The Swords of Imarr: A low-level swords & sorcery game

S'mon

Legend
The Swords of Imarr: Midnight at the Meat & Gristle
Imarr - the Eternal City. Greatest metropolis of this world of Ea. Capital and seat of power of the Overking, Tarkane the Usurper. Home to nobles and merchants, warriors and rogues, priests and paupers, slaves and assassins. Within its wide-spread walls can be found anything one can imagine - and much that one cannot...

It is spring of the year 2740 YE. Over the past five years the defeat of the Overkingdom's many enemies has brought much loot, thousands of captured slaves, and many returning mercenary soldiers into Imarr. At the same time Overking Tarkane's campaigns have stripped the city of soldiery, and law enforcement is weak. This is a time of great opportunity for those quick of wit and sharp of blade...

A sword and sorcery D&D game of high adventure, inspired by the works of Fritz Leiber. The game will use Microsoft Instant Messenger for game sessions (no longer than 2 hours) supported by email as necessary. Experience Points will be awarded at the end of each IM session, depending on achievements and good role-playing.

See: http://www.geocities.com/TimesSquare/Dungeon/5955/MeatGristle.html

Contact simontmn@ntlworld.com to join. My backup email address is simontmn@postmaster.co.uk
 

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Brother Shatterstone

Dark Moderator of PbP
S'mon, not sure if you've gotten many response to this yet but you want to add what time the games are going to be played. Or if not quite nailed down the times you are looking at. :)

Oh and list the time in GMT, even I a time zone mastermind, am uncertain what time it is in London right now… I think its GMT +1 right now do to day light savings time. :)
 

rangerjohn

Explorer
S'mon this is Hrothgar, it might be best just to play the game here. Due to different time zones and platforms. For instance I'm in the EST with windows 98 machine, and can't use windows messenger. I'm downloading version 6.7 of MSN messenger, but I don't know if they're compatible.
 

S'mon

Legend
Hi all - I'm going to start with general play here on ENW but for longer-term play I'd like to do IM scenarios, probably with just 1 or 2 players. I'm on GMT+1 currently (British summer time), 5 hours ahead of US east coast, 8 hours ahead of US Pacific. I can run 2-hour sessions sometime between about 9am-7pm my time weekdays (occasionally in evening), ca 7am-10am weekends, so I could do a game for US-Pacific eg on Saturday 8am my time which would be Friday 11pm Pacific time.
 

S'mon

Legend
Added short-term care rule to web page:

Special Rule: Short-Term Care (from Conan RPG)
Healing magic is rarely available in this setting. "Providing short term care means spending ten minutes cleaning & sewing up wounds, applying poultices and so on. After each combat in which a creature was wounded, up to one character may give them short-term care **if they still have at least 1 hp**. If the DC 15 Heal check is successful, the patient regains (1 per character level) + Con modifier in hit points, minimum 1 hp.
In calm and suitable conditions a character may 'take 10' on the heal roll. A character may also 'take 20' on the heal roll, taking 200 minutes.
 

S'mon

Legend
Rogue Concepts - adapted from Quintessential Rogue. These are most suitable for Rogue-class PCs but may fit other classes too.

Assassin: proficient w all simple & martial weapons, shields, light armour. Alchemy class skill. Sneak attack +1d6 vs humanoids. Sense Motive & Use Magic device are cross-class skills. - 8 skill points at 1st level.

Beggar: Survival (urban only) as class skill. +2 competence bonus to Bluff & Gather Information. Can panhandle for 3d6+CHA bonus sp/day. Craft, Decipher Script and Profession cross-class.

Dilettante (aristocrat): Any 2 non-Rogue skills are Class skills, must spend at least 1 skill point/level on one of them. Two of the following are cross-class: disable device, innuendo, intimidate, sleight of hand.

Diplomat: +2 competence bonus Diplomacy checks. One of the following are cross-class: Balance or Use Magic Device

Explorer: All Knowledge skills class skills. 2 additional languages. Disguise, Innuendo & Sleight of Hand are cross-class.

