OOC, Starters and Questions · Legacy archive

OOC: Tales of Misadventure

Started by Chaosmark Sep 29, 2013 155 posts Locked

  1. OOC: Tales of Misadventure

    #1
    Blah blah, 1st/2nd edition AD&D, we'll see how long the characters last until they kick the can.

    GM: Murometz
    Players:
        Lumori, thief (Chaosmark)
        Thorgir, barbarian (valadaar)
        Somnak, half-orc bard (Shadoweagle)
        Rasmus the Willow, cleric (MysticMoon)
        Melior, elven magic-user (caesar193)
        Brin, cleric (Siren no Orakio)
        Meleana, elven druid (Gossamer)
        Ardhalas (Ancient Gamer)
        Kismet (EchoMirage)
  2. Re: OOC: Tales of Misadventure

    #2
    Name: Somnak
    Race: Half-Orc
    Classes: Fighter (1) Spirit Caller (4)

    STR: 18 (70)
    DEX: 17
    CON: 11
    WIS: 9
    INT: 13
    CHA: 15
    PER: 11
    COM: 8

    Weapons:
    Shortbow,
    39 Arrows,
    1-h Axe,
    Qullan-bone Club


    Armor:
    Leather Armor, Studded

    Misc:
    Backpack,
    Bedroll,
    Iron Spikes (5) (obligatory)
    1/2 bag flour in a wax wrap (Take THAT, Sea-water!)
    5 days rations in wax wrap ( See above!)
    Wax wrap paper.
    Rope, 50ft,
    11 ft pole, retractable
    Caltrops
    Ball of thread/string

    Special:
    Goat-Skin Drum with long sash.
    Potion of Healing 6-10hp. 2 charges.
    Magic Ring of Protection (+2 AC)

    Drum Skins

    Goat Skin
    Boon: +1 to all ally rolls
    Curse: -1 to all enemy rolls

    Qullan Skin
    Boon: +1 to all ally rolls
    Curse: Confusion effect to all foes (save negates each round)

    Cyclops Skin
    Boon: +1 to strength for allies
    Curse: -1 to strength for foes

    Susurrus flute
    Boon: Immunity to sleep effects
    Curse: Keeps slumbering foes asleep indefinitely, unless sleeping foes are attacked, or a critical fail is made.

    AC: 4
    HP:26


    Spell-Like Abilities:

    Spirit Channeling
    The Spirit Caller is able to channel the essence of creatures through a medium that is from that creature. The effect is detailed in this sub: http://strolen.com/viewing/Spiritskin_Drum however the instrument may be different. At level 5, the numeric effects go up by one step (+1 becomes +2, and 1d4 becomed 1d6, etc.) At level 10, 15 and 20, the numeric effects rise again.

    - Different mediums create different effects.
    - Allies and foes who are deaf lose all penalties or bonuses given by the drum.

    Lingering Call
    The Spirit Caller's music lingers within the minds of those around; allowing the effects to continue after playing has ceased.
    The lingering effect is equal to the amount of rounds played +1d4. The Maximum amount of rounds the bonuses linger is your level + Con Modifier.

    Sonic Screech
    The Spirit Caller is able to focus the spirit energy into a high pitched screech without breaking the rhythm of his music. Foes must make a saving throw or be disoriented, losing their next action. The Spirit Caller must have been using Spirit Channeling for at least one round before using this ability. Using this ability does not interrupt Spirit Channeling. Can only be used once per combat.

    Spirit guardian
    The Spirit Caller begins to show mastery over the spirits that reside within. He may summon a spectral form of the creature that his instrument is constructed of to defend him. The creature is largely incorporeal and as such is less powerful than its living counterpart (1/2 hd) but retains the abilities it held in life.

    Maintaining this spectre requires a share of life force, drained directly from the Spirit Caller. For every round that the Spectre is active, the Spirit Caller takes damage equal to the 1dX, where X is the HD the creature had in life (this is to balance the difference in power of weaker and stronger summons. E.g. The Cyclops had 8 hd, so the damage will be 1d8 per round.

