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Thread: IG's Legend of The Ripper [OOC]
Saturday, 7th July, 2007, 07:02 AM #1
Myrmidon (Lvl 10)
IG's Legend of The Ripper [OOC]
It is on a cold, fretful night that you find yourselves in the heart of foul Millers Court: a district of crumbling tenements and narrow streets, of rat-haunted alleys and seedy taverns, a place that reeks of death and decay and hopelessness.
Of all the grim comers in Millers Court, none could possibly be grimmer than the one you find yourself standing on tonight. You're surrounded by rows of warren-like homes and shops, each one filthier and more oppressive than the next. All sane people avoid the area, for the melancholy spirit of Mari Kell is said to haunt the comer in death much as she did in life as a "lady of the night."
She was the last victim of the Ripper's horrific spree of a century before, and hasn't found any solace since. Mari's hovel stands at the end of the alley before you.
In a manner, your business tonight is tied to Mari's fate. The Ripper is back, and with a vengeance. His tally is up to five--men this time, as well as streetwalkers. Your investigations have tracked The Ripper here, to the alley before you and Mari's hovel.
With a bitter, drizzle-soaked wind cutting into your cloaks, you find it sadly appropriate that the story should begin anew where it ended off a century ago...
In Character thread
-Dungeon Master's Guide
-Characters start at 1st level
-28 point buy
-Average hit points; max at first level
-Maximum starting gold for your starting class
-No multiclass restrictions or penalties
-Do not track experience points (characters will level upon request)
-At least one post daily is preferred
-Players who haven't posted by the next DM update will be NPC'd with the most logical choice of action
-Weekend posting is preferred, but not required.
-Notification of extended absence is required in the ooc thread, less you find your character replaced upon your return.
-Literate posts only. Please use whole words.
-OOC text should be sblocked or placed in the ooc thread.
-Character speech should be first person, present tense: "I'm going farther down into the dungeon, you guys can stay here if you want," the surely dwarf said.
-Narrative text should be third person, present tense: The dwarf hefts his mighty hammer over his shoulder and whistles an ancient tune as he plods deeper down into the damp, dark dungeon.
-Any dice rolling will be handled by the DM unless specifically stated otherwise. These rolls will be made with actual polyhedron dice, not through Invisible Castle or some other dice rolling program, so proof will not be guaranteed--you'll just have to trust me.
Any questions, ask them here.
Autumn: Fen Cassell, male human scout
Rhun: Rexy, female swashbuckler (taken over from Rayex)
PhoenixAsh: Dacen Athrin, male human cleric of St. Cuthbert
Schmoe: Xao, male human wu-jen
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Saturday, 7th July, 2007, 12:23 PM #2
Acolyte (Lvl 2)
The Wailer was in port for the time being. Bailie Muran, the captain of the trader, was waiting for a shipment of silk that was late in arriving. Rexy took the oportunity to visit her sister and husband in town.
It was after dark and Monis, Rexy's sister, and herself was waiting for Monis' husband to get home. The steak was on the table, slowly congealing in its own fat, and the peas and carrots were already cold. Monis was pacing up and down the room nervously. "He never runs late. At least, not without sending someone to tell him..." The coffeehouse where Monis' husband worked at was at the other end of the town. He was a chief-waiter there, and had a host of underlings, all of whom would jump at his command. Surely one of them would have been there with a message if he was running late.
Early the next morning one of the seniour under-waiters was knocking on the door. Monis, who had barely slept all night, opened the door bleary-eyed. Rexy stayed in the kitchen, but came running at the grief-filled wail coming from the entryhall. She found her sister on the floor, clutching the doorframe and crying hard. The waiter stood in the doorway, rubbing his hand over his head. "Master Clowe was found dead this morning, miss. In the alley. The backalley of the coffeehouse. He... Ah, he was dead, I fear. It was horrible, miss. He was... Ah, forgive me." With a appologetic glance at the crying Monis, he bowed and said his goodbyes.
Monis was in bed, sleeping soundly. Rexy had put some herbs that would make her sleep, in her sisters tea. With her jaw set, she headed for the harbor. Explaining to the captain in short words what had happened, she finnished while buckling on her swordbelt. "I'm going to find who did this. If the cargo comes while I'm gone, I'll find a way to catch up to you." The captain grumbled, but understood.
Without further ado, she set out to find the killer.
At a young age, Rexy knew she was different from her sister, Monis. Where Monis played with dolls, Rexy played with soldiers and wooden swords. She was going to grow up to be a Hero!
Alas, things seldom turn out as one dreams about. Rexy ended up in the employment of a trader, shipping valueable goods up and down the river. Herself and four others were hired as fighting men (and women) to defend the boat from bandits, ruffians and other dangers that one might encounter in the rivertrading world.
While most other prefered the brute force of a broadsword or two-handed axe, Rexy always preferred lighter blades, and trusted in her speed and dexterity to fight around the cumbersome, big brutes. In time she also learned (Or will learn, depending on the level she will start at) to wield a blade in each hand.
