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Thread: Sherwoodshire roleplaying (companion thread)

  1. #1
    Oliphaunt
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    Default Sherwoodshire roleplaying (companion thread)

    This is the companion thread for a new roleplaying campaign (‘Sherwoodshire’) and questions, comments etc are welcome.
    As these are difficult times, I’m starting with just three players.
    If anyone is interested in joining (or being a reserve), let me know. However I cannot promise when (or if) there will be an opening to join…

    I will post some maps and give links to information about the campaign here.
    (Please let me know if there is a problem accessing them!)

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    The campaign is based on a simplified D+D* game and is influenced by English myths such as the Knights of the Round Table, Robin Hood and Sherlock Holmes.
    There will be a mix of combat and roleplaying (and perhaps even some songs and poetry…)
    *Players do not need any manuals!

    The player characters are all trained Scouts, within the Drannasmoor Security Guild. This Guild is the reputable version of a Thieves Guild. Scout is a new class with some ‘thievish’ skills, but which concentrates purely on respectable activities such as security, bodyguarding, caravan escort, solving crimes and exploration.
    (So no pickpocketing, robbery or ‘protection’ racketing.)
    Scouts also have a second class (e.g. Cleric) and will advance in both classes.
    Drannasmoor is a city to the South of Sherwoodshire – the county in which characters will adventure.

    Here is the campaign map (Sherwoodshire and some surrounding areas):

    https://btcloud.bt.com/web/app/share/invite/mKjhyIrg0e
    Last edited by glee; 05 Jun 2022 at 05:48 PM.

  3. #3
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    The roleplaying thread is at:

    http://www.mellophant.com/forums/sho...re-roleplaying

    ...

    Area outline

    The party are going to adventure within the County of Sherwoodshire (and surrounding areas.)
    Sherwoodshire is a rural, feudal County which is owned by Count Percival (an Arthurian Paladin and horse breeder.) His Keep is in the SE of the County.

    Sherwoodshire is bordered by a number of areas: five are organised + ruled and the rest are not…

    The Empire (to the North across the Empire River) has a strong military.
    They treat all other powers as inferior, practise slavery (not approved of by other areas) and trade in magic items (in Freeport.)
    The Empire uses Sherwoodshire for occasional live combat training and is not bothered by casualties inflicted by or on local ‘inferior foreigners’.

    Ocean Barbarians live along the Crow coast (NW of Sherwoodshire) and also in nearby islands within the Empire Ocean.
    Their traditional enemies are the Pirate Chiefs, who are rumoured to reside further out in the Ocean.
    Ocean Barbarians don’t like the Empire (who in turn look down on them as ‘ignorant savages’), but there is no need for conflict, since the Empire only use Galleys and thus are completely restricted to the Empire Channel.

    The Naugrimshire gnomes also live to the NW.
    Dupperda Junior is both the ruler of Naugrimshire, the official Freeport Ambassador and finally rumoured to be Head of the Naugrimshire Thieves Guild.

    Druids care for the Tsarinan forest.
    They are rarely seen outside either the forest itself or their Consulate in Freeport.

    Each of these areas (Sherwoodshire, the Empire, Naugrimshire, Ocean Barbarians and the Druids) have a Consulate within Freeport.
    There are occasional diplomatic meetings in Freeport to resolve disputes.
    Freeport has two sheltered harbours, one run by the Empire and the other by Ocean Barbarians.

    The city of Drannasmor is to the SE of Sherwoodshire.
    After pressure from the ruling Patrician, the Drannasmor Thieves Guild has disbanded and been replaced by the Drannasmor Security Guild (a more respectable organisation.)

    The dominant sea race is Lizardmen. They take little interest in land affairs.

    There are Pirate Chiefs who raid along the coast. They are bitter enemies of the Ocean Barbarians. Each Pirate Chief is rumoured to have both a particular ability and a treasure island in the Empire Ocean.

    The Badlands area (W of Sherwoodshire) is mainly occupied by Dragons and Giant Insects.

    (N.B. there are only 3 religions in Sherwoodshire: Arthurian = Good; Nimue = Neutral ; Mordred = Evil.)
    Last edited by glee; 12 May 2022 at 01:45 PM.

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    All characters have a range of skills - here are some they can acquire...

    Non-weapon proficiency list

    A character can try to use these whenever they want. (Feel free to suggest imaginative ways to apply them!)
    The DM may also apply them if the situation warrants it.
    Note that (as shown below) some require brief concentration, some can be used easily whilst doing other things (e.g. travelling) and some work even while in combat.
    Some proficiencies ‘overlap’, so you can try to use one to mimic another. (This is usually slightly less effective.)

