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Post by greentongue on Dec 1, 2007 18:48:28 GMT -6
While staying at The Tower of the Red Dome, the cheapest hostel in Jakalla, you receive a proposition from the representative of a merchant clan, the Turning Wheel.
It has come to their attention that the favored son of the second wife of a Leader of the Onyx Anchor clan has been kidnapped. While they dislike the Onyx Anchor for choosing to do business with Woven Basket instead of them, they dislike the Woven Basket clan even more.
From one of their business relations they were able to learn that the child was transported by the Woven Basket to a small secret shrine beneath Jakalla. This shrine is dedicated to one of the less savory aspects of Chiteng, the torture of children.
The Shrine of Exquisite Agony is hidden away from easy discovery but, its location is known by members of the Society of Castigation and as with many secrets, it has leaked out. You can be directed there.
Since Turning Wheel does not want to be directly associated with defiling such a shrine, they are looking for someone less discriminating in the jobs they are willing to perform.
Are you or do you know of such? =
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Post by greentongue on Dec 2, 2007 9:47:37 GMT -6
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Post by calithena on Dec 2, 2007 16:32:36 GMT -6
(I'm in, I'll get a character and a post up in the next little while.)
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Post by Epengar on Dec 3, 2007 11:02:50 GMT -6
I'm interested, though not entirely sold on on EPT as a system. I'll work on a character. Thanks to Calithena for the note.
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Post by dwayanu on Dec 3, 2007 11:57:11 GMT -6
I'll get to looking over that material sometime in the next week. Playing a character would be a great "rust buster" for GMing!
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Post by greentongue on Dec 3, 2007 12:41:28 GMT -6
I'm interested, though not entirely sold on on EPT as a system. I'll work on a character. Thanks to Calithena for the note. WARNING: Reconizing your "nick", you may be sorely disappointed. I intend to play in the spirit of the original and have a minimum of the vast available detail. (This is intended to be an easy introduction to new players and not a leap into the deep end.) While you are certainly welcome, I want to avoid false expectations. My previous Savage Tekumel game shows the level of detail and style I intend. home.earthlink.net/~djackson24/Delbert6a.htm=
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Post by calithena on Dec 3, 2007 15:11:58 GMT -6
Greentongue, for attribute score generation, should we roll and assign or roll in order or something else?
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Post by greentongue on Dec 3, 2007 15:55:16 GMT -6
Roll and assign. I'm ok with using 5D20 instead of 1D100 even for a more average result. I figure that a player should like their character so unless it's a demi-god, I'm ok with it. (I can deal with demi-gods ;D but the other players might have an issue.)
My only real concern is that the characters be more or less equal.
When the difficulty is cranked up to match the ability levels, nobody gets the "short end" when they are all created "equal". =
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bert
Level 4 Theurgist
Posts: 138
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Post by bert on Dec 3, 2007 19:23:58 GMT -6
Hello Greentongue, can I join in?
(It's me, Baz, that silly sod who tried to run Chaigari Sunrise and Shrine of Petrified Wisdom...)
So, original EPT eh? Are we doing alignments? (I vote evil!) And I take it we are barbarians of no fixed abode, clan and religion. I'll dice up a character.
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Post by greentongue on Dec 3, 2007 19:48:47 GMT -6
Hello Greentongue, can I join in? I have yet to reach a limit to number of characters. I suspect 3 to 5 would be enough while not being too many. Yes, GOOD and EVIL. Evil will effectively be Change and Good will effectively be Stability. As I'm trying to recreate the original gaming experience, correct on no fixed abode / unknown clan. A religious alignment is always required, strict adherence, not so much. =
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Post by greentongue on Dec 3, 2007 20:02:43 GMT -6
Are there opinions on everyone starting at The Tower of the Red Dome after having sold their boat (for 100 + 5D20 gold) or is there a wish for each player to game out their start?
How about initial equipment? Does everyone agree that they have all fallen in together since they have a local named Imalcho hiWuhanu in common?
