[FULL]Beyond Secret of the Black Crag(ToA)

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ClosedTales of ArgosaPublic5 / weekPedrop
The grand halls of the royal court, once a marvel of intricate mechanisms, with gears, pulleys, and ingenious devices humming with life, now lie in eerie silence. The king’s nephew, once trusted, has turned these very creations into instruments of his dark ambition. Through treachery and deceit, he has seized control, casting the loyal supporters of the rightful king into chains.

You, esteemed members of the royal family and steadfast loyalists, are among those betrayed. Under the cover of night, you were seized, bound in shackles of iron and stone, and thrown into cold, reinforced cages. The nephew’s dark plans were whispered as you were loaded onto the backs of massive, steam-powered pterodactyls—mechanical beasts of bronze and granite, their wings thrumming with the energy of ancient engines.

With no chance to resist, you were flown over vast oceans and storm-laden skies, the familiar world below giving way to an alien landscape of stone and mist. The journey was a torment of bitter winds and relentless cold, your fates sealed by the nephew’s sinister machinations.

As dawn broke, the mechanical pterodactyls descended upon a remote island, veiled in mist and mystery. The landscape below was like nothing you had ever seen—towering stone monoliths inscribed with forgotten symbols, great gears and mechanisms the size of houses, slowly turning as if driven by some ancient power, and jungles of giant, fern-like trees swaying in the wind, their leaves whispering secrets of long-lost civilizations.

Unceremoniously, you were dropped into an overgrown clearing, surrounded by remnants of a once-great civilization—crumbling stone towers adorned with intricate carvings, and great wheels half-buried in the earth, still ticking away in some unfathomable rhythm. The mechanical screech of the pterodactyls echoed through the stone valleys as they ascended back into the clouds, leaving you stranded in this strange, ancient land.

But all is not lost. You are not mere captives—you are royalty, warriors, and loyalists, bound by honor and duty, and armed with the knowledge and courage of the royal court. The island may be remote and filled with perilous wonders, but it is here, amidst the forgotten relics of a bygone era, that your journey begins. You must harness the ancient technology around you, use your wits and strength to survive, and uncover the secrets of this island. Perhaps, within the ticking gears and ancient stones, lies the key to returning to the kingdom you swore to protect.

The adventure starts now. The fate of the royal family—and perhaps the kingdom itself—rests in your hands. Will you rise to the challenge, mastering the mechanical marvels of this lost world, or will the island’s ancient secrets consume you?
I think my main, but quite unconscious - now when I think about it - inspiration for this game concept, was from Fire Emblem games' stories, Avatar the last Airbender cartoon, The Mysterious Cities of Gold and Thorgal comics (although he is not royal per se:) ).


Aug 19, 2024 1:55 pm
Beyond Secret of the Black Crag

https://i.imgur.com/RF6RrKl.pnghttps://i.pinimg.com/564x/cb/e8/32/cbe832fc52de3c5230d07661fcff9940.jpg

Story about reclaiming your honor or kingdom(or even both)

In the world that mix magic with some ancient(?) technology, where raptors as mounts are as common as horsed in you regular fantasy setting - I think some call it Stonepunk :)


The grand halls of the royal court, once a marvel of intricate mechanisms, with gears, pulleys, and ingenious devices humming with life, now lie in eerie silence. The king’s nephew, once trusted, has turned these very creations into instruments of his dark ambition. Through treachery and deceit, he has seized control, casting the loyal supporters of the rightful king into chains.

You, esteemed members of the royal family and steadfast loyalists, are among those betrayed. Under the cover of night, you were seized, bound in shackles of iron and stone, and thrown into cold, reinforced cages. The nephew’s dark plans were whispered as you were loaded onto the backs of massive, steam-powered pterodactyls—mechanical beasts of bronze and granite, their wings thrumming with the energy of ancient engines.

With no chance to resist, you were flown over vast oceans and storm-laden skies, the familiar world below giving way to an alien landscape of stone and mist. The journey was a torment of bitter winds and relentless cold, your fates sealed by the nephew’s sinister machinations.

As dawn broke, the mechanical pterodactyls descended upon a remote island, veiled in mist and mystery. The landscape below was like nothing you had ever seen—towering stone monoliths inscribed with forgotten symbols, great gears and mechanisms the size of houses, slowly turning as if driven by some ancient power, and jungles of giant, fern-like trees swaying in the wind, their leaves whispering secrets of long-lost civilizations.

