection. It deducts the opponents attack roll
in which the DM rolls a 1d18 dice. If Billibon would have been equipped with a small wooden shield an additional 1 is deducted from the enemies attack roll.
30. Inventory indicates the amount of items the adventurer could be carrying.
When starting the game the adventurer can carry up to seven items. There are ways to increase this amount such as owning a wagon or a magical bag.
31. Wins indicate how many opponents the adventurer has defeated. This
statistic helps the DM create a rankings chart amongst all the roleplayers playing the game.
32. Lose indicates how many opponents had defeated him during battles. This statistic helps the DM create a rankings chart amongst all the roleplayers
playing the game.
33. The Knowledge Table helps the DM as of the Roleplayer know what skills or information the adventurer may have acquired during his lifetime.
34. Common Skills is important to have during some events that may occur
during campaigning. The Common Skills is compiled in one bucket indicating the skills the adventurer has in swimming, hiding, jumping, sneaking, or
running. The DM rolls a 1d18 dice to determine if the particular event will help
the adventurer succeed. The dice roll has to be below the adventurer’s current number. For example, Billibon has a Common Skill of 9. If the DM rolls a 1 to 9
the Common Skill works. If the DM rolls a 10 or higher than the Common Skill needed for the particular event failed.
35. Literacy allows the adventurer to read foreign languages, runic scripts, or
other means of where one has to decipher letters or numbers. One can acquire this skill when visiting a Cathedral or a traveler during an event.
36. Monster Identify allows the adventurer to have the knowledge needed in understanding the weaknesses of certain opponents forcing them to have a lower
attack roll when confronted. One can acquire this skill when visiting a Cathedral or a traveler during an event.
37. Potion Lore allows the adventurer to have the knowledge to mix herbal
ingredients to create potions that could heal wounds, cure curses or diseases, and even remove poison. This skill can be learned at a shrine or Cathedral for a
certain price.
38. Speechcraft allows the adventurer to improve his charisma in speaking with
merchants to receive a discount when purchasing items.
39. Pickpocket is specific for Billibon Strudeln for he is a Rogue. Each class will start with a different skill such as the dwarven warrior who will have the skill of
“Smithing’ when starting the game. Pickpocket allows the adventurer to steal gold when staying in a town.
40. When exploring the lands the adventurer may encounter a “Special Event”
that requires the roleplayer to add a command to finish the event. These events are added to the character sheet to remind the roleplayer to participate in them
if desired.
41. The Adventurer in course of his lifetime may get a “Follower” to accompany
him during his adventures. Followers can add additional benefits to help the adventurer succeed in certain events.
42. Guild Memberships are specific to each class. Only the Barbarian and Ranger
do not join guilds. The other class types are available to join if the adventurer uses the command “Join Guild” when in the town that offers the guild specific
to their class. The Bavidirian Cleric is already a member of the Cathedral. Guild Memberships offer experience points and rewards when joining them. Sometimes
they offer “Special Events” to earn additional gold pieces as of experience
points. At the moment Billibon Strudeln is not a member of the Rogue’s Guild. He would just have to join one to become a member.
And there you have it! You now should be able to understand how to read a character sheet to help decide what actions to post for your adventurer. Good
luck and may you have a lot of fun playing this game.
Website Instructions for Newcomers
Webs.com is a limited free website hosting company that anyone can use. They have pre-made templates and functions that can save you from hours of coding
knowledge. Green Dragon Adventure is played on webs.com and it can be a bit confusing when first starting out as a roleplayer. The following instructions may
help alleviate some problems when joining.
Registration Instructions
1. Type on your website browser www.greendragonadventure.webs.com. You should be directed to the front page which looks like the image below.
2. Just above the small moving green dragon is a link called “Register” to click
on. The red circle on the image below indicates the area to click on to start signing up to become a registered member of the game site.
3. Fill out the questions the submission form is asking. Such questions will include date of birth, email address, display name (screenname you wish to use –
perhaps the name of your adventurer if you desire), Gender, and Location (which country or city you reside in), and Password. Important: Don’t forget your
password when signing up. You will need it shortly afterwords to complete
registration. Also verify that you are a real human and not some kind of spam robot by answering the trivia question below.
4. Click on “Create My Account”. You will receive a message thanking you for
joining. Before you are officially a member you must first go to your email address account and find a message from webs.com. If you don’t find it in your
main folder go to your spam folder to find it there. Click on the email and confirm that you have signed up at the site to finally become an official member
of the site.
5. Once you confirm you should be automatically directed back to the site. If
not, type in your web browser www.greendragonadventure.webs.com and click on “Sign In” on the front page.
6. Type in your screenname and password that you have chosen to start enjoying
the many features of the game.
Adding an illustration or photo.
1. Go to your profile page. Click on “Edit Profile” link.
2. Click on “Upload Photos’ tab. Select an illustration that you saved on the
computer to use for your photo display / avatar.
Join us for some adventure fun at
www.greendragonadventure.webs.com
I hope to hear from you soon!
Yours truly,
John “GD”