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About This Game

This is a plotless, open world game set in a homebrew setting. It contains moral grey areas.

Game System

D&D 5e

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01/31/2024

Detailed Description

This is a relaunch of a game from ogMW. The game kinda lost steam during transfer, so only a single original player remains. The original recruitment thread is here: https://og.myth-weavers.com/showthread.php?t=542416

I'm not going to start over, I'm going to start anew. So in the original setup, you were soldiers returning from a bad defeat by Lumia, a break-away province in the Empire of Tûul-Abban. That's no longer the case. Instead, you'll be starting as indentured workers - more precisely oarsmen on an underground riverboat operated by a motley crew of dwarves, a goblin and an orc. The game will start with the encounter that frees you, so don't worry about that. You'll have no possessions except the ragged shirt on your back, but again - the first encounter will include loot with which you can equip yourselves. 

Important info: This game is open world, and it is plotless. 

I mean that in the most literal sense: You can go, and do, whatever you like. Things will happen around you, but there isn't any type of plot, no end goal, no BBEG. You can chose to fight for the Empire (which is frankly sorta morally deficient), join Lumia, or chose to travel the world, build a business. That means you need some personal initiative. I'll be more than happy to work with any ideas you have - but you do need to work together as a group. Conflicting goals or whatever will need to be hashed out. Or agreed upon, or something.

One caveat: Acts of evil are allowed, but will attract unwanted attention. Evil acts within the party are entirely untolerated. So no pvp.

 

How to character:

Characters in this game use standard array. You'll be starting at level 4.

Generally speaking, I only GM what I own, but I own only the PHB - so feel free to make suggestions. If I cannot look it up somewhere, however, it's a no-go. Also definitely no dragonborn, and no gloom stalkers. I'm afraid harengon are also going to have a hard go at it. They just don't fit in the setting.

You'll be starting as slaves. You will, however, find gear in the very first encounter, which is the opening of this game. If you need some particular bit of gear to be part of that loot, let me know. It's a pain to make a sword and board fighter only to find no shield got supplied. Or similar.

This game does not have a gold-to-power mechanic. You cannot buy magic items. Or, there are brokerages, but you cannot walk into the Ye Olden Magic Shoppe brand store, and walk out 10 minutes later with a suit of leather armor +1 and a dagger of poison.

For that reason, it makes sense to have some other idea what you want gold for.

Finally, I'll say this again: This game is open world. You can go anywhere, and do anything. It also has no plot, although it may feel as if a kinda plot unfolds before you where ever you go. But it means that you need to take initiative. If I present npc's like Sgt. Bromm or Prince Ashteen, you can work with either or none. It doesn't matter to me, but if you chose to work for Prince Ashteen, the job Sgt. Bromm had doesn't get done, or get's done by others. I ... try to make the world live.

Someone asked a clever question, and get's +1 Inspiration:

Hitpoints: Max for level 1, average +0,5 - that is to say, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.

Obviously, this is just so I can hit you harder =)

 

Why are you a slave?

Well, I leave that entirely to you. The Empire in which you live have numerous ways to wind up in slavery. No one is born a slave, however, and by law, no slavery is indefinite. So there is debt slavery, where you become a slave for a set period in exchange for having your debt paid. There is slavery as a sentence for certain crimes. And there is self-slavery, where you sell yourself into slavery, typically to pay for your family's well-being, or little Timmy's college education.

You decide why you are a slave, what you were before, and what you want to do when free - just moments from now, although your character doesn't know that.

Whatever the reason, you are an oarsman on an underdark river barge. It's manned mostly by dwarves, but operated by a goblin and an orc. They are, btw, Pashgir the captain, and Krgh'âahn the first mate. There is also a begoggled gnome, who hasn't been introduced.

 

The Empire, and Lumia:

Much of the known world is part of The Empire of Tûul-Abban. The Empire has been around for a long time, more than a thousand years, and is relatively benign. It does however allow for slavery, as you may have noticed. It also makes use of Deadmen - contract undead who serve in the military after the cessation of their bodily life functions.