Unceremoniously, you were dropped into an overgrown clearing, surrounded by remnants of a once-great civilization—crumbling stone towers adorned with intricate carvings, and great wheels half-buried in the earth, still ticking away in some unfathomable rhythm. The mechanical screech of the pterodactyls echoed through the stone valleys as they ascended back into the clouds, leaving you stranded in this strange, ancient land.

But all is not lost. You are not mere captives—you are royalty, warriors, and loyalists, bound by honor and duty, and armed with the knowledge and courage of the royal court. The island may be remote and filled with perilous wonders, but it is here, amidst the forgotten relics of a bygone era, that your journey begins. You must harness the ancient technology around you, use your wits and strength to survive, and uncover the secrets of this island. Perhaps, within the ticking gears and ancient stones, lies the key to returning to the kingdom you swore to protect.

The adventure starts now. The fate of the royal family—and perhaps the kingdom itself—rests in your hands. Will you rise to the challenge, mastering the mechanical marvels of this lost world, or will the island’s ancient secrets consume you?


https://i.pinimg.com/564x/05/da/5f/05da5fe3199cd3c65b060687b7611303.jpg

Content - Advenutres
I'm just preparing my IRL campaign with stone punk(dinotopia? ) themes based on amazing module of Secret of the Black Crag by Chance Dudinack himself. I plan too also use many classic modules, like: DCC Frozen In Time, OSE The Incandescent Grottoes, Wyrm of Brandensofrd and many others - taking ideas and content from them, and adjusting to my overarching story for this campaign and stone punk, inkan and a little sci-fi themes (Erich von Däniken books anyone? ;) ). So after initial point-crawl on the starting island there would be possibility to became a pirate:)

The beginning of the adventure will be quite railroad-y, as I want to use (parts) of Tomb of Serpent King adventure/dungeon. As it is designed to teach players (and GM) OSR style and it is quite good:) Then I have planed/wanted to use The Incandescent Grottoes as this is also good low level dungeon. Then we go to very sandboxy Wyrm of Brandonsford and Winters Daughter(combined). If we go that far(and I hope we will!) you get to know how to get to the port and have the whole Black Greg archipelago before you - and its complete sandbox with many islands and mysteries (connected by me by overaching narrative) but will start with clear clues for direction to the place where I will be using materials from DCC's Frozen in Time. But will be able to choose wherever you want to go.

I think a clear direction in new world/enviroment and system will be good at the begining, but we will slowly move into realms of more and more options.

My idea for the beginning is that PCs are (1-2) from royal family (king's children but adult, wife, brother, other descendants?), but kiddnapped and stranded on remote island with their loyal companions( the rest of PC, generals, chief, others). And their initial aim would be regaining their kingdom:) So a little like in Dune (from Paul perspective) but in fantasy, stone punk world with occasional ancient/alien technology that feels more like magic to PCs then anything else.

Sci-fi elements: it is meant in the way of "S3 Expedition to the Barrier Peaks" - but not exactly this module - so the adventures will expect that PC don't know too much about science and to them it will be more like magic. For me it was perfectly done in Thorgal comic books, but I don't know if you know them (they are amazing!). If you have read Thorgal comics(which are great!) you should also know what I'm talking about.


https://i.pinimg.com/564x/2d/9b/3b/2d9b3b54b14c60ccf3ac8b9df6b66736.jpg

Characters and System
The system I want to play is (amazing, but little known): Tales of Argosa (aka Low Fantasy Gaming 2nd ed).

There is still free Tales of Argosa Public Playtest that is almost a full game without some art, but I'm a backer and have now a final version of the system and am willing to teach and help any newcomers.

I'm one of those persons that have checked like tenths of RPG systems looking for his 'perfect system' during the years (more reading then playing actually... until I found GP... :) ). And as Tales of Argosa (ToA) is not perfect, I must say that when someone recommended it for me own Reddit and I started to check it... I was truly surprised.

ToA looks to me like the mix of best things from many more and less popular system from recent years AND is semi-compatible with most OSR and DnD modules. To name a few that I like the most:
- Minor/Major exploits - like Deed of Arms from DCC , but available for every player,
- dimnishig luck for such 'heroic attempts' - but fully controllable by players(also similar to DCC),
- actually interesting options for PC classes from level 1, with injected flexibility (so like 5E but better for me) in contrast to OSE where PC options are mostly boring(core books)
- simple but flexible ruleset, with some 'slots' for "rulings over rules" - so no more endless (and boring to death for me) rules debates,
- bulit-in degrees of success and failure (like in Alternity 1ed)
- dangerous magic
- can be deadly, what is good because PC are not demi-gods with no consequences to their choices(I'm looking at you "5E in general)

So for me ToA is a best middle way between 5E and OSR - and thats great, and I really recommend you to try it"_

As my proposition is to introduce the royal family members <-> their closes friends and loyalist dynamic(and frame) into the group (what I find interesting, but we can resign if no one will like that) I will definitely let you choose whatever is possible by PC creation rules, never requiring random rolls(expect starting money and such thing).

