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Thread: Old Ways OOC IV

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    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Old Ways OOC IV

    This is the OoC thread for Old Ways, a BECMI/Rules Cyclopedia game. In the interest of clarity and in case we have some newer PbP players, I'll give the basic PbP and game-specific guidelines.

    Less than a generation ago, Duke Stefan Karameikos traded his ancestral Thyatian lands for this vast expanse of untamed but resource rich territory. While the new Duchy of Karameikos has been quite prosperous, the land is only nominally under the Duke's control. Pockets of native Traladarians continue to live on their ancestral homelands within the Duchy, but that is the least of the Duke's problems. The dark forests and rolling hills hide bands of hostile humanoids, monsters of legend, and unknown secrets. Recent expeditions have uncovered ancient ruins and considerable subterranean activity. Still, much is unknown about this land. In thirty short years, it has become one of the great nations of the world, and it pays only token fealty to the Empire. ~Athan Chiron, Thyatian Imperial Historian, on the Duchy of Karameikos

    "The Thyatians are a decent enough folk, but they fail to respect our traditions or our lands. They rush headlong into perils they do not understand, but who are we to stop them. They've not sought our counsel, nor would they respect it, I suppose. ~Ceroth Caelon, Former Traladarian Clan Elder

    "Karameikos? Who would go to Karameikos? That's like I saying, 'I'm going to wander into the wilderness for no good reason.' There's nothing there – no comfort, no big cities, no luxury, no good food nor wine. Just humanoids, superstitious natives, and stupid Thyatian soldiers." ~Dmitri Alzenkov, Glantrian nobleman

    "No where else in the Known World is there such opportunity as Karameikos. No where else are there such good and industrious folk. An entire nation of builders, workers, and adventurers. Even our nobles are hard-working and self-made. There's opportunity here for all who want it and wealth as far as the eye can see. Even the secrets of this land hold hidden treasure." ~Lord Bost, Threshold
    --------------------------------------------
    Recruitment Information - Read this if you want to play. It's important.
    Spoiler
    Show

    I am DMing a BECMI/Rules Cyclopedia game elsewhere and it's going very well. We've managed to capture some of that old-school feel. I'd like to run one here. Players should have either the BECMI texts or the Rules Cyclopedia.

    Some aspects of play that I think are important to providing that feel are:
    1. characters start at first level;
    2. characters start young, relatively ignorant about the larger world, and not terribly genre-savvy;
    3. tactical combat is achieved through roleplay not rules
    4. far more is left to DM judgment than in later editions (things like WBL, settlement GP limit, etc.)
    5. players should not expect that the universe operates by RAW. RAW is a guideline by which the game progresses, the DM may fudge, cheat, ignore, or abrogate it at will, though obviously a good DM does so for the greater good;
    6. potentially high lethality for characters;
    7. characters will grow powerful through increasing genre-savvyness and roleplay far more than through rules-mastery;
    8. fast-paced, consistent posting, and,
    9. ultimately, I hope, a stable, steady gaming group.


    I hope to get together a group of players interested in a game under these conditions and we'll see what happens. My goal is to create the kind of narrative where characters (and the universe they know) start very small but grow in depth as well as power.

    Requirements for Players:
    1. Must post 1/day minimum
    2. An interest in and willingness to play under the conditions noted above and the rules detailed below.
    3. Solid writing ability
    4. Good roleplaying ability or an earnest desire to develop such an ability
    5. A desire to have fun and make things fun for everyone else.

    The classic 16 questions pioneered by Bernard Pivot:

    1. What game are you running (D&D, CoC, Palladium, etc.), and if applicable what edition (Original, Classic, 1st, 2nd, 3rd, 5th, 10th, etc.)?

    BECMI/Rules Cyclopedia D&D. Familiarity with the setting is not important.

    2. What 'type' or variant of game will it be? When and where will the game be set? The game will be set in a homebrew variant of the Known World, starting in the town of Threshold in the Grand Duchy of Karameikos and expanding outward.

    3. How many Players are you looking for? 4-6 but given the likelihood players not keeping up with the fast and strict posting schedule, I will keep a list of alternates. It is my hope to settle on 4-6 players who like the game, can meet the schedule, and are willing to play through any character mortality.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)? GitP.

    5. What is the characters' starting status (i.e. experience level)? Characters start at Level 1 with zero experience points. Characters roll a d100 for Family Social Status/Wealth.

    6. How much gold or other starting funds will the characters begin with? 3d6x10 gp

    7. Are there any particular character classes, etc, are permitted? The Basic Classes are permitted as is Mystic.

    8. What races, subraces, species, etc. are allowed for your game? Humans are permitted and may be Traladarian or Thytian. Elf, Dwarf, and Halfling are permitted race/classes.

    9. By what method should Players generate their attributes/ability scores and Hit Points? By the book. 3d6 six times. They fall in this order: Str, Int, Wis, Dex, Con, Cha. Re-roll is allowed when you have two Ability Score rolls under 6.

    Points may be moved from one score to another with these conditions:
    1. The prime requisite goes up 1 point for each 2 points that another ability score goes down. If a character has two prime requisites, both can be raised (the cost must be paid separately for each point to each prime req.)
    2. Constitution and Charisma points cannot be raised or lowered.
    3. Dexterity cannot be lowered (but it may be raised for a thief or halfling character).
    4. No score can be lowered below 9. If it is already 10 or less, it cannot be lowered.

    Take heed of the Prime Requisites and Minimum Ability Scores.

    Players are advised to roll first and select a class second.

    10. Does your game use alignment? What are your restrictions, if so? Yes. Characters must be Lawful or Neutral. Characters must be loyal to the party/fellow PCs. Intra-party conflict should be kept to a minimum. Personality conflicts and differences of opinion are expected and dramatically useful. Thieving from the party, opposing its goals, and attacking one another are not useful. Hogging the spotlight and melodrama are likewise not helpful

    11. Do you allow multi-classing, or have any particular rules in regards to it? No and no.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? Character creation rolls should be made in this thread. Players' die rolls during play will be done by players in the IC thread (under a spoiler tag). Players who would prefer to let the DM roll or who are uncertain whether to roll can state their bonuses in the spoiler and the DM will roll. DM rolls, including secret rolls for the PCs, will be done by the DM out of sight of players. Obviously, Players should never alter dice rolls, cheat on modifiers, etc. Old school justice for such violations will be meted out.

    13. Are there any homebrewed rules or optional/variant rules that your Players should know about? We will use the following optional rules:
    • Weapon Mastery
    • Skills
    • Non-Lethal Combat
    • Group Initiative
    • Keeping Characters Alive (modified) (0 hp = unconscious; Character must make save vs. Death Ray at the end of the round, any time more damage is taken, and then at the end of each subsequent turn (10 minutes); Failure = death).


    House Rules/Interpretations Added During Play:
    • Natural Healing is 2 hp/day
    • A character may use a Healing Skill check on a character dropped below zero hp in an attempt to bring them up to above zero hp. If successful, the injured character does not fall unconscious and does not need to make a Save vs. Death Ray.
    • Firing into melee is resolved this way.
    • Natural 20 die roll on attacks usually equal max damage.