    Feedback: If the Spectre is slain instead of dismissed by the Spirit caller, the caster is barraged by the Life Force feedback, dealing 1dX damage to the Spirit Caller.


    Description:
    Tall, with Bulging yet wiry muscles, a permanently aggressive expression and fangs denoting his half-orc heritage, Somnak is an intimidating person. A tribal drum of goatskin hangs next to his left hip from a long shoulder sash; something which he keeps with him at all times. Somnak fervently believes he is possessed with a demonic entity known as the 'Demon's Dance', wherein inner spirits channel his rage and fury through the drum, terrifying foes and invigorating allies, bringing a fire to their hearts! Somnak is quick to emotion - especially anger, and is often short-sighted, but he is not truly an evil man; despite appearances. He is simply a man who has lost his home and is trying to find some direction.
  3. Re: OOC: Tales of Misadventure

    #3
    Please post your characters when you can, so I have a reference for your ability scores, hit points, armor class, and such.

    1 spot still open for a 5th and final victim PC!!
  4. Re: OOC: Tales of Misadventure

    #4
    Name:    Thorgir                      Height:  6'2
    Level:      5                              Weight: 240lbs
    Class:      Barbarian                Age: 23
    Race:      Human                    Sex:  Male

    S 18/56 +2/3
    I 10
    W 8
    Dex 17          -6 to AC
    Co 16          +4 to HP
    Ch 11
    Per 16
    Com 11 


    HP 64
    AC 3 , Shield (1), Dex (6)

    Equipment

    Leather Armor
    Small Shield
    Leather Pack

    Quallan Sword (+2/+2)  (THACO 12)

    Thaco

    Short Bow (thaco 14)
    20 arrows
    Spear  (thac0 16)
    Battle Axe (thaco 16)
    Dagger (thaco 16
    Hand axe(x2)

    Quiver
    Backpack
    Bedroll
    Fire Drill (wooden firestarting kit)
    50' rope
    Snare line


    Helm of read detested magic and comprehend languages - a tall order.


    Skills

    Climb cliffs and trees - 85%
    Hide in natural surrondings - 37%
    Surprise - 3 in 6, 4 in 5 familiar. Only suprised 10%/5% in familiar.
    Back Protection 15%
    Leaping and Springing
    Detect illusion - 25%
    Detect Magic - 45%
    Leadership Cha = 14 with barbarians

    Survival
    First Aid - restores 1 hp.
    Outdoor craft
    Tracking per 5th level ranger outdoors only.


    A sturdy, wild haired and bearded redhead, this wildman once carried arms to outfit a small army.  His mood is mercurial, at times easy and friendly, at other times as highly strung as Somnak's drum. He holds the half-orc in strange reverence, believing the half orc to indeed have ties to the spirit world.  Disagreements with his tribe have cast him into the world until things cool down, the old coot can't live _that_ much longer.

    He tends to follow local superstitions as reverently as if they had been his own from a child, with a ferverance that may even seem mocking.

  5. Re: OOC: Tales of Misadventure

    #5
    Lumori Tetraclys

    Level 5 Thief

    Strength: 7
    Intelligence: 16
    Wisdom: 8
    Dexterity: 18
    Constitution: 11
    Charisma: 13
    Perception: 12
    Comeliness: 11

    HP: 14/14
    AC: 1 (leather, studded 7, and 18 dex -4, -2 for ring of protection)
    $$: 90 gp (start), 16 gp (left)

    Equipment
    Ring of Protection +2 (+2 to AC, and +2 to saving throws)
    Studded Leather armor (15 gp)
    Dagger x2 (4 gp)
    Shortbow (15 gp)
    Arrow x24 (2 gp)