    Doing simple things usually does not need a roll – just having the proficiency is enough. However trickier things do require a successful die roll (using your skill level in that proficiency.)
    For example, anyone with Firebuilding can make a campfire in a dry, still forest.
    If it’s raining, they need to make a die roll.
    Anyone with Animal Lore can tell what an animal is doing, provided its behaviour is typical (e.g. feeding, protecting its young). However, if the animal is (for example) under magical control, a die roll is needed. You could use Hunting (as this ‘overlaps’ with Animal Lore), but your chance of success would be slightly less.

    Note that trades or professions can also be used to teach or give a performance.

    Alertness (concentration/combat) – interpret humanoid behaviour (e.g. predicting a patrol route or spotting a mob gathering)
    Ambush (travelling) – a successful roll spots an ambush (e.g. by glint of metal, sounds of opponents)
    Ancient History (travelling) – remember stories, rumours and myths from the past (possibly all true…)
    Animal Lore (concentration) – upon seeing a normal animal, you can tell what it’s about to do
    Animal Training (travelling) – teach an intelligent animal (e.g. dog) simple commands e.g. ‘guard’, ‘scout’, ‘attack’
    Appraisal (concentration) – successful die roll gives an accurate value of gems, jewellery etc.
    Artistic Ability (concentration) – (e.g. sculpture, painting) can give performance, teach classes or make items
    Awareness (concentration) – studying surroundings (e.g. spotting hidden entrances or if your room has been searched)
    Carpenter (concentration) – make and repair wooden items (unless expensive or complicated, no roll needed)
    Display Weapon Prowess (concentration/combat) amaze onlookers/opponent with your whirling patterns
    Etiquette (travelling) – knowing how to behave in social situations, what rank + titles mean etc. (no roll needed)
    Firebuilding (concentration) – make a campfire with nearby dry wood
    First Aid (can combine with casting Curing spells) – swift poultice acts as minor cure (for d4 hp)
    Fisherman (concentration) – catch fish
    Forgery (concentration) – duplicate documents + signatures; detect Forgeries
    Gem cutting (concentration) – successful die roll improves value of gems + jewellery
    Herbalism (concentration) – find herbs, seeds, berries etc. If known, will improve value of First Aid poultice (by 1hp)
    Horsemanship (travelling) – allows combat or spellcasting on horseback (otherwise you must dismount first)
    Horsemanship, advanced (travelling) – rider can do almost anything e.g. steer mount with his knees, leap in and out of the saddle)
    Hunting (concentration) – catch small and large animals (monsters must be unsuspecting and you require successful die roll)
    Language (travelling) – speak language fluently (e.g. Lizardman)
    Leatherworking – make and repair leather items
    Local History (travelling) – remember stories, rumours and myths from the local area (possibly all true…)
    Presdigitation (concentration/combat) – use sleight of hand to produce small weapon or do magic trick
    Read Lips (concentration) – understand spoken conversation at distance (must be in eye contact)
    Read + Write (concentration) – most folk are illiterate even in the Common alphabet
    Religion (concentration) – recognise Holy Symbols, know required behaviour in Temple etc
    Salesmanship (concentration) – sell standard goods (die roll for large deals)
    Singing (concentration) – can sing (and teach classes) – die roll needed for performances
    Spellcraft (concentration/combat) – die roll to identify spell being cast (or currently in effect)
    Swimming (concentration) – can swim
    Ventriloquism (concentration/combat) – use training to produce voice either for entertainment (e.g. make statue appear to speak) or in combat (can distract one opponent who then misses one action)
    Last edited by glee; 01 Apr 2023 at 10:30 AM.

  5. #5
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    Here are some low-level spell explanations.

    Each spell has a duration and an effect.
    N.B. A duration of ‘combat’ means either the length of the combat or 1 minute/level out of combat. (A combat is broken into rounds. Each round, everyone can take one action.)

    Magic Users

    Cantrips
    Detect Magic instant; displays all nearby spells, showing type and level (e.g. 1st level Illusionist)
    Identify instant; use after Detect Magic; Identifies all nearby displayed spells, e.g. Change Self

    Level 1
    Feather Fall automatically makes one falling being land safely (from any height)
    Light one combat; illuminates combat area (still allows sneaking by Scouts)
    Magic Missile instant; does d4+1 damage to target; extra missile every two levels (i.e. @ 3rd, 5th etc)
    Sleep one combat; knocks out 4 ‘levels’ of opponent e.g. one Ogre or four 1st level adventurers
    Unseen Servant one day; can carry light items, open doors and set off a trap (this last choice ends the spell)