There are those classes in the core book: Artificer, Barbarian, Bard, Cultist, Fighter, Magic User, Monk, Ranger, Rogue all available. I also have did my on the fly conversion of Druid class from Low Fantasy Gaming to Argosa. So Druid is also available.

Available races are: humans, Dwarves, Elves, Haltings, Half Scorn. All good but Half Scorn will be probably hard to justify from story pov, but I'm always open for good ideas:)

If someone don't want to spend their time on creation process there are pregens available: pregens

- we will be using Less Dark Magic and Less Dangerous Magic variants from rules.

Less Dark Magic - I picked because some of the mishaps in the book are quite dark for my taste... and I don't like to dark/demonic themes.

Less Dangerous Magic - makes magic baiting you into your own ass less common, but it will certainly still happen:) But we can go with standard rules here if you guys and gals prefer.

We can also create 1-2 so called Hirelings for each player if someone will want that.





https://i.pinimg.com/564x/c7/c8/c6/c7c8c69fef5df0ec2cba9b7c5f03acc5.jpg

Post Frequency & Commitment
Players in this game should try to post daily. I would like to have a longer campaign here that would allow PC to develop as much in their abilities as in their epic story. Expect some amount of slow-down during major holidays.

- I don't play at weekends, so the pace will be 3-5 post per week.
- I generally plan to wait for about 48h after my each posts in RP Thread(outside of weekends)- to allow everyone to post something, even if this will be only one word(as "Busy" in OCC tag), and then move one. As I have noticed that moving game forward is very important for people to not loos their interest. Of course: if everyone will post earlier/faster, we will go 1 post per day or even faster.


How to Apply
To apply, leave a comment in this post to tell me about a character concept you'd like to play in this campaign. You can talk about mechanics if you like, but I'm most interested in their mood, energy, and personality.

Please share your ideas for your PCs race, class and backstory for this game. Who they are in relation to royal family? What did they do when you all were still at the king's castle? What was their job/function? Why are they closer to royal family than others? Who they were before becoming the royal court members? Or maybe they were born in the castle?


Questions?
Ask away in this thread, or feel free to private message me.

Disclaimer: the images are only to present mood I would like to have in our game, I don't guarantee you we will visit those locations... But... there is always some possibility :)

https://i.pinimg.com/564x/a3/b9/d8/a3b9d852cf1a8e0ea18488d8d6d67991.jpg
https://i.pinimg.com/564x/b3/8d/eb/b38deb72cb6808f115e1d59f09bd73a7.jpg
Last edited September 23, 2024 9:31 am
Aug 19, 2024 4:16 pm
Out of curiosity - could you clarify (or tell that player characters wouldn't know) what happened to the king and to what extent The king’s nephew "has seized control". Did he kill the king, proclaim himself the new king and tricks everyone to that he has the rights to?

And a question/assumption clarification relevant for character creation:
I guess all PCs are important key persons. If the king’s nephew were afraid to leave my PC in the kingdom, then my PC should have possessed significant power/influence at the scale of the kingdom.
If that assumption is correct I'd like to know some details about the kingdom. are there few thousands of citizen or a millions. Is it Monotheism? Use of magic? What's the typical entertainment in the kingdom?
Aug 19, 2024 6:10 pm
Still would be interested in playing! The video was very helpful.

From interest check: I was thinking of a halfling bard, along as entertainment for the long nights ahead and support in combat, but has been trained as a spy. Whether they are a spy for our princess or for someone else can be hammered out in the game session zero or character boards. I am also flexible in changing this if it fits better for the group/story.

I was thinking she was assigned as the personal bard of our princess if she joins or whoever our royals are. This was just the cover story as she is actually supposed to be that personal royal's spy. Again, does this royal know, are they supposed to be spying for or against them, can be discussed further. As a halfling, she was perfectly situated to be a fun-loving bard and superior at stealth and appearing non-threatening. She was one of the more adventurous halflings that made her way to the kingdom and worked her way up with her entertaining skills, but was placed in the royal court when her talent for intrigue was discovered and nurtured.
Aug 19, 2024 7:29 pm
Still interested, concept of Human Artificer Princess. A shy studious child who in light of the coup is now having to put theoretical knowledge to useful application. Quiet, determined and ingenious.