    Leather Backpack (2 gp)
    Large Belt Pouch (2 gp)
    Small Belt Pouch (15 sp)
    Thieves' Tools (30 gp)
    Grappling Hook (2 gp)
    Clawed Climbing Gloves (4 gp)

    Tinder Box, Flint & Steel (1 gp)
    Large Iron Spike x7 (7 cp)
    Rope, 50' (4 sp)
    Pole, 10' (3 cp)
    Flask of Oil x3 (3 gp)
    Rations, standard, 1 week (3 gp)

    Description
    Lumori blends into a crowd easily. This is entirely intentional, because standing out is a liability on the streets. He has dark brown hair, cut decently short to deny opponents a grip-point. Glacier blue eyes look upon the world with the arrogance of youth backed by some measure of skill. His skin is lightly tanned, which also helped him blend into the crowds of the midland cities. Though the wreck and fighting with Mermen left his clothes slightly torn and waterlogged, they are also common colors in the midlands: a dark greenish shirt and brown pants, with dark brown shoes to match.
  6. Re: OOC: Tales of Misadventure

    #6
    MysticMoon has bowed out due to some scheduling issues.

    Seeking 1-2 more PCs

    (I'll play Rasmus for now)

    Run for your lives!!!
  7. Re: OOC: Tales of Misadventure

    #7
    As my friend EchoMirage once said, when referring to a forum rp which wasn't moving quickly enough... "I sure do feel playful!"  :stickpoke:
  8. Re: OOC: Tales of Misadventure

    #8
    Sorry, gents, some issues crept up. Will be back at it tonite!!!
  9. Re: OOC: Tales of Misadventure

    #9
    Isle of Woe

    An adventure module best suited for four to six characters, levels 5-8, ideally including at least one ranger, one druid, two clerics, and a high level wizard, plus a few fighters and six barbarians. Parties should be well prepared, well equipped, intimately familiar with the jungle, and not lacking in magical items or paladins. 

    :chop:

  10. Re: OOC: Tales of Misadventure

    #10
    Melior

    race: Elf (high)
    class: magic-user
    level: 4th

    Strength  8
    Intelligence  18 (genius supremus)
    Wisdom  10
    Dexterity  16
    Charisma  10
    Perception  16
    Comeliness  14

    HP  15
    AC  5 (robes 9, -2 for dex, -2 for magical cloak)

    Spell-casting per day: 4 1st level, 3 second level, 2 third level spells

    Spellbook:
    Level 1: Magic Missile, Sleep, Burning Hands, Read Magic, Detect Magic, Light, Shield, unseen servant, mirror image, identify, ventriloquism, feather fall
    Level 2: Flaming Sphere, Rope-trick, Audible Glamour, Knock, wizard-lock, pyrotechnics, invisibility, darkness 15' radius
    Level 3: Fireball, slow, suggestion
    Level 4: dimension door

    Magic Items:

    Cloak of Displacement: -2 to AC, plus "displacement", every FIRST physical attack against you in combat by any given foe automatically MISSES, because you are actually 5 feet away from where it appears you are

    Equipment:
    dagger
    robe
    boots
    rope
    spellbook
    quill
    ink
    ration (1 day)

    Description:
    A haughty and proud elf, Melior has always been an arrogant fellow, which has gotten him into some troubles in his long life. He cuts a regal figure with his long, wavy hair and excellent posture, though he is of no relation to royalty or aristocrats. Melior's appearance in general denotes that of a wealthy, pampered, dignified life, and not that of hanging around on a beach with, oh... a half-orc, a thief, and a barbarian.
  11. Re: OOC: Tales of Misadventure

    #11
    Brin

    A human woman of intermediate height and no great apparent strength, her lithe, lightly toned body has none the less been marked by the gods. Her delicate, pretty face and slender frame would not be out of place on an elf, yet her blood red eyes and iron-black skin clearly set her apart from all races as something unusual. Even so, she would be beautiful, if it were not for the raw force in her eyes, hypnotizing and terrible.