    Level 2
    ESP one combat; read thoughts of chosen subject (especially if subject is asked questions)
    Invisibility one day; makes recipient Invisible; spell ends whenever recipient attacks
    Levitate one combat; levitate 20 feet/round either a willing recipient or an opponent (who gets a save)
    Monster Summon 1 one combat; summons two Goblins that obey the Magic User (who can take other actions)

    Goblin 20-AC AC5 HP4 d6 (sword)

    Level 3
    Clairvoyance 1 minute/level; study known or ‘obvious’ location (e.g. the other side of a door)
    Fireball instant; does d6/level damage to all in an area; (MU knows who will be targeted)
    Monster Summon 2 one combat; summons three Orcs that obey the Magic User (who can take other actions)
    Slow one combat; slows up to 1 opponent/level (MU can select victims)

    Orcs 18-AC AC5 HP5 d8 (sword)

    Illusionists

    Cantrips
    Detect Invisible instant; reveals secret doors and all creatures using Invisibility (but not Scouts sneaking!)
    Detect Magic instant; displays all nearby spells, showing type and level (e.g. 1st level Illusionist)

    Level 1
    Change Self one day; Illusionist can appear as any humanoid shape (useful for escaped Empire slaves)
    Identify instant; use after Detect Magic; Identifies all nearby displayed spells, e.g. Change Self
    Phantom Armour one day; gives recipient 2hp/level protection, which absorbs all melee damage until destroyed
    Phantom Force 1 one combat; creates a realistic Wolf illusion that lasts whilst the Illusionist concentrates on it
    Wall of Fog one combat; creates fog where desired, which blocks all sight. Area 20x20x20 feet/level

    Wolf (1 bite) Attack as Caster AC as Caster HP 6+2/lvl damage d6+lvl+str (one attack)

    Level 2
    Alter Self one day; shapechange as Change Self, but can also choose to either fly or breathe underwater
    Invisibility one day; makes recipient Invisible; spell ends whenever recipient attacks
    Phantom Force 2 one combat; creates a realistic Scout illusion that lasts whilst the Illusionist concentrates on it
    Ventriloquism one combat; can briefly completely distract one opponent or make e.g. statue appear to speak

    Scout (2 Hand Axes) Attack as Caster AC as Caster HP 12+4/lvl damage d6+lvl+str (two attacks)

    Level 3
    Dispel Magic instant; use after Identify; guaranteed to eliminate chosen spell
    Illusionary Facade one day; creates a realistic facade (e.g. door/wall/rockface) that lasts until touched
    Mass Invisibility one day; makes 1 recipient/level Invisible; spell ends whenever any recipient attacks
    Phantom Force 3 one combat; creates a realistic Bear (or Lizardman) illusion that lasts whilst the Illusionist concentrates on it

    Bear (or Lizardman) (claw/claw/bite) Attack as Caster AC as Caster HP18+6/lvl d6+lvl+str (three attacks)

    Clerics

    Level 1
    Cure Light Wound instant; heal d8 hit points (+d4 with the First Aid NWP)
    Detect Evil instant; shows if nearby targets are inherently evil (can be cast through doors)
    Detect Magic instant; displays all nearby spells, showing type and level (e.g. 1st level Illusionist)
    Identify instant; use after Detect Magic; Identifies all nearby displayed spells, e.g. Change Self
    Light one combat; illuminates combat area (still allows sneaking by Scouts)

    Level 2
    Augury instant; infallibly advises on likely success of a party plan (may give vision of improvement)
    Slow Poison one day; temporarily prevents effect of poison on recipient
    Speak Animals one day; speak one animal language (such animals will not be hostile unless attacked)
    Spirit Hammer one combat; summons a magic flying Hammer that fights (the Cleric can take other actions)

    Level 3
    Cure Disease instant; removes all trace of disease from recipient
    Dispel Magic instant; use after Identify; guaranteed to eliminate chosen spell
    Prayer one combat; allies get bonuses on attack, damage + saves; opponents are similarly penalised
    Speak to Dead instant; ask 1 question/level and always get truthful answers

    Druids

    Level 1
    Detect Magic instant; displays all nearby spells, showing type and level (e.g. 1st level Illusionist)
    Entangle one outdoor combat; holds in place up to four opponents (must be closely-grouped)
    Identify instant; use after Detect Magic; Identifies all nearby displayed spells, e.g. Change Self
    Speak to Animals one day; speak one animal language (such animals will not be hostile unless attacked)

    Level 2
    Cure Light Wound instant; heal d8 hit points (+d4 with the First Aid NWP)
    Goodberry one day; conjure (2d4level) berries; each either cures 1hp or briefly befriends 1 animal
    Heat Metal one combat; one opponent with metal armour or weapon takes 3d4 damage and briefly faints
    Slow Poison one day; temporarily prevents effect of poison on recipient

    Level 3
    Call Lightning instant; does 2d6/level damage to one opponent;
    Cure Disease instant; removes all trace of disease from recipient
    Neutralise Poison instant; removes all trace of poison from recipient
    Summon Insects one combat; one opponent takes 2hp/round damage and is effectively blinded
    Last edited by glee; 09 May 2023 at 03:52 PM.

