I believe this thread needs to come in order.
For those of you uninformed chaps, SirLancealot7 created a thread that is in essence Dungeons and Dragons on the computer. In homage to this man, I shall resurrect his thread using his rules, and the map conjured by Mulch. However if pressed by the original creator of the thread, I shall lock this thread in respect of his wishes. I believe a link to said thread is in order: http://forum.blockland.us/index.php?topic=179000.0
All the information you could possibly need in order to understand how this game functions is in said thread. However being the man that I am I shall find a place in my thread for the character sheet, how to derive traits, and Sirlancealot7's Gloriously beauteous map of Kelvaria.
Oh, I forgot to mention, I shall allow 7 players, and for characters to start as Level 1-2.
We are currently:Complete.
1.Sirlanealot7 - Kolkoli (Level 6 Drow Seeker)
2.Mr. Jelly - Jell Y. (Level 6 Human Ranger)
3.Vegetarian Zombie - Vegetari (Level 6 Human Righteous Assassin)
4.xxxxkill - Alex Aroth (Level 3 Human Warlock)
5.Thorax - John Silver-Tongue (Level 4 Human Rogue)
6.kill all - Drakus (Level 2 Elf Mage assassin)
7.MaroonCacti - Ophidyus (Level 5 Bard)
8.Port - Ryalen (Level 5 Sorcerer)
9.Lil Robot- Guybrush - (Level 5 Ranger)
-Special DM NPC's-
1.Hetna (Level 6 Elf Cleric)
2.Rourkkus (Level 5 Half orc Fighter)
3.Zadok (Level 5 Half centaur Fighter)
4.Bororton (Level 6 Human Alchemist)
Please refer to each other using the character names.
The following traits will be used:
Strength
Dexterity
Wisdom
Constitution
Intelligence
Charisma
You start out with 10 points to add any of the above traits. If you have a 2 in Strength, then a climb check you I would roll a D20 and add the +2 from your strength. You gain more points as you level up.
(Player Name) - (Level) - (Race) - (Class)
Health: (current health)/(base health:to get your base health, multiply your constitution by 4 and then add 4)
Strength:
Dexterity:
Wisdom:
Constitution:
Intelligence:
Gold:
Armor Level: (not everyone can wear every armor type, you will start out with cloth armor, zero armor points)
Special Abilities/Feats: (These will be granted at certain levels depending on your class/race. You start out with none.)
Status: (You may post this, but I may change it depending on the outcome of the roll)
Inventory: (start out with minimal crap)
In order to get a story moving (much like the thread that spawned this thread), I shall require the back stories of your characters.
This is Sirlanealot7's Visually appealing map of Kelvaria, it is a map among other maps.

Character sheets:
Here's mine from Lance's dedthread
Jell Y. - 5 - Human - Ranger
Health: 20/20
Strength: 3
Dexterity: 9
Wisdom: 2
Constitution: 5
Intelligence: 2
Gold: 8
Armor Class: (10+3+armor)
Armor: Leather +2 AR, 3 dex
Special Abilities/Feats:
Status: Full
Inventory: Bow, 10x iron arrows, Green tunic, Blessed Rifle (2 loaded rounds, 4976/5000 milliliters water), 70x spare rifle rounds, Bayonet-Gun, 29x blunderbuss rounds, Potion of Healing (3 uses left) Note to self: each shot drains 4 milliliters
Backstory: Raised by elves at a young age, Jell was taught in the way in the ways of the woodland ranger. He left as an outcast, shunned by humans and shunned by elves.
Vegetari - 5 - Human - Righteous Assassin (numberXP)
Health: 20/20
Strength: 7
Dexterity: 10
Wisdom: 3
Constitution: 4
Intelligence: 2
Charisma: 2 (Necklace adds +1)
Gold: 183
Armor Level: 23 (Headgear adds +5, Gauntlets add +1)
Armor: Cloth +2
Special Abilities/Feats:
Healing Hand
5-Point Palm Exploding Heart Technique
Equipped Weapon: The Dishonorable Edge, Crude Assassin's Hand Guard Gun-Thing,
Equipped Armor: Cloth robes and cloak (+1 Armor, +2 Dexterity)
Equipped Headgear: Highlander's Glory (+3 Armor)
Misc. Equips: Tooth necklace from bear thing (+1 Charisma)
Combat Gauntlets (+1 Constitution, +1 Armor)
Kolkoli - 5 - Drow - Seeker
Health: 20/20
Strength: 5
Dexterity: 5
Wisdom: 5
Constitution: 4
Intelligence: 2
Charisma: 4
Gold: 216 gold
Armor Level: 10+5+1=16
Special Abilities/Feats:
Cloud of Darkness - a 30 by 30 foot cloud of dark smoke/powder appears. Only drow are able to see through it.
Lightning Arrow - A lightning fast arrow fires from my bow. It has a 50 percent chance to paralyze if you roll greater than 15. You roll a D10 for damage.