    She dresses relatively plainly, her heavy leather armor hanging over simple clothes and hard leather boots, though a cowled cloak rests upon her shoulders, embroidered with a clearly unholy mark, the bloody stake of Atarkuhl, the Heart-Piercer, while a battered and worn flail hangs from a loop on her belt.

  12. Re: OOC: Tales of Misadventure

    #12
    Save vs magic within 5' of 'painted man' every round within range.

    If save fails, utter "confusion" strikes you. Proceed to the following table with your trusty d6:



    1-2 Attack ally for one  round
    3-4 Stand still and mute for one round
    5 Run away in random direction for one round (screaming like a B*****)
    6 Attack nearest foe (so, normal)


  13. Re: OOC: Tales of Misadventure

    #13
    Rasmus the Willow

    Level 3 Cleric of Khaum

    Strength: 12
    Intelligence: 7
    Wisdom: 16
    Dexterity: 10
    Constitution: 15
    Charisma: 10
    Perception: 9
    Comeliness: 13

    HP: 14
    AC: 5 (Chainmail, shield)

    Equipment
    Chainmail, shield
    Mace (holy symbol of goat's head, +1 to saves)
    Holy water x3

    Weakness: "not as smart as he thinks"

    Description:
    Rasmus is ruggedly handsome (just ask him), with a lantern jaw, a strong chin, shining blond hair, and piercing blue eyes. He believes wholly in the cause of his god, Khaum Lord of Light. His favorite things in life are preaching and bashing the skulls of the unrighteous. He is not the brightest, but believes otherwise (mostly based on past successes from a solid intuition.) His holy symbol is a mace that is shaped like a goat's head in honor of Khaum.
  14. Re: OOC: Tales of Misadventure

    #14
    Where we stand:

    1. Lumori gets his death-from-above 'backstab' attack on Qullan (with full hit points). The one who is headed for Somnak. Lumori also needs to save vs magic or roll on the confusion table
    2. Somnak has drummed for 2 rounds. He is free to act/attack, or continue drumming into the following round. No Qullan is quite within 5' of Somnak, so he doesn't have to save yet.

    3. caesar, Melior DID NOT get confused. His 16 saved. He is free to act (He is facing a Qullan which has already taken 9 pts of damage from Melior's prior magic missiles.)

    4. Thorgir attacked and hit the third and final Qullan, which was attacking Rasmus a moment ago, then succumbed to the confusion juice, and is currently standing and drooling thru the next round.

    5. Rasmus has attacked and missed. The Qullan who was about to attack Rasmus again, instead will now stab the prone Thorgir thru the heart.

    6. So, after Lumori and Somnak act next, and Melior amends his post to some sort of cackling attack, I'll attack for the Qullan, and we'll start next round if necessary.

    7. Brin becomes the first adventurer in the history of fantasy gaming to ignore and bypass a cave with the sound of snoring coming from inside.


    If this confuses you, proceed to roll a 1d6 on the OOC Confusion table.



    1 attack nearest gm
    2 pray to Mathom
    3 attack nearest player
    4-5 run away from keyboard screaming
    6 smash keyboard with shoe




  15. Re: OOC: Tales of Misadventure

    #15
    POST EDITED.

    I set the Qullan on fire! Yeah me.
  16. Re: OOC: Tales of Misadventure

    #16
    You are rolling for sword blunting right? :)
  17. Re: OOC: Tales of Misadventure

    #17
    Umm, yes! Yes, of course I have been! Sheesh! 

    (19:34:51) Minion: Murometz rolls 5d100 and gets 16,22,35,18,53.

    phew!  8)
  18. Re: OOC: Tales of Misadventure

    #18
    A prophecy Somnak once overheard from an orcish witch who half-growled, half-mumbled it to him, during the Night of the Great Smoke...