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    Thanks for all the hard work and details, glee. I think I just got a buzz cut thanks to everything that's whooshing over my head, but I'll try to keep up as best I can. Nice map, too!

    So I gather there isn't a Session Zero sort of thing? I guess that's where we would be refining our characters and such, but you've already created them. (Or was that just mine? Maybe the other more experienced folk were allowed to really personalize their own.) But is there other detail to discuss? How things work logistically? Rules and who rolls dice and all that stuff?

    In the meantime I'll ask, when Lestrade (heh) says the party" does he mean just three of us? Or are there other NPC guild members joining us?

    Also, dumb question, but if there's an Empire... who's the Emperor?

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    Thanks for the friendly comments Choie - of course the real fun of writing a campaign is when the players start exploring it!

    I know what you mean about 'Session Zero'. In a face-to-face game, the DM can give a clear idea of what the party would do best with; then players can immediately discuss which characters they prefer.
    Of course it's far slower doing all that over the Internet.
    So for Sherwoodshire I had a 'character creation' document to generate the character's profession, skills, origin etc. and both Malacandra and Tim P. used that. (They are both experienced players.)
    You had ideas about your character and I was happy to design it with you.
    I should add that all players are welcome to choose their character's appearance (height, weight etc.) - within the usual limits of their race of course!

    As for logistics, it's up to me to give enough detail so you can describe what your character does. I do all the die-rolling (and keep track of what numbers you need.)

    Yes, Lestrade is sending out just the three of you.
    Of course you may meet prospective allies on your journey ... or not!

    As for the Empire (or anything else about the campaign), feel free to ask Lestrade.
    P.S. For your interest, I took inspiration for the Empire from the Roman and Chinese Empires. So a citizen of the Empire has automatic rights + protection by Empire Patrols; the Empire river serves as a 'Great Wall' to keep 'foreign savages' out etc.
    P.P.S There are no dumb questions, only a DM who hasn't explained stuff clearly.

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    That's helpful, glee. You give me too much credit, though, LOL... I'm pretty sure the only idea I offered (that survived, anyway) was asking if she could be less powerful! Anyway thanks for answering my newbie questions.

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    In case I didn't make it clear, all Scouts can melee with two weapons of the same type (e.g two daggers / clubs / hand axes.)
    Saradoc uses a short* bow for missile combat; the other two characters simply throw one of their melee weapons (everybody has a reasonable supply of weapons.)

    *well he would, wouldn't he?!

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    Thanks for the added clarity, chief. Useful to know!

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    Players, please feel free to ask questions or get clarifications here.
    I'm happy to help and well-informed players roleplay well.

    P.S. Spectators can also join in here.

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    Players,
    here's how I plan to run combats (there are combats?! ) - please feel free to comment on what would suit you.

    Each time I'll start with a post in the game thread alerting you all that combat is imminent.
    At that point, you are welcome to ask me questions (or get advice ), either in this thread or by private message / e-mail.
    When ready, post your strategy in the game thread.

    Example:

    Torsson (Dwarf Fighter), Bert (Human Cleric), Albert (Human MU) and Lily (Hobbit Scout) are approaching a huge cave mouth.
    Suddenly they hear a loud roar coming closer from within the cave and the ground shakes slightly.

    Torsson says "if attacked, I fire my crossbow, then switch to Battle Axe + Shield"
    Bert says "if it is undead, I try to turn them, otherwise cast Curing spells as necessary."
    Albert says "if there's time, cast Shield on myself, then fire Magic Missiles at opponents"
    Lily says "Go into Stealth, then attack enemies with both Hand Axes"

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    Marron says: I will run before the cave mouth can bite me.
    Librarians rule, Oook

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    Quote Originally posted by Malacandra View post
    Marron says: I will run before the cave mouth can bite me.
    I was just thinking of a dinosaur coming out the cave - but I have read Larry Niven's excellent 'The magic goes away' which features 'the World Worm' (and that could indeed mean the entire cave opening was a mouth.

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    Marron says "Two fish in a tank and one of them says -- wait, is this anachronistic?"