Pathfinder (guide): 2 additional languages. Survival as class skill. Two of the following are cross-class: bluff, forgery, innuendo, open lock.

Reaching-River Pirate: On ship get +2 competency to Balance & +1 to all attacks. +2 competence bonus to Prof (sailor), and counts as class skill. Kno (river lore) class skill. Proficient in cutlass (1d8 dmg, 19-20/x2). Not proficient w heavy mace, morningstar, quarterstaff. Not proficient in any armour.

Scout: Ride & Survival (wilderness) as class skills. Aprraise & Sleight of Hand cross-class.

Smuggler: May use Move Silently & Hide w vehicle or animal, +2 competency Gather Info roll to find item for sale or locate black market merchants to sell to. Other Gather Info rolls -2 penalty.

Spy: +2 Competency to Bluff checks. -2 penalty to Craft checks.

Thug: Fighter BAB, proficient w all simple & martial weapons, shields, light armour. 4 skill points/level (not . Decipher Script, Read Lips, Use Magic Device cross-class skills.

Treasure Hunter: +4 competence to Appraise, +2 competence to Gather Info rolls to sell looted items. Living costs 50% above standard (eg 300gp/month to live luxuriously).

Barbarian/Tribesman: Handle Animal, Ride, Survival class skills. Proficient with simple weapons and one culturally-determined martial weapon, usually spear, axe or longbow. +10' speed when wearing no or light armour (as Barbarian class). Illiterate. On generation may not spend skill points on Forgery, Innuendo & Decipher Script and these remain cross-class. Sense Motive & Bluff cross-class.

Inspector (Watchman): +2 competence bonus to Search & to Sense Motive. +2 competence to either Intimidate _or_ Bluff. -1d6 to Sneak Attack (ie +1d6 at 3rd, 2d6 at 5th, etc). Tumble is cross-class skill.
 

S'mon

Legend
Low-Magic rule:

PC Wizards, Sorcerers, Bards, Rangers and Paladins are allowed at 1st level.

However, no more than 1/2 a character's class levels may be in any 1 spellcasting class (including spellcasting Paladin & Ranger levels - Paladin multiclassing restriction is lifted). For each spellcasting level taken, the PC must take a level in another class before the next level can be gained.

Example 1: A PC 1st level Wizard levels up to 2nd. They may not take another level in Wizard, however they may take a level in Sorcerer or as a specialist spellcaster (Illusionist, Conjurer, Necromancer, etc) - these are counted as a separate class from Wizard. A character may not be classed in two separate specialisms, however (no Illusionist/Necromancers). The PC decides to become Wizard 1/Invoker 1. When they level up to 3rd they can become Wiz 1/Inv 2 or Wiz 2/Inv 1.

Example 2: A 12th-level Ranger has 3 non-spellcasting & 9 spellcasting levels. In a low-magic setting the Ranger may have at most 8 Ranger levels (3+5) and 4 (eg) Fighter levels, making them Ranger-8/Fighter-4.
 

Thanee

First Post
Erm... that part about Paladins and Rangers is kinda confusing. :)

You obviously go by the levels, which add spells per day rather than the caster level, but shouldn't it then be 9 levels of Ranger in your example 2?

6 spellcasting Ranger levels (4th through 9th, 6 is 1/2 of 12) plus the 3 non-spellcasting Ranger levels (1st through 3rd) and then 3 levels of Fighter?

:D

Bye
Thanee
 

S'mon

Legend
Thanee said:
Erm... that part about Paladins and Rangers is kinda confusing. :)

You obviously go by the levels, which add spells per day rather than the caster level, but shouldn't it then be 9 levels of Ranger in your example 2?

6 spellcasting Ranger levels (4th through 9th, 6 is 1/2 of 12) plus the 3 non-spellcasting Ranger levels (1st through 3rd) and then 3 levels of Fighter?

:D

Bye
Thanee

Hi Thanee - the important bit is that a spellcaster may only level up in a spellcasting level (including Ranger levels 4+) after taking a level in another class. So after taking 3 Ranger levels the Ranger must alternate Ranger levels with levels in other class(es).
 

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