If anyone else would prefer to be an artificer I can side switch the character to a Magic User or even a Rogue.
Aug 19, 2024 9:41 pm
Having looked at the rule book, it's different enough from D&D (and in this I include ShadowDark) that I'm not sure I'd properly keep the system in mind. Having said that, it's close enough that if you are a player short and are willing to "shepherd" me through (and forgive me when I make a stupid mistake like forgetting that high rolls are bad, etc.) I would give it a whirl.

Character concept:
Human. Not either of the royals, but an eminence gris type? The character has been an advisor to either one of the exiled royals, or their parents, and was removed by the usurper. Why not killed? That's a good question. Regardless, he is still combat capable, but should serve the role as a "wise" advisor to the group more than a tank or scout. Probably should know the exiled royals from youth, but may not necessarily have a great relationship with them, especially if he was an advisor to their parent(s). That can be adjusted for story value as needed. The backgrounds which I think would fit would be scribe or pilgrim, which would change how the character joined the royal court. I think that the advanced age start makes sense as well, being an advisor for a number of decades. As for class, I'm thinking bard or monk, given my understanding of the classes. While a magic-user would also be an appropriate class, the magic use in ToA is different enough that I (the player) would not want the headache, even with a larger d20 DDM buffer. Also, the link to the "perilous magic" table sends me to a defunct Discord channel.
Aug 20, 2024 3:59 am
I was originally intending to create some kind of magic user, but the dice gods provoked interest in a dwarven female bard who acts as an advisor for the royals. She is very economically savvy and has a penchant for both gold and jewels, but of greater interest to her is the knowledge and skills required to rule a kingdom; but seeing as how there is another bard character in interest already, I can try to come up with something else.
Aug 20, 2024 8:42 am
GreyWord says:
Out of curiosity - could you clarify (or tell that player characters wouldn't know) what happened to the king and to what extent The king’s nephew "has seized control". Did he kill the king, proclaim himself the new king and tricks everyone to that he has the rights to?

I like - so called - "let's play to see what happens" approach from PbtA games(but I'm not fan of mechanics). So not all in this world is set in stone and both campaigns that from IRL and here on GP will co-create the shared world. All of you are welcome to add your ideas of course during the play, especially for aspects that mainly connects with their characters.

Saying that, I'm fully aware that I'm GM for this game and one of my roles is to provide you all info about the world. So here we go:)

My current idea for the kings whereabouts was this:
- he had to left his kingdom and attend some serious issues on very far(at least month of travel) northern borders, there erupted a battle between the royal forces and the opposition. For now: no-one at the castle thinks that the King could be defeated there - he was with few thousands of his finest warriors, technicians and few mages there. But the fact is... that there was no message from the king for around a month or so now.
Opportunity to create our common world: if your PC will be some kind of general or similar that could know something more why and where the king has traveled, he/she will be able to provide proposition here.

- the nephew - apparently, but very secretly assisted by some secret forces that has infiltrated the kingdom - either by his own or by the encouragement by those forces - decided that it is a perfect opportunity to size the throne, sharing propaganda that king was defeated by some magical, powerful monster and will never go back, and was more concerned about his ambitions then his kingdom... so the king is returning. You know the drill.
Opportunity to create our common world: as some what to by spies or work in secret service, there will be opportunity for you to define those secret forces that probably you know about and had to secretly fight,

- there stays obvious question: why Nephew didn't kill you all? :) Answer - for now - is quite simple. As all evil people he is a coward, and he really is not sure if King is really dead or even not coming back. Plus: he is afraid of common folk unrest if he would do such thing. And still have some respect for One True God religion(mainly good guys) and the priests present in castle's town.
Opportunity to create our common world: what other cults are in this world? Druids and their communion with Nature - for sure. But what else. I must admit it's hard subject for me as in IRL beliefs and certain values are very important to me. So probably it would be better to keep those things quite abstract in our game, but... maybe someone will want to play Cultist class. So no demon worshiping characters please.
GreyWord says:

