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OSR RG: The Hunt for the Blue Palace

Ancalagon

Dusty Dragon
NPCs

Dubi Gan: a young human wizard apprentice, eager to graduate. Now a PC!
Van Dan: Middle-aged, human, ex club-fighter, owner and operator of the Hall of the Blessed Waters (Teahouse)
Dar Mang: Old priest, head of the Shrine of the Bull of Battle. Human, has one good fight left in him.
 
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Fradak

Explorer
Subötaï - The Counselor
"Who ya gonna call?"
----------------------------
Skill: 5
Luck 8/8
Stamina: 18/18
Armor: 3
----------------------------
Advanced Skills:
Longsword [4] [9]
Etiquette [2] [7]
Healing [1] [6]
----------------------------
Possessions:
  • Longsword [2]
  • Heavy Armour [6]
  • Knife [1]
  • Lantern & Flask of Oil [1]
  • Rucksack
  • Manual on Xian Law
  • Barrister’s Wig
Encumbrance: 10/12
Provisions: 6/6
Monies: Silver: 7, Rupees: 10
----------------------------
Longsword damage:
1234567+
4​
6​
8​
8​
10​
12​
14​


Down in Yongardy they do things differently. They respect the Law. Every day there is a queue outside the courts to get a seat to see the latest up and coming barrister defend their case with three feet of steel. The people follow the careers of their favourite solicitors, watch all their cases, collect their portraits, and sneak into the court after hours to dab the patches of blood on white handkerchiefs.
In Yongardy , they love the Law.

Kings Law
Treason, poaching, destruction of public property, banditry and all other crimes against the state.
Kings lawyers (aka Royals) enter court with great swords and plate armour, leading to very long and mostly non-fatal fights. Kings court therefore rarely brings significant crowds unless a particularly popular bandit has decided to defend himself, which is not unheard of.

All the best kings lawyers are prosecutors working on permanent retainer for the state, leaving only the newest or disgraced to fight for the defence. As can be surmised, the defender rarely wins a case.
When they finally found him, the lawyer was sleeping in a gutter. Unrecognizable in his rags, they had to search for the only element which might formally identify the man, the family sword he was using as a beggar staff. They dragged him bluntly to the trough and gave him a forced bath to remove the opium reek and the crab shit smell.

Subötaï had left the Khan’s court several months ago. His last case, although he emerged victorious, had led him into a deep depression. Under normal circumstances, a lawyer quickly learns to lock his conscience into a chest and to throw the key away. But succeeding to clear that evil wizard he defended had shaken his convictions and he fell into the pipe.

They cleaned him and took him to court where he was charged to plead the case of an accused man. When they promised him a free smoke if he agreed to defended this poor fellow, Subötaï understood they chose him to lose in a fixed trial. They wanted the man executed. The smart move was to accept the deal.

But that was not counting the stupidity of Subötaï. The stubborn lawyer could not help but fight and despite his intoxication level, he cleaved the opposing lawyer.
The court was outraged, both their heads put at a price and to save their lives, they had no choice but to flee Yongardy.

Saving this man’s life was a salvation for the lawyer and that experience put him back on track. He definitely dropped the pipe and they took the route of the Yellow City where everything becomes possible.
 
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wingilbear

Explorer
Frog Froth - slugman knight of the holy bull

----------------------------
Skill: 5
Luck 12/12
Stamina: 15/17
Armor: 3
----------------------------
Advanced Skills:
awareness 3
blacksmithing 2
sword fighting 1
greatsword fighting 1

“White cockroach” (black sheep) Member of slug clan the house of leaves specializing in botany

Special
The blessing of the Bull of Battle awards you Armour equal to half (rounded down) the number of Swords you carry. If you carried 6 Swords your Armour would be 3 while if you carried 9 it would be 4.
You must be overtly armed at all times or else the Bull of Battle will take this blessing away until you forge and donate to the unarmed a brand new Sword
----------------------------
Possessions:
1 Khukri (sword)
2 rations *6
3 silver pennies *4
4 lantern with oil
5 Khukri (sword)
6 Khukri (sword)
7 Khukri (sword)
8 Khukri (sword)
9 Khukri (sword)
10
11
12
Rucksack