The Empire has a state religion - The Nine - which is a rather strange religion, in that the gods are secret, there are few if any clerics (this is actually unknown), and the various cathedrals are empty, basically all the time. Two annual holidays are the exception to this, when it is mandatory for everyone to visit the cathedrals, say a short prayer, and leave a small sacrifice.

The Tûul-Abban heartland is a 'promised land' highland plateau, protected by tall mountains and narrow passes, which is a huge, mild-climate grassland with plenty of rain - unlike the surrounding countries which are mostly hot and dry.

The former Province of Lumia:

Lumia was the fourth region to be conquered by the Empire. It has been part of the Empire for over 800 years. Recently (6 years ago), in a sudden and unexpected coup, a well organized liberation force kicked out the Imperial officials, soldiers and so on, and declared independence. A large Imperial force was gathered and dispatched to bring it back in the fold. They failed rather miserably, and were sent back home with their tails between their legs, shattered pride and broken ego's.

Lumia is a theocracy, but with democratic undertones. In other words, the leader of the rebellion, Leora, has now been sainted and made queen. She does however have a freely elected council to advise her.

Ghazzad:

Where the original game started, and below which you are. Ghazzad is a large port city in the Province of Arcaeon. While it isn't any of those places, it has similarities with Ankh-Morpork, Mos Eisley and Lankhmar. It is a city of opportunity, but also of misery and poverty.

The Empire of the Shoals and the Depths:

Sahuagin control the oceans. They are quite, quite numerous - like fish in the sea, one might say - and ... difficult. Negotiations are ongoing, and treaties are in place, but the Sahuagin are so powerful on their own turf that it's challenging to make them feel any real obligation towards words on a page they signed off on.

Recently, there was a festival in Ghazzad, during which the Empress visited the city to meet with Prince Ashteen. This is something that happened, and not to be mistaken for a plot =)