    I was going to issue a stern telling-off , except that (luckily for Marron) Leonard of Quirm lives in Drannasmoor and he has produced a sketch of a tank....

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    Many thanks to the players for an interesting start - I did want roleplaying, creativity as well as combat in the game.

    N.B. I don't want the players to have to 'sweat the small stuff' e.g. keeping track of food, arrows etc., so here's stuff I assume the characters will always have:

    All players:
    Backpack, Scout's picks and tools, knife, string, tinderbox, waterskin, travel food (e.g. nuts, fruit...)

    Castanea:
    Holy Symbol (=Round Table), block flute, fishing hooks (given time, he can whittle a fishing rod out of a suitable branch), first aid materials (bandages, poultices, herbs etc.)

    Saradoc:
    Carpenter's tools (as already posted!), quiver and arrows, drum sticks (N.B. he can get a decent sound out of not just drums, but barrels, hollow logs and stretched animals skins etc.)

    Aislinn:
    Miners tools, small magic tricks

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    Thanks for the inventory, glee!

    Hey I'm wondering how we're addressing one another, particularly Castanea. He's been referred to by both his first and last name in different posts. Would he have told the others to be informal, or are colleagues in this merry little band of guards the type to use surnames?

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    Quote Originally posted by choie View post
    Hey I'm wondering how we're addressing one another, particularly Castanea.
    Interestingly enough, this is one area where the players (not the DM) have the answer!
    So all I will say is that Will (clearly a polite chap) has addressed the party respectively as "Castanea, Saradoc and Aislinn" and nobody objected...

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    If players have an idea that involves interacting with the non-player characters (NPCs), they are welcome to contact me in advance and get agreement for an NPC to say or do something.

    (That will save time. )

    The same applies if a players wants to use a skill (e.g Alertness) - I can roll the dice and let them know if their character succeeds.

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    Players, please do ask about anything to do with combat (now's the time!)

    P.S. In case anyone is wondering about the difference in quality of the two maps so far ... the Sherwoodshire map was done by a pupil at my old school - I will be doing the crude maps (by drawing them on top of my washing machine.

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    Love both maps, glee! How long have you been using Sherwoodshire in games?

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    I started roleplaying in 1979 and our group initially met at an London pub called the 'Radnor Arms'.
    Our group took it in turns to DM, so we agreed we could all use the same city - and by approximately anagramming 'Radnor Arms' we came up with 'Drannasmor' or 'Dromnarros'. (Over time, I seem to have mutated 'Drannasmor' into 'Drannasmoor'. )

    I can't remember exactly when I came up with the idea of an English feudal county, but I have files dating back to 2008 (when I was calling it Haranshire.)

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    Default combat

    I reckon the party have got the hang of it, but just to clarify a few things:

    - the Lake Ness Monster clearly prefers horse-flesh

    - since the Monster is rather slow on land, the party can take an action just before the Monster and Alf trade blows

    - an action can be to attack (archers fire two arrows / action; Scouts strike once with each of their two weapons / action); cast a spell etc.

    - Saradoc's stealth success means he has automatic initiative, is +20% to hit and does double weapon damage

    Please feel free to discuss possible actions here if you like (or PM me)

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    Happy Platinum Jubilee, gentlemen. Wait, I just realized... are all three of you from the UK? (I know Malacandra and glee are, but is Tim?) Gracious, I don't think I've ever been the sole Yank in a group before. My inner anglophile is over the moon.

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    Hello, Choie, I can confirm that I do indeed live in the UK.
    I was with glee in the Radnor Arms in 1979 when that role playing group first started, but we all got old and sadly there are now too few of us left to keep that face-to-face game going.
    However we now have this internet thing which enables us to continue enjoying some light role-playing - and not be hindered by geography. Glad to have you from across the pond!

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    Choie,
    here's some humour we English like - hope it travels well! :

    'Four candles'


    'Play it cool, son'


    'I know my place'

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    Players,

    Many thanks for your interesting posts - combining roleplay, combat and picking up on each other's references.

    I look forward to some poetry + song (Alf has already set the bar quite low! )

    P.S. I'd be grateful if all three of you could post something (can be brief ) after each post of mine - I don't like to feel you haven't had a chance to say something.

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    It would be a poor anglophile indeed, especially one who is a particular fan of comedy, who was unaware of OFAH's falling through the floor bit or the classic "Four Candles/Fork Handles" sketch. But thank you for them just the same!

    I think all three of us posted in this 'round.' Did you and Malacandra simulpost?

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    Choie,

    You have done jolly well to remember those two sketches - they came out in 1989 and 1976 respectively!
    I did think of adapting the third classic...

