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Post by shenron on Nov 15, 2015 0:07:47 GMT -5
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Post by shenron on Nov 15, 2015 0:08:28 GMT -5
Setting Premise
Once upon a time, an evil Witch King ruled the lands. He demanded that his people forsake the Gods and worship only him. So the people turned against him and pierced his body with arrows and swords.
The Witch Kings blood seeped into the ground, and his malevolence spread. It warped and twisted everything it touched, causing great upheavals as the land revolted. When everything settled, it brought a terrible cold. The people called this the White Curse, and learned to endure it. But the Witch Kings spirit also endured. As time passed, he grew stronger in the afterlife, ever yearning to return and take revenge. The twisted lands began to hear his call.
Now, the veil between the living and the dead grows thin. Horrible shadows slip into the world, and old artifacts of the Witch King begin to awaken.
Starting Situation
As the campaign begins, 300 years have passed since the death of the Witch King. To most his demise is just a myth, created to explain the hard facts of life: its damned cold, there are monsters outside, and sometimes your kids are born twisted. These facts of life are harder for some then others though. All elves, dwarves, and halflings have been struck by the curse. Their ancient cultures in ruins.
The Underground and the White
The curse has truly changed the land. Earthquakes have buries cities, toppled mountains, turned the flow of rivers, and ruined dwarven kingdoms. The old roads and caverns of the underground are treacherous, and you may run into sunken buildings that nobody has entered for centuries.
A perpetual winter has transformed the wilderness, which is now simply called "the White". It is full of goblins, orcs, wild animals, and monsters, sometimes made more dangerous by the curse. From the ruins of old come fiercer beings still, seizing the chance to gain power: Great Wyrms have been sighted on numerous occasions.
It takes courage, proper equipment, and skill to brave the White. It is best to find a ship and travel along the coast or on the large lakes and their connecting rivers. The waters hold monsters too, though, drifting ice and even icebergs make ship loss common. When there are no waterways, getting aboard a rock snail or following a caravan with some proper giant guides are good if not entirely safe choices. Travelers stick to the known routes even when the run below ground.
Civilization
Decent folk sek refuge near riversm hot lakes, in villages protected from the wind, in large walled cities, and in Ode, a very large mountain city. But you cannot hide from the curse. It seems to make people more cunning, greedy, and sometimes prone to violence. Human communities are crowded and rife with intrigue and social strife.
Religion
People of different cultures worship similar Gods, though sometimes under different names. It is said that a Gods power is relative to its following. Open worship of any non human Gods have been banned by the Council of Ode but it can only be enforced within large cities.
Amongst humans, the harsh and unforgiving Ded, God of Laws, has several churches and knightly orders, the White Cloaks being one of them.
Ded also has a traitor son who name has been banished from existence. He is still worshiped in mystic blood cults under the name of the Bleeder. Bleeder cults are outlawed in most civilized areas and their priests are feared by all.
The Shadow Realm
The Shadow Realm, also called "the Black" is just that: a shadow of the world of the living. It is void of color and filled with undead, shadows, and other frightful creatures. The Witch King is a force to be reckoned with in there, but there are older and more powerful beings still, and they have their own agendas.
The Shadow Realm is just as much phenomenon of time as it is one of space and dimension. It currently follows the lay of the land as it used to be, before the cataclysmic death of the Witch King. There are mountains, rivers, lakes, roads, and buildings in there that are ruined or do not exist in the world of living anymore. There are no nights or days, and winds and weather changes are rare (and usually ominous). Most of the time, there is just a perpetual autumn, gloomy but comparatively warm.
Flora and fauna in the Black are strange. Fungi, moss, poisonous fruit trees, and white grass abound, and the animal creatures in there are barely recognizable to a visitor from the land of the living. Sometimes, you may encounter objects or individuals that seem to come from another world entirely. Scholars and scientists that study this subject say that the Shadow Realm moves, and that it has never been this close before. But the world is old and filled with mysteries. There are old inscriptions on stones, weapons and magically preserved tomes that tell of means to travel the Black. Ancient entrances and exits are hidden throughout the land, and those know know where to look can find them.