  1. What's new in this game
  2. Excellent. I still need to know whether Blueblood is going to look for a broker? =)
  3. I would like to add these items to my character sheet in addition to what is already added on the sheet before proceeding- Anti-toxin vial x1 50gp. Arcane focus (Amethyst crystal amulet) (around the neck) x1 10gp. Boltcases (3) 60 hand crossbow bolts. Wineskin x1 Signet ring. x1 Explorers pack x1 (includes backpack) Forgery kit x1 Clothes travellers. Robe. Miners pick x1 Navigators tools x1 Hunting trap x1 Grappling hook x1 Piton (for climbing) x1 After acquiring all of this he is ready to move towards the Ghouls.
  4. If everyone has gotten everything they want out of Sinkhole - shopping and so on - then we're moving on. Towards the ghouls, right?
  5. But ... we've hardly rolled any dice out of combat? Well, I'm not going to try to convince you otherwise. I'm sad to see you go, but if DND seems mechanical with me as a GM, I truly guess it's not for you. Sad to see you go, tho.
  6. I think I want my character to stay in sinkhole, work at a pub. I have had a taste of dnd and I thank you for giving me the opportunity to experience it, but I am not completely sold on the fact that it is so mechanical.
  7. Oh, hey - but on the other hand, you needn't worry about enemies having bonuses to hit from all their magic armor. It's all tactics. Which - as may be apparent - I have a somewhat grasping grip on. I'll say this though: If you find yourself in a choke point, with spearmen guarding it and archers behind, you may want to consider something other than a direct charge. My tabletop group got ... rather annoyed with me for that one. And they had a gloomstalker. Who, incidentally, all but solo'd the encounter. I may not have mentioned this originally - but no gloomstalkers in this campaign =)
  8. Naw, sorry - I should have specified: Weapons and armor, maybe shields. Things where the king might decide it's worth the investment in gold to equip his most beloved knights with matching magical gear - or the like. As a consequence, you should expect AC's to only very rarely be better than 15. The average guard or infantryman will wear padded armor and carry a shield. Professional will propably shell out the extra gold for scale mail if they can, so depending on their choice of weapon they might reach AC 17. Of course, different races might have different priorities. It's very rare that you'll see an elf in any sort of heavy armor, and it's very rare you'll see a dwarf in anything but. And so on. And other than the drow, no one has magic items as standard equipment - except, as mentioned above, the King's First Lancers. You also shouldn't be expecting NPC's to have class levels. Most everyone in this world is a classless noob. This may well include nobility or possibly royalty - although the Imperial family has a long tradition for a certain level of personal power and excellence. Also backstabbery, debauchery and sometimes outright villainy. I mean ... moral flexibility and proactivity. Decisiveness of action. Resolve. That sort of thing.
  9. Sooo lowly Ring of Protection +1's are a thing...
  10. And you'd be wrong. ALL magical items are unique - unless they're a lowly +1 something. So ... there is only ONE ring of protection. Or, there might be a few, but none are identical. Riding lizards cannot climb. To all intents and purposes, they're refluffed horses. I know that the drow famously have riding lizards that cling to ceilings like geckoes. They may have those, who knows? But if they do, they're not for sale here. Those for sale here are much like krodlu, except ... without the combat presence.
  11. Or you could defeat / rob a drow female and steal her rings... or maybe fate will pay a part !... many drow would have rings of protection I would hae thought. Riding Lizards can climb too btw... like spiders... maybe not in this world.
  12. Yea - about that: You cannot buy magical items. But you could try to ask around for a broker - who might be able to conjure up some sort of deal. This would be IC. And Blueblood doesn't know a .... Ring of Protection +2, for instance. She might want 'magical protection'. A broker would look for something that fits that bill, and then he'd return with a proposal. Gold would be a minor part. In essence, the broker is a quest giver. Regarding mounts: Izzak - should you decide to listen to him - would argue that A) one route onwards (through the flooded city) isn't optimal for mounts, and B) the road back to Ghazzad involves a lot of climbing. Choice is yours. Riding lizards are essentially identical to riding horses, it's just fluff =) So no krodlu - if you recall Dark Sun, and yearn for that rideable goodness =D
  13. Blueblood's Shopping List Lizard Mount - military saddle exotic - saddle bags = rope with grappling hook = climbing spikes and hammer = boltcases for hand crossbow ammo - Lance - Shield Tailored leather outfit, black (mending) common item Spidersilk gown Mask Drow female shoes, boots, sandals.. whatever. A bloodstone (for healing) A book of spiders and other terrors of the Underdark provides assistance in IDing creatures of the Underdark Boltcases (3) 60 hand crossbow bolts. A scroll of Absorb Elements, Water breathing A Ring of protection +2, or regeneration A goblet of Sobriety (alt. tankard of Sobriety) Maps of the Underdark in a watertight mapcase An Hourglass ... Leather backpack ... 10 day rations, 1 waterskin, 1 wineskin, 1 flask of rum, 5 Sunrods, tinderbox, 50' silken rope w/ grappling hook Components pouch - powdered silver Signet ring