Status: IMMA SHOOT DAT NOOB
Inventory:
Longbow - 1d8 - x3
Hidden blade - 1d6 - x2
Rope - 50 feet
Drow House Ring
Cloth armor
Gauntlets.
Letter.
5x Greek Fire
3x Health potions
Rourkkus - 5 - Half orc - Fighter.
Health: 48/48
Strength: 3
Dexterity: 1
Wisdom: 1
Constitution: 7 (Mask of the hardy man adds 4)
Intelligence: 0
Gold:1
Armor level: 0 (Wearing "Classy outfit")
Special abilities: none
Status: Sudden clarity
Inventory: The scimitar of the fatherland, Mask of the hardy man, and Classy outfit.
Zadok - 4 - Half Centaur - Fighter.
Health: 16/16
Strength: 6 (Mask of the vengeful spirit adds 4)
Dexterity: 1
Wisdom: 1
Constitution: 4
Intelligence: 0
adok
Gold:1
Armor level: 0 (Wearing "Classy outfit")
Special abilities: none
Status: Sudden clarity
Inventory: The morning's light, Mask of the vengeful spirit, and Classy outfit, Fishmace.
Drakus - 2 - Elf - Mage/Assassin (0 EXP)
Health: 12/12
Strength:1
Dexterity:1
Wisdom:3
Constitution:2
Intelligence:4
Charisma:1
Gold: 7
Armor: Cloth +0
Special Abilities/Feats: Somewhat good influence over creatures of darkness
Status: Somewhat insane, but normal
Inventory: Black robes, Walking Staff
The son of a prominent family who was kidnapped at the age of 3. He was held in a dungeon where magicians performed alchemic and magical experiments on him, eventually causing him to go insane. They successfuly imbued him with a dark aura, but he had no idea how to use it. One day he saw a chance to escape and took it, and through a random series of unexplainable events, of which he cannot recollect, he was able to overpower his captors. He had escaped through a forest to a small town nearby attempts to get stronger and learn how to use his "dark aura."
Alex Aroth - Level 3 - Human - Warlock (There should be a difference between these. Warlocks specialize in the arcane magic but are bad at necromancy. Mages specialize in elemental magic but are bad at arcane. Necromancers specialize in necromancy (no stuff, sherlock) but are bad at elemental. Wizards are balanced between all three.)
Health: 8/8
Strength: 0
Dexterity: 2
Wisdom: 5
Constitution: 1
Intelligence: 4
(Quick question. What does Wisdom do, and what does Intellegence do?)
Gold: (Do I get lego's?)
Armor Level: I dunno.
Special Abilities/Feats: Pretty sure this is N/A
Status: N/A
Inventory:
-Black robes lined with white. (Equipped)
-Plain ol' staff.
Backstory time
Alex was once a normal person. Young, ambitious, and curious. One day, he journeyed into a forest. There, he met an old hermit. But this was no ordinary hermit. The two of them talked, not about simple things, like the weather, or the trees. They spoke of the arcane arts. Alex would return to his home to find it ransacked and burned.
The old hermit helped him. Raised him. Taught him the ways of the arcane.
Taught him how to fight.
Prepared him for adventure.
At this point in time, all Alex wants is peace, and serenity.
Also, he wants his parents murderer's heads on sticks, but that's another matter.
He mainly wants peace and serenity.
Ophidyus-5-Bard
Charangger sheet
Health 20/20
Strength: 1
Dexterity: 8
Wisdom: 1
Constitution: 5
Intelligence: 1
Armor: Bone armor (AR +5, Dex +1, Con +2)
Inventory: Lute, Flute, Bread, Ready mug, Ale, 60x throwing knives.
Bororton-6-Alchemist
Health: 8/8
Strength:1
Dexterity:1
Wisdom:6
Constitution:1
Intelligence:8
Charisma:1
Gold: 20
Special Abilities/Feats: Craft Firebomb, Craft acid, Craft Health potion
Status: Eager
Inventory: Alchemist's Spectres, Walking staff, White robe
He is an alchemist in the city of Baer, who possesses an inherent ability to craft liquid explosives and apothecracy items. Due to this, the now dead Father Antoese Exploited his abilities, and had him make an outrageous amount of potions that help him live longer. However, he is saved by a kindly party who dealt judgement on Father Antoese and his men.
Ryalen - 5 - Human - Sorcerer
Alignment: True Neutral
Health: 72/72
Strength: 16
Dexterity: 18
Wisdom: 19
Constitution: 17
Intelligence: 17
Charisma: 15
He is a shade, who was generated by the will of Vegetari. He is the guide of Vegetari's mind, and he knows everything about it. He also knows that Vegetari's mind can lead to the inferno.
Now I believe I shall paint your surroundings to you.
The search for the Spring of Dunlain continues! Our Assassin's protege, sleeps!