----------------------------
sword damage:

1234567+
46666810
 
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tuffghost12

Ghostly Tuft
"Miu"
The Epopt

A seer worn and broken by years of unsavory visions and corrupted dreams. He is a weary traveler, having spent much of his time on the road, traveling across the country. From city to town to village, he travels to bestow paying customers with visions of their doomed fates, which is often met with denial and lashes of anger. Thus, he moves on to the next place. On to find someone willing to pay for a sad vision of their future.
----------------------------
Skill: 5
Luck: 5/7
Stamina: 7/18
Armor: -3 (Modest Armor + Shield)
----------------------------
Advanced Skills:
Awareness 2 [7]
Evaluate 2 [7]
Second Sight 1[7]
Etiquette 1 [6]
Fist Fighting 1 [6]
Run 1 [6]
----------------------------
Special:
An Epopt may Test their Luck to get a yes or no answer to a question about mundane matters. The GM should make this Test in private, not informing the Epopt if their visions are accurate.
----------------------------
Possessions:
  • Yellow epopt outfit, padded for protection (4)
  • Epopt Staff with Cloudy Ruby, +1 to Second Sight (1)
  • Collapsible tent (2)
  • Lantern & Flask of Oil (1)
  • Rucksack (0)
  • Sack (0)
  • Hide&Bone Shield (0)
  • 50' hemp rope (1)
Encumbrance: 10/12
Provisions:5/6
Monies: 1 Silver Pence
----------------------------
Weapon Damage:

1234567+
Fist
1​
1​
1​
2​
2​
3​
4​
Knife
2​
2​
2​
2​
4​
8​
10​
Staff
2​
4​
4​
4​
4​
8​
10​
WillowMoebius10.jpg
 
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Ancalagon

Dusty Dragon
This is a well armored group! Very cool image too.

Btw I'm going to rule that rucksack don't take space - they are what allow you to carry some of your stuff :)
 

JustinCase

the magical equivalent to the number zero
Pinpehlu
"I live to carry your troubles."
----------------------------
Skill: 5
Luck: 11/11
Stamina: 18/18
Armor: 1
----------------------------
Advanced Skills:
4 Strength
2 Fist Fighting
2 Run
1 Hook Fighting
1 Sneak
1 Awareness
----------------------------
Possessions:

A Wooden Yoke
Brown Overcoat and Soft Doffing
Cap of the Guild
A Bale Hook (as knife, +1 to lift heavy objects) [1]
Length of Rope
Good Boots
A Knife [1]
Lantern and Flask of Oil [1]
Rucksack
Light Armor (rhino leather vest) [1]

Encumbrance: 4/16
Provisions: 6/6
Coins: 4 Silver Pences
1 gold = 5 rupees = 10 silvers = 100 cash (copper coins)
----------------------------
Background:
Fellow of the Peerage of Porters & BasinFillers
Luggers are a servile group by nature, most often found in the service of others, weighed down by loads that would buckle a donkey. You take pride in this, so much so that the everyday assignments of the guild cannot sate your desire to serve, causing you to venture out in search of a real challenge for such a talented varlet.

Biography:
Pinpehlu is a porter, like his father before him, and his grandfather, and, well, not his great-grandfather probably because he came from Xian and his great-grandmother rarely spoke of him.

There is a simple truth in carrying goods to where they ought to be, and Pinpehlu has always enjoyed it as both an honest job and a way of life. Wherever things needed to be moved, he went; from the docks of his beloved Yellow City, to the ports of exotic places like Luhag, the ports of Xian, and even far-off Yongardy.

It was there in Yongardy, that his life took an unexpected turn. His employer, a slugman from a house known to be involved in various illegal activities, blamed him for the disappearance of a priceless jade artifact, which Pinpehlu had witnessed being traded for opium by another slugman. His honesty was not appreciated, and both slugmen demanded the insolent porter was to be tried in a Yongardy court. They had even found a so-called lawyer.