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with
    the characters in the same city)?
    A written character background demonstrates writing quality, use of the PbP format, sense of old school tone, and some investment. I don't need a novel. A short biography and/or a couple vignettes of the character are helpful. Of course, more details and characterization will come out in play.

    All characters must be young locals of Threshold or recent immigrants to the city. One conceit of this game is that the characters are relatively unworldly and inexperienced, please work with that. All characters must have some positive relationship (though it need not be family or close friendship) with at least two other characters. You can work out this detail after being selected. If you want to all be part of an already existing (though new) adventuring company, that's fine, too.

    15. Does your game involve a lot of hack&slash, puzzle solving, roleplaying, or a combination of the above? I have high expectations for roleplaying, even during combat, and XP will be awarded for what I regard as useful characterization and helpful interaction with others. I expect a significant amount of combat. It is my intention to run combat without map, handling things by description, and being a bit loose about the tactical details. Some adventures might present puzzles in their design or there may be puzzles in the plot, but explicit puzzles will probably be relatively few.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Yes. Use the Rules Cyclopedia, if you have it, otherwise use the Mentzer Basic book to make your character. Older B/X books or the Dark Dungeons retro-clone might also be useful alternatives, though I'll be running things by the RC/BECMI.

    Plus,
    17. What is the expected pace of this game? Players are required to post 1/day minimum. From the time of my DM post, players have 24 hours to post their next action. Failure to do so will result in a DM selected (in)action for the character. Time away with warning is understandable, but failure to post timely on a repeated basis will result in removal from the game - possibly in a lethal manner for the character.

    I welcome additional questions and look forward to putting a group together.


    EDIT:
    Active character list:
    Frivolous - Brandon Bor - Fighter
    Matthew -Nathros - Dwarf
    Nevaera - Ashala Bost - Fighter
    Koren n'Rhys - Mycah Deshiel - Thief
    Kish - Aditi - Thief
    Gwendol - Athos the frail -Magic User

    PCs on hiatus
    Lyceios - Stefan Reinhardt - Cleric

    Former PCs
    ArchDruid - Penelope
    MeanMrsMustard - Alanna Nightengale - Cleric
    Battlemage - Dural Arkenvir - Magic User
    Tsunamiatunzen1 - Artanis Tu'el Tassadar - Elf
    thirdkingdom -
    Algernon "Algie" Blackthorn
    - Magic User

    Altair the Vexed - Alastor Talsarios - Magic User
    jmbrown - Jeanne By The River - Elf
    Stengir - Gregaros - Thief
    TruorTupnm - Sid "The Sneak" Aimes - Thief
    strangefate - Orthon Zinthalos - Magic User
    sbwilson - Petrillia - Magic User
    Rebel Rogue - Stefan - Cleric
    Last edited by Roland St. Jude; 2016-04-21 at 12:21 AM.
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    Sheriff Roland by Chris the Pontifex

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    Roland St. Jude's Avatar

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    Default Re: Old Ways OoC

    Format for IC Posts:

    Character Name

    "Character speech, often further differentiated by being colored text, preferably a color different from those of other characters in the game," the characters other actions are written as part of the paragraph, as if in a novel. Character thoughts are written in the same character color and italicized.

    For telepathic communication, put wavy brackets around the though {Can you hear me now?}

    I encourage you to include in your IC post:
    1. character actions, typically in the third-person and present tense. Try to phrase things in terms of what your character does but not the result (so, "Rath charges the shambling undead drawing his blade as he moves and unleashes his full fury on the abomination," but not "Rath charges the shambling undead drawing his blade as he moves and slices into the abomination." Leave room for potential failure in your description. Likewise when describing an action with variable success (when casting cure light wounds you can infuse an ally with healing power, but you shouldn't describe that as fully healing the ally).
    2. Character comments (things actually said aloud)
    3. Character thoughts (these are the explicit verbatim thoughts of the character)
    4. Narrative that fleshes out the character intentions, motivations, background experiences, etc. These are the things that make for a good story and good explanation of the characters. The best PbP games that I've played have had a goodly amount of this kind of narrative.

    Separating by paragraphs at conversation breaks or at logical action breaks is a good idea.

    Put the mechanics behind your actions in a spoiler labeled OOC:
    Spoiler
    Show

    HP: 3 AC: 6 Spells in effect: Invisibility

    After the status bar above, explain your action in game terms with appropriate rolls etc. Use the forum roller. You may explain and roll for alternate actions, if it seems helpful. [roll=Test]1d20+2[/roll]

    If you leave out a roll that I determine you'll need, I'll refer to your character sheet and make the appropriate roll myself. Keep your character sheet up-to-date at all times, as I'll be referring to it for things related to your character.

    If you have skills or background that are relevant to something you're trying to do, post that in the Spoiler box and I'll take it into account.


    Rolling Rules

    For most actions that require rolls, you'll do so yourself in the IC thread under your Spoiler tab. If you forget a roll or need to confirm a critical, you can do that in the OOC thread. You should also roll your character creation rolls here in the OOC thread.

    I will make all NPC rolls out of sight and simply announce results in the IC thread in narrative form.

    I will make certain secret PC rolls out of sight (such as whether you hear something).

    I will probably make initiative checks and saving throws for PCs to keep things moving.

    Obviously, do not attempt to edit rolls once made or otherwise cheat on rolls.

    Prior OOC Threads
    Old Ways OOC III
    Old Ways OOC II
    Old Ways OOC I
    Last edited by Roland St. Jude; 2014-10-28 at 07:08 PM.
    Forum Rules

    Sheriff Roland by Chris the Pontifex

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    Ettin in the Playground
     
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    Default Re: Old Ways (BECMI/Rules Cyclopedia)

    Brandon Bor
    Lawful Thyatian Male Fighter
    Level 5, XP 30,531
    Speech Color: Blue

    Description:
    Spoiler
    Show
    A short but stocky broad-faced farm boy with seal-brown hair, blue eyes, and big capable hands. He often has a dreamy expression on his face and colored ink on his fingers. Height is 5 feet 7 inches and weight is 170 pounds. He has to shave every couple of days to control his whiskers.

    By the time he reaches 3rd level, Brandon looks comfortable in plate mail. He is used to spending much of the day and fighting for his life in the heavy armor.

    Strength 14
    Intelligence 9
    Wisdom 13
    Dexterity 10
    Constitution 11
    Charisma 14

    Hit Points: 23 (up from 16 at 4th level)
    Armor Class: 3 (-1 with shield)
    Base Thac0: 17
    Movement: 60' / 20' / 60'

    Weapons:
    Short Bow: Thac0 17; Damage 1d6; Range 50/100/150
    Sword: Thac0 16; Damage 1d8+1
    Hand Axe: Thac0 16; Damage 1d6+1 ; Range 10/20/30
    Dagger +1: Thac0 15; Damage 1d4+2; Range 10/20/30
    Oil Flask: Thac0 17; Damage 1d8; Range 10/20/30

    Saving Throws:
    Death Ray/Poison 10, Magic Wands 11, Paralysis/Petrification 12, Breath Weapon 13, Spells 14.