And a question/assumption clarification relevant for character creation:
I guess all PCs are important key persons. If the king’s nephew were afraid to leave my PC in the kingdom, then my PC should have possessed significant power/influence at the scale of the kingdom.
If that assumption is correct I'd like to know some details about the kingdom. are there few thousands of citizen or a millions. Is it Monotheism? Use of magic? What's the typical entertainment in the kingdom?
"I guess all PCs are important key persons." - that's tricky/interesting for me:) As I have seen it more wide then "Generals and Chief Spies". In my imagination the royal Chef is also an important key person. He/she keeps "kings men" in good shape and maybe is not only an ordinary chef? Maybe s/he is also alchemist by night? What about princess personal bodyguard (probably female one)? What about fencing instructor that i.e. was a pirate "in previous life"? What about extra strong or prodigy mage maid - that was took by one of the king's children to the court after her/his home village was raised to the ground by kingdom's enemies? And so on. The "key" world is "loyal" here. Evil Nephew will want to get rid off anyone that is know of being loyal to previous king and/or his family to not report in the case of his sudden return what really happened.. It don't have to mean "wildly influential in the country".

I think the kingdom has like 1M people, but is/was very strong because king was bestowed an ancient(?) knowledge by the priests of One True God, that provided him with mysterious technologies and knowledge. But as the PC were leaving the kingdom there was only one Very Old Priest that have access to Archives and didn't want to provide access it to the Evil Nephew and King's children were to young to get there earlier.

Main religion is One True God, its about knowledge and development of "people kind", compassion, helping your neighbors for the benefit of all society, despise hypocrisy, encourage purity of mind and body and worshiping One True God that is embodiment of Wisdom and Love, that lead to next step of development of your soul - mostly afterlife. But thats in "mainland" - you don't know how it is on the islands you are just dropped.

"Magic" has few flavors: divine, technological(strange, ancient, rare, artifacts and knowledge how to use them), power of mind that allows you to direct energies(mostly "traditional" fantasy magic, you have to have talents for this) and getting power from the Nature. In Kingdom the most common was divine, then technological, than a little of power of mind(threated more like shamanism by citizens).

I think there are (I made them up on the spot): contest in dressing up (little) dinosaurs and training them to behave like humans(a little like in circus):
https://i.pinimg.com/564x/48/3e/70/483e704071029eac6d9ec1c16c419a02.jpg
https://i.pinimg.com/564x/4b/d1/a3/4bd1a3b5692da105d3680fa4e690e919.jpg
or firefighter competition on diplodocids:
https://i.pinimg.com/564x/3e/f7/57/3ef757ddcd364ab9f869d050cb57a32b.jpg
translation of ancient poems on time:
https://i.pinimg.com/564x/21/79/2d/21792d6e5b68338e5abc5e28952b35bb.jpg
Opportunity to create our common world: Please add something from you.

But thats all in happy and worries free capital of the kingdom... that you were forced to leave recently.
Last edited August 20, 2024 8:45 am
Aug 20, 2024 8:57 am
Avraham says:
I admit, that looks amazing.
Yes, I agree. I'm a person that "think in images" so I hope players will describe how their attack looks not only that they "hit with the sword".
Avraham says:
Having looked at the rule book, it's different enough from D&D (and in this I include ShadowDark) that I'm not sure I'd properly keep the system in mind. Having said that, it's close enough that if you are a player short and are willing to "shepherd" me through (and forgive me when I make a stupid mistake like forgetting that high rolls are bad, etc.) I would give it a whirl.

Character concept:
Human. Not either of the royals, but an eminence gris type? The character has been an advisor to either one of the exiled royals, or their parents, and was removed by the usurper. Why not killed? That's a good question. Regardless, he is still combat capable, but should serve the role as a "wise" advisor to the group more than a tank or scout. Probably should know the exiled royals from youth, but may not necessarily have a great relationship with them, especially if he was an advisor to their parent(s). That can be adjusted for story value as needed. The backgrounds which I think would fit would be scribe or pilgrim, which would change how the character joined the royal court. I think that the advanced age start makes sense as well, being an advisor for a number of decades. As for class, I'm thinking bard or monk, given my understanding of the classes. While a magic-user would also be an appropriate class, the magic use in ToA is different enough that I (the player) would not want the headache, even with a larger d20 DDM buffer. Also, the link to the "perilous magic" table sends me to a defunct Discord channel.
I will gladly help anyone learn this system. It is worth to be learned in my opinion. So no problem with this for me.

