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OpenQuest PbP - In Search of Folly

Started by Pseudoephedrine, August 29, 2010, 07:40:34 PM

Previous topic - Next topic

Pseudoephedrine

Welcome to the game everyone! Please post your character sheets here as your first post, and we'll get underway ASAP.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

skofflox

#1
Ready to throw it down!
Name: Amrakhan
19 year old Dakon Nomad seeking adventure while looking to develope trade contacts for his clan.
compact build,long black hair in traditional style and green eyes.
well travelled by the looks of it.

16=STR
13=CON
18=DEX
11=SIZ
11=INT
8=POW
9=CHR

Hero Points:2
Dam.Mod:+1d.4
HP: 12
MW:6
MV:15

53=Dodge
23=Persist.
41=Resil.

74=Close Combat
59=Ranged ''
39=un-armed

Scimitar: 1d8, Enc2, Medium
Dagger: 1d4+1, light
Nomad Bow: 1d8, 125m rng., load 1,Enc.1
Quiver + 15 arrows (10 more wrapped and strapped to pack)

Leather: AP 2, Enc 3
Med. Rnd. Shield: 1d6, Enc 2, Heavy

21=Culture, Dakon
61=Language, Dakon
50=Natural lore
32=Language, Maragnian
11=Culture, Maragnian
11=Lore, The One God

55=Athletics
21=Craft
30=Deception
11=Engineering
21=Healing
19=Influence
30=Mechanisms
21=Performance
43=Perception
50-Riding
30=Sailing
17=Streetwise
36=Trade

24=Battle magic
Magic points:8
Battle Magic spells
Heal (mag.1)
Coordination (mag.1)

Backpack
waterskins (2)
large sack (2)
small sack (2)
Bedroll
candle (6)
climbing kit (+25% climb)
fishing kit (+25% Nature Lore/fish)
flint/tinder
rope (10m)
rations (2wk.)

Weapon/Arm. Enc.:8
Backpack/Gear Enc.:11
Enc. Total:18

110sp @start...43sp remain
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Drohem

#2
Character Name: Norel Glorarr
Race: Dwarf
Initiate: Earth Mother Cult
Homeland: Sassenland
Player: Drohem
Campaign: Moragne

=== CHARACTERISTICS ===

11 = STR
16 = CON
09 = DEX
08 = SIZ
14 = INT
14 = POW
11 = CHA

=== ATTRIBUTES ===

+0 = Damage Modifier
12 = Hit Points
06 = Major Wound Level
14 = Magic Points
15m = Movement Rate

02 = Hero Points

=== PRACTICAL SKILLS ===

25% = Athletics
34% = Craft
23% = Deception
23% = Driving
44% = Engineering
44% = Healing
21% = Influence
23% = Mechanisms
21% = Performance
48% = Perception
23% = Riding
23% = Sailing
25% = Streetwise
24% = Trade

=== KNOWLEDGE SKILLS ===

24% = Culture (Sassen)
64% = Language (Sassen)
79% = Nature Lore
24% = Culture (Moragnian)
24% = Language (Morag)

=== RESISTANCES ===

39% = Dodge
34% = Persistence
50% = Resilience

=== MAGIC SKILLS ===

42% = Battle Magic Casting
14% = Sorcery Casting
54% = Religion (Earth Mother)
14% = Religion (Hidden God)

=== COMBAT SKILLS ===

50% = Close
43% = Ranged
20% = Unarmed

=== EQUIPMENT ===

Leather armor (AP 2; ENC 3)
Shield (Medium; 1d6; Enc 2)
Nomad bow (1d8; 125m Range; Load 1; ENC 2)
Ball & Chain (1d8; ENC 2)
Dagger (1d4+1)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin
Bedroll (ENC 1)
First aid kit
Lantern (ENC 1)
Oil, flask x2 (ENC 2)

130 = Starting Silver
82 = Current Silver

=== SPELLS ===

Heal (Battle Magic; magnitude 2)
Protection (Battle Magic; magnitude 2)
Divine Heal (Divine Magic; magnitude 2)

=== BACKGROUND ===

Norel is a fairly young dwarven male at the age of 55-years-old. He was trained in metal smithing by his family from the time he was small dwarven child. He was also trained in the arts of warfare by his grandfathers, father, older brothers, uncles, and cousins. He was trained in the ways of the Earth Mother Cult by his grandmothers, mother, old sisters, aunts, and cousins.

