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[IC] Things To Do In Cadsandria When You're Dead

Started by One Horse Town, December 12, 2013, 11:03:47 AM

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One Horse Town

So, you beat a hasty retreat from Pratts Landing on the Silver Skein islands because of [that thing that happened], taking the first ship you could get passage on. Considering the three factions of the Church of Poseidon that you were stuck in the middle of, a brave move, but one that paid off.

You travelled westward on the Sea of Five Winds aboard the Starfish for a week until you made landfall at a place called Oathcoomb. Fearful lest priests of Poseidon followed you, you headed inland, through Errands Row, where everyone pays for goods with small gemstones, ascending the Picardi Ridge which wends North and South for as far as the crow seems able to fly and over another week of travel, passed through Bravado Pass and found yourself in a small town that services the mining communities of the Viceroy Mountains – Cadsandria.

Talk about the backside of the world...

To the west, forest, Muster and then the Giant Lands, to the south, mountains and the backside of the backside of the world, the Duchy of Craghold, East, well eastwards leads towards the sea and possible problems because of [that thing that happened]. North is endless mountains (and somewhere, the town of Ladenhollow, home of smiths – oh, and cursed), and should you survive the peril, not to mention boredom, of that trip, to the areas around Lenap, where trails are harder to find than virgins in a brothel.  

So, for the moment, backside of the world it is. It's not so bad, really. It has decent inns, decent merchants, and fabulous jewellers, should you be able to afford that sort of thing. It's quite lively, what with miners' spats, visiting caravans, the clanging weapon smiths, and the history lessons held each day at the Library of Time, but your money is starting to run out and you need some honest adventuring work.

Perhaps you'll find some notices near the criers pillar...  

"Wagon lost and three dead as Demonettes attack near Muster. Cadsandrian Merchant's League boycott town."

"Ganessa Gnolls sighted near Errand's Row leads to Jasper shortage."

"History of Tlan in six lectures, starting tonight at the Library of Time."

"Duke's Regent in Craghall looking for bride for the young Duke."

"New caves found in Craghall mines. Foreman lost and equipment sabotaged. Miners strike."

"The Ghostwind strikes Ladenhollow as solstice approaches."

"Silk available for reasonable prices. See Lombold at The Furnace Inn."

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I'm looking for 3 or 4  characters that have been together for a while. Strictly OSRIC.

Stat Generation: 4d6 drop lowest, arrange as you like.

Experience Points: 3000

Starting Money: Roll starting money and add 50 gps

Equip as you like with your starting money

Hit Points: Max at 1st level, roll afterwards

Alignment: I'm not interested in running for an Evil group

Feel free to come up with that thing that happened in Pratts Landing that led to your flight to Cadsandria.

I have the final word on who plays and who doesn't.

I won't be using a dice-roller. Feel free to do so yourself if you want to, but i'm presuming we're all adults here.

I'd prefer a reasonable pace of posting from the players. If we hit a section where combat or other rolls are needed, then if you're not around i may assign your rolls to other players until you are.

I see this as open-ended.

One Horse Town

No takers for an OSRIC sandboxy thing?

I'm using the Wilderlands and everything.

The Butcher

I'm in. I'll roll up a character when I get home.


Drohem


One Horse Town

Quote from: Drohem;716136I'm down if you'll accept me.  :)

Hm, not sure...

Of course! :)

Daztur

#6
Will give this a shot. Played a face to face OSRIC campaign with Piestrio (one of the guys with a skeletor avatar on this site) and enjoyed it a lot, would like to play it again.

One Horse Town

Quote from: Daztur;716183Will give this a shot. Played a face to face OSRIC campaign with Piestrio (one of the guys with a skeletor avatar on this site) and enjoyed it a lot, would like to play it again.

Go for it!

Daztur

Quote from: One Horse Town;716196Go for it!

Sorry if this is jumping the gun, but with these kinds of games I like to give the stats time to come up with a character for themselves. I know you said "arrange as you like" but here's what I get with rolling 4d6 drop the lowest in order:
Str: 12 Dex: 10 Con: 9 Int: 10 Wis: 14 Cha: 10

I've got dwarves on the mind recently (am running a face to face Dwarf Fortress campaign) so maybe a dwarf fighter or possibly a human cleric.

One Horse Town

Choosing to roll in order is still arranging as you like! :)

The Butcher

Ability scores: 10, 16, 8, 9, 13, 13 (link to Invisible Castle roll).

Str 13, Dex 16, Con 9, Int 13, Wis 10, Cha 8 before racial modifiers.

With modifiers, you ask?

Str 14, Dex 16, Con 10, Int 13, Wis 10, Cha 6.

Please welcome Kazmak, half-orc 3rd level assassin.

HP and equipment coming soon.

One Horse Town

Just a reminder - Alignment: I'm not interested in running for an Evil group.

Drohem

#12
Name:  Miron Earbeard
Race:  Half-Elf
Alignment:  Neutral
Classes:  Fighter 1/ Magic-User 1/ Thief 1
Experience:  1000/ 1000/ 1000

===  Ability Scores  ===

STR: 15
DEX: 16
CON: 15
INT: 13
WIS: 13
CHA: 9

===  Combat Statistics  ===

Hit Points:  8 (23 with familiar bonus)
Armor Class:  8 (Dex bonus)
THAC0: 20
Weapon Proficiencies (4 slots; -2 penalty):  Longsword (double-specialized), short bow.