I like your PC concept a lot. Was hoping to "someone like this would appear" :) I think he probably knows much more then many others, and his knowledge (about Ancients?) could come and be handy in quite a few situations. I can imagine him as bard or monk definitely! About the magic... maybe "Cultist" would work too, but your PC would be more from "technological arm" of the church, and have some powers thanks to ancient artifacts? And Favour would work more like proper maintenance of the said artifacts? But bard or monk works perfectly fine for me, we will just describe their "abilities" with proper flavor.

Yes, there was some problem with perilous magic file, but I have it and will provide after joining the game.
Aug 20, 2024 9:01 am
quilltid says:
Still would be interested in playing! The video was very helpful.

From interest check: I was thinking of a halfling bard, along as entertainment for the long nights ahead and support in combat, but has been trained as a spy. Whether they are a spy for our princess or for someone else can be hammered out in the game session zero or character boards. I am also flexible in changing this if it fits better for the group/story.

I was thinking she was assigned as the personal bard of our princess if she joins or whoever our royals are. This was just the cover story as she is actually supposed to be that personal royal's spy. Again, does this royal know, are they supposed to be spying for or against them, can be discussed further. As a halfling, she was perfectly situated to be a fun-loving bard and superior at stealth and appearing non-threatening. She was one of the more adventurous halflings that made her way to the kingdom and worked her way up with her entertaining skills, but was placed in the royal court when her talent for intrigue was discovered and nurtured.
I love this concept too!
"So un-threatening and sweet friend/companion for the princess. We really have to her on our court darling!" ;)

"Yes, you are right! We only have to send her on proper training..." ;)

I see there possible connections to Avraham character here too:)
Last edited August 20, 2024 9:04 am
Aug 20, 2024 9:08 am
spinningdice says:
Still interested, concept of Human Artificer Princess. A shy studious child who in light of the coup is now having to put theoretical knowledge to useful application. Quiet, determined and ingenious.

If anyone else would prefer to be an artificer I can side switch the character to a Magic User or even a Rogue.
I'm happy that you decide to be actually be one from royal relatives! It makes the whole concept working:) One more royal family member would be perfect:)

Artificer is also very interesting choice! I see huge RP opportunities :)
Aug 20, 2024 9:26 am
Shadowknight says:
I was originally intending to create some kind of magic user, but the dice gods provoked interest in a dwarven female bard who acts as an advisor for the royals. She is very economically savvy and has a penchant for both gold and jewels, but of greater interest to her is the knowledge and skills required to rule a kingdom; but seeing as how there is another bard character in interest already, I can try to come up with something else.
Yes, a few players have expressed their intention to play as bard - no wander as we are talking about royal environment. We will have to solve it somehow to not have too much overlap. But I encourage everyone to look at the possible PC background wider as I described in post with answers for Grey:

"I guess all PCs are important key persons." - that's tricky/interesting for me:) As I have seen it more wide then "Generals and Chief Spies". In my imagination the royal Chef is also an important key person. He/she keeps "kings men" in good shape and maybe is not only an ordinary chef? Maybe s/he is also alchemist by night? What about princess personal bodyguard (probably female one)? What about fencing instructor that i.e. was a pirate "in previous life"? What about extra strong or prodigy mage maid - that was took by one of the king's children to the court after her/his home village was raised to the ground by kingdom's enemies? And so on. The "key" world is "loyal" here. Evil Nephew will want to get rid off anyone that is know of being loyal to previous king and/or his family to not report in the case of his sudden return what really happened.. It don't have to mean "wildly influential in the country".

"She is very economically savvy and has a penchant for both gold and jewels, but of greater interest to her is the knowledge and skills required to rule a kingdom."

And what about Rouge class here? Maybe she was a keeper of Royal treasure and was also working on royal safes and traps that were supposed to keep the thieves at bay? And who knows who she was before King has trusted and hired her? - just an idea of course for you to consider.

Something like hacker that in the end was saved and hired by the government(good one this time) - in style ? :)

To me it start to look that the King is very wise and good eye for his trusty people, taking them from all levels of society.... :)
Last edited August 20, 2024 9:29 am
Aug 20, 2024 9:30 am
As it looks that we will have at least 4 players(or more!) I will start to work on custom character sheet for ToA here on GP and then (not later then on Friday) I will start to invite you all to this game.
Aug 20, 2024 4:22 pm
I think I'm going with something simple this time.
[ +- ] Backstory
A simple human guard with a very strong reason for loyalty (see backstory above). Would be a typical guard if not for 3 reasons:
- Due to his scary outfit he is usually guarding royal family member during the most important/dangerous events
- His has unique for a guard lockpicking skills
- He has no relatives or friends (unless you don't count royal family members who have some strange connection to this dumb and brute, but sincere man and are known to sometimes share their secret problems/worries with him, knowing it's safe with him).