The Twisted
The twisted are victims of a terrible curse. Most have been disfigured, a lot or just a little. Some seem to have been changed on the inside instead, becoming indifferent, cunning, ingenious or suspicious. Ordinary people fear and animals fear, exile, enslave, persecute, or even kill the twisted. It is a powerful social stigma that some say is the true nature of the curse.
Major Organizations
Watchers: A secret society sworn to lift the curse and prevent the Witch King's return. They hunt down shadow creatures, try to expose the lurking Witch Cult and work against the spread of evil. They also delve into the mysterious of the past, in order to better understand the curse and learn how to undo it.
Witch Cult: Members are loyal servants to an undead master, sworn to see him return from his shadowy exile. They work with the horrid messagers of from the Shadow Realm, topple just rulers, rediscover evil artifacts in sunken ruins and help spread the curse. They fight against the Watchers and back stab their allies to advance in the cult's hierarchy.
White Cloaks: The White Cloaks are a strong religious organization with a political ambitions. The members believe that the curse is a test of perseverance. Those who endure shall be rewarded by the God of Law in the afterlife. They organize correction camps for the twisted, who they believe to be morally corrupt and sometimes show off examples of "cured" individuals. The White Cloaks are growing in numbers, and fast. They offer their services as peace keepers and work to outlaw all beliefs except their own and want all magic users to be tested for the curse. There are three types of White Cloaks. Most are unarmed and unarmed missionaries. The Knights are the armed peace keepers. They are equipped with chain mail, shields, and swords. The priests are learned and a lot of times spell casters. They wear light armor and carry daggers. All wear variants of the White Cloak that has given them their name.
Black Hats Thieves' Guild: They are the largest and most prominent guild in the lands. They are largely secretive and retain their power and control through cunning and the use of smoke and what they call "explosives".
The Bleeder Cult: A mystic blood cult that follows the God known as the Bleeder. They old secret rites and are usually indistinguishable among the common man.
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Post by shenron on Nov 15, 2015 4:43:16 GMT -5
House Rules
Hit Points at Level 1: All starting characters begin with hit points equal to 6 + their Constitution Attribute rating.
Hit Points after Level 1: All characters have an option roll roll a d6 for their hit points or increase their hit points by 4. If the option is chosen to roll and that roll comes up a 1 or 2, the player can increase the characters hit points by 3 instead.
Wizards and Melee Spell Casting: Wizards are able to cast spells in melee, but if they take damage they must pass a save or are unable to cast the spell. The spell slot is not lost.
Skills or Something like It: All characters can add half their level round up to actions that would logically coincide with their class and the Thief as their specific set of skills. To help round out characters for a more diverse set of concepts, each starting character is able to pick three “skills” from the list below. When characters attempt one of these “skills” they can add half of their level to the roll, rounded up.
• Acrobatics • Appraise • Bluff • Climb • Craft • Diplomacy • Disable Device • Handle Animal • Heal • Intimidate • Knowledge • Perception • Perform • Profession • Ride • Sense Motive • Stealth • Survival • Swim
Starting Equipment: Discuss all starting equipment ideas with the DM.
Soul of the Game: Due to the rules lightness of S&SS, backstory and character description are very important and a requirement. Character creation will be conducted at the same time within the group and each player will discuss their concepts and will choose one or two ways they are connected to some of the other characters before numbers ever touch the character sheet. Each player will also choose a flaw of some sort for their character that the DM can bring into play to affect the character. This discussion will be conducted in the OCC thread or in this thread.
Initiative: Initiative is rolled once at the beginning of battle and the order is usually kept until the end.
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Post by shenron on Nov 15, 2015 17:59:11 GMT -5
Character Creation Continued...
Once we have a thread up and going players will post their characters in the character sheet board. Please follow these guidelines;
> The first post will be three d6 die rolls along with the three opposite numbers typed out determining the attribute scores.
> Character sheet template as follows;
Player: Name: Race: Class and Level: Languages: Flaw:
STR: INT: WIS: DEX: CON: CHA:
Hit Points: AC: DR: Attack Bonus: Damage Bonus: Save:
Special Abilities:
Equipment:
> Included with Each Post;
______
Current HP: Max HP:
AC: DR:
Attack: Damage: Save:
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Post by lilithsboy on Nov 16, 2015 1:53:13 GMT -5
I am interested in trying out the Elf Wizard combo.
