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Author Topic: OOC Wilderlands - Tales of the Golden Idol  (Read 7640 times)

Ian Absentia

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OOC Wilderlands - Tales of the Golden Idol
« Reply #15 on: February 01, 2007, 11:47:49 AM »
Quote from: One Horse Town
1. I roll everything after you have informed me of your actions and then i report the results.
This is my favored option.  It provides the most seamless roleplaying experience with the mechanics fading into the scenery as it were.  The only drawback for me is that it won't encourage me to learn the system very quickly, but, seeing that we're not sitting face-to-face, this is probably a good thing for everyone else.  So let's view that as a plus.

I'm working on a backstory that will blend with one or two of the rumors.  I'm immediately partial to the lure of the sunken city of Fairlea Pharos.  This also puts me in the ballpark of the "golden idol", which seems to be the titular focal point of the adventure.
Quote from: Abyssal Maw
The 3.0 PHB and the 3.5 SRD have some slight differences. For one thing, your small-sized monk will have smaller sized weapon damage. I can help proof your character for you though.
Thanks.  I've been comparing the 3.0 hardcopy with the 3.5 SRD, and the changes seem to be strightforward.  I also found the 3.5 update booklet online, though it seems to focus on spells and monsters.  Believe it or not, the problem that I've been worrying about is that I was actually short-changing my character on Feats and Skill points.  I think I have it all worked out, though.  Also, thanks for the link to the character editor.  It'll help me track down various little bonuses and penalties here and there, I suspect.

I'm wrapping up jury duty right now with lots of time to kill, so I hope to have a quick backstory ready by this afternoon (Pacific Standard Time).

Cheers,
!i!

Werekoala

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OOC Wilderlands - Tales of the Golden Idol
« Reply #16 on: February 01, 2007, 11:50:00 AM »
As to starting gear: Standard starting Gold as outlined in the PHB (based on level)  and we're all starting out as 1st, correct? Also - any on-line links to a map of this world?

Looking like a Karakhan barbarian here. Lured by strange tales of these "golden idols" and rumors in his own homelands about their resemblence to the long-lost horse idols of his own people. If he can recover even one of his people's lost idols, then his place as Chieftan is assured. More wives and horses than he can possibly count!
Lan Astaslem


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"They don't fucking think for even a second about what they're doing because they're blinded by their ideology....Idiots." -  Sacrosanct

Ian Absentia

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« Reply #17 on: February 01, 2007, 11:55:52 AM »
Okay, here she is.

Luludha
Female Halfling Monk 1st Level
Lawful Neutral

Strength      8 (-1)
Dexterity      15 (+2)
Constitution   14 (+2)
Intelligence   11 (+0)
Wisdom      14 (+2)
Charisma      14 (+2)

Size:   Small
Height:   2' 9"
Weight:   30 lb
Skin:   Pale Yellow
Eyes:   Dark Brown
Hair:   Dark Blonde; Wavy

Total Hit Points: 10 = 8 +2 [constitution]
Armor Class: 15 = 10 +2 [dexterity] +2 [wisdom] +1 [small]
Touch AC: 15
Flat-footed: 13

Speed: 20 feet
Initiative modifier:   +2   = +2 [dexterity]

Fortitude save:   +5   = 2 [base] +2 [constitution] +1 [halfling]
Reflex save:   +5   = 2 [base] +2 [dexterity] +1 [halfling]
Will save:   +5   = 2 [base] +2 [wisdom] +1 [halfling]

Attack (handheld):   +0   = 0 [base] -1 [strength] +1 [small]
Attack (unarmed):   +0   = 0 [base] -1 [strength] +1 [small]
Flurry of Blows:   -2/-2   = -2/-2 [base] -1 [strength] +1 [small]
Grapple check:   -5   = 0 [base] -1 [strength] -4 [small]
Attack (missile):   +3   = 0 [base] +2 [dexterity] +1 [small]
Attack (thrown):   +4   = 0 [base] +2 [dexterity] +1 [small] +1 [halfling]

Light load:   20 lb. or less
Medium load:   20-40 lb.
Heavy load:   41-60 lb.

Languages:   Common, Halfling
Unarmed Damage: 1d4-1 = 1d4 -1 [strength]

Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Hand Axe [1d4, crit x3, crit x2., 1 1/2 lb., light, slashing]
Throwing Axe [can someone help me here?]