Once he reached adulthood at the age of 45-years-old, he spent five years in the family business working with metals. However, about five years ago, he clan's holdings were attacked by a cult of demon worshipers. He fought well and bravely, but saw many of his kin and childhood friends die in that war. It changed him in many ways. He discovered that he is a naturally born warrior, and that killing came easy to him.

He stayed with his family and clan for four years after the war to help rebuild. However, it was difficult for him, and he took up excessive drinking. He had difficulty sleeping as well. Rather than subject his family, kin, and community to his degeneration, he left home about a year ago.

He has been trying to mend to his soul, but he doesn't exactly know what he needs to do. He's still prone to binging occasionally, but he doesn't drink as much as he did when he was at home. He has become more comfortable with the idea that he is a natural born killer, but he will only kill if he is forced to do so. He knows the end result of violence intimately, and, therefore, doesn't initiate unless given no choice.

Pseudoephedrine

In Which Our Heroes Begin Their Adventures

It's a fine, bright and warm morning in early spring, and only a few patches of snow, the lingering remnants of great drifts, remain on the heath.

But the villagers of Breakwood are unable to appreciate the fortunate weather, for last night, the village beadle, one Edmund Ross, doomed them all.

After a fine night of carousing at the Lumberjack, Edmund departed with a torch to perform his duty of inspecting the "corn-box", the communal shed in which the village's seedcorn is kept. In his drunken state, Edmund tripped, torch and all, and set both himself and the corn-box aflame. Rye and oats, sealed in oiled skins to prevent water from spoiling them, burnt even faster than the chubby beadle, who paid for his error with his life.

Without seed for the coming spring, the prospect of certain starvation has led most of the village to the green near the Lumberjack this morning, where Peter the Reeve has tapped a fresh barrel of shandy, and is busy serving it out to exhausted and hopeless villagers, trying to encourage them without much success.

A party of men led by Sir Randall has gone to inform the baron of the loss, though no one seems hopeful that he can rectify the situation. The baron is broke, and he let it be known nearly a month ago that he would defer all improvements to the estate until next year.

A few local shepherds have also come by with their flocks, though they seem more interested in drinking for free than commiserating with the villagers. They form a huddled band with one another and tastelessly light a cookfire on the green to warm up a root stew to share amongst one another.

Eventually, one of the older shepherds comes by where you sit, bringing a half-full mug of shandy he slurps from in between sentences.

"Not from around here, are you? Don't look much like farmers," he says with the approving tone of an itinerant man recognising his fellows.

The shepherd is a ruddy-faced, brown-haired and middle-aged man in good health wearing sheepskins and woolens. He has a walking stick, a satchel slung over one shoulder, and a wooden mug with a strap attached.

Anyone who doesn't have their character sheet up, please post it ASAP. Once you've got that done, feel free to jump in and introduce your character!  
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Akrasia

Bryce Arabus

A 24 year old Moragnian, Bryce was born and raised in the great city of Carlaw.   He is the younger son of a minor merchant whose aptitude for sorcery led him to become a student at the University of Carlaw.

Bryce is a slight individual with dirty blond hair, a closely trimmed beard, and penetrating grey eyes.  Always dressed in black, a raven frequently accompanies him.
    
Race:          Human (Moragnian)
Homeland:        Moragne
Fellowship:      Knackers
Education:      University of Carlaw
Player:          Akrasia
Campaign:       Moragne

=== CHARACTERISTICS ===

08 = STR
08 = CON
15 = DEX
09 = SIZ
16 = INT
16 = POW
14 = CHA

=== ATTRIBUTES ===

00 = Damage Modifier
09 = Hit Points
05 = Major Wound Level
16 = Magic Points    
15 = Movement Rate
02= Hero Points

=== PRACTICAL SKILLS ===

25 = Athletics
26 = Craft
31 = Deception
31 = Driving
26 = Engineering
60 = Healing
45 = Influence
31 = Mechanisms
24 = Performance
50 = Perception
31 = Riding
31 = Sailing
30 = Streetwise
26 = Trade

=== KNOWLEDGE SKILLS ===

35 = Culture (Moragnian)
67 = Language (Morag)
66 = Nature Lore
 
=== RESISTANCES ===

50 = Dodge
50 = Persistence
25 = Resilience

=== MAGIC SKILLS ===

64 = Battle Magic Casting
56 = Sorcery Casting
26 = Religion (Moragne)
 