Rexy will be a fighter-type. She'll have the class of Swashbuckler, and perhaps a few levels in Fighter. Depending on their levels, she might also go into the duelist prestige class.
She "knows" she is no stereotype Warrior who bashes others over the head with big sword, and will try to take advantage of this. She might think of herself like an experienced fighter, sometimes be a bit too overconfident.
Last edited by Rayex; Saturday, 7th July, 2007 at 12:37 PM.
Sa Souvraya Niende Misain Ye!
Saturday, 7th July, 2007, 12:34 PM #3
I'd love to play, if you don't find enough fresh meat to fill your slots.
I love that you have definite posting guidelines, and a definite plan of what happens if they aren't met. That seems to me like the best way by far to keep your game from going the sad way of so many others on these boards.
Are you looking for characters specifically designed with backgrounds and skills in detective work? Or just a typical party of dungeon-crashers who have been drafted or somehow roped in?
Either way, I think I fancy trying a Scout. Or if you don't like that class, a Ranger or Rogue (archery focused) would work fine too. I picture him as a sort of cross between Humphrey Bogart, John Wayne and Legolas.
My PbP Games
Saturday, 7th July, 2007, 02:57 PM #4
Myrmidon (Lvl 10)
A scout should be fine. As for backgrounds, that's really up to you. I've foregone the "how did you get here" stage and just assumed that the PCs got there somehow, and for some reason, and have done so on a collective effort. Those reasons notwithstanding, the PCs are there now, ready to do what needs to be done.Originally Posted by Autumn
All: I've modified the guidelines post a bit. I realized a left out a couple of things during my 1am haze. I added the pieces about starting levels and die rolling.
I like the submissions thus far; we'll wait a bit to see what else we get before I make any decisions.
Saturday, 7th July, 2007, 06:08 PM #5
Scout (Lvl 6)
Appearance: Deric is of medium build, fairly non-descript in physique. His main distinguishing mark would be the moonbeam shaped silver swath of hair on the left side of his head. The rest of his hair is jet black. His piercing light blue eyes betray the immense intelligence hiding behind them.Code:Name: Deric Moonbeam Class: Wizard Race: Human Size: Medium Gender: Male Alignment: N Deity: Str: 8 -1 (0p.) Level: 1 XP: 0 Dex: 14 +2 (6p.) BAB: +1 HP: 6 (1d4+2) Con: 14 +2 (6p.) Grapple: -1 Int: 16 +3 (10p.) Speed: 30' Stat Increases: Wis: 10 -- (2p.) Init: +2 Spell Save: Cha: 12 +1 (4p.) ACP: N/A Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +2 +0 +0 +0 12 Touch: 12 Flatfooted: 10 Spell Res: None Dmg Red: None Total Base Mod Misc Fort: +2 +0 +2 -- Ref: +2 +0 +2 -- Will: +2 +2 +0 -- Notes: Weapon Attack Damage Critical Range Dagger -1 1d4-1 19-20/x2 ------ Light Crossbow +2 1d8 19-20/x2 80ft Notes: Languages: Common, Draconic, Abyssal, Elvish Abilities: - Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. - Human base land speed is 30 feet. - 1 extra feat at 1st level. - 4 extra skill points at 1st level and 1 extra skill point at each additional level. Wizard Abilities - Evocation Specialist - Prohibited Schools - Enchantment, Necromancy Feats: Collegiate Wizard (racial bonus feat): +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells. Scribe Scroll Call Familiar Spellcasting Prodigy - For purposes of determining bonus spells, add +2 to Intelligence. Spells prepared (Save DC 13 + spell level): 0 - 1st - Mage Armor, Color Spray, Enlarge Person Spellbook/Spells Known: 0 - All Cantrips 1st - Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Protection from Evil, Shield, Shocking Grasp, Tenser's Floating Disc Spell-Like: None Skill Points: 24 Max Ranks: 4/2 Skills Total Ranks Mod Misc Appraise +6 0 +3 +3 Balance +2 0 +2 -- Bluff +1 0 +1 -- Climb -1 0 -1 -- Concentration +6 4 +2 -- Decipher Script +7 4 +3 -- Diplomacy +1 0 +1 -- Disguise +1 0 +1 -- Escape Artist +2 0 +2 -- Forgery +3 0 +3 -- Gather Info +1 0 +1 -- Handle Animal +1 0 +1 -- Hide +2 0 +2 -- Intimidate +1 0 +1 -- Jump -1 0 -1 -- Know: (Arcana) +9 4 +3 +2 Know: (Religion)+5 2 +3 -- Know: (Planes) +5 2 +3 -- Know: (Local ) +5 2 +3 -- Listen +0 0 -- -- Move Silently +2 0 +2 -- Perform +0 0 -- -- Ride +2 0 +2 -- Search +3 0 +3 -- Sense Motive +0 0 -- -- Sleight of Hand +2 0 +2 -- Spellcraft +7 4 +3 -- Spot +0 0 -- -- Swim -1 0 -1 -- Tumble +3 2 +2 -- Use Magic Device+1 0 +1 -- Use Rope +2 0 +2 -- Notes: Equipment: Cost Weight Light Crossbow 35gp 4lb 20 bolts 2gp 2lb Dagger 