Mechanically Human, Background: Thief, Class: Barbarian.
Aug 21, 2024 3:22 am
Pedrop says:

Yes, a few players have expressed their intention to play as bard - no wander as we are talking about royal environment. We will have to solve it somehow to not have too much overlap. But I encourage everyone to look at the possible PC background wider as I described in post with answers for Grey:

"I guess all PCs are important key persons." - that's tricky/interesting for me:) As I have seen it more wide then "Generals and Chief Spies". In my imagination the royal Chef is also an important key person. He/she keeps "kings men" in good shape and maybe is not only an ordinary chef? Maybe s/he is also alchemist by night? What about princess personal bodyguard (probably female one)? What about fencing instructor that i.e. was a pirate "in previous life"? What about extra strong or prodigy mage maid - that was took by one of the king's children to the court after her/his home village was raised to the ground by kingdom's enemies? And so on. The "key" world is "loyal" here. Evil Nephew will want to get rid off anyone that is know of being loyal to previous king and/or his family to not report in the case of his sudden return what really happened.. It don't have to mean "wildly influential in the country".

"She is very economically savvy and has a penchant for both gold and jewels, but of greater interest to her is the knowledge and skills required to rule a kingdom."

And what about Rouge class here? Maybe she was a keeper of Royal treasure and was also working on royal safes and traps that were supposed to keep the thieves at bay? And who knows who she was before King has trusted and hired her? - just an idea of course for you to consider.

Something like hacker that in the end was saved and hired by the government(good one this time) - in style ? :)

To me it start to look that the King is very wise and good eye for his trusty people, taking them from all levels of society.... :)
It is interesting that you mentioned a Cook, because I have happened to generate a character with the Cook background, who becomes a sorcerer/magic-user (I like sorcerer better, but it's magic user per the RAW). Character concept #2. He is an older character having worked as a royal cook for 28 years or so, but had some encounter with a spirit of the ancient world that gave him a powerful arcane vision. Since then his eyes have been clouded over by rich blue lenses but they do not seem to cloud his vision. He has the spells Sight beyond Sight and Speaker of Tongues. Because he has worked for so long as a chef, he doesn't seem to have much arcane ambitions, but his magical gifts (if they can be called that) seem to be merely thrust upon him. Nevertheless, he sees the importance of keeping a spellbook as it is like arcane formulae for spells and recipes. This character also seems to have a lot of knowledge but most of it is worldly knowledge of animals, wilderness, arcane magic, and general lore, and this character is less likely to take on airs than the bard character I had originally envisioned.

Edit: Oh, and the reason I didn't make the previous character a rogue is because I had rolled dismally low for her Dexterity. Charisma followed by Intelligence were her highest abilities. Of course, we may be recrafting the character; but most of these character concepts are coming out of me "playing" with the character creation system.
Last edited August 21, 2024 3:36 am
Aug 21, 2024 3:58 am
Shadowknight says:
He is an older character having worked as a royal cook for 28 years or so, but had some encounter with a spirit of the ancient world that gave him a powerful arcane vision.
So possibly two geriatric players :)

@Pedrop, how much freedom will we have in actual character generation? On p.244 when it talks about customized character creation, could we use the first bullet and allocate the 3d6s as we want instead of only switching 2? That will help greatly in bringing the character concepts to life. Choosing skills would also help, or perhaps choosing 2 of 3?
Aug 21, 2024 6:04 am
good point.
I believe default rules specifically say that you first roll scores, then take a look at them and decide what is best class for those scores.
If we design character concept before rolling we could theoretically end up with artificer having 3 intelligence and bard 3 charisma (if you happen to roll 13 and 15 for other attributes).
[ +- ] My opinion
Aug 21, 2024 11:34 am
Default rules allow you to switch 2 attributes with each other, so you should not end up with that extreme of a situation, but switching two sets, even if switching all isn’t allowed, would certainly allow more customization. I agree about staying with 3d6 instead of 4d6H3. I think that some choice re: skills is more useful. Yes, ToA is meant to roll first chose second; my opinion is that works better at a table (or discord) when character evolution happens in real time during session 0. Here, given the GM is looking for character concepts first, and the natural lag of PbP, I think some element of customization is preferable. But that’s JMO, YMMV 😀
Aug 22, 2024 8:36 am
Ufff... that was much more work than I expected. Here is custom CS for Tales of Argosa:
[ +- ] Tales of Argosa
Most important things should auto-calculate. Any feedback to it will be vey appreciated!