They have met him at the Red Dome and he has led them to places that would actually do business with no accounts like them. ([56]Armoury of the Shield of Imperial Valour)
(If so, you can write your own entry based on these facts.) =
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Post by thorswulf on Dec 3, 2007 22:11:09 GMT -6
Do you have room for another player? I'd love to play! It's been 20 years since the last time!
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Post by thorswulf on Dec 3, 2007 22:14:17 GMT -6
One other question. Can we play non humans? If so, do the higher initial hit dice apply for the Shen and Ahoggya?
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Post by Epengar on Dec 4, 2007 0:08:17 GMT -6
WARNING: Reconizing your "nick", you may be sorely disappointed. I intend to play in the spirit of the original and have a minimum of the vast available detail. (This is intended to be an easy introduction to new players and not a leap into the deep end.) While you are certainly welcome, I want to avoid false expectations. My previous Savage Tekumel game shows the level of detail and style I intend. home.earthlink.net/~djackson24/Delbert6a.htm= Thanks for the warning. It's not the detail and style that I have qualms about, it's the mechanics. My one experience playing straight EPT rules (Calithena my recall it, he was in the same game at UCon) involved several fairly tedious slugfests, in which we rolled a lot of dice to little effect, and had no means to significantly affect the action by clever tactics, taking advantage of terrain, desperate heroics, etc. Once melee was joined it was just "roll to hit, then maybe roll damage" over and over, our hit dice vs. theirs. Iirc, they were Pe Choi or Shen warriors of higher level than us, and the ground us down pretty thoroughly. Your Savage Tekumel accounts suggest that you have a different style. Also, I plan to run a sorcerer this time.
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Post by greentongue on Dec 4, 2007 7:19:15 GMT -6
One other question. Can we play non humans? If so, do the higher initial hit dice apply for the Shen and Ahoggya? Considering that this is supposed to introduce new people and bring back the old days, I'd rather not start with non-humans. Once people have played a bit, then non-humans should be good to introduce. (Plus there may be a new GM.) === Wow, there is far more interest that I expected. So far it looks like the following have requested to play. 1) dwayanu 2) calithena 3) bert 4) thorswulf 5) epengar === Though I will be using the Original rules, I will be running in a "Savage" style. Such as "mooks", "plus to rolls" for creative maneuvers and experience for "completing Scene" not just gold & killing. ** Experience is communal unless requested otherwise ** =
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Post by greentongue on Dec 4, 2007 7:28:13 GMT -6
Greentongue, for attribute score generation, should we roll and assign or roll in order or something else? Also, Players can choose to take max Hit Points to start. Rolls for increases can never be less than initial. Characters are knocked out at zero Hit Points, DEAD at -{level+1}. =
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bert
Level 4 Theurgist
Posts: 138
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Post by bert on Dec 4, 2007 19:32:35 GMT -6
Right - a PC has appeared, bit of weed, but d**ned clever. Formatting is up the spout and I can't work it out - Greentongue, do you want me to e-mail a copy to you as a word file to make it clearer?
Gereshma of Shiggoth Priest of Gruganu Rank:1, Kengyél (Acolyte) HP: 6 To hit +1, Damage +1 AC 6
Strength: Weak (35) -1/0 Intelligence: Brilliant (92) +1/+1 40% to Spot Secret Doors when passing Experience +5% Constitution: Puny (37) 40% chance of being revivified; 20% chance a Healing Spell or EYE won't work. -1 to hit after every 3rd round PsychAb: Somewhat Psychic (65) +5% to spell casting Dexterity: Average (43) 0/0 Guile: Sharp (71) +1/0 Comeliness: Goodlooking (65)
Skills (12) Group I Ropemaker
Professional Skills (54) Modern Languages: Livyani, Salarvyani Ancient Languages: Engsvanyali, Bednjallan Light (1/day) Cure Light Wounds (1/day)
Spell Success 45%
Profession Poison Spells Para/Hypn Eyes S/P 1 - 4 13 15 14 14
Cash 14Kt
Equipment Cost Club (1 dice damage) 5Kt? Helmet 13Kt Shield 10Kt Leather Armour 30Kt Backpack 5Kt Avg. Clothes 30Kt 10 Torches 2Kt Firemaker 3Kt Sturdy Boots 15Kt Tsural buds, 2 bunches 4Kt Rations 1 week 14Kt Pen, Paper & Ink 3Kt
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Post by greentongue on Dec 5, 2007 7:20:10 GMT -6
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Post by greentongue on Dec 6, 2007 7:14:58 GMT -6
Anyone else going to submit a character? Preferably ones that can work together.