===  Half-Elf  ===
  • 30% resistance to sleep and charm spells
  • Searching 2/6 for secret door, 3/6 concealed.  Pass concealed door 1/6.
  • Languages:  Common, elven, gnoll, gnome, goblin, halfling, hobgoblin, orcish.
  • Infravision: 60-ft.
  • Movement Rate:  120-ft.

===  Saving Throws  ===

[11] - Rod, Staff, Wand
[15] - Breath Weapons
[13] - Death, Paralysis, Poison
[12] - Petrifaction, Polymorph
[12] - Spells

===  Thief Abilities  ===

Backstab (+4 to hit; x2 damage)
Thieves' Cant
[80%] - Climb Walls
[25%] - Find Traps
[10%] - Hear Noise
[25%] - Hide in Shadows
[20%] - Move Quietly
[35%] - Open Locks
[45%] - Pick Pockets
[01%] - Read Languages


===  Spell Book  ===

1st Level (4):  Read Magic, Sleep (free pick), Find Familiar (random roll), Detect Magic (random roll)

Memorized Spells:  Sleep

===  Familiar  ===

Name:  Tinenwor
Pseudo-Dragon (p. 303)
Hit Points: 15
Size:  Small (18 inches)
Move:  60-ft; 240-ft. flying (AA:V)
Armor Class:  2
Hit Dice:  2
Attacks: 1
Damage:  1d3
Special Attacks:  Poison Sting
Special Defenses:  Chameleon power
Magic Resistance:  35%
Intelligence:  Average
Alignment:  Neutral good

===  Equipment  ===

Shirt, pants, loincloth, boots.

===  Encumbrance  ===

Carried:  5 lbs.
Weight Adjustment:  20 lbs.
Maximum Movement:  120-ft.
Surprise:  +1 (for armor lighter than chain mail only)

===  Height & Weight  ===

Normal; 5'8" tall; 142-lbs.
Age:  30-yrs.

===  Money  ===
Starting Gold:  200

Gold:  0
Silver:  0
Copper:  0

===  Background  ===

Miron Earbeard had found himself in Pratts Landing after his last major adventure.  He had become with friends of some of the locals and was flush with coin from the job.  It was in Pratts Landing where he summoned his familiar, Tinenwor, a pseudo-dragon.  It had been nearly a year to the day since he first attempt to summon a familiar failed, and this time luck was with him and he was able to call a special familiar instead of the usual animals that answered a wizard's summons.  Miron had become a fixture in the Enchanted Centaur Tavern since his arrival to Pratts Landing, and good friends with the owner, Oraithlo Dreall.  

It was Oraithlo who introduced Miron to the beautiful courtesan, Bourli Couller.  It was probably the fact that Miron never used her services that endeared him to her, and they often shared meals and conversations in the Enchanted Centaur Tavern.  Miron was never particularly devout to any of the gods, but, like most people in Pratts Landing, both Oraithlo and Bourli were members of the church of Poseideo.  Although he casually knew that there were three open factions of the church operating in Pratts Landing, Miron never really took the time to get involved with the church nor its politics.  

However, when his friends both came to him with a serious job, Miron listened to them and took on the job.  Currently, the three factions of the church of Poseidon were peaceful and neutral toward each other.  This state of status-quo was held in place by an ancient treaty negotiated by the leaders of the church of Poseidon.  Bourli learned through one of her more talkative clients in the church of Poseidon that the ancient treaty that held the factions in check from open conflict was about to be sabotaged purposefully by one of the factions as a power play.  The client bragged about how he helped pen the plan for his church elder, and how he spelled it all out for his superior in a document.  

Bourli brought this information to Oraithlo since he was a respected citizen and layman in the church of Poseidon.  She knew that she could not do anything meaningful with the information herself, but as a devote church member felt a responsibility to do something about the plot that was about to unfold.  They came to Miron to obtain the document from the offices of the priest at the second largest cathedral in town.  Miron's saving were dwindling fast staying the Enchanted Centaur Tavern and so he took the job.
Miron was able to obtain the document with the help of Tinenwor, but was seen by the church Templars as he fled the cathedral with it.  Luckily, Tinenwor's magical resistance aided Miron against the Templars' spells as he escaped into the streets of Pratts Landing.  Miron brought the document to Oraithlo, and then hastily packed his few belongings.  After a quick and quiet farewell to his friends, Miron made a hasty exit from Pratts Landing while looking over his shoulder for Poseidonite Templars.  He was nearly caught on the docks in the crapper, but after a harrowing chase, mad dash, and incredible jump onto the deck of the moving boat, he was able to effect his escape from Pratts Landing with nothing but the clothes on his back.

The Butcher

Quote from: One Horse Town;716243Just a reminder - Alignment: I'm not interested in running for an Evil group.

If you think an assassin, and a half-orc at that, might be problematic, I'm willing to go with fighter/thief or play something else. Hadn't even thought of alignment, honestly.

I actually preferred to play a monk, but OSRIC doesn't feature that class. Shame on you, OSRIC people.

Daztur

#14
Can I start with some first level henchmen? I'll roll for advertising costs to get them on board (and assume it happened as part of my backstory) and equip them out of starting cash if that's allowed.

Editing: looking in detail at the costs, I just can't cover them. Are there zero level hirelings available who will follow me into combat? Also thinking of hiring a hireling or two with animal handling skills.