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Post by shenron on Nov 16, 2015 2:09:24 GMT -5
I am interested in trying out the Elf Wizard combo. Sounds good to me. That is one spot filled
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Post by takewithfood on Nov 17, 2015 18:00:07 GMT -5
I'm in! Thinking maybe a human or dwarven fighter or myrmidon. EDIT: Leaning towards the classic dwarven fighter. ^__^ But I'm flexible and I'll wait and see what other people are interested in before I get too excited.
~TWF
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Post by roxolid on Nov 17, 2015 20:53:49 GMT -5
Just had a quick skim through the rules, most of which look very familiar (in a 'played this sort of thing at school which was decades ago' way). I'd like to join in (seeing as, right now, I not actually playing in ANY games) with the caveat I'm in a different time zone to most of you guys (as far as I know) and work shifts, so if I don't post I'm in bed or driving a train somewhere, or looking after a child or two. Usual real life stuff.
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Dice rolls for stats... (continued in next post)
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Post by roxolid on Nov 17, 2015 21:21:39 GMT -5
Which nets me a 6, 3, 3, 1, 4, 4
Pretty average.
With that in mind I'll go for a Human Fighter. His +2 goes onto a 4, so he has two sixes.
Background Drex was a wanderer, having amounted to not much as a youth save for carousing and getting into trouble. After one particular instance involving a farmers daughter, her friend, the farmers wife and HER friend, it was clear he wasn't welcome in the sprawling metropolis of Lower Pigswill on the Wold (population 49. And eight pigs) so left to seek his fortune in the world. That lasted about 1 day and when he woke up with a ringing head to realize he wasn't in the tavern he'd stopped to slake his thirst in, he figured he wasn't in Kansass (province) any more. He'd joined the army! Forcibly!
"Now don't be like that son" growled the Sergeant as Drex moaned about his plight. "This way you get to see the world, enforce the Kings peace on anyone who thinks different and get paid 3 groats a quarter, depending on the state of the treasury and how many wars are going on. Plus you get to do all the square marching and spud peeling I can stand to watch from the comfort of a chair under shelter whilst you trudge in the driving rain cursing the day you were born. You're a born soldier son, I can tell. Now get back in line before I have the skin from your back pooling on the floor courtesy of my lash!"
Putting it that way, with the choice of the lash or endless marching, Drex figured he'd bide his time. In his first major skirmish in the Kings 417th regiment he killed an Orc who more or less stumbled onto his pitchfork. That was how he got hold of his first short sword. Which he lost through gambling. The next fight saw him get a pair of swords and thereafter he was named 'Drex Two Swords' or just 'Tussauds' because people thought him a bit of a dummy. Anyway, the army life got tiresome after the 417th was virtually wiped out to a man after being ambushed by goblins in the canyons North of Ode. Stumbling, bloodied, dragging what equipment he could carry and still hightail it from the battle, he figured that he was finally free. Well, aside from technically being a deserter. Needing a disguise he grew a pencil moustache and puts on airs as a nobleman down on his luck. After a while he started getting good at it, then he started to believe his own drivel. That's when he really started to get into trouble...
Skills:
Bluff, Heal, Intimidate
Character sheet:
Player: Roxolid (Paul) Name: Drex Twoswords Race: Human Class and Level: Fighter 1 Languages: Human Flaw: Drex pretends to be a noble from the Southern Shire of Ferringby, an entirely fictitious fief near the equally fictitious port town of Callow, which is just off the trade route to the Southern city of Gorr. Which is also made up. Unfortunately his lies always usually lead him into trouble, so at some point there is the chance of running into a merchant he has swindled, a maiden he has wronged, an old army comrade who knows him to be nothing more than a country bumpkin, or a tax collector who insists on seeing the fine noblemans books (and gold pouch). The best he'll find in Drexs gold pouch is a moth colony.