You all are refugees from the Silver Shell clan. Things were too tough on the home island what with all the Hlyss raids and now you hope to make a new start in Jakalla. If things work out other survivors will join you.
(That should help give everyone a reason to work together.) =
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Post by calithena on Dec 6, 2007 14:36:19 GMT -6
Hi Greentongue -
I was starting my character. Your generation stuff says that fighters are proficient with all weapons. That's cool, but then what do those fighter skills do? Give you +1 to use the weapon in question or something?
I basically want to play a fighter but I've always felt that they got kind of shafted in EPT. Also the dice may dictate something else, but I wanted to know what my choice meant...
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Post by greentongue on Dec 6, 2007 20:10:02 GMT -6
Hi Greentongue - I was starting my character. Your generation stuff says that fighters are proficient with all weapons. Warriors: Can use any Weapon. Can use any Armour. Does full damage with physical weapons. Cannot normally be taught "Magic". Can use most "Magic"/Tech ItemsIf they have no Skill in the weapon, damage is reduced by one level. If you check the damage chart you will see that even with skill, damage is reduced for other professions. A Warrior's damage never runs out and doesn't have to wait a day to recharge. A Warriors can do full physical damage not reduced damage like other professions. A Warriors can take more damage (higher Hit Points) and resist taking damage (Armor) and from non-Spell sources (Saves) better. In setting, Warriors are less restrained by religious requirements. =
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Post by Epengar on Dec 6, 2007 21:56:55 GMT -6
I've rolled up a Sorcerer, but I'm not sure how to fit him into the Silver Shell clan background. City cousin fallen on hard times? Oddball foreigner who fell in with the island barbarians? Heir to the obscure Silver Shell island magical tradition, taught by only a couple of doddering old spell-casters? Also, it seems weird that Sorcerers don't get any language skills. Am I thinking too hard? :-)
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Post by greentongue on Dec 7, 2007 8:32:45 GMT -6
I've rolled up a Sorcerer, but I'm not sure how to fit him into the Silver Shell clan background. City cousin fallen on hard times? Oddball foreigner who fell in with the island barbarians? Heir to the obscure Silver Shell island magical tradition, taught by only a couple of doddering old spell-casters? Also, it seems weird that Sorcerers don't get any language skills. Am I thinking too hard? :-) I believe that your years of setting experience is standing in your way. Think back to when you opened your first copy of EPT and it still had that "new" smell. A Sorcerer in OldEPT means that you got Powerz but no direct Temple connections. Because of having a "natural ability" and no temple training, you were not exposed to the structured learning a Priest would have. Heir to the obscure Silver Shell island magical tradition, taught by only a couple of doddering old spell-casters,[/b] sounds good. A temple would be happy to "retain" your services if you offered to join them. (Also, slavery is alive and well here.) =
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Post by Epengar on Dec 7, 2007 9:35:25 GMT -6
I believe that your years of setting experience is standing in your way. Think back to when you opened your first copy of EPT and it still had that "new" smell. Yeah, I figured I was thinking too hard. See I don't have that original EPT experience. I didn't discover Tekumel until the late 90's. My first Tekumel purchase was the Swords & Glory Sourcebook. It was like drinking from a garden hose, the setting info just came roaring in... [/b] sounds good.[/quote] ok, cool, that helps me get settled. eep! Suddenly I have a qualm about having Bert's Priest of Gruganu in the mix... I've been down and out with a touch of influenza this week, but I'll try to post my character in the next day or two.
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bert
Level 4 Theurgist
Posts: 138
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Post by bert on Dec 7, 2007 17:21:52 GMT -6
I'm amenable to religion change if people have strong opinions on this one way or the other...