    Weapon Mastery: Short Bow, Hand Axe, Dagger, Sword
    Skills: Art (Drawing and Painting), Muscle, Profession (Farmer), Riding
    Languages: Common, Lawful

    Possessions:
    Spoiler
    Show

    Money:
    Platinum:
    Gold: 873 as of 05/03/2013. 13 is on Bran's person. 860 of that is kept at the Bor manor.
    Electrum: 100
    Silver:
    Copper:
    Other: Fanged metal amulet (healing potion was used on Artanis)
    Encumbrance: 780

    Equipment:
    Enormous warhorse, so far unnamed (worth 350 gp)

    Plate Mail, 60 gp, 500 cn
    Shield of Courage +3 (immune to fear effects)(borrowed from Natalya Bor), 100 cn
    Short Bow plus Quivers with 30 arrows,25 gp + 5 gp + 20 gp, 30 cn (bought new arrows after reaching 3rd level)
    Quiver with 10 silver-tipped arrows (50 gp, bought after reaching 3rd level)
    Sword, 10 gp, 60 cn
    Dagger, 3 gp, 10 cn
    Silver Dagger 30 gp, 10 cn (bought after reaching 3rd level)
    Dagger+1 (as of 06/01/2013)

    Miscellaneous equipment: 80 cn

    7 Flasks of Oil (bought 5 more flasks after reaching 3rd level)

    Waterskin, 1 gp
    Backpack, 5 gp
    Large sack, 2 gp
    Rope 50 feet, 1 gp
    Flint and steel, 3 gp
    Garlic, 5 gp
    Wolfsbane (1 bunch), 10 gp


    Iron Rations - 2 weeks, 30 gp (bought more rations after reaching 3rd level)
    1 quart of wine, 1 gp
    12 torches, 2 gp (bought more after reaching 3rd level)

    3 doses each of herbs for treating poison or disease and to bring calm.
    Tapestry of black dragon, trolls and giants woven by Blazzan and that once belonged to Thyatian noble Arcturo Lucius Nicosian.


    Background: Family Social Status: 81
    Spoiler
    Show
    Brandon is the second to the last child of the wealthy farmer Boris Bor. His mother is Natalya Bor, once a fighter before she retired to marry Boris. His family all worked hard on the farm. Even as a small boy, Brandon did chores. He did heavier work as he grew older and filled out, becoming the burly young man he is today.

    Seeing as he has three elder brothers and four sisters, he did not expect to inherit much in the way of wealth. Thus, he practiced his weapon skills in hopes of becoming an adventurer and becoming a Lord.

    Brandon was going to set off on his own wearing only chain mail, but his father gave him a suit of plate mail as a going away present.

    Brandon practices art as a hobby. He is not very good at it, but his family still sees fit to display some of his paintings in their manor.
    Last edited by Frivolous; 2016-04-21 at 12:09 PM.

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    Matthew's Avatar

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    Default Re: Old Ways (BECMI/Rules Cyclopedia)

    Name: Nathros

    Race: Dwarf

    Alignment: Lawful

    Description:

    Nathros is young, of tan complexion, blue eyed and auburn haired. Like most of his kindred, he has a thick beard and wears his hair long, is strong of arm and steadfast of will, but unlike them he is unusually tall, as well as agile and quick, even for a youth. A somewhat difficult life and inherently introverted demeanour has made him socially awkward, often quiet, but prone to fits of anger if he feels himself slighted or overlooked.

    History:

    Coming from a numerous but poor clan, Nathros was denied the opportunity to join the priesthood, a vocation to which others thought him naturally well suited, and was seemingly destined for a rather unremarkable life. His days spent alone roaming the hills and mountains did Nathros little good, and his subsequent attempt to find purpose in service as a temple soldier did not bring him the peace of mind he desired. Eventually, he determined to see more of the world for himself, and to that end took ship for Karameikos, hoping to serve there as a mercenary or perhaps find more lucrative ventures that would stir his spirit and provide him with a clear sense of his worth, purpose, and place in the world.

    Speech: Green

    Level: Five

    Experience: 28,597 (30,026.85)

    Attributes:

    Strength 14 (+1)
    Dexterity 14 (+1)
    Constitution 9 (+0)
    Intelligence 9 (+0)
    Wisdom 15 (+1)
    Charisma 8 (−1)

    Saving Throws:

    Death Ray/Poison 6
    Magic Wands 7
    Paralysis/Petrification 8
    Breath Weapon 10
    Spells 9

    Hit Points: 16

    Armour Class: 4(−2)

    THAC0: 17(16)

    Movement Speed: 60(20)

    Weapons:

    Short Bow: THAC0 17(16); Damage 1d6+1 (50/100/150)
    Pole Axe +3: THAC0 17(13); Damage 1d10+4
    Spear: THAC0 17(16); Damage 1d6+1 (20/40/60)
    Hand Axe: THAC0 17(16); Damage 1d6+1 (10/20/30)
    Short Sword: THAC0 17(16); Damage 1d6+1
    Dagger +1: THAC0 17(15); Damage 1d4+2 (10/20/30)

    Weapon Choices: As Dwarf.

    Skills: Stealth (Hills and Mountains 70%), Nature Lore (Hills and Mountains 45%), Survival (Hills and Mountains 45%), and Tracking (45%).

    Languages: Common, Lawful, Dwarf, Gnome, Goblin, and Kobold.

    Abilities: Lance Charge, Set Spear, Infravision (60'), and Detection.

    Family Social Status: Struggling.

    Possessions:

    Spoiler
    Show

    Plain Clothes, 5 SP, 20 CN
    Plain Belts, 4 SP, 10 CN
    Belt Pouch, 5 SP, 2 CN
    Plain Boots, 1 GP, 10 CN
    Long Cloak, 1 GP, 15 CN
    Coins: 2 GP, 6 SP

    Pole Axe +3, 120 GP, CN
    Shield, 10 GP, 100 CN
    Short Sword, 7 GP, 30 CN
    Hand Axe, 4 GP, 30 CN
    Dagger +1, ? GP, 10 CN
    Banded Mail +4 ? GP, ? CN
    Encumbrance: ? CN

    Back Pack, 5 GP, 20 CN (Capacity 400 CN)
    Seven Days Standard Rations, 5 GP, 200 CN
    Water Skin, 1 GP, 30 CN
    Encumbrance: 250 CN (270 w/clothes)

    Potion of Strength/Heroism

    Encumbrance: 8 + 790 + 270 = 1,068

    + 50 GP
    + Shield (10 GP)
    + 50 GP
    + Plated Mail Armour (60 GP)
    + 50 GP


    On Wagon

    Short Bow
    Twenty-Four Arrows
    Spear, 3 GP, 30 CN
    47 GP
    100 EP
    6 CP


    Stored

    Plated Mail Armour, 60 GP, 500 CN
    Mail Armour, 40 GP, 400 CN
    Dagger, 3 GP, 10 CN