I will answer last questions "soon" and then start to add players to the game, so we could start/continue/finish final PC creation process :)
Aug 22, 2024 4:28 pm
@Pedrop, I'm going to play around with the character sheet a bit. For example, turn the attribute modifiers into calculations instead manually entering based on the table or not using checkboxes for entries that may increase often (luck)—I have not found a way to make the total number of checkboxes into a variable. I may have some questions. Like:

Luck starts at 10 + ceil(lvl/2). However, can it increase above this if unused and a long rest is taken? The rules say 1) "Luck returns at a rate of 1 point per Long Res", which contradicts what you have in the box under luck, and also "reflects a character’s accumulated experience dealing with perilous hazards and dangers." Which implies to me that if you can go a week without using your luck, you should have more of it based on "accumulated experience" but I don't know ToA or if we will be using some homebrew rules.
Aug 22, 2024 6:29 pm
@Pedrop, here is a start at a revised version. I may play around more, but for now. it adds a bunch of calculations for mods and checks. For example, a checkbox if it's a skilled check and an "other mod" entry for things like +2 initiative. It calculates gear slots and maximum gear slots, assuming that an odd gear slot gets assigned to battle gear. Some minor spelling corrections. Turned HP into a simple entry since those change so often. Luck rolls and such will still need editing the BBCode. Some of the tables were expanded as well. I cannot test the rolling features since I don't "own" a game :(.

Please take a look and tell me what you think. For some reason, you need to actually create the character for some of the fields to populate (like crit damage which is twice die + lvl/2 etc.).
[ +- ] ToA v2
Last edited August 22, 2024 6:53 pm
Aug 22, 2024 8:41 pm
I like some of your changes, some I don't :) Some things don't work at all(making checks) - no wonder you didn't have opportunity to properly test it. But we will resolve this in good way. I have idea for this. I'm inviting you to the game, so you could commence your tests and we will talk about it more there.
Aug 22, 2024 9:44 pm
As this will be probably important for any other potential newcomer - I will address question about possibility of "allocating stats as player wishes after initial rolls" for Attributes (from variant rules) here. Rest of posts from this thread I will answer in game.

General remark: if I would be a player in this game, personally I would prefer to choose/customize as much as I can (assuming that classes are somehow balanced against each other), as the PC concept is usually much more important to me. But in the same time I think I understand "the magic of old school and discovering what random rolls will bring me to play" :)

So my proposition is this: you go all-in or nothing. So there are two approaches for players to choose from.

1. "Concept first" -> so you use all those variant rules in your PC creation:
- Roll 3d6 and allocate as the player wishes.
- Players choose their PC’s skills.
- Players choose their PC’s starting abilities.

2. "Full Old School" -> you roll for everything that is stated in standard PC creation rules. So - among others - Race and Background too! But you choose class.

As bonus for courage - to check how it was done in old days ;) - and having to make PC you rolled, work with our concept and setting you get:
- PCs gain a Unique Feature of their choice at 1st level (no cross-class, and only tier 1), that will have to be confirmed by me(to be not too strong)

What you think?
Aug 22, 2024 10:17 pm
GreyWord says:
good point.
I believe default rules specifically say that you first roll scores, then take a look at them and decide what is best class for those scores.
If we design character concept before rolling we could theoretically end up with artificer having 3 intelligence and bard 3 charisma (if you happen to roll 13 and 15 for other attributes).
[ +- ] My opinion
As Avraham already has written, as you have to have one stat above 13 and another above 15 AND you can swap two attribute scores - there is very low possibility for such extreme situation.
Aug 23, 2024 2:58 pm
Pedrop says:


What you think?
As I mainly have been using the roll up a character system as RAW, I like it a lot. I'm interested to see what the player character builder comes up with and WYRIWYG is so old school it's great!
Sep 23, 2024 9:35 am
The game is public now - if anyone wants to see how Tales of Argosa work in practice. I'm not claiming that I'm doing everything right... but I'm trying:) Also we have very good RP posts from my players and story starts to shape very interesting (developed on the spot with some random, but interesting dice roll results and our ideas), so in my opinion it could be worth a look and maybe fallow along our journey:)

Currently we are full, but if you are interested, you can post here - I will put you on "waiting list".

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