2gp 1lb Explorer's Outfit 10gp 8lb Belt Pouch 1gp 0.5lb Spell Component Pouch 5gp 2lb Backpack 2gp 2lb Scroll Case (Empty) 1gp 0.5lb Spellbook 15gp 3lb Sunrod 2gp 1lb Chalk (3 pieces) 3cp 0lb Pen and Ink 8gp 0lb Paper (10 sheets) 4gp 0lb Flask 3cp 1.5lb Total Weight:25.5 lb Money: 8gp 8sp 4cp Lgt Med Hvy Lift Push Max Weight: 26 53 80 160 400 Age: 23 Height: 5'10" Weight: 154 Eyes: Blue Hair: Black with white stripe on left side Skin: Pale Familiar: Ebony (Raven) Size: Tiny animal Hit Dice: 1d8 (3hp) Armor Class: 15 (+2 size, +2 Dex, +1 Natural Armor), touch 15, flat-footed 13 Speed: 10 ft. (2 squares), fly 40 ft. (average) Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6 Skills: Listen +5, Spot +7 Feats: Alertness, Weapon Finesse, Improved Evasion, Special Qualities: Low-light vision, Speech (Common), Empathic Link, Share Spells Saves: Fort +2, Ref +4, Will +2 Full Attack: Claws +4 melee (1d2-5)
Personality: Deric is honest and a straight shooter, not one to beat around the bush -- he calls a spade a spade. This has often gotten him in trouble. His youngest sister is currently not speaking to him, due to his last comment on the amount of make-up she was wearing regarding ladies of the evening. His interests often take him into the library to research things. He is not exactly an outdoorsman, his natural habitat would be an easy chair, an old tome, and a glass of red wine.
Background: Deric is the youngest in the line of Moonbeam's. Once a generation, one sibling is born with the trademark white line in their hair - reminiscent of a moonbeam. Empirical evidence suggests that it fortells of their involvement in arcana -- as every last ancestor who possessed it became a mage. His closest friend, his sister Jayna, is a fledgling sorceress, whereas the rest of his siblings (2 sisters, 1 brother) have all pursued more mundane occupations and pursuits. His parents own a medium sized inn, called Selune's Tear. He helped out at the Inn while attending the University. While at the university, he was particularly interested in the studying of the planes and all things magic, so much so that he regularly skipped the physical combat training classes -- his sister can beat him in arm-wrestling. Not that he cares, as one day he knows will use his mind to beat her, if needed. He hopes to one day surpass his Great Uncle Merrick's legend as an Archmage.
Last edited by s@squ@tch; Monday, 9th July, 2007 at 05:58 PM. Reason: updated
Characters I play
Games I DM
Saturday, 7th July, 2007, 06:24 PM #6
Gallant (Lvl 3)
I'm interested in this, as I have seen your games and know you right a good ship, but I am lacking in inspiration for a character. I'm feeling a halfling transmuter, but I will see what submissions you get before I get something in. Are you planning on this being RP heavy, Combat heavy, or a 50/50?
Saturday, 7th July, 2007, 07:07 PM #7
Myrmidon (Lvl 10)
To be honest, I haven't read the adventure all the way through, but I'm getting the idea that it'll be a fairly straight-forward dungeon crawl, hence the Dungeon Crawl Classics line from which it comes. I do believe that there is probably room for a good bit of role playing as well, though.Originally Posted by ethandrew
Saturday, 7th July, 2007, 07:13 PM #8
Gallant (Lvl 3)
Hmmm, your logic makes sense to me. You see, I am hampered by a low wisdom, it is truly crippling. Anyway, I'm feeling for a bard, monk (grappler), or transmuter. If any of those stand out and you want to hear more, let me know, I'll see if I can't come up with something soon.Originally Posted by industrygothica
Saturday, 7th July, 2007, 11:54 PM #9
Myrmidon (Lvl 10)
From a role-playing standpoint, I love reading people play a good bard; I've seen only very few people pull it off astoundingly, however. With a low wisdom, you can't be really sneaky (spot, listen, search) so the bard couldn't fill that role--a monk with a low wisdom score turns into just an unarmed grappler, doesn't he? Seems like a fighter would be better off from that standpoint.Originally Posted by ethandrew
From what you've described, seems your best bet is the transmuter... or to re-allocate some points for your abilities.
Sunday, 8th July, 2007, 09:06 AM #10
Gallant (Lvl 3)
Ahhh, I misspoke. I, the player, have a low wisdom score; I've no idea what ability scores I would use thus far. I just had a gnome bard in my ftf, but it was an odd build and didn't fit with the cohesiveness of the group. A bard and monk would not truly fill in a tradition 4-spot perfectly, but it's manageable.