    Last edited by Matthew; 2016-06-09 at 11:54 AM.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Ogre in the Playground
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    Default Re: Old Ways OoC

    Ashala Bost
    Female Human
    Alignment: Lawful
    Appearance: 5'6", 135lbs, 18 years old (soon to be 19), Light Olive Skin, Dark Green Eyes, Bobcut (longer at front) Light Brown Hair (Golden Bronze / Dark Golden Blonde).
    Level 5: 29328 XP
    Speech Color: Olive

    Hit Points: 22/23 (3+1, 6+1, 4+1, 2+1, 6+1; 26 -3 Perm.; = 23)
    Armor Class: -1[-4] (+3 Plate Mail + Dex. Mod. [+ Shield +2 vs. 1st Att./Rnd. from Skilled in Sword])
    Base Thac0: 17
    Movement: 90'/30'/90' (With weapons, armor, and Bag of Holding)
    Encumbrance: under 700 cn

    Stats:
    Strength 11
    Intelligence 10
    Wisdom 9
    Dexterity 13 (Mod. +1)
    Constitution 14 (Mod. +1)
    Charisma 11

    Saving Throws:
    Death Ray/Poison: 10,
    Magic Wands: 11,
    Paralysis/Turn to Stone: 12,
    Breath Attack: 13,
    Rod/Staff/Spell: 14.

    Weapons:
    Magic Shield of Petra: At great cost, can heal mortal wounds, sense danger, etc...
    Short Bow: Thac0 15; Damage 1d6; Range 50/100/150
    Magic Sword "Trollbane": Thac0 13; Damage 1d12 [Skilled and wielding a magic sword]
    Spear: Thac0 16 [15 Thrown]; Damage 1d6; Range 20/40/60
    Burning Oil: Thac0 16 [Thrown]; Damage 1d8; Range 10/30/50
    Magic Dagger: Thac0 17 [16 Thrown]; Damage 1d4+1?; Range 10/30/50?

    Weapon Choices:
    Bow (short), Sword (normal), Spear, Lance.

    Enhanced Weapon Skill:
    Sword (normal).
    Spoiler
    Show
    Deflect(1) means that in addition to your normal attack(s) each round, you can attempt to deflect one melee or thrown weapon attack each round by making a Save vs. Death Ray.

    Disarm is a special attack you can do (instead of your normal attack). You roll for your attack as normal, if you are successful, you force a Dexterity check by the opponent, which if failed means he's disarmed.

    Skill Choices:
    Acrobatics 13, Alertness 13, Riding (Horse) 13, Healing 10.

    (Starting Gold: 130g, Reward Gold: 100g, Loot Gold: 231g - 25g at temple, - 250g for Training, + 1293g from Fangs' Ship, - 45g for armor for hirelings, -277g for Warhorse, + 600g for hobgoblin mission.)

    Equipment:
    "Trollbane" longsword [Magical +2, w/ +3 vs. regenerating creatures](60cn)
    Spear (30cn) 3gp
    Short Bow (20cn) 25gp
    10 arrows (5cn) 5gp
    Old Magic Dagger (tucked into armored boot)
    Shield, 1 bonus to AC (100cn) 10gp
    Plate Mail, 7 bonus to AC (500cn) 60gp [I think it was Jemaine who now wears this]
    Plate Mail (+3 Comfort), 10 bonus to AC (500cn)
    Warhorse w/ Saddle + Tack and Saddlebags (**) 277g

    BAG of HOLDING:
    Spoiler
    Show
    Undistributed Treasure
    (U) = Unidentified Effect

    Coins: 100e (50g) + 20g(paralyzed crater orc)[1297 -18 for horse rental, - 25 for Merlinda, -320 reward to hired help, + 2405gp from loot sales, -3000* to pay party = 339 - 795 + 2000e that's been divided (paid 250g to Ash, 400g to eight main party members, 360e(180g) for draft horses and cart, 240e(120g) to Penny and hirelings, 100e(50g) left). Party still owes Ash 206g. Party owes Neela 240pp=1200g.]

    Unorganized:
    He (gnoll leader, first dark cave @ "temple") has a Sash with Gold Buckle, a large sack at his waist with 100 gold pieces, a ruby, a diamond, a potion engraved with the Traladaran symbol for "forever," and a dozen arrows bound with a leather cord.

    Dark priest's mail armor? (x2)
    A fine steel shield, a well-balanced spear (Mycah carries this), and a sack.
    A shield, thin dagger, and small sack.
    A small coin pouch tied to his belt contains a three gems - green, orange, and black.
    Dark Priest's wand-stick OF HEALING (Penny carries this).
    a fair number of scattered copper pieces
    and a pair of blue sapphires

    Of the five swords (one of which is very fine),
    five spears,
    five daggers,
    five spider symbols,
    four chain mail suits,
    one suit of leather armor,
    one potion,
    one wand, (of passageway opening?)
    one small spider brooch,
    and a cubic wooden box about a half-foot wide (Athos and Mycah working on inspecting).

    From end of Temple: The dead clerics have a relative treasure trove amongst them:
    four potions, four scrolls, two wands, a mace, a warhammer, and two shields.
    One is also wearing banded mail under his robes.
    An egg which is a bit heavier and sturdier than an actual chicken egg.
    A leather pouch holds a dozen red gems.
    Three potions, a scroll labelled "protection from elementals," and an ancient looking spear.

    Weapons:
    Axe from Minotaur.

    Armor:

    Jewelry:
    gold ring with a large onyx gemstone (locked at Lord Bost's)
    delicate lady’s ring gold clear stone (locked at Lord Bost's - worth 1500-3000g as a pair)
    Silver and gold bracelet (from paralyzed orc at crater - Aditi wears it, Brandon "gave" it to her?)

    Scrolls:

    Wands:
    Wand of paralyzation (4 charges left) (Athos has this)

    Potions:
    Potion of [Strength]Heroism (for Ash if needed - works well with magic sword)
    Potion of Undead Control - Ash is using it in the fight with the spider diety/daughter. Not sure how long it lasts.
    Potion of Stone Giant Control - pinkish in a battered bottle
    2 Holy Water Flasks (Ash will give one to Aditi and one to Nathros)

    Miscellaneous:
    Snake Skin Cape
    Snake Skin Mask
    fine clothing
    Viper's documents (copy)
    sack of dried juniper berries
    Wyvern parts
    Gold Bar from Minotaur (400 coins worth)
    Silver Bar from Minotaur (400 coins worth)

    Backpack (20cn) 5gp [This is in the Bag of Holding usually.]
    Spoiler
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    -Rope 50' (50cn) 1gp
    -Waterskin (30cn) 1gp
    -Oil, Burning x 1 (10cn) 14g
    -Rations (200cn) 5gp (second pack of rations)
    -Normal Sword (60cn) 10gp
    -Cloak, long (**) 1gp
    -Bandages (**) 1gp
    -3.5 weeks of Iron Rations (250cn)
    1633g worth left (190p locked up at Lord Bost's, 177g and 600e(300g) on person, [206gp worth loaned to party,])

