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OSR [Needle at Full] Beyond the Wall and Other Adventures

Mark Chance

Boingy! Boingy!
Salvete!

I've been gone from ENWorld for a long time. Probably years. I'd like to return, knowing that this return might evoke skepticism given how sudden and lengthy was my departure. So, here goes....

Beyond the Wall

You're a young person, and a thirst for adventure burns in your heart. Unfortunately, your native village isn't exactly a hotbed of action and intrigue. You know pretty much everyone, and pretty much everyone knows you as well. It's hard to be a stalwart adventurer around people who've seen you toddle about or muck a stable. Your friends are in the same boat. If only something -- anything -- would happen.

Your Character

I'd like to give Beyond the Wall and Other Adventures a spin. BTW is quite similar to many OSR OD&D clones in most ways. You don't need the rules to play or even to make up a character. If you'd like to play, and I'd prefer to limit things to four players, all you need to do is select a playbook background description from this list and give me the following die rolls (in this order): d12, d8, d8, d6, d6, d6, and d6. I'll put the characters together using the playbook you've chosen. No duplicate playbooks, please. If someone else has a heart set on Local Performer before you chime in, please consider another option.

Once I've gotten the initial characters worked out based on the playbook and dice rolls, I'll post them for further fleshing out.

The Village of...

Part of the character creation process also involves collaborative village creation. Once all four characters are made, we'll hash out those details.

Adventure!

After that, we'll put the characters through their paces with a short adventure.

So...

Anyone interested?
 
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Deuce Traveler

Adventurer
If it is an OSR adventure, just assume I'd be interested since I prefer BECMI, AD&D 1st edition and the like as these were what I grew up with. So anyway, yes, I am saying I am interested.
 
I don't have time to play, but I'll just say that character creation in Beyond the Wall is all the awesomeness that Traveller character creation is supposed to be, but often falls short of. The game runs very well, as well.
 

Mark Chance

Boingy! Boingy!
Deuce Traveler and Herobizkit: I'm thinking of letting this simmer for a few more days, and, if no one else bites, we can run things with just you two. That might require tweaking the rules a bit, perhaps with Sine Nomine Publishing's Solo Heroes?
 

KahlessNestor

Explorer
How much knowledge is needed for this? I've never played this system. I've done 4e, Pathfinder, 5e, and FF Star Wars, and read through other systems, but never done any old-school. But looking through the list given, I like the descriptions.

I might be up for Nobleman's Wild Daughter. That sounds like fun.
 

Mark Chance

Boingy! Boingy!
How much knowledge is needed for this? I've never played this system. I've done 4e, Pathfinder, 5e, and FF Star Wars, and read through other systems, but never done any old-school.
Almost no knowledge is necessary. It's a rather simple system, and we do on-the-job training. :)
 

Mark Chance

Boingy! Boingy!
Let's assume we're going to run this with three players. If you've not picked a playbook, please do so. Also, please provide the requested die rolls. No need to use an on-line roller unless you want to.

Thanks!
 

Mark Chance

Boingy! Boingy!
Herobizkit, here's the initial character information based on your playbook choice and dice rolls. There is +1 modification to Intelligence score due to Deuce Traveler's playbook/dice rolls.

Even more than others of your kin, you grew up valuing the past and keeping the stories and chants of your people. At a young age, you were apprenticed to the rune master and learned the secret magic of the dwarves.

Class/Level: Warrior-Mage/1
Alignment: Lawful, Neutral, or Chaotic

STR 15 (+1), INT 12 (+0), WIS 16 (+2), DEX 9 (+0), CON 13 (+1), CHA 7 (-1)

AC: 12
BAB: +1
Initiative: 1
Fortune Points: 3
Hit Points: 11
Saving Throws: Poison 14, Breath Weapon 15, Polymorph 13, Spell 12, Magic Item 11

Class Abilities: Sense Magic, Spell Casting (no access to cantrips or rituals), Weapon Specialization (Battle Axe for +1 to hit and +2 damage)
Racial Abilities: Dwarven Vision (Dwarves may see in any light. So long as their surroundings are not pitch black, they can see as well as humans in full daylight.); Strength of Stone (d10 Hit Dice rather than d8), True Name
Spells: Mystical Shield, Searing Heat
Skills: Athletics, Ancient History, Farming
Starting Equipment: dagger, fine dwarven clothing, a set of rune stones, a dwarven battle axe (+1 to hit and damage), faerie gold knife, leather armor (+2 AC), drink and food for a week, and 4d10 silvers.