=== COMBAT SKILLS ===

23 = Close
61 = Ranged
23 = Unarmed

=== EQUIPMENT ===

Leather armor (AP 2; Enc 3)
Quarterstaff (1d8; Enc 2)
Light crossbow (1d8; range 125; Load 2; Enc 1)
Quiver
30 Crossbow bolts
Dagger (1d4+1)
2 Throwing daggers (1d6; range 8)
Backpack
Rope
Traveling rations (2 weeks)
Flint and tinder
Water skin (Enc 1)
Bedroll (Enc 1)
First aid kit
Writing Kit (1 Enc)
10 Papyrus sheets

160 = Starting Silver
016 = Current Silver

=== SPELLS ===

Create Magic Point Store (Battle Magic; magnitude variable)
Detect Enemy (Battle Magic; magnitude variable)
Heal (Battle Magic; magnitude variable)
Mindspeech (Battle Magic; magnitude variable)
Multimissile (Battle Magic; magnitude variable)
Protection (Battle Magic; magnitude variable)

Create Familiar (raven) (Sorcery)
Dominate (birds/ravens) (Sorcery)
Fly (Sorcery)

Familiar – Raven
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

skofflox

#5
stamping my feet,wiping the shandy from my downy lip and giving a slight bow..." Hiyaha sir.Please forgive my stumbling speech...Amrakhan of Dakon at your service this sombre morn.Delighted at prospect of your name." as I extend a hand (the one without shandy!) and flash a subdued smile.
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Drohem

Quote from: Pseudoephedrine;401884Eventually, one of the older shepherds comes by where you sit, bringing a half-full mug of shandy he slurps from in between sentences.

"Not from around here, are you? Don't look much like farmers," he says with the approving tone of an itinerant man recognising his fellows.

Norel Glorarr looks at the man sideways for a moment and then says, "no, I'm no farmer, nor from around here.  Although, I have been wintering here."

The dwarf shakes his head and sighs heavily as he says, "what a sad turn for these good people.  What can be done for them?"

Llum

#7
Character Name: Sighard Sherman
Race: Human
Homeland: Axria
Player: Llum
Campaign: Moragne

Sighard is a 24 year old bounty hunter. Hugely built he has shoulder length brown hair but still no facial hair. Comfortable in the woods or the tavern he's a quiet sort. His experience as a bounty hunter, something he has been doing for nearly 7 years as taught him a little about law and a lot about traveling out doors in dreary weather.

=== CHARACTERISTICS ===

14 = STR
10 = CON
14 = DEX
17 = SIZ
12 = INT
9 = POW
10 = CHA

=== ATTRIBUTES ===

+1d6 = Damage Modifier
12.5/13.5 = Hit Points
6.75 = Major Wound Level
9 = Magic Points
15m = Movement Rate

02 = Hero Points

=== PRACTICAL SKILLS ===

45% = Athletics
22% = Craft
40% = Deception
26% = Driving
22% = Engineering
22% = Healing
37% = Influence
36% = Mechanisms
21% = Performance
20% = Perception
23% = Riding
26% = Sailing
36% = Streetwise
22% = Trade

=== KNOWLEDGE SKILLS ===

29% = Culture (Axria)
70% = Language (Axria)
52% = Nature Lore
12% = Culture (Dakon)
12% = Language (Dakon)
17% = Lore(Law)

=== RESISTANCES ===

49% = Dodge
29% = Persistence
32% = Resilience

=== MAGIC SKILLS ===

27% = Battle Magic Casting
12% = Sorcery Casting
22% = Religion (Hidden God)

=== COMBAT SKILLS ===

58% = Close
36% = Ranged
28% = Unarmed

=== EQUIPMENT ===

Leather Armor
Longsword
Dagger
Kite Shield
Longbow
Arrows (50)
Backpack
Flint and tinder
Rope
Two weeks worth of traveling provisions
Water skin
5 Torches
2 Large Sacks
Fishing Kit
Lock Picks
4 Glass Bottles, empty
1 Glass Bottle, Holy Water


110 = Starting Silver
2 = Current Silver

=== SPELLS ===

BladeSharp (Battle Magic; magnitude: 3)
WaterBreath (Battle Magic; magnitude:1)
Clear Path (Battle Magic; magnitude:1)
Heal (Battle Magic; magnitude:1)

Llum

Quote from: Pseudoephedrine"Not from around here, are you? Don't look much like farmers," he says with the approving tone of an itinerant man recognising his fellows.

Sighard nods towards the man while chewing a large chunk of salted pork. "Good eve" he mouths around the chunk of meat.