Feats:
Dodge   
Improved Unarmed Strike   [monk]
Stunning Fist   [monk]

Skills:
Balance      Dex*   3 =    +2   +1   
Climb      Str*   2 =    -1   +1   +2 [halfling]
Escape Artist   Dex*   4 =    +2   +2   
Hide      Dex*   10 =    +2   +4   +4 [small]
Jump      Str*   -5 =    -1      +2 [halfling] -6 [speed 20]
Listen      Wis   4 =    +2      +2 [halfling]
Move Silently   Dex*   8 =    +2   +4   +2 [halfling]
Perform - Dance    Cha   6 =    +2   +4   
* = check penalty for wearing armor

Halfling:
•   +2 dexterity / -2 strength (already included)
•   Small (combat bonuses, +4 to hide already included)
•   +2 racial bonus on climb, jump, move silently
•   +1 racial bonus on all saving throws (already included)
•   +2 morale bonus on saves vs. fear (stacks with racial bonus)
•   +1 to hit with thrown weapons and slings
•   +2 racial bonus on listen checks (already included)

Monk:
•   AC Bonus for Wisdom
•   AC Bonus for level (begins level 5)
•   Flurry of Blows
•   Unarmed Strike

Luludha's Equipment:
4 lb   Weapons (from above)
2 lb   Backpack
1 lb   Bedroll
   Flint & steel kit
   Candles
1 lb   Sealing wax
   Sewing needle & heavy thread
4 lb   Grappling hook
5 lb   Rope (50', silk) x1
1 lb   Whetstone
   Simple monk's jerkin and trews
   Warm fur coat, leggings, and boots
_____
18 lb

Background
Luludha came from an itinerant halfling community that settled in the hills adjacent to a small human village outside of Tarsh.  In the year before her coming-of-age ceremony, a youthful indiscretion with some human youths brought catcalls and sneers of derision from the humans, and glares of humiliation and rejection from her own people.  With the weight of shame heavy upon her, she became increasingly distant and rigidly principled.

Foregoing her ceremony, Luludha left her people to join a woodland commune of martial ascetics some way to the north of Tarsh.  Some day, she will absolve herself of her shame, find her wandering people, and return “home”.

In the mean time, having attained her basic training with the commune, Luludha must travel the world at large to test her resolve, returning to the commune periodically for further training and contemplation.  For now, the rumors of lost secrets of ancient alchemy in a sunken city draw her toward Fairlea Pharos and the companionship of like-minded wanderers.

!i!

Abyssal Maw

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« Reply #18 on: February 01, 2007, 12:36:35 PM »
Ok, I'm ready.

Orlok The Badger
Human (Common Avalonian) Cleric of Winter 1
chaotic good
====
Strength      12   (+1)
Dexterity      10   (+0)
Constitution11   (+0)
Intelligence 12   (+1)
Wisdom      18   (+4)
Charisma      16   (+3)
====
Domains: Magic, Water
HP: 8
init: +0
fort+2 reflex+0 will+6
BAB: +0
Feats: Spell focus: Conjuration, Augment Summoning
====
Skills: Diplomacy +5, Heal +7, Knowledge Arcana +5, Knowledge Religion +3, Knowledge Planes +3, Spellcraft +4
(everything else defaults to stat bonus)
====
Spells:
Zero-level Cleric spells: (3 per day)
Light, Mending, Detect Magic
First-level Cleric spells: (2 per day +1 from a domain)
Summon Monster I, Summon Monster I, Obscuring Mist (d)
====
Alignment Aura (chaos and good)
Spontaneous Casting (heals)
Use Spell Completion/Trigger Items as Wizard of 1st level (magic domain)
Turn or destroy fire creatures as a good cleric turns undead (water domain)
Rebuke, command, or bolster water creatures as an evil cleric rebukes undead (water domain)

Armor:
Scale Mail + Hvy Steel Shield
AC: 16 (flatfooted: 16, touch: 10)

Weapons
Shortspear: to hit: +1 //  D:1d6 x2
Sickle:  to hit: +1  // D: 1d6 x2
Light Crossbow: to hit: +0 //  D: 1d8 19-20/ x2

Equipage:
backpack, 2 sacks, lantern, 2 flasks oil, 50' rope, grapple, grapple hook, tinderbox, belt pouch, 18 gp.
Download Secret Santicore! (10MB). I painted the cover :)

Abyssal Maw

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« Reply #19 on: February 01, 2007, 12:44:20 PM »
And finally:

Orlok, Avalonian cleric of winter here. I am following up on rumors of an animated statue of a mermaid. I have undertaken an independent investigation of this statue on the off chance that it may be connected to an obscure prophecy. Since I am schooled in the domains of water and magic,  I feel uniquely qualified to investigate this.
Download Secret Santicore! (10MB). I painted the cover :)

One Horse Town

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« Reply #20 on: February 01, 2007, 03:41:21 PM »
Cool guys, looks great so far. I'll have a look more closely through your PCs later.