Pinpehlu's eternal smile momentarily vanished from his face as he beheld the broken and filthy sollicitor who was to be his champion, still reeking of the pipe. The porter had lost more than a few colleagues to that insidious addiction, and now his life depended on one who would do anything for one more smoke.

Whether it was his desperation or just plain luck, Pinpehlu managed to get through to the lawyer, and convince the man he came to know as Subötaï that this case was about more than a simple porter being falsely accused by his employer, no, it was a matter of justice in a cruel world and the casual discarding of lives by the higher-ups. It was worth fighting for!

Of course, after Subötaï proved victorious, they had to flee Yongardy to escape the wrath of both the prosecution and the two slugmen... So what better place to disappear than in the great jewel on the Mighty God River, the Yellow City?
----------------------------
Fighting:
Damage roll >1234567+
Fists1112234
Bale hook22224810
Knife22224810

Pinpehlu.png
 
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Ancalagon

Dusty Dragon
Comments on encumbrance, armor and a few special items:

@JustinCase , you don't have any armor. However normal clothing articles and your yoke does not take encumbrance. Your yoke increases your carrying capacity by 4 but takes 2 hands to use.

Also: An Epopt’s Staff is a tool, an advert, and, in a pinch, a Weapon. In its head is set a cloudy ruby, like a useless magnifying glass, which grants the user +1 Second Sight while peering through it.

Second sight is the ability to see magic!
 

tuffghost12

Ghostly Tuft
Also: An Epopt’s Staff is a tool, an advert, and, in a pinch, a Weapon. In its head is set a cloudy ruby, like a useless magnifying glass, which grants the user +1 Second Sight while peering through it.
Thanks! Ya, I saw that in the book!
I got a copy of Troika from the kickstarter way back :)
 

JustinCase

the magical equivalent to the number zero
@JustinCase , you don't have any armor. However normal clothing articles and your yoke does not take encumbrance. Your yoke increases your carrying capacity by 4 but takes 2 hands to use.
Alright, so what do I write down? Armor 0, carrying capacity 16? And does the skill Fist Fighting do something to the numbers on the Unarmed attack chart?

I'm still trying to figure out the basics. :)
 

Ancalagon

Dusty Dragon
So a fighting skill (sword, fist etc) is added to your skill check when doing an attack. It's an opposed roll (skill + fighting skill (if any) + 2d6, vs the same for your foe). Whoever wins hits the other, rolls a d6 and consult the damage chart for his or her weapon. You have more chance of hitting with your fists, but your hook does more damage.

Encumbrance: Your lantern + oil, knife and hook take 1 encumbrance each. I don't think the rations do, and I'm pretty sure a few coins don't.
 

FitzTheRuke

Adventurer
Dubi Gan

Skill: 6
Stamina: 14/14
Luck: 8/9

Background: Venturesome Academic
You spent the last few years in the academies of the Yellow City, in theory reading about magic, but in reality devouring travel journals and philosophical treaties. But you do know a spell, that's good enough right?

Equipment
Money: 8 silver pieces and 50 rupees
• Reading Glasses in a sturdy case (you cannot read without them).
• Sword of your Father: You grew up in the yellow city, but your father is from the far reaches of Sugh and of a fiercer demeanor. Once he learned of your decision to search for the Blue Palace yourself, he declared that it was time, and gave you his sword (imagine a chef's knife with a 20 inch blade...)
• Shield bought at the market.
• Bundle of Candles and Matches.
• Writing materials.
• Journal.
Generic equipment: knife, rucksack, lantern and oil
6 provisions, lovingly prepared by your worried mother.

Advanced Skills
2 Evaluate
2 Astrology
1 Healing
1 Spell – Sleep
1 Sword Fighting
1 Sleight of Hand

Special
You may Test your Luck to recall facts
that you might reasonably be expected to have encountered relating to the
natural sciences and humanities.

SLEEP: cost 2 stamina to cast, skill test (6+1) to cast successfully.
The wizard convinces a target to forgo wakefulness for a time, causing them
to sleep until woken unless they successfully Test their Luck. Remember:
fighting is loud.
 

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