Pseudoephedrine

The shepherd shakes the proferred hand and touches his cap.

"They call me Burt round here. For Adalbert, my true name," he helpfully explains.

"I was thinking about the same thing, master foreigner," he says to Norrel when you mention helping out.

"I been coming here every spring for maybe twenty years now. Can't say I'd like to see 'em starve and me lose my market the same." He pauses and surveys the situation sadly. Tom Morleyson, the village fuller, as dour a fellow as ever walked the earth, is drunkenly weeping on the far side of the green as his wife tries to convince him to get home.

"It just so happens I know where there's a fair bit of silver to be found, but not a one of these would dare to go for it, though it would be more than enough to buy their seed. They're good folk, but hardly armsmen like yourselves. Too afraid of ghosts and other tall-tales, I reckon."
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

skofflox

#10
Quote from: Pseudoephedrine;402037The shepherd shakes the proferred hand and touches his cap.

"They call me Burt round here. For Adalbert, my true name," he helpfully explains.

"I was thinking about the same thing, master foreigner," he says to Norrel when you mention helping out.

"I been coming here every spring for maybe twenty years now. Can't say I'd like to see 'em starve and me lose my market the same." He pauses and surveys the situation sadly. Tom Morleyson, the village fuller, as dour a fellow as ever walked the earth, is drunkenly weeping on the far side of the green as his wife tries to convince him to get home.

"It just so happens I know where there's a fair bit of silver to be found, but not a one of these would dare to go for it, though it would be more than enough to buy their seed. They're good folk, but hardly armsmen like yourselves. Too afraid of ghosts and other tall-tales, I reckon."

I glance at Norel,Bryce and Sighard at the mention of silver.

"Well met indeed Master Burt. Who can say why the One Hidden God works in such harsh manner ( I sweep a hand towards the mouldering ruins and the weeping man) Am thinking tragidy to see folk starve."

I look around,stoping for a moment on Norel,Sighard,Bryce and finally Randall Keeneye across the way, before continuing...

Psuedo. I would like to do a perception check...looking to see if I can detect anyone paying undue attention to us
(43% skill, rolled a 61...http://invisiblecastle.com/roller/view/2669619/)
oh,should I have let you make the perception roll?
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron

Akrasia

#11
Moderately friendly with Amakhan, Norel and Sighard from their winter together, Bryce is standing with them, sipping his shandy, clad in his warm black cloak (as usual).  

His raven "Dewin" is perched on his shoulder, scanning the surroundings.

Bryce nods sympathetically when the shepherd comments on the villagers' plight, but remains silent.  His right eyebrow arches when the silver is mentioned.

It pains my heart to see these simple but decent people suffer, he muses to himself.  And I am in dire need of coin myself.  Perhaps this ruddy-faced fellow might have information that will help us all?
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Pseudoephedrine

Quote from: skofflox;402063Psuedo. I would like to do a perception check...looking to see if I can detect anyone paying undue attention to us
(43% skill, rolled a 61...http://invisiblecastle.com/roller/view/2669619/)
oh,should I have let you make the perception roll?

Not a problem in this situation, don't worry.

No one's really paying much attention to you. Mostly, they seem overwhelmed with communal grief. Peter is scanning the crowd every so often to make sure nobody does anything stupid.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Drohem

Norel smooths his mustache and beard with his free hand, extends his hand to the shepherd, and nods slightly as he says, "May your axe stay sharp, Adalbert.  I am Norel Glorarr.  Now, what is this about silver and armsmen?  I must say that you've peaked my interest at this most gloomy time."

skofflox

Quote from: Drohem;402116Norel smooths his mustache and beard with his free hand, extends his hand to the shepherd, and nods slightly as he says, "May your axe stay sharp, Adalbert.  I am Norel Glorarr.  Now, what is this about silver and armsmen?  I must say that you've peaked my interest at this most gloomy time."

Amra nods saying...
"Indeed is most intriguing prospect.May I suggest to find somewhere more private (and warm) to discuss matters?"

Psuedo. In the future would you prefer perception rolls to be made secretly by you?
Form the group wisely, make sure you share goals and means.
Set norms of table etiquette early on.
Encourage attentive participation and speed of play so the game will stay vibrant!
Allow that the group, milieu and system will from an organic symbiosis.
Most importantly, have fun exploring the possibilities!

Running: AD&D 2nd. ed.
"And my orders from Gygax are to weed out all non-hackers who do not pack the gear to play in my beloved milieu."-Kyle Aaron