  14. Oh - the drow have translators. Speaking the decrepit words of the flawed and hideous languages of lesser races would sour their tongues - but that's the sort of thing thats are good for. Taking Menthelius' sword to them would be ... born of questionable rationale.
  15. perfect ... now all blueblood needs is a translator.... Anyone speak elvish or undercommon ?.... Maybe we can get some info about Menthelius' sword from the Drow .. another reason to whip Ryn...
  16. The drow don't precisely mingle with the rabble - they have their own dock, their own little enclave with their own market, and so on. But you can go there and buy footwear, yes =)
  17. spoil sport ... maybe there's a drow female shoe shop then
  18. I feel like we would be better off just proceeding with the mission. Messing with any of the drow seems likely to lead to mass retaliation. Given that we are splitting money, pretty sure Blueblood could afford some fancy drow shoes, and clothing if desired. Kelia will be buying at least two healing kits. Will adjust sheet and post in character later. Also replacement longbow, and arrows.
  19. While this is something you're welcome to do, it's akin to snatching .. say, an american diplomat in a country that's both allied with, and afraid of, the americans. This town has maybe 3000 souls. Hundreds of those are drow. It's one thing that they are the most powerful faction - on top of that, pretty much everyone would side with the drow out of common sense and survival instincts. This would end with an insurmountable fight, very very quickly - and your characters know it. So .. from an RP perspective, you should consider your PC's motivations here.
  20. Rob the Drow I don't see why not.
  21. OK... ms. Blueblood has thought about it... and she wants some nice female drow foot attire... whatever looks sexy and powerful ! Sooo... she's probably going to gravitate to and hunt down a female drow with the best taste in shoes !... and maybe steal her robes... leaving her tied up and severly whipped in an expensive hotel room... with no money ! Who's with me ? I say we rob the drow as they will probably have the best stuff... and good info...
  22. 50 seems fine. Anything but shopping!
  23. Alright. The answer seems to be no. There are too many variables, classes and backgrounds give different amounts of gold or gp value. Urchin is 20, I guess your Bard starting gear is maybe worth 30? If 50 is fine with you, it's fine with me. I promise you, within a reasonable timeframe money will be ... of neglible concern.
  24. Um. Good question. If I understand you correctly, you're asking if the gear on your sheet - presumably from a DNDB generator - can be summed up to a neat GP value you can pay, and then be done with it. I don't know, but I'll check. Wait here, I'll be right back.
  25. And so the barge pulls quayside, ropes are tossed and secured, and Pashgir and Krgh-âahn settle into familiar roles of haggling with everyone over everything. Pashgir aggressive, and Krgh-âahn stoick. Ryn makes good on his promise, selling off all remaining drow loot, and bringing back a substantial amount of gold, all neatly secured in a small chest. Then he and the remaining drow set off in their boat, up the other river. You notice that on departure, they're all armed and armored again - although not in drow crafted gear. Flush with gold, the party descends on the market. You can buy most everything you desire here - so long as you don't desire anything magical outside simple potions or scrolls. There are some inns here as well - as one would expect in a busy port town. One called Hole in the Ground, right on the docks, seems ... aggressively succesful, with the sound of music and laughter pouring from open doors. You hear of another, The Glimmerdark Hostelry, located further back and higher. It's mentioned in hushed whispers - like it's either dangerous, or very expensive. Buy any mundane gear you want and can afford. If you want to pursue magic items, finding a broker is the only way to look for such things - unless I present opportunities for you - and it's done in character, so you cannot ask for a +3 Wyrmtongue claymore. Also, magic items with abilities are unique. In other words, if you get your hands on Wyrmtongue - it's the only one of it's kind. There are multiple rings of invisibility, but they each do something different - invisibility, and something else, or under certain circumstances, and so on.
  26. . 'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Criminal... Young adult 5'11 female human variant fighter, CN eldritch knight 4 Gear .. Mage armor, leather outfit, drow weapons belt, drow short sword +1, dark elf boots, dark elf cloak, pouch, dagger, vials (healing potion, poison) ...bonded ...Menthelius' longsword, Whip spell... Casting +4, Save DC 12 ..known.. mage armor, shield, protection from good / evil, thunderwave ..slots (3) *FIFTY GOLD PIECES* Looking out at the Docks and the Port of Sinkhole, it was clear ths was an enclave of Goblinkind and Dark Elves. In hrt ytavvels as a pirate with hre father there had been many half human sailors, half orc's and such. Ms. Bueblood recalled a bugbear amongst her fathers crew... A crew of Goblins, Hob-goblins and Orcs wasn't what she had anticipated, but may be all that was available. These thoughts were on her mind as Kelia relayed her offer to help deliver cargo to the dwarves... for 50 gp... plus all the treasure they find along the way. "not a bad alternative" ms. Blueblood thought... and then Kelia mentioned the Ghouls again, and the chance to offer them Wyvern bones was kinda weird. "... Aye... Shopping first " ... no one was in a hurry it seemed, and ms. Blueblood was going to enjoy her shore leave now she was free...
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