    Count Percival: I am upper class - I own all of Sherwoodshire. I look down on him (looks at Will.)
    Will: I am middle class - I own a trade wagon. I look down on him (looks at Alf.)
    Alf: I own a pair of boots.

    P.S. As I've now explained, I do want to give all 3 players a chance to post each timebefore I continue, so that's working well.

  30. #30
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    Malacandra: Who in the world would pay so much as a farthing to hear a song by "The Beetles"?

    Ha! A combined pun and English reference.

    Here are some songs by the mediaeval Beetles:

    - Can't buy me Sherwoodshire
    - Eleanor Aquatiane
    - I am the Lizardman
    - I saw the Lake Ness Monster standing there
    - I want to hold your Healing Potion

  31. #31
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    Quote Originally posted by Malacandra View post
    In response to Will: "If Saradoc is riding, then I think Aislinn and I should sweep ahead on either side, just under the fringes of the trees. Should I spot anything untoward, I will creep back and tell you, or if that looks impossible I will make like I have noticed nothing, and out with the block-flute and play a sweet melody; I'll keep it quiet otherwise. That's if Aislinn is agreeable?"
    Allow me to give you Scouts more information.

    If Saradoc is riding up front and Marron + Aislinn are sweeping ahead on either side using Stealth, then Saradoc can keep an eye on both his fellow Scouts.
    Also both Scouts can communicate with Saradoc (and each other) using Scout Signalling.

    This is a standard Scout drill that Lestrade will have taught all three Scouts at the Scout Guild.

    P.S. You are welcome to come up with other options.

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    Thanks, chief--it looks like that's the plan Marron's already had in mind! I'm the only rank amateur who might need such helpful nudges; the gents seem to know how to strategize. I'll have Aislinn take her lead from them in-game, if necessary.

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    In case it seems that the party are making a lot of successful rolls, I should point out that they each have high Dexterity (pre-requisite for the Scout Guild) and have also chosen their Proficiencies wisely.

    I am actually rolling dice, so harbour some (mean) hopes that Alf will not be the only adventurer to join the Doralis Club...
    Last edited by glee; 18 Jun 2022 at 12:06 PM.

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    To clarify; a Scout with two melee weapons can always use both on a single opponent.

    If there are two adjacent opponents, the Scout may choose to hit each opponent with a single weapon.

    If the Scout is successfully attacking from Stealth, then all melee attacks gain the Stealth bonus to hit and damage.
    (Once the Scout has struck from Stealth, they are now clearly visible.)

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    Marron's signal conveys that he would like the contingent on the wagon to engage the centre of the enemy line while he and Aislinn simultaneously spring from ambush to attack either end a couple of seconds later, which may panic the enemy. "Woody" looks stupid, he may not be as dangerous as he looks if his allies are too disorganised to give him orders.
    Librarians rule, Oook

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    Am I reading that map wrong? It looks like Aislinn and Marron moved past the line of bandits, who are now between us and the wagon? Not sure of the logistics there.

    It seems to be my various characters' fate to be among a party that rushes to aim lethal weapons at someone before there's any attempt at reasoning. Aislinn's not as naive or idealistic as Rowena (RIP) but still... dang! Guess that's how these RPGs are meant to work.

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    (I hope that Rowena will not RIP. Have been a little burnt out lately, which I know is not an excuse that will fly for ever, but I don't want the campaign to die entirely)

    Marron is more than willing that the bandits should flee in panic at finding themselves ambushed, rather than fight to the last breath in their bodies, but if Aislinn wishes to signal something about negotiating without blowing the one tactical advantage we have, perhaps the wagon contingent could try to talk their way out of this.
    Librarians rule, Oook

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    Quote Originally posted by choie View post
    Am I reading that map wrong? It looks like Aislinn and Marron moved past the line of bandits, who are now between us and the wagon? Not sure of the logistics there.
    Yes, you have the map correct!

    The reasons that Scout(s) using Stealth usually move just past the opponents front line are that:

    - party members with missiles (here Saradoc and Will) have a clear line of fire, without endangering the forward Scouts
    - party members can charge into melee (e.g. Alf) without bumping into a hidden Scout

    Quote Originally posted by choie View post
    It seems to be my various characters' fate to be among a party that rushes to aim lethal weapons at someone before there's any attempt at reasoning. Aislinn's not as naive or idealistic as Rowena (RIP) but still... dang! Guess that's how these RPGs are meant to work.
    Honestly, there are many types of DM and the only rule is that that everyone enjoys themselves.
    So although the simplest RPG is 'kick open the door and slaughter the monsters', I promise you that is not my style.