One thing off the top of my head for Ian is that you should have 10 hit points. 1st level characters start with maximum hit points. No need to roll. :)

Werekoala

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« Reply #21 on: February 01, 2007, 03:52:16 PM »
I'm at work, but I'll have my character up in three or four hours.

Looks like a good group. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

"They don't fucking think for even a second about what they're doing because they're blinded by their ideology....Idiots." -  Sacrosanct

Abyssal Maw

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« Reply #22 on: February 01, 2007, 04:01:08 PM »
I have my real life group tonigt so I'll be back on tomorrow... (or maybe really late tonight)
Download Secret Santicore! (10MB). I painted the cover :)

Ian Absentia

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« Reply #23 on: February 01, 2007, 05:33:00 PM »
Quote from: One Horse Town
One thing off the top of my head for Ian is that you should have 10 hit points. 1st level characters start with maximum hit points. No need to roll. :)
Ah.  Yeah, I'm still trying to shake some of my old school habits.  Like rolling the stats -- I went straight down the list, in order, and rolled only 3d6 instead of 4d6 and assigning them at will. :deflated:  Honestly, though, I'm not sure I'd have come up with a character I liked better.

!i!

Werekoala

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« Reply #24 on: February 01, 2007, 06:43:16 PM »
Intorducing, Garren of the Horse Lords:

Male Human Chaotic Neutral Barbarian

Level 1

HD 1d12+3(Barbarian) ; hp 15
Initiative +3; Spd 40, AC:16 (Flatfooted:13 Touch:13)

Atk +5 base melee, +4 base ranged
(2d6+6, Greatsword; 1d6, Shortbow)

Fort +5, Ref +3, Will +1

STR 18 (+4)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 13 (+1)
CHA 12 (+1)

Skills: Balance +3, Climb +5, Handle Animal +4, Intimidate +5, Move Silently +4, Ride +4, Spot +3, Swim +8, Wilderness Lore +5.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Track.

Special: Barbarian Rage 1x/Day

Languages: Common, Dwarven, Karakhian

Possessions:
Weapons: Greatsword (50 gp); Shortbow (30 gp); Arrows (50) (3 gp).
Armor: Studded leather (25 gp).
Coin: 4gp, 3sp

Backpack (2 gp); Bedroll (1 sp); Blanket, winter (5 sp); Flint and steel (1 gp); Rope, hemp (50 ft.) (1 gp); Whetstone (2 cp); Coin: cp (8) (8 cp); Grappling hook (1 gp); Rations, trail (per day) (5) (25 sp).
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

"They don't fucking think for even a second about what they're doing because they're blinded by their ideology....Idiots." -  Sacrosanct

Ian Absentia

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« Reply #25 on: February 01, 2007, 07:44:02 PM »
Hah.  Two Chaotics and one Lawful midget.  This ought to be amusing. :haw:

!i!

One Horse Town

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« Reply #26 on: February 01, 2007, 08:03:59 PM »
Quote from: Werekoala
Also - any on-line links to a map of this world?



Here's a link to a players map of the Valon area.

http://www.judgesguild.com/fans/pm_Valon_lores.pdf

The password is Bledsaw.

Should work...fingers crossed!

EDIT: Ah, that's pretty blank. You could fill that in as you explore! A few things to put on it. Fairlea is in hex 4210, the pharos is in 4009 and the Dark Woods extend northward from those hexes. Garthain is in hex 4006.

As far as dice-rolling goes, are we going with me rolling is response to your actions?

Ian Absentia

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« Reply #27 on: February 01, 2007, 08:17:19 PM »
It works.

Hey, where does this all fit in with the old Mayfair editions of the City State of the Invincible Overlord?  I ask, because a local hobby store has a huge overstock of pretty much all of them, including the Calandia Guidebook, at very reasonable prices.

!i!

(P.S. We declare, DM rolls.)

Werekoala

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« Reply #28 on: February 01, 2007, 08:40:04 PM »
DM rolls is my vote.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

"They don't fucking think for even a second about what they're doing because they're blinded by their ideology....Idiots." -  Sacrosanct

Ian Absentia

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« Reply #29 on: February 01, 2007, 10:04:49 PM »
Quote from: Ian Absentia
Hey, where does this all fit in with the old Mayfair editions of the City State of the Invincible Overlord?
Ah, a bit of online research suggests that the connection between the two was in name only.  That's a shame.  However, I did dig up this super-cool color map of the Wilderlands!* :)

!i!

(*And, lucky me, there really are hills outside of Tarsh and woodlands to the north.  I just pulled that out of a hat for my character's background. :) )