    Alanna's leftover things:
    Spoiler
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    Alanna's Holy Symbol (Penny carries in memory)
    Bedroll
    Platemail and shield (Penny wears and owns)
    Healer's Wooden Box (Penny has and owns):
    Spoiler
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    Gem that grants Cure Serious Wounds 1/day (used on Nathros for today, I believe)
    Two Potions of Antidote (type 10) [used on Ash at temple?]
    Two Potions of Cure Serious Wounds (one of which Mycah is now carrying)
    Two jars of Ointment of Soothing
    Two bandages

    2308 gp, 7 cp

    Extra travelling supplies: [in Bag of Holding when possible]
    Spoiler
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    -100' Rope (100cn)1gp
    -6 Torches (120cn)1gp
    -2 Weeks preserved rations for party [13ppl] (1820cn)390gp cost
    -1 Week unpreserved rations for party [13ppl] (2600cn)65gp *party supplied their own rations on the first week*
    -2 10' Wooden Poles (200cn)2gp
    -3 Tents, 3/4 people each (*cn)?gp
    -4 Oil Flasks (40cn)2gp ea. (Mycah has 3, one is recovered from being unused)
    -2 Handsize Steel Mirrors (10cn)10gp (Returned to bag from crater tent attack)
    -Sturdy Pot and Tripod (100cn?)1gp
    -Supplies to skin and harvest a carcass (50cn?)*gp
    -3 Riding Horses and trappings for Hirelings to ride (*)315gp (All horses left with Brett and Jemaine)


    Description:

    Spoiler
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    Ash has a golden bronze bob-cut, dark green eyes, light olive skin, and light freckles across her cheeks which bridge over her nose. She now has armor that is enchanted plate mail and is designed to suit the female form. It is not fitted, but it doesn't look manly or androgynous like her first set of armor.

    Her cloak is rust colored and she carries a standard pack across her back, complete with shield, bow, arrows, spear, and a sword at her side. To the common sort, it would seem a bit much for one to carry, but to an adventurer, it's no burden when the lives of you and your companions are on the line.

    When nothing particular is said, she usually keeps a focused expression on her face.

    Bio:

    1
    Spoiler
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    Her father's name is Lord Amund Bost, older brother to Lord Jokkum Bost. Ashala Bost has recently arrived in Karameikos to join in her uncle's efforts to secure the keep and assist those under his employ. She seeks to prove herself and practice that which she has learned while making a name for herself and honoring her father's name. She does not readily divulge information regarding her family connections as she puts a high standard on herself to never tarnish their names by relation. Upon "making it" in the world, she will "inherit" her last name again. Or so was her goal. Since she's been working for her uncle, it's not been easy to guise her identity at all.

    She has a sister, Henna, a sixteen year old studious young woman of great beauty. Not much of a fighter, though.

    Ashala is nineteen years old with a passion for skill in battle. As a youth, she'd practice sword-play with the boys, archery by herself, and spears and lances with the men as she got older. She even learned to aim a lance upon horseback - not an easy feat. She wished the battle tactics classes would sink in better and she could remember the lessons they taught her, but she was a girl more suited to a hands on approach, rather than just reading things out of a textbook like her sister would.

    None the less, her father was proud of both of them, just in different ways. She did well enough in her healing classes at the temple, perhaps because they let her practice so much and sometimes she'd assist in treating some of the more hearty injuries as well. Her hands were nimble and her eyes keen. Some lesser folk thought she'd make an excellent thief or pirate, but it would be a considered a disgrace among her people to choose such a life for herself. She would be ousted from the family for certain. Her personal opinion on the matter was only to not disappoint them as she searches for her place in the world. Of course, at this time, Ashala has proved to be a promising descendant of the Bost line as she journeyed off to the lands of Karameikos.
    2
    Spoiler
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    A little more experienced and a little more open-minded, Ash returned to Lord Bost after a successful mission to lead workers to inhabit and care for the Keep that the companions set out to secure.

    She tries to find her place among her comrades as a worthy leader while still hoping to lose the false respect that her name governs over her peers.
    3
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    After completing the task with her companions of clearing the caves of undead, a carrion crawler, and the goons from a gang called the Fangs, Ash recognizes the the value of vigilance for her comrades' sake.

    Her colder and masculine front have begun to make way for a more protective and self sacrificing nature.
    3.5
    Spoiler
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    A successful attack was made against the Fangs at their hideout, a ship called the River Rose. None of her companions died, though for some it came close. Though there is much to be learned and understood from those close calls and the battles they faced, Ash considers this a true victory.

    She looks forward to continuing her sword training and hopes to one day be worthy of knighting. For now, she plans to take it one day at a time.
    4
    Spoiler
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    Ash has lost the first life under her command. She keeps a strong front, but it cuts her deep inside. She was so close, yet so useless and unassertive in Algernon's time of need. She wonders if she'll make such a mistake again soon, or if she'll be lucky for a while. She accepts this is a danger they all risk and know full well, but so far she's tried very hard to keep between her allies and death. She had not anticipated or imagined so much power could spout from such a foe. There is still much good she believes her and her group can accomplish, however. Perhaps a little rest and simple guard duty will get everyone back on their feet and eager for the next mission after the caravan leaves. Perhaps they'll even gain another lead...
    4.5
    Spoiler
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    Armed with new team members and a dire quest to perhaps save the known world from despicable plots and ancient evils, Ash has set out once more to lead her Rangers.

    After an unexpected victory over wild, berzerker, mountain men and a diplomatic arrangement with the dark mining dwarves, it seemed her luck was changing and that she once again might be able to keep her team safe from harm.
    Then came the wyverns. She charged the first one to distract it and it proved far more dangerous and capable of bypassing her armor than she had expected. However, she resisted it's poisonous sting, perhaps even developed some immunity to it... but it wasn't enough. Her team rushed up to aid her, and she was grateful, but she feared for the ones left in the back. Who was watching them?
    The second wyvern was too quick and snatched up Miranda before there was a moment to react and, without armor, she was helpless in defense.
    There were three wyverns altogether. None of them returned to their nests.

    With the next loss of a comrade's life fresh in her mind once more, she made a vow that she would not forget the risk that lead to Mira's sacrifice. Ash intends to add Mira's name to the legends of the Companions' adventures and the mission... if she survives.

    Since then, there has been a troll, a dangerous band of serpent men, signs of abnormally large creatures, and orcs along with strange sounds like eerie horns in the night.

    The splitting of the party to venture into the crater - and the others to stay with the horses - makes Ash nervous, but there is little else to do in this situation.

    With a little luck and a lot of vigilance, perhaps they'll see it through and be able to start to return home in just a few more days.
    Last edited by Nevaera; 2016-04-26 at 08:52 AM.

