[Burning THAC0] B2: The Keep on the Borderlands (ooc/setup)

Thanks. I'll be honest -- I no longer really know what's happening. The sister was added only because there was nothing else to spend a point on. I'm happy to commit to it, but it's not where I invested the character, at first.

I really don't know the story of the Keep (beyond what you've typed in) -- it wasn't clear to me that it had to be a Dungeon crawl... The initial post had talked about character-driven sandbox-type stuff. Constance had developed in response to that (healer/talky thief); now we're looking for a tank.

If that's what you need, I can burn something like Born Noble - Footsoldier - Sergeant.

I had offered to write a backstory; you said just the char sheet; now we're talkig flashback images. I'm just not getting what you want.
 

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EDIT:
Mathalus sums it up below.

I'm looking for information at this point. I'm trying to draw out more setting from you.

I'm not criticising at this point.

Back to the original post...

...

Well, Thor's advice is to put this in front of the players...

(Again, same quote, straight from the module, written by Gary Gygax...)

Gary Gygax said:
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.

You are indeed members of that exceptional class, adventurers who have journeyed to the KEEP ON THE BORDERLANDS in search of fame and fortune. Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything which could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse.

Ahead, up the winding road, atop a sheer-wailed mount of stone, looms the great KEEP. Here, at one of civilization’s strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds. Somewhere nearby, amidst the dark forests and tangled fens, are the Caves of Chaos where fell creatures lie in wait. All this you know, but before you dare adventure into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, is the time for introductions and an exchange of information, for fate seems to have decreed that you are to become an adventurous band who must pass through many harrowing experiences together on the path which leads towards greatness.

...

You have travelled for many days, leaving the Realm and entering into the wilder area of the Borderlands. Farms and towns have become less frequent and travellers few. The road has climbed higher as you enter the forested and mountainous country.

That's the situation you have in front of you... a dungeon-based sandbox.

We have the Keep & its environs.

I've got stuff about the setting. I can give you more. There's a Chaos Cult. There's humanoids.

There will be more rumors you can pick up at the Keep... basically, stuff that I'm picking up from you all as you put together Beliefs, Affiliations, Reputations, Relationships.

Some of the stuff that has come out... a group of Knights Errant, including Ferrantos' brother. A band of Elven spies, and allied forest-dwellers around the area of the Keep (which I think will be Halflings & Some Elves). There's Vanity, Constance's sister, who may be kidnapped by the Chaos Cult... she's gone, in any case. There's the Forgiven adventurers, who feel guilt for the things they've done (which I might be connecting to the Halflings, and I probably will connect to the Knights Errant).

What do I need from you?

EDIT: deleted

I'm looking for information from you to mine for setting details.

This is to weave my vision together with yours.

I know what my railroad looks like, so I'm trying to figure out where you all are going.
 
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I think Constance is pretty close to being done. I think any five of these beliefs are useable.

Beliefs:
1.The more people fear the wild, the more they need me. (States her characters thoughts, good to go).
2.I can pardon those without Faith (non-humans). (This is cool, since you could actually start swaying the humanoid races if we can start talking to them).
3.Men are fools, swayed by a pretty face. (This is like an artha mine up ins!)
4.My sister is missing, and I believe the red-hooded abductors were coming for me. (A reason to go into the caves.)
5.The paladin has saved my life, and that's a debt I will discharge by killing a foe when he shows mercy. (Bam. Persona point if you clear this. Just have to get that Paladin to show up and beat someone down anyway).


Instincts: Always distrust religious authority. (I'm sure they don't like you either! Maybe this kind of thing is why your sister got snatched.)
When fighting starts, hide. (Appropriate.)
I take unattended small items. (Artha mine!)

Kobold Stew, you've done a good job. I think Constance just has to pick three Beliefs and it's over. If it were my character and I was cruising for artha, I'd probably grab 2,3, and 4.

Combat will probably happen eventually, but I know my character won't be fighting in any battle where we don't have good odds. Burning Wheel (and reality) is too dang hurtful. I already lost an eye. I'm not getting wounded again. That's the job of the slow characters!

I like that Constance has this interesting piece of leverage with the pardoner. Maybe what she needs is to recruit some knuckleheads to accompany her into the caves to find her sister. She sounds like leadership material to me.
 

Cool. Interesting stuff.

I think it would be good to have one Belief about the Caves of Chaos/the Keep environment... something about why Vellekhyr is going there.

You can delay writing it a bit, but it should be completely formed when the party leaves the Keep for the Caves of Chaos.

Cool, I'll make a final proposal while we are at the Keep. Right now I'm leaning toward something along the lines of "the keep is a focal point for an inevitable conflict that may engulf the entire continent. There is a path that will provide the influence to mitigate the disaster. That path requires many bloody and repugnant acts, but it must be tread."


I like the Instincts for the most part... very characterful.

The last one doesn't imply an action, though. It's more Belief-y. It's one thing to stay guarded & wary... it's another thing to remind Men of your superior breeding, or to dismiss the concerns of any Man, or something like that.



Alright... forest dwellers & spies for the setting. Cool.

Yeah, I knew that one was weak. I'm still settling on a replacement.

Could some of the spies, near the top of the organization be facedancers/skindancers? The whole idea behind House Tleil'laxu (and the mention of selkie blood) was to have a medieval version of the Bene Tleilax.
 

I think Constance is pretty close to being done. I think any five of these beliefs are useable.

Yeah, that's the bottom line.

I'm asking questions because I'm trying to figure out what other elements you all want in the setting.

The questions aren't masked criticisms, they are informational for the DM at this point in the evolutions of Constance, Ferrantos, and Vellekhyr.

What I'm trying to draw out (while we await a "tank") is not better characters, but a setting that better fits your characters.
 

Cool, I'll make a final proposal while we are at the Keep. Right now I'm leaning toward something along the lines of "the keep is a focal point for an inevitable conflict that may engulf the entire continent. There is a path that will provide the influence to mitigate the disaster. That path requires many bloody and repugnant acts, but it must be tread."

Cool.

I can see many points of convergence between aspects of Vellekhyr's dread vision, Ferrantos' search for an antecedent that helps him slay his master, and the missing sister.

The Keep can easily be a tipping point for a broader chain of events.

Yeah, I knew that one was weak. I'm still settling on a replacement.

Could some of the spies, near the top of the organization be facedancers/skindancers? The whole idea behind House Tleil'laxu (and the mention of selkie blood) was to have a medieval version of the Bene Tleilax.

Sure. That'll be cool. Your House wars amongst the Elven clans can mirror some of the interactions between the Dune factions. So Vellekhyr's star is aligned with the Tleil'laxu? Or is this an arrangement of convenience? Is there a Bene Geserit equivalent? And I can see a bit of the Atreides in Vellekhyr with the prophetic vision.

I'll even look into the Paths of Spite for Honored Matres...

How do these structures interact with the Church of Karameikos? I already have ideas for its dark mirror in the Chaos cult...
 



Okay, I'm locked in.

I'm getting real antsy to play! If we don't get a tank right away, do you think we could start and see if one joins in a bit? I imagine we'll have a lot of stuff to do at the keep. Like hit my half-bro up for moolah.

And try to guess who's a doppelganager. (It's not me!)
 

Okay, I'm locked in.

I'm getting real antsy to play! If we don't get a tank right away, do you think we could start and see if one joins in a bit?

Sure, we can muck around the Keep.

Also, if nobody comes, you all could try to round up a gang of fanatics, rabble, criminals, or others to purge the Caves/serve as cannon fodder. (And use skirmish ideas for the R&C rules from the Adventure Burner)
 

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