    The Isle will know, the Isle will see
    Two will leave by way of sea
    Though fools they surely be
    Two will leave by sky, but ne'er land, just fly
    Two shall remain behind, the fates to them unkind.
  19. Re: OOC: Tales of Misadventure

    #19
    Fate Points (new rule)

    You all have at this point 1 Fate Point each. Except Somnak who has 2. This Fate Point can be redeemed at any time. Cashing in your Fate Point allows you to re-roll (remake history!) any roll whatsoever. Fate Points can be accumulated by a vague system I am contemplating mostly having to do with me handing out a Fate Point based on great role-playing or some other impressive IC thing you do.

    To Recap: (This updates live weekly)

    Somnak: 2.5 Fate Points
    Lumori: .25 Fate Points (he just used one in chat! Buahaha!)
    Rasmus the Willow: 1 Fate Point
    Thorgir: 1.25 Fate Points
    Melior: 1.5 Fate Points
    Brin: 1.25 Fate Points
    Meleana: 1.25 Fate Points

    Un-cashed, Fate Points can be handed in at end of the Isle of Woe session for mega-xp boosts!! (you want to be higher level for Part II, trust me!)


  20. Re: OOC: Tales of Misadventure

    #20
    Good work gentlemen!

    Killed
    5 Qullan
    Found
    garnet stud earrings, gold nipple rings, gold teeth, totaling 50 gp value.
    5 Qullan Blades! (none blunted during combat!! So, they are longswords that are +3/+3 to hit and damage!! They are not technically "magical" +3 swords, but still. The Qullan have a secret way of sharpening steel to an uncanny sharpness. Every "hit", there is a 20% chance the sword is "blunted", losing a +1/+1 per blunting.)
    5 pouches of wild-colored dye-powders.
    Saved
    Young woman
  21. Re: OOC: Tales of Misadventure

    #21
    Sorry, had a rough few days of busy-ness. If everyone is still interested, will pick this right up tonight/tomorrow morning!!
  22. Re: OOC: Tales of Misadventure

    #22
    Ready to roll!
  23. Re: OOC: Tales of Misadventure

    #23
    Just for the sake of speeding things up, and so I don't have to post so much, let's assume that anything anyone wants to ask/say to Dzila gets translated by Melior, as well as any responses Dzila has to those people, though responses to questions Melior asks as well as anything about magic, money, or these shiny clear stones she's mentioned I personally would like to translate. In case Melior decides to try a trick to get a bigger share of the loot.
  24. Re: OOC: Tales of Misadventure

    #24
    Good thought, caesar! I was thinking something similar. Will post tonight. Dzila will spill her story, leaving out the shiny stones, and anything else Melior may want to keep to himself.
  25. Re: OOC: Tales of Misadventure

    #25
    Killed
    1 Hook Horror
    Found
    3 Hook Horror Eggs
    Hook Horror "Carapace/Skin" (If you're "feelin" Somnak telepathically)
    15 loose gp and 40 loose sp, scattered about the nest
    Small, crude diamond nugget (relatively worthless, unless polished/carved. Otherwise, 400 gp value)
    Saved
    Yourself
  26. Re: OOC: Tales of Misadventure

    #26
    Ugh. The past few days at work have been ridiculously busy. I'll post tonight when I get home.
  27. Re: OOC: Tales of Misadventure

    #27
    You are the undisputed Master at being the first-post-on-next-page guy  :lol:
  28. Re: OOC: Tales of Misadventure

    #28
    No kidding.