    Of course it adds to the tension if there are some combats where the party face death.
    But I also like:

    - roleplaying by negotiating with monsters (N.B. It doesn't always work!)
    - roleplaying by interviewing witnesses to a crime
    - roleplaying between characters
    - characters with a back-story
    - characters solving a mystery
    - characters sorting out a dispute
    - humour and riddles
    - songs and poetry

    I hope this reassures you!
    Last edited by glee; 19 Jun 2022 at 05:54 AM.

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    Let me add about moral Arthurian behavior:

    - the party are fully entitled to execute evil highwaymen
    - the party can choose to capture evil highwaymen (Count Versifal can take charge of such miscreants, getting them to dig ditches etc.)
    - if the party spare the evil highwaymen, the party can take all valuable items (and weapons) as a reward

    Also I'm happy to extend Stealth to include:

    - instead of attacking immediately, a Scout successfully in Stealth can threaten one (or two adjacent) opponents with a powerful attack ... without coming out of Stealth
    - the opponent(s) will very likely be unnerved*, since they cannot see the Scout

    *the weaker the opponent, the higher the chance they will surrender
    Last edited by glee; 19 Jun 2022 at 05:41 AM.

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    Ha, well, thank you! Still, twice bitten, three times shy. Rowena's non-violence attempts were fails, and besides, given Aislinn's background I'm not sure she'd be quite as averse to fighting, especially if directly threatened. But also given that same background... well, that's why the absolutism in the Arthuristic path eventually turned my girl away from it; life's proven grayer to her.

    But seriously, I need to know how the universe works in your particular world. Are all highwaymen (or I should say highwaypersons since our ringleader is another gal) automatically evil, and thus killing fodder without a by-your-leave? According to a lot of RPG how-to sites/videos/books* I've been checking out, that's far from uncommon. Related, I guess, is the deal with non-human racial characteristics. In-game, are all Ogres or other classic RPG creatures evil? I know stuff like that all depends on the GM's preferences, so I don't want to presume.

    ...OTOH, maybe it's part of your challenge to us is that we have to find this out for ourselves!

    (And it'd be great to see Dale again, Malacandra. I definitely understand burnout and hope you're taking care of yourself, which is way more important than any game. I was gonna port some of Rowena's characteristics onto Aislinn since I liked her so much, but while the young women share some similarities, Rowena really wouldn't work here. Especially not as a Scout! LOL at the idea of chatty, overcurious Ro being able to manage Stealth anything!)

    Thanks as always for helping me understand the mechanics and ethos of different RPGs and worlds, everyone. Hope you don't mind my navel-gazing.

    * such as The RPGuide, run by Aron Christiensen and Erica Lindquist, who are really good at explaining things. I'm currently reading Christiensen's RPG Storytelling book, although that's aimed at people who are running games, not players. Still as a writer I find it interesting!

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    Quote Originally posted by choie View post
    Ha, well, thank you! Still, twice bitten, three times shy. Rowena's non-violence attempts were fails, and besides, given Aislinn's background I'm not sure she'd be quite as averse to fighting, especially if directly threatened. But also given that same background... well, that's why the absolutism in the Arthuristic path eventually turned my girl away from it; life's proven grayer to her.

    But seriously, I need to know how the universe works in your particular world. Are all highwaymen (or I should say highwaypersons since our ringleader is another gal) automatically evil, and thus killing fodder without a by-your-leave? According to a lot of RPG how-to sites/videos/books* I've been checking out, that's far from uncommon. Related, I guess, is the deal with non-human racial characteristics. In-game, are all Ogres or other classic RPG creatures evil? I know stuff like that all depends on the GM's preferences, so I don't want to presume.

    ...OTOH, maybe it's part of your challenge to us is that we have to find this out for ourselves!
    Yes, DMs often have different views and so it helps when the players are well briefed!
    (I'm sorry I didn't go into this before - but there was the usual character generation, mission explanation and local background to cover first. )

    In Sherwoodshire, there are different levels of evil (with associated different levels of punishment.)
    N.B The spell Detect Evil will always determine both the presence and the level of Evil.

    Mild evil (e.g. pickpocketing, vandalism + associating with Mordred worshippers) means you can be arrested and either fined or do community service.
    Such folk may be converted to Neutrality by a combination of factors including using Charisma, well-expressed morals and a suggested new career.

    Medium evil (e.g. mugging, arson + worshipping Mordred) means you can be arrested and jailed.
    It is far harder to convert such folk.

    Strong evil (e.g. murder, Animating Dead and being a Mordred Cleric) means you can be slain.
    It is impossible to convert such folk.