  6. - Top - End - #6
    Bugbear in the Playground
     
    RangerGuy

    Join Date
    Sep 2008
    Location
    Central NY, USA
    Gender
    Male

    Default Re: Old Ways OoC

    Mycah Deshiel
    Neutral Male Human (Traladaran) Thief

    Description:
    Spoiler
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    Mycah is a young man of 16 years. Although young, his tanned, rough skin shows him to be a man who spends his time in the outdoors. He is small and wiry, just 5' 4" and 160 lbs, with mousy brown hair but strikingly green eyes. Good-natured, he get along well with his companions and is rarely seen without a smile playing upon his lips.

    Level: 5
    Experience: 16,392 [Next Level: 20,000 (+5% Bonus)]
    Speech Color: Orange

    Hit Points: 7
    Armor Class: 5 (Custom Leather + Dex)
    Base Thac0: 17 (16 Missile)
    Wrestling Rating: 9
    Movement: 90'/30'/90'
    Encumbrance: 848 cn

    Stats:
    Strength: 9
    Intelligence: 10
    Wisdom: 8 (-1)
    Dexterity: 13 (+1)
    Constitution: 8 (-1)
    Charisma: 10

    Saving Throws:
    Death Ray/Poison: 11, Magic Wands: 12, Paralysis/Turn to Stone: 11, Breath Attack: 14, Rod/Staff/Spell: 13

    Languages:
    Common, Neutral

    Skills:
    Acrobatics: 13, Hunting: 10, Nature Lore (Forest): 10, Snares: 10, Quick Draw: 13

    Class Abilities:
    Open Locks: 35%, Find Traps: 30%, Remove Traps: 30%, Climb Walls: 91%, Move Silently: 40%, Hide in Shadows: 28%, Pick Pockets: 40%, Hear Noise: 50%
    Read any normal writing or language: 80%
    Backstab: +4 To Hit, x2 Damage

    Weapons:
    Dagger (Basic): Thac0: 17 (16 thrown), Damage: 1d4, Range: 10/20/30
    Short Bow (Basic): Thac0: 16, Damage: 1d6, Range: 50/100/150
    Sword, Normal (Basic): Thac0: 17, damage: 1d8
    Staff (Unskilled): Thac0: 17, Damage: 1d6 halved

    Possessions:
    Spoiler
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    On Person:
    Leather Armor (Lizardskin - AC6) - 200cn
    Cloak, Long - 0cn when worn
    Short Bow & Quiver of Arrows (20) - 20cn
    Silver-tipped Arrows (3) - 6cn
    Daggers (2) - 20cn
    Dagger +1 (1) - 10cn
    Sword, Normal - 60cn
    Staff - 40cn
    ENC: 356

    In Backpack (400cn Cap): - 20cn
    Iron Rations (2 days) - 20cn
    Waterskin (2) - 10cn
    Torches (6) - 120cn
    Tinder Box - 5cn
    Small Hammer - 10cn
    Iron Spikes (12) - 60cn
    Rope, 50' - 50cn
    Hand Axe - 30cn
    Belt Pouch w/ 50gp - 52cn
    Holy water (2) - 2cn
    Thieves Tools (Std) - 10 cn
    ENC: 389

    In Belt Pouch (50cn Cap.): - 2cn
    Thieves Tools (Fine)- 10cn
    Coins-
    GP: 18
    SP: 15
    CP: 7
    ENC: 52

    Animals:
    Fine Riding Horse w/ Tack, Saddle and Saddlebags
    AC:7, Move: 240, HD: 2, Att: 2 Hooves (1d4/1d4)
    In Saddlebags(Cap 800cn, Enc 100+cap):
    Small Sack (200cn Cap.): - 1cn
    Iron Rations (5 days) - 50cn
    100 electrum coins (value 50gp)
    ENC: 101


    Additional Treasure: (Stored at Oakheart)
    253 GP
    Leather Armor (extra set)

    TOTAL ENCUMBRANCE: 848

    Background:
    Spoiler
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    Initial Family/Social Status: Struggling

    Mycah is a young man who had the responsibilities of adulthood thrust upon him too early in life. He was raised among the foresters and lumbermen of Lord Bost's work camps where his mother Katerine was a cook and his father a lumberman. His father, Kevv, died in an accident when Mycah was just 11, and the lad began working to earn his keep not long after.

    Taken in by the men of the camp as a communal son, he gradually learned the ways of the forests and is now most at home alone among the trees. His work as a scout taught him to fend for himself in the wild and move among the tree branches as if born to the work.

    While content with his life for the most part, Mycah has wondered what life is like in the larger world and watched for a chance to find out.


    Other Notes:
    Spoiler
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    Accommodations in Threshold: Room at the Nut, after Nathros suggested it.

    "Oakheart" Mycah's Home in the Woods:
    Spoiler
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    Mrs. Bost takes Mycah on a morning ride up the coast road north of town. When they reach Lake Windrush, she points out the Baron's home, Tarnskeep off to the west, but turns east across the dam-top bridge and pays a toll to the keeper, a representative of the fishing village. Mycah's keen eye spots the exchange, and either the tool is exorbitant or she has paid for some extra service.

    She continues across the bridge but then eschews the only apparent rode, into the fishing village ahead, and cuts south/southeast into the woods. Mycah's experience in the woods in general serves him well in keeping track of their position. No trail exists to be followed and the woods are quite dense. It might cross the scout's mind to wonder why Lord Bost has never harvested these trees. They arrive at a spot near the island's middle. "There," Mrs. Bor says, and points to a spot ahead. Mycah doesn't see it at first, but then he spies it. A well-hidden house.

    Up close, Mycah can see that it's a very sturdy house, larger than many of the homes in town, but cleverly situated to be obscured from all directions. (On this map, start at the southernmost hex with a tree, up two more hexes, then northwest on hex. It's at the top line of that hex.)

    She tells you it was the home of an old friend, "Dmitri built this house himself, but settling down in Threshold was not for him. Probably settling down anywhere, actually. It is yours now. I'll leave you with the key and let you explore."

    Mycah will likely not see everything on this first visit, but some features are apparent. The entire house is fortress solid and the front door has a built in lock of exceptional quality. There is a large sitting room with a fireplace and several smaller rooms, one furnished as bedroom and another as sort of workshop with carving tools, fletching tools, woodworking tools, and so forth. The windows in the house can be shuttered from inside and outside. A trap door leads to the attic, which features arrow slits (and murderholes, though Mycah may not recognize them as such) into the house below. Another is a trap door under the bed leads to a lower level, which features a two-cell prison and a slew of locks, chains, manacles, thieves tools, rock chisels, and so forth. A small locked door leads to a small tunnel, which Mycah will eventually learn leads out to the edge of the forest near the beach on the southeast side of the island. A small boat is tied to the landward side of a large oak near the tunnels exit, apparently Dmitri's. Finally, the house backs up to a large oak tree, and a truly devoted effort by Mycah will reveal a false panel inside the house, along the back wall, that allows passage inside the oak tree. It has apparently been partially hollowed out without killing the tree, a trick of elves perhaps, and a ladder carved (or magicked?) into the tree allows one to climb the inside of the tree most of it's height. There are a couple hidden rooms at various heights, almost like the levels of a tower, and arrow slights and spy holes throughout.


