So
INTO THE ODD is my D&D-based game.
Here's
one page with everything you need to roll up a character and play. The
full game document is here.
THE EXPEDITION TO DOBPEAK
Each night, this remote, extinct volcano has displayed rapid, white flashes. Like sheet lightning, coming from within the peak itself.
Rumours are flying, but the consensus is that someone brave should lead an expedition inside.
CONGRATULATIONS!
There are six known entrances to the peak, which has long since been abandoned by civilization. They're listed from lowest to highest.
ENTRANCE A
You know that this was once a mine for Black Sugar, which is exactly what it sounds like. It was abandoned because of safety concerns over a century ago.
ENTRANCE B
This is a large, natural cave entrance, but there is a rough track leading toward it. An empty cart is abandoned here. Somebody has stolen the wheels.
ENTRANCE C
This door in the mountain looks ancient in style. It's securely locked and none of the locals know what it's for.
ENTRANCE D
This narrow crack in the mountainside has animal bones scattered outside. You were warned away from this entrance because of "certain death".
ENTRANCES E AND F
A friendly local has described two more entrances near the peak. One near an ancient monolith and one that resembles a blasted crater. You'd have to trek nearly all the way up the peak to get a better look at these.
FAQ
Standard PbP rules?
Post as often as you can. I don't need to see roll results, just roll and tell me what you got. Don't sweat about the rules, just ask any questions you like and tell me what you want to do.
Is this some old-school grognard crap? Can I make iconic jokes?
The old D&D basic sets were the starting point for the game, but don't get bogged down in whether this is old school or new school. I'm sure we can have fun, whether you're a filthy 4e player or am equally filthy OD&D player. Again, forget the rules and tell me what you want to do.
So what do I need to know about the game?
This game is about keeping the old games' sense of exploring a deadly environment, while hacking off the bits that would lead to unsatisfying deaths by poisoned door-handles and five-minute adventuring days. Your character sheet is less important than your choices and actions. For me, an RPG is all about being presented with interesting choices, making an informed choice and then seeing the consequences.
1d6hp at Level 1? So it's a meatgrinder!
Not at all. HP are a nice buffer, but anyone acting stupid will end up dying, eventually. If you're smart, you can quite easily survive with that 1hp character.
And if I die?
YOU'RE OUT. If someone has a lackey or hireling to spare you can take control of them. If the game goes on for long enough, I'll do a second character drive to beef up the party. Then you can hop back in with a new guy.
Not using an online roller? How do you know I'm not cheating?
I don't. So just don't. In return, you'll offer me the same trust.
Looks like we ended up with quite a large group. How are we going to keep things moving?
I'll assume that generally people will follow the crowd. You'll stay together and we should move through the dungeon at a decent enough pace. If there seems to be a consensus on a decision I'll go with it, without needing confirmation from every last player.
But you love Save or Die. Should I expect them?
Save or Die isn't really a thing in this game, but one false move can get you killed in extreme circumstances. This isn't really any different than other types of D&D where something really nasty can one-shot you for sticking around too long. My rule is that if you die, you should be able to look back and see where you made the mistake. Unless you're walking around with your eyes closed I
will tell you about traps, dangerous monsters and black holes. If you choose to engage with those things then you only have yourself to blame.
Well that wouldn't happen with level-appropriate encounters
BLARRGH. We don't do that. There are some things you can kill with your boot. There are others that can kill you with their boot. I'll make it pretty clear what's what, so don't go being terrified of every chicken you meet in case it's a Cockatrice. Whatever you bump into, there'll be a way to survive. There just might not be a way to stab it to death conventionally.
Settings are borrrring. Give me the short version of what I need to know about this one.
Forget about orcs, elves, wizards and all that shit. Here we have industry, guns, sabres, fantastic hats. The Astrals are everywhere in mythology and have left screwy things/people/places all over. Go and find that stuff.
Characters
HANSEL Overbrook (Dex Dynamo)
STR 6, DEX 12, WIL 13, 4HP.
Musket (1d6+1), Hatchet (1d6), Crowbar.
Arcanum: Frozen Brain
ZENO Zaboulon (jdarksun)
STR 12, DEX 10, WIL 13, 5HP.
Sword (1d6), Crowbar, Shovel
Arcanum: Obscuring Mist
ALFONSO De'aorja (Grey Paladin)
STR 9, DEX 15, WIL 10, 6HP.
Musket (1d6+1), Crowbar, Sword (1d6)
KAIRON Valerios (Ominous Lozenge)
STR 8, DEX 12, WIL 14, 2HP
Hatchet (1d6), Crowbar, Shovel
Arcanum: Sun Blessed
CENK Ourfler (Bhow)
STR 12, DEX 12, WIL 12, 2HP.
Musket (1d6+1), Crowbar, Bow (1d6)
Arcanum: Miniaturise
TIRIS h'Lier (Am0n)
STR 6, DEX 5, WIL 13, 2HP
Musket (1d6+1), Sword (1d6), Pistol (1d6).
Arcanum: Unbreakable Seal
Treasure Pot (to be divided)
20s
Black Sugar worth 30s
Black pearls from tunnel monster's stomach.