What is the history of your clan? Your clan made its home in the rolling foothills, farming the land and providing for those of their kind who lived in the caves below them.
What drove you from the lands of your people? You broke a sacred oath and must now live in shame elsewhere.
When you left your own people, you found it difficult to live with humans. However,
the other characters became your fast friends. Who else became your friend?
No one really. Most humans found you too strange and were frightened of you. You spent too much time alone.
What secrets do you know? The ways of war and the defense of your people.
Like all respectable dwarves, you bear the weapon of your fathers. What is it? A battle axe bearing golden runes.
What was your first big hassle amongst the tall people? The Nobleman's Wild Daughter was there with you. You drove a crooked merchant from the village when he would have taken advantage of honest folk. The Nobleman's Wild Daughter stopped the trader when he was caught stealing from the old widow.
On what did you carve your first rune? A golden knife. You own a knife made of faerie gold
 
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Shayuri

Villager
I didn't see which playbook Deuce Traveler picked...is that public info? :)

The character generation for this is interesting, and I've been meaning to try this sort of game for awhile. I've a lull in my schedule now, so...seems like an opportunity.

Looking at a rogue, a mage, or a rogue-mage...depending on what Deuce is going for.
 

Mark Chance

Boingy! Boingy!
KahlessNestor, here's the initial character information based on your playbook choice and dice rolls. Your PC +1 modification to Wisdom score due the shared event with Herobizkit's PC.

You were never quiet and demure, as some would have wished you to be. You grew up on tales of heroes, mighty deeds, and great battles. You learned the ways of war in secret and can now best any lad in the castle.

Class/Level: Warrior/1
Alignment: Lawful, Neutral, or Chaotic

STR 11 (+0), INT 14 (+1), WIS 11 (+0), DEX 11 (+0), CON 17 (+2), CHA 8 (-1)

AC: 14
BAB: +1
Initiative: 2
Fortune Points: 3
Hit Points: 12
Saving Throws: Poison 14, Breath Weapon 17, Polymorph 15, Spell 17, Magic Item 16

Class Abilities: Knacks (Defensive Fighter), Weapon Specialization (Lance for +1 to hit and +2 to damage)
Skills: Alertness, Etiquette, Herbalism
Starting Equipment: an ancient standard, dagger, a stashed dress, chainmail, (+4 AC), a tabard of your house, a lance, fine boots, and 2d6+12 silvers.

How did your noble family earn its name? Tending the finest gardens and brewing the most helpful concoctions.
How did you distinguish yourself as a child? Everyone has something to teach, and you learned a little from them all.
The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy.
How did you become such a remarkable warrior? A landless knight who owed your parents a debt.
How did you finally earn the men’s respect? A beast of legend attacked the local village and you were the one who drove it off.
Your father threw a tourney and you entered in secret. What happened there? The Gifted Dilettante was there with you. The very first round was a loss for you, but you learned a great deal from the defeat. The Gifted Dilettante tended your wounds.
One night you went deeper beneath your family’s castle than ever before, into long abandoned dungeons, tunnels, and storerooms. What did you find? Your family’s ancient standard, somewhat tattered but still bright.
 
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Shayuri

Villager
Ah, when you noted there was an ability score modification due to Deuce's playbook/roll, I thought that meant he'd already done so. My bad.

The assistant beast keeper could be good...or the gifted dilettante. My overall assumption is that the beast keeper is more of a 'stealth' rogue, and the dilettante is more of a social rogue...

Lets go with the dilettante for now.

d12, d8, d8, d6, d6, d6, and d6

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
 

Mark Chance

Boingy! Boingy!
Shayuri, here's the initial character information based on your playbook choice and dice rolls. Your PC +1 modification to Intelligence score due the shared event with KahlessNestor's PC.

You are not the eldest in your family. You are not the greatest warrior of your many siblings, or a diligent student of the arcane arts. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you probably shouldn’t have. You know a bit of everything, and are rather bored with your situation.

Class/Level: Rogue-Mage/1
Alignment: Lawful, Neutral, or Chaotic

STR 13 (+1), INT 13 (+1), WIS 12 (+0), DEX 10 (+0), CON 10 (+0), CHA 14 (+1)

AC: 12
BAB: +0
Initiative: 3
Fortune Points: 3
Hit Points: 8
Saving Throws: Poison 13, Breath Weapon 16, Polymorph 12, Spell 15, Magic Item 14

Class Abilities: Highly Skilled (which accounts for the higher number of skills your PC has), Spell Casting (you can cast cantrips and rituals but not spells)
Skills: Alertness, Athletics, Etiquette, Riding, Stealth
Cantrips: Hexing, Second Sight
Ritual: Unseen Servant
Starting Equipment: a token of love, a dagger, a weapon of your choice, leather armor (+2 AC), a bit of food and drink, a very attractive
cloak, pouches full of oddments, and 2d6+12 silvers.

How did your noble family earn its name? Producing the finest knights.
How did you distinguish yourself as a child? You solved everyone else’s problems, and never mentioned your own.
The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? You learned the ways of the castle at the side of the cook.
How did you learn to get your way? By gathering all the information you could.
What was your favorite pastime? Climbing every wall and ruin for miles around.
You dallied with forces beyond your ken. How did you save yourself with the help of a friend? The Devout Acolyte was there with you. A minor spirit was playing tricks on those around the castle, but you bound it to your will. You gain the cantrip Hexing and the ritual Unseen Servant.
You have amassed an assortment of oddities throughout your life, some of which you don’t even remember. What is your favorite? The favor of a pretty peasant.
 
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