STR: 3 INT: 3 WIS: 1 DEX: 6 CON: 4 CHA: 6
Hit Points: 10 AC: 5 DR: 3 Attack Bonus: +1 Damage Bonus: none (but rolling a 1 on damage allows reroll as per dual wield) Save: +1 on Dex and Cha checks
Special Abilities:
Equipment:
Helmet Heavy Armour (?) Two Swords 1 Dagger Backpack Iron rations Rope Torches Tinder Box Small Mirror (for doing his hair etc)
Just rattled off whatever equipment seemed appropriate for a guy whose stolen, conned and 'borrowed' what he has over the years. He might also have a fine set of clothes. Or not. He's partial to gambling and everything has value to someone, he finds, even the clothes off his back.
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Post by roxolid on Nov 17, 2015 21:28:19 GMT -5
Oh. Oops. I just read this bit:
"Soul of the Game: Due to the rules lightness of S&SS, backstory and character description are very important and a requirement. Character creation will be conducted at the same time within the group and each player will discuss their concepts and will choose one or two ways they are connected to some of the other characters before numbers ever touch the character sheet. Each player will also choose a flaw of some sort for their character that the DM can bring into play to affect the character. This discussion will be conducted in the OCC thread or in this thread."
So feel free to disregard Drex (as most who REALLY know him do)
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Post by shenron on Nov 18, 2015 0:34:38 GMT -5
Oh. Oops. I just read this bit: "Soul of the Game: Due to the rules lightness of S&SS, backstory and character description are very important and a requirement. Character creation will be conducted at the same time within the group and each player will discuss their concepts and will choose one or two ways they are connected to some of the other characters before numbers ever touch the character sheet. Each player will also choose a flaw of some sort for their character that the DM can bring into play to affect the character. This discussion will be conducted in the OCC thread or in this thread." So feel free to disregard Drex (as most who REALLY know him do) Do not worry about it. It is actually a very good idea as we can't have a traditional conversation in real time. So, other players feel free to discuss and post your ideas and stats or what have you here. I am Really looking forward to getting this going.
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Post by takewithfood on Nov 18, 2015 9:01:36 GMT -5
Going to roll stats because I find it helps build character concepts:
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Post by takewithfood on Nov 18, 2015 11:10:22 GMT -5
Okay, so this is what I've come up with so far. Totally open to revision depending on how the concept meshes with the setting, and the other characters (may change spell so as not to overlap with spells lilithsboy might choose): Background: Pretty, charming, and relatively wealthy, Lily grew up accustomed to being the center of attention in her otherwise boring little village, nestled in a quiet valley between two mountains. Her father, the proud mayor of Foundshire, raised her with the hopes of one day marrying her off to some rich and powerful nobleman or landed knight from the city, paying for her stylish clothes and makeup, music lessons, and even a tutor who taught her the ways of magic. Her mother passed down the secrets of etiquette and grace, skills she boasted had once secured her own position as the mayor's wife. Though not wild about the idea of an impending arranged marriage, Lily welcomed the abundance of attention and obeyed her parents dutifuly; however, it was her mischievous older brother, Cade, that influenced her the most. In secret, and against their parents wishes, Cade taught her to throw a punch, how to swing an axe, and how to hunt. He was her idol, and all she ever wanted was to grow up just like him.. which is why it came as a total shock when Cade was revealed to be a Bleeder. Cade managed to escape the village with his head still on his shoulders, but not before begging Lily to join him. She refused. Her family was exiled, and settled in the slums in Ode, but Lily could not sit still: The people of Foundshire - even her own parents - may have been content to dismiss Cade as corrupt, a lost cause, probably even cursed, but Lily stubbornly refused to give up on him. Wiser, focused, and determined, Lily gathered up her bow and any adventuring supplies she could throw together, and set off into the cold to track down her big brother and talk (or knock) some sense into him. Flaw: Lily has a disgraced older brother in the Bleeder Cult. Not only does this cast her in poor light, but she'll go to great lengths to find and rescue him.
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Post by lilithsboy on Nov 18, 2015 11:13:15 GMT -5
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Post by lilithsboy on Nov 18, 2015 11:29:28 GMT -5
I am going to continue with the elf concept though I wish I had rolled a 1 or a 6 somewhere. I will also need to roll a spell I have decided to pick Mirror Image. So here goes nothing.
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