But to make Epengar happy, Gereshma worships the island deity The Mumbler in the Purple Shadow, who appears to shamen while bombed out their gourds on magic mushrooms and whispers magical secrets to them. The Tsolyani call him Chashiq the Whisperer of Spells and have shrines to him in their Temples of Gruganu, a peculiar hunchbacked feller with the head of a vulture. Takes all sorts to make a pantheon, Gereshma will no doubt get used to it.
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Post by crimhthanthegreat on Dec 7, 2007 20:53:42 GMT -6
Here is my hoping to see this in its own game forum soon. ;D
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Post by Epengar on Dec 8, 2007 13:16:06 GMT -6
That's cool about the Mumbler, but doesn't ease my (largely feigned) anxiety. I don't want my character getting enslaved as a psychic battery for some wizened ecclesiast when Gereshma decides he needs to suck up to his superiors at the temple...
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Post by calithena on Dec 8, 2007 16:31:28 GMT -6
Here's a start on my character. How much money do I have to buy equipment?
Kevuk hiKetalal 1st Level Warrior Hit Points: 7
Strength 62 (Strong, +1 to hit) Intelligence 41 (Average) Constitution 58 (Average, 50% rev.; 20% Healing Spell/EYE failure) Psychic Ability 11 (Non-psychic, +1 save vs. spells and eyes) Dexterity 72 (Clever, +1 to hit) Guile 64 (Sharp, +1 to hit) Comeliness 45 (Average)
Total Combat Modifier: +3 to Hit
Skills: Rope-and-Net Maker, Sailor, Spearman, Mace/Flail User, Axeman, Swordsman, Bola-Slinger
Languages: Tsolyani, ?
Saving Throws: Poison 12, Spells 16, Paralysis/Hypnosis 13, Eyes 15
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Post by greentongue on Dec 8, 2007 19:14:14 GMT -6
Here's a start on my character. How much money do I have to buy equipment? If my suggestion is agreed upon, then you have 100+5D20 gold to start. =
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Post by Epengar on Dec 8, 2007 23:15:16 GMT -6
I'm totally flexible on the alignment question. So far Bert has voted for Evil/Change, and that's ok with me. If the other three prefer Good/Stability, I'll go along with that. All the starting stuff mentioned so far seems fine. I used some of my kaitars to buy some gear, and will want to do more buying when I know what we're up to.
Hrunal hiVimkolel 1st level Sorcerer
Strength 43 (Average) Intelligence 55 (Average) Constitution 49 (Average, 50% reviv, 20% healing magic failure) Psychic Ability 99 (Highly Psychic, +15% to spell success, +10% exp) Dexterity 51 (Average) Guile 73 (Sharp, +1 on hit dice) Comeliness 40 (Average)
Skills: Cook, Animal Trainer
Spells, 55% chance of success Control of Self (2/day) Illusion (self, 1/day, 3 turns, 60% believed by non-int, 40% semi+) Clairvoyance (20', 3/day, 2 turns) Telekinesis (10'/lvl, 2/day, 1 turn/lvl)
Total Combat Modifier: +1 to Hit, damage reduced two levels 6 Hit Points, AC 7 Weapon: Dagger (d4 damage) Saving Throws: Poison 13, Spells 15, Paralysis/Hypnosis 14, Eyes 14
leather armour average clothes 4 daggers (chlen-hide) backpack 2 waterskins 3 small sacks lantern bundle of 10 torches 5 flasks of oil firemaker rope (50') 3 bunches of Tsural buds 5 days worth of rations 10 kaitars
Hrunal was trained by the two surviving Didacts of "The Sodality of the Distant Shore," a now-moribund league of sorcerers based on the island home of the Silver Shell clan. The Didacts have in recent years resorted to coercion of various types to recruit any psychically-gifted island youths to their crumbling villa by the sea. Good at cooking seafood. Likes animals, has trained birds, lizards. Worships Auntie Jetsam, a local version of Dlamelish. Left for Jakalla because he could no longer stomach the oppressive discipline of the Didacts and their ever more eccentric ways. Also the Hlüss sorcerers were proving more puissant than the few members of the Sodality.
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