    Edit: Well, I WAS going to post last night, but there really didn't seem to be much point in doing so. Lumori will go with Somnak toward the Watcher-Egg mountain. Shiny stones, after-all.
  29. Re: OOC: Tales of Misadventure

    #29
    Meleana D'Trel
    female elf druid (5)

    Height 5'4" (1.65m)
    Weight 150 Ib (68kg)

    Str: 11
    Con: 15
    Dex: 13
    Int: 10
    Wis: 17
    Cha: 15
    Com: 15
    Per: 11

    Languages:
    IslandTalk, Common(broken), Elven, Dryad


    Weapons:
    2x scimitars (sabercat bone)
    dagger (bird bone)
    1 longbow (20 red feathered arrows)

    Armor:
    Hide (leopard) with red feathers

    +1 to hit with swords/bows
    Identify plant type.
    Identify animal type.
    Identify pure water.
    Pass through overgrown areas without leaving a trail and at the normal movement rate.
    Enamour
    Dancing
    Swimming


    Animal Companion:
    Be'Loa, Boa Constrictor (snake)

    AC: 6
    HP: 15+7+8(24)



    Gear:
    Necklace (bones and red feathers)
    2xBangles (wood, painted)
    2xEarrings (red speckled rock with resin lacquer)
    Wax and Resin lacquered Leather sack with leather cord (waterproof backpack)
    Water Calebasse
    5 days ration(s)
    Rope (vine) 50ft
    An old disintegrated Tome (contents unknown)
    Fire Drill (wooden firestarting kit)
    Fortune telling bones
    Mirror, small metal
    Pipe, smoking
    Pipeweed 16 oz
    Sewing Needle (bone)
    Ball of Thread (grass fibers)
    Small Bag of Ashes
    Hazy Opaque Rock, thumbnail sized (diamond) 200gp
    12gp



    6,5,3 spells per day

    Can cast any spell off the spell-list without preparation, as per house-ruling.



    Backstory

    Meleana appears a sultry, savage, goddess, lazy, narcissistic and lustful, displaying her two greatest assets for all to see. Her days are full of suitors, but despite it all, she has the ear of the village elders. True to her elven features, she doesn't look a day older than 23, but she's probably older than most humans alive in the village today. She dresses in colorful garbs, adorned with feathers, in fact her whole appearance is reminiscent of the plumage of a large red bird, but her upper body is bare save for her simple finery. She walks barefooted. Her hair is raven-black save for a large tress of white at her left temple, and her eyes are violet.
  30. Re: OOC: Tales of Misadventure

    #30
    I am backish and will look at resuming regular scheduled posting tomorrow! I see Somnak is still alive. Losing your touch Muro!
  31. Re: OOC: Tales of Misadventure

    #31
    Awesome post, SE! You probably had to research that stuff huh?
  32. Re: OOC: Tales of Misadventure

    #32
    There was some google action involved, yes :p
  33. Re: OOC: Tales of Misadventure

    #33
    Indeed great post SE! +1/2 Fate Point :)

    Will post tonight!!

    minor notes: val, the girl stayed back beneath the waterfall. Didn't want to return to the village she ran away from...and I suppose we can say that Rasmus, infatuated to no end, stayed back with her, so she wouldn't be "alone" :P, since Myst doesn't seem to be playing anymore.
  34. Re: OOC: Tales of Misadventure

    #34
    Okay, in the interest of drama, I'll play your little game, Murometz :p

    Whatever that mirror does had better be worth Somnak's head-games!
  35. Re: OOC: Tales of Misadventure

    #35
    Wow, I would have just ran away if I were you :P

    Great posting as usual, SE!
  36. Re: OOC: Tales of Misadventure

    #36
    Yeah and kudos on your feast scene as well Muro.  :D
  37. Re: OOC: Tales of Misadventure

    #37
    Fate Points have been updated.
  38. Re: OOC: Tales of Misadventure

    #38
    Doing some traveling today for work. Will get right back to the game late tonight!

    Question of the day: foe casts darkness, pc casts magic missile. Normally, magic missiles automatically hit, but what about if they're fired into magical darkness?
  39. Re: OOC: Tales of Misadventure

    #39
    Since darkness was pre-existing, the magic missile has no target to unerringly strike. Elfvision does not penetrate darkness spells.



  40. Re: OOC: Tales of Misadventure

    #40
    Are we house-ruling in concentration checks for spells? 1st ed does not allow for casting to succeed when injured.

    (I'm all for it if we are )

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