    LAST EDIT: 9-17-13

  7. - Top - End - #7
    Colossus in the Playground
     
    Kish's Avatar

    Join Date
    Nov 2004

    Default Re: Old Ways OOC II

    Updated.

    Aditi
    Female Lawful Thief
    5'7'', 180 LB, brown hair, blue eyes
    Level 5, 15400 XP
    Speech color: Violet

    Strength 9
    Intelligence 8 (-1, only knows Common and doesn't write well)
    Wisdom 8 (-1)
    Dexterity 10 (no XP bonus or penalty)
    Constitution 16 (+2)
    Charisma 10

    Hit Points: 22
    Armor Class: 6
    Base THAC0: 19
    Movement: 90'/30'/90' (with backpack), 120'/40'/120' (without backpack)
    Background: 44 (Struggling)

    Saving Throws
    Death Ray/Poison: 13, Magic Wands: 14, Paralysis/Turn to Stone: 13, Breath Attack: 16, Rod/Staff/Spell: 15.

    Class Abilities
    Open Locks: 35%, Find Traps: 30%, Remove Traps: 30%, Climb Walls: 91%, Move Silently: 40%, Hide in Shadows: 28%, Pick Pockets: 40%, Hear Noise: 50%.

    Skills
    Danger Sense, Detect Deception, Endurance, Healing. Basic proficiency: Normal Sword, Long Bow, and Dagger.

    Equipment
    Worn: Normal sword, dagger +1, +2 vs. dragonkind, long bow, quiver of arrows, leather armor +1, boots.
    In backpack: Mace, lantern, iron rations (1 week), 2 flasks of oil, thieves' tools, potion of defense +4.
    Riding horse, saddle.
    Encumbrance: 545+one potion, 365 without backpack. (I'm not sure how much potions weigh.)

    Money: 5 GP.

    Bio: Aditi was born in a village near the Castellan Keep. When she was fifteen years old, an adventurer who had just killed a dragon came to town. After that, not all her father's grim warnings about most adventurers dying quickly could dissuade her from her resolve to become an adventurer. She is primarily motivated by wealth, but not for its own sake, rather for what she hopes to do with it, for the world in general and her family in particular. Her parents are still alive, and she has two younger siblings.

    She dislikes the term "thief," and never expects to use her pickpocketing abilities outside of training exercises. Her mother advised her on what to purchase to begin her career (she couldn't find room for the iron spikes or the rope). Young, idealistic, and naive, she started out understanding the risks and costs of being an adventurer only in the abstract.

    When she was eighteen, the Gnomish Caravan came through her village, and she took the opportunity to join it as a guard. Traveling with them, she participated in a few fights with goblins and human bandits, even once claiming a magical dagger from a bugbear who was leading a party of goblin raiders. Killing no longer bothers her the way it did when she first killed a goblin, but with the Caravan, she hasn't been in much danger, or seen a great deal of excitement or opportunity.

    As the Caravan approaches Threshold, Aditi considers that perhaps, there, she'll be able to find a group of adventurers she can join.
    Last edited by Kish; 2016-05-02 at 11:13 AM.
    Spoiler
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    "The really unforgivable acts are committed by calm men in beautiful green silk rooms, who deal death wholesale, by the shipload, without lust, or anger, or desire, or any redeeming emotion to excuse them but cold fear of some pretended future. But the crimes they hope to prevent in the future are imaginary. The ones they commit in the present--they are real." --Aral Vorkosigan

    Quote Originally Posted by The Giant View Post
    This, in a nutshell.
    Yes, exactly.

  8. - Top - End - #8
    Ettin in the Playground
     
    DwarfFighterGuy

    Join Date
    Apr 2011

    Default Re: Old Ways OOC III

    Name: Athos the frail
    Class: Magic User

    Alignment: Neutral

    Description:

    Athos is a frail young man of poor constitution, but a bright mind. Despite his physical shortcomings he has a positive and optimistic outlook on life. Dressed in a simple, but well made and clean robe he considers himself ready to venture forth in this world, armed only with his wits and his mostly empty spell-book.

    History:

    Hailing from a family of masons, Athos was from an early age deemed to frail to carry on the business, and was instead sent to assist a local scribe. Despite being nearly killed by illnesses while growing up, which left him frail, and suffering from fits of dry cough, he learned to read and write well, and showing aptitude for the intellectual endeavours of magic he was eventually offered the place as a Wizard's apprentice (Lorentus the Brown). Having passed the examinations of the apprentice magic user, Athos is now eager to prove himself in the real world.


    Speech: Red
    Level: Five

    Experience: 23114 (40.000) 5% bonus

    Attributes:

    Strength 6 (-1)
    Dexterity 8 (-1)
    Constitution 5 (-2)
    Intelligence 14 (+1)
    Wisdom 10 (+0)
    Charisma 11 (+0)

    Saving Throws:

    Death Ray/Poison 13
    Magic Wands 14
    Paralysis/Petrification 13
    Breath Weapon 16
    Spells 15

    Hit Points: 5 (-2/level)

    Armour Class: 9

    THAC0: 19

    Movement Speed:

    Weapons: dagger, sling

    Weapon Choices:
    Dagger basic 20 (18 for +2 weapon) 1d4+2 10/20/30
    Sling skilled 18 1d6 40/80/160 stun s/m (AC 1/2)


    Skills:
    Alchemy
    Alternate magics
    Knowledge: Local
    Healing +1
    Magical engineering

    Languages: Common, Neutral, Orc

    Abilities:

    Family Social Status: Struggling.

    Possessions:

    Spoiler
    Show
    Work in progress.
    Spell book
    Backpack (containing the spell book)
    Dagger of returning +2 (around waist)
    Sling + ammo
    Writing utensils
    Iron rations (1 week)
    Wolfsbane
    Lantern
    3 flasks of oil
    Waterskin
    ring of waterwalking (left hand)
    Spider brooch (scarab of protection) (throat)
    wand of paralysis (wand pocket in sleeve)
    wand of metal detection (wand pocket in sleeve) 13 charges
    wand of illusions 4 charges

    48 gp - the cost of writing utensils
    4170 gp



    Spells:

    Spells/level: 2/2/1

    Level 1
    Read magic
    Sleep
    Protection from evil
    Level 2
    Web
    Invisibility
    Level 3
    ?
    Last edited by Gwendol; 2016-05-26 at 03:18 AM.

  9. - Top - End - #9
    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC III

    I took the IC description as far as I felt comfortable based on the last set of posts. PCs' "turn" again!
    Last edited by Roland St. Jude; 2014-09-04 at 10:18 PM.
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  10. - Top - End - #10
    Ettin in the Playground
     
    DwarfFighterGuy

    Join Date
    Apr 2011

    Default Re: Old Ways OOC IV

    Roland, just for my understanding: we haven't received XP since leaving the village (where Athos joined)? I've looked through the OOC pages, but could easily have missed a page or two.