Posts
STR 6
DEX 12
WIL 13 (Arcanum: Frozen Brain)
HP 4
Musket (1d6+1)
Hatchet (1d6)
Crowbar
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I can't access the online rollers at the moment, nor do I have dice at hand, but once I resolve one of those issues I'll post a character. In the meantime, I'll begin perusing the PDF.
Str: 12
Dex: 10
Wil: 13 (Obscuring Mist)
HP: 5
Equipment: Sword (1d6), Crowbar, Shovel
Hipoints: 1d6 5
Equipment: 3#1d6 1 5 6
Arcanum: 1d20 6
Also, can't access the full doc.
HP 6 (YESSSSSS)
STR 9
DEX 15 (!!!)
WIL 10
Musket (D6+1)
Crowbar
Sword (D6)
Background: Born to a poor factory worker in Bastion, joining the military seemed like the natural path out of the slums to young Alfonso. Being identified with the regime, however, proved to be just as dangerous. After the third time he was attacked by revolutionaries he decided enough is enough. Under the cover of darkness he took his belongings and fled to the docks. There he planned to board the first vessel headed for profit. Explorers - at least those who managed to return - always seemed to be wealthy. How dangerous could exploring some mountain be, anyhow?
---
Which kind of muskets do we have, anyhow? How does reloading works? How much ammo do we have? If we need to manually light a shot's fuse in order to fire it, does this means we have access to flint and steel or something else that can start a fire?
STR: 8
DEX: 12
WIL: 14 (Sun Blessed)
HP: 2
Equipment: Hatchet (1d6), Crowbar, Shovel
Rolls
Arcana: 1d20 10
HP: 1d6 2
Equipment: 3#1d6 4 5 6
E: Sun Blessed- Until you sleep you count as having Armour 2, but glow and hum faintly.
E: The full game doc is currently unavailable.
You do have an awesome tan.
Hansel - Frozen Brain: Target must pass a WIL Save to avoid being dazed for a turn.
Zeno - Obscuring Mist: Mist surrounds you and all within 20ft. Anyone attacked through the mist has Armour 2.
Kairon - Sunblessed: Until you sleep you count as having Armour 2 but glow and hum faintly.
Alfonso - Snazzy uniform: Men want you. Women want to be you. I mean damn this is fancy.
Re: muskets. They're like the flintlocks of our history but just different enough to account for me not being a historical firearms expert.
We don't track ammo so you're good for shot, powder etc. The whole expedition gets basic survival gear as a standard which includes flint and steel as well as some rope and spikes for getting up the mountain.
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hummmmmmmmmm
There's an example of play that might be handy to look over.
I see we have four players. I'll do the first post proper tomorrow morning so if anyone else wants to hop in I'm happy to go with a larger group.
Meanwhile, work out which death-hole entrance you're going in.
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Cenk Ourfler
S: 12
12
W: 12
HP: 2
Eq: Musket (1d6+1), Crowbar, Bow (1d6)
Would I get an Arcanum power if Will is equal to the highest score? If so, Miniaturise!
Jack of all trades, master of none.
E: and now I see others have linked their rolls. I used Orokos (because @infidel is a scholar, gentle lover, etc.), so I can edit the links in if desired.
So I vote for Entrance C."
And yes, you get an arcanum if WIL is your joint highest score.
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Kairon looks around the group and notes with some satisfaction that they all remembered to bring a crowbar.
Same for shovels. Those items are common for a reason!
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After the pleasantries, Kairon takes a long look toward the mountaintop, where two other mysterious entrances supposedly lie, waiting to be explored.
"Seems awfully far up..."
Hmm. checking out the rumors is a fine idea--but I'm a bit wary of trekking that high up the mountain and finding nothing... or worse.
But damn it all, it is quite the tempting idea, isn't it? Sighhhh. I'm in for checking out rumors E and F, if the group decides on it. Otherwise, I keep my vote."
The trek up the mountain would take some time but should be safe, barring any unforseen events. You'd risk losing the first grab on the lower entrances, though. There's at least one other expedition incoming.
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Let's see how many more warm bodies we get before then.
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//OOC: Cenk's power is amazing in every possible way.
"Given these rumors of competition, a good compromise would seem to be that we should strike into the ruins at Entry B."
There are no signs of light coming from within the cave, so those of you with free hands light up torches. You enter the cave to the North.
The floor of the passageway is smooth, but the walls and ceiling are rough, unworked rock. Some thirty feet in, the passageway opens up into a cave, 60ft wide and 20ft high.
The smooth floor leads like a path through the cave, to an open passageway on the North wall opposite. The end of the passageway is blocked with a sheet of cloth, most likely a curtain.
The West side of the cave has a smaller, unworked tunnel leading into the darkness. You can hear dripping water in that direction.
The East side of the cave has a single slab of smooth stone carved into the natural rock. There are smeared, black handprints over the stone and around its edges.
On the South wall, to the side of the entrance, is a cluster of what looks like grassy strands protruding from the rock. The strands look clear and glass-like, growing some two feet out of the rock.
There's some benign moss clumped around damp patches of the walls, but no other signs of life.
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Cenk will examine the stone and prints, especially the edges, to determine if it is more than a simple slab smooth stone.
On closer inspection, the black hand-prints look to be soot, or some other sort of burnt substance. There are some scraps of burnt wood and cloth on the floor here.
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If you want to investigate them further, just tell me how.
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