    Some monsters are brought up in evil tribes and so are extremely likely to be evil themselves.
    Generally the more powerful the creature, the more evil they are (e.g. Evil Dragons and Beings from Evil planes are thoroughly evil.)

    However I do play there can be rare exceptions (requiring roleplay!)
    Generally the party are advised to approach typically evil monsters with care and expect the worst from them.

    I should add that the five bandits that the party are facing:

    - effectively threatened to murder Alf + Saradoc
    - had already committed similar crimes

    Therefore they can be treated harshly.

    (If the party can safely capture them, that's great - it depends on the risk involved.)

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    Hi All - just to explain any pause in the action.

    The situation is fluid and I think Aislinn is in the best place to decide how things go from here.

    I hope you're all enjoying it as much as I am - even I don't know what will happen next!

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    hmm, well, Aislinn prepared and got in position to Ambush the guy nearest her, following Marron's lead, albeit a little reluctantly. Am I missing the right wording? The order of actions seems to be Saradoc, Marron then Aislinn.

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    Ah, I see what has happened!

    My apologies to those players not still playing Edition 1 (circa 1970s ) - in those days the party acted simultaneously. (This is how Tim Parkes + myself have played for 40+ years. )

    No doubt Aislinn and Malacandra were patiently waiting their turn. Sorry!

    I will adjudicate shortly...

  45. #45
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    So for future reference, feel free to discuss party actions here (assuming either there is time in the game or that you're using Scout Signalling), then post.

    Once again, sorry for not making my style clear!

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    Quote Originally posted by Malacandra View post
    Marron listens in awe to the remarkable echoes in this forest -- surely the wonder of the age.
    Hee, sorry about that! Didn't notice the double post.

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    This post is on characters using their skills (i.e. non-weapon proficiencies.)

    I do like to see characters using their skills - so if a skill has some connection to the matter, I will make a roll for it to succeed; but at a reduced chance. (The reduction varies but is typically -20%.)

    Therefore although Appraisal is the best for valuing gems etc. , Mining would have a lesser chance because folk do mine for gems!

    Note that sometimes characters can use one of their skills to improve another character's chance of success.

    Finally, as they go up levels, characters will get a choice of either a new skill or improving an existing one.
    Last edited by glee; 06 Jul 2022 at 09:41 AM.

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    Helpful as ever, glee!

    ...But I need more help, for alas, it is my shame to wield the +2 Sword of Ignorance.

    Re the state of the saddlebags: I gather trapped is a spell, courtesy of the helpful boldface. But I tried researching it and couldn't find a trapping spell that doesn't relate to creatures/monsters (or other living beings I suppose)--versus magically trapping (or locking?) an object. I might be missing the correct wording. Li'l hint please, if possible?

    Sorry to be tiresome. Is there any resource (or multiple ones) you can recommend where I might find some good spell definitions and other terms that might crop up now and in future? I don't want to be nagging you left and right every time something in boldface appears.

    (Observation: Is it me or have characters' northern dialects grown more prominent? What Yorkshire witchery is this? )

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    "Lots of planets have a North!" -- The Ninth Doctor

    I believe the DM just wrote trapped that way for emphasis.
    Librarians rule, Oook

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    Choie,

    I'm very sorry I didn't explain clearly in this thread.
    As Malacandra said, the bolding was just for emphasis.
    But I can see how confusing it was.
    So from now on I will use bolding for spells and underline for Scout skills.

    (I'll also use italics for speech which is not in Common.)

    Usually trapping means a Scout (or a Thief) has placed a mechanical trap designed to go off when something is opened (e.g. a chest, bag or a door.)
    This trap can be defused by a Scout (or a Thief) using their Find Traps skill (which, if successful also defuses the trap.)

    However there are also a few magical spells that set a trap:

    - Fire Trap (2nd level Druid or 4th level MU)
    - Glyph of Warding (3rd level Cleric)
    - Explosive Runes (3rd level MU)

    A Scout (or a Thief) has only half their usual chance with Find Traps to detect these magical traps - and cannot disarm them.
    Note that a Detect Magic automatically spots such a spell and a Dispel Magic automatically removes the spell.

    I have posted in this thread a list of low-level spells, which is your best reference point. (Remember I am stuck in the past with 1st Edition D+D . )

    As for accents, I confess I'm just trying to bring in some atmosphere (and give clues to the character's level of education with grammatical slip-ups.)
    However I reserve the right to mix up Yorkshire, West Country and even Norf Lunnon vocabulary!

    Finally I congratulate Malacandra on his splendid Doctor Who quote (one of my favourites. )
    Last edited by glee; 08 Jul 2022 at 05:17 AM.

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