  11. - Top - End - #11
    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC IV


    Quote Originally Posted by Gwendol View Post
    Roland, just for my understanding: we haven't received XP since leaving the village (where Athos joined)? I've looked through the OOC pages, but could easily have missed a page or two.
    That is correct.
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  12. - Top - End - #12
    Ettin in the Playground
     
    DwarfFighterGuy

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    Default Re: Old Ways OOC IV

    Good, I know I've been zoning out at times and so wanted to make sure.

  13. - Top - End - #13
    Ogre in the Playground
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    Sask., Canada
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    Default Re: Old Ways OOC IV

    Also, is it correct - based on your second OOC IV post - that we are no longer to use Present tense, but rather Past tense?

  14. - Top - End - #14
    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC IV

    Use present. That's left over from the original posting when I intended to use past tense like my other games. I'll change that.
    Last edited by Roland St. Jude; 2014-09-05 at 09:37 AM.
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  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Old Ways OOC IV

    Fewf, okay good. I like present tense. ^_^

  16. - Top - End - #16
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Old Ways OOC IV

    Agreed. Feels much more immersive and interactive that way.

    Player:
    RC D&D: Old Ways OOC/IC/My PC
    Obligatory Blogroll:
    RetroCyberpunk where I tinker at CHROME, an OSR cyberpunk RPG
    Kingdoms in Trevail for my Classic D&D ramblings + other "old-school goodness"

  17. - Top - End - #17
    Pixie in the Playground
    Join Date
    Aug 2014

    Default Re: Old Ways OOC IV

    Ooh, spiffy new thread! Nice, nice. As for replying to previous posts:

    Quote Originally Posted by Frivolous View Post
    By the way, Archdruid: May I ask what spells does Penny has ready? I'm kind of nervous about the necromancer. Our last battle with him was a draw at best.

    Luckily for us (now that you've joined the game), cleric spells are the best for fighting other casters.
    I could have sworn that I'd posted this with her character sheet!

    She currently has the following prepared spells (and no expended slots, to my knowledge):

    First Level Second Level
    Cure Light Wounds* Hold Person*
    Cure Light Wounds* Silence (15' radius)
    Protection from Evil

    Speaking of actions, sorry for the delay; work's been killer on my sleep and attention. Penny is go!

  18. - Top - End - #18
    Pixie in the Playground
    Join Date
    Aug 2014

    Default Re: Old Ways OOC IV

    OH MY GOD. I'M SO SORRY, NATHROS. ;-;

    (1d3)[2] points of damage to be inflicted by a failed Healing roll?
    Last edited by Archdruid; 2014-09-06 at 01:29 PM. Reason: Speeling eroors

  19. - Top - End - #19
    Ettin in the Playground
     
    DwarfFighterGirl

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    Jul 2010

    Default Re: Old Ways OOC IV

    Eh, not the first time that's happened. He'll just need healing, is all.

    As I recall, Bran was the last victim of Healing disaster.

  20. - Top - End - #20
    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Archdruid View Post
    She currently has the following prepared spells (and no expended slots, to my knowledge)...
    Minor corrections:

    1) Penny should have two first level and two second level spells
    2) She's expended all her spells for the day

    Sorry, I should have clarified that when I sent you the initial info.
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  21. - Top - End - #21
    Pixie in the Playground
    Join Date
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    Default Re: Old Ways OOC IV

    Ooh, sorry. I thought the extra casting of cure light wounds meant it was an extra first spell slot meant only for CLW :o

    And as for having no spells left, that's quite the bummer, but (hopefully) not too big of one!

  22. - Top - End - #22
    Sheriff in the Playground Administrator
     
    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Archdruid View Post
    Ooh, sorry. I thought the extra casting of cure light wounds meant it was an extra first spell slot meant only for CLW :o

    And as for having no spells left, that's quite the bummer, but (hopefully) not too big of one!
    Oh yeah, that's right! I forgot about that. She'll have that available in the morning.
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    Sheriff Roland by Chris the Pontifex

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    DwarfFighterGirl

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Roland St. Jude View Post
    Mycah examines the murals. The spider seems hardy and tough, but it is only attacking a pig, after all, so perhaps it is not a fierce fighter. The shadow actually seems insubstantial and causes one to wonder how to hit a ghost. The other two images are intimidating to say the least. Both are presented in a manner that suggests invincibility and overwhelming power. The thinner of the two figures seems to be wielding both a weapon and arcane power, while the last, the crowned one, seems threatening and dauntless despite wielding nothing but an intense stare.
    Roland, did you really mean Mycah examined the murals, or did you mean Bran?

    If you meant Mycah, did Bran get anything useful out of his Art roll? I think it was a success.

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Frivolous View Post
    Roland, did you really mean Mycah examined the murals, or did you mean Bran?

    If you meant Mycah, did Bran get anything useful out of his Art roll? I think it was a success.
    Oops, I forgot Bran's art roll results. I'll add it now.
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    Sheriff Roland by Chris the Pontifex

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    DwarfFighterGirl

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    Default Re: Old Ways OOC IV

    Thank you, Roland.

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    DwarfFighterGuy

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    Default Re: Old Ways OOC IV

    Can't seem to get the rolls inside the spoiler tags right, so here it goes:

    Healing roll to determine nature of blood on altar vs DC15: (1d20)[2]

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    Roland St. Jude's Avatar

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Gwendol View Post
    Can't seem to get the rolls inside the spoiler tags right, so here it goes:

    Healing roll to determine nature of blood on altar vs DC15: Atk - (1d20)[19]
    [spoiler]Athos attacks! [roll=Atk]1d20[roll][/spoiler]

    Should give you this:
    Spoiler
    Show
    Athos attacks! Atk - (1d20)[19]


    What is it, specifically that isn't working? If there's a technical problem, I should report it to Rawhide.

    * post roll count doesn't match database
    Last edited by Roland St. Jude; 2014-09-08 at 10:10 AM.
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    Sheriff Roland by Chris the Pontifex

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    Ogre in the Playground
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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Archdruid View Post
    OH MY GOD. I'M SO SORRY, NATHROS. ;-;

    [roll0] points of damage to be inflicted by a failed Healing roll?
    Athos has already addressed Nathros' injuries and made his skill check. There's no reason for Penny to attempt first aid on anyone with a heal skill check. You can't treat the same wounds multiple times and hope for better results. Retcon that out maybe? Nathros or Aditi will have an extra plus 2 HP and the other won't. So... no injury to Nathros and no worries?

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    DwarfFighterGuy

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    Default Re: Old Ways OOC IV

    Roland, the depressions in the altar: are they consistent with drainage to collect the blood in the altar "sink"?

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    DwarfFighterGuy

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    Default Re: Old Ways OOC IV

    Quote Originally Posted by Roland St. Jude View Post
    [spoiler]Athos attacks! [roll=Atk]1d20[roll][/spoiler]

    Should give you this:
    Spoiler
    Show
    Athos attacks! [roll0]


    What is it, specifically that isn't working? If there's a technical problem, I should report it to Rawhide.
    Inside the spoiler tags it says Roll0.

    I'll try once more before reporting it as an error.

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