OOC Thread
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A quick note: I complained a little in my application about over-long RPing the "meeting in the tavern". To be clear, this is a minor nit, and I'll be perfectly happy to RP my cleric indulging in ale and comraderie at the tavern. A couple of games.I started un didn't get much past that, so it was something that came to mind. Whatever the GM and the group wants is fine with me.
How do the people and the government view divine spellcasing? Arcane magic is licensed and controlled. Does divine spellcasting worry the government? Do they seek to control, discourage, or encourage it? Are divine casters of different faiths viewed differently? What percentage of clergy in the two main churches can actually cast spells vs those that are just mundane religious leaders?
It would be politically unwise for the Duke to interfere in religious matters. The Church of Thyatis is a well-established and influential institution with many many millions of followers beyond Karameikos. As a wealthy and powerful organization with armed holy orders directly accountable to the Holy Father, the Church operates independently of the Duke’s authority. The Church is also the state religion of the Empire of Thyatis, arguably the most powerful human Empire in the known world. Any attempt to interfere or regulate the Church’s activities would be met with severe consequences. Even the hypothetical denial of the Duke’s right to confess and perform penance could place his soul in jeopardy, leaving him at risk of eternal limbo.
Regulating the Faith of the Taldarans is equally inadvisable. The Taldarans comprise 95% of the population, repressing their beliefs would only create unrest and provide a rallying point against the Duke’s rule. The Taldaran Faith is also largely regarded as peaceful and benign. When the Duke first arrived in Karameikos, there were no zealots rising against him. The Faith is non-confrontational by nature. Unlike the strict and hierarchal structure of the Church of Thyatis, the Taldaran Faith lacks central authority or hierarchy, making it inherently difficult to control.
On a personal level, the Duke has no desire to meddle in spiritual matters, preferring to leave religious choices to individuals—as long as their teachings remain non-hostile to his rule. Presently, he does not perceive any such threats from either the Church or the Taldaran Faith.
Interfaith Relations
The Church of Thyatis views the Taldaran Faith as a collection of superstitious idolaters. Thyatian doctrine holds that all Taldarans are destined for limbo unless they repent and join the "one true Church." This belief has driven aggressive proselytizing efforts among the population, though these efforts have yet to yield significant conversions.
In contrast, the Taldaran Faith takes a more accepting stance toward other religions. While its followers see the Church of Thyatis as authoritarian and repressive, they respect individual Thyatian priests who demonstrate compassion, devotion, and genuine goodwill. The current Patriarch, Olliver Jowett, is particularly well-regarded and even admired by many Taldarans. The Faith emphasizes judging individuals by their deeds and generally maintains an unbiased perspective.
The Elves, however, view both religions as misguided. Their isolationist approach to spirituality keeps them largely uninvolved in interfaith matters.
Spellcasting Among Clergy
Determining the exact percentage of clergy capable of spellcasting is tricky. According to the Gazetteer, any noteworthy priest is presumed to possess spellcasting abilities. That doesn't imply that all clergy are spellcasters. Many serve as mundane religious leaders or have low-level spellcasting abilities.
As a general rule, I'd say approximately one in four clergy members is likely to cast spells. Those who can cast spells are often considered truly devout, occupying significant positions within their respective faiths. The majority of clergy, however, contribute in non-magical roles.
I'm searching for a character sheet template we can use for this game. I didn't like the one in the Public Repository all too much, so I might end up creating a new one. It will probably take me a few days to get around to it, however.
Well, now. That there's a nice set of average rolls. And away we go.
Rolls
All the rolls - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (4464) = 14
4d6h3 : (6341) = 13
4d6h3 : (2326) = 11
4d6h3 : (3335) = 11
4d6h3 : (1413) = 8
4d6h3 : (1152) = 8
4d6h3 : (4141) = 9
Str 15 (16) (17) (18)
Int 11 (9)
Wis 14 (12) (10)
Dex 12
Con 11
Cha 8
AC 17
Hp 8
Languages - Thyatian, Traladarn
Proposed Skills - Armorer (Int), Hunting (Wis), Military History (Int), Riding (Dex)
Armor - Plate Mail, Shield
Weapons - Sword, Mace, Dagger, (4) Javelins
Other Gear - Backpack, standard rations, rope, lg sack, tinder box, (6) torches, waterskin, 10 gp
Rolls
Stats - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (1363) = 12
4d6h3 : (5242) = 11
4d6h3 : (3211) = 6
4d6h3 : (6453) = 15
4d6h3 : (1443) = 11
4d6h3 : (5345) = 14
4d6h3 : (2422) = 8
Starting Gold - (3d6)
(156) = 12
Im still working on a char template. Will post something basic tonight.
Edit: So looks like
STR: 9 (11-2)
DEX: 14
CON: 14
INT: 16 (15+1)
WIS: 9
CHA: 11
Rolls
Stats - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (5331) = 11
4d6h3 : (5142) = 11
4d6h3 : (2323) = 8
4d6h3 : (1162) = 9
4d6h3 : (5451) = 14
4d6h3 : (6336) = 15
4d6h3 : (6126) = 14
Money - (3d6)
(144) = 9
We will use Ascending AC.
Neat to get back with all the retro stuff.
I will start by rolling the dice and follow up by posting a character sheet.
Rolls
4d6h3
(6225) = 13
4d6h4
(3146) = 14
4d6h4
(1633) = 13
4d6h4
(1565) = 17
4d6h4
(5333) = 14
4d6h4
(4644) = 18
Class: Thief
Race: Elf Vyalia
Languages: Traladarn, Elvin
Alignment: Chaotic
HP: 4
Base Movement Rate: 120
Encounter Movement Rate: 40
Level: 1
Ability Scores
Strength: 17
Dexterity: 18
Constitution: 14
Intelligence: 13
Wisdom: 13
Charisma: 14
Saving Throws
Death/Poison: 13
Wands: 14
Paralysis/Petrify: 13
Breath Attacks: 16
Spells/Rods/Staves: 15
Thief Skills
Climb Sheer Surfaces: 87
Find, Remove Treasure Traps: 10
Hear Noise: 1-2
Hide in Shadows: 10
Move Silently: 20
Open Locks: 15
Pick Pockets: 20
Okay, first question: how will we handle starting money and equipment?
It's been quite a while since I've played the basic edition, but it's coming back to me. In this edition, thieves are as squishy as magic users, so I'll have to be extra sneaky.
Strength: 15
Dexterity: 18
Constitution: 10
Intelligence: 12
Wisdom: 12
Charisma: 13
Rolls
Stats - ((4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3))
(4d6h3 : (5234) = 12
4d6h3 : (5155) = 15
4d6h3 : (6656) = 18
4d6h3 : (4245) = 13
4d6h3 : (3534) = 12
4d6h3) : (2424) = 10
@WhiteDwarf - no strength bows, sorry. We're also using the 'firing into melee' optional rule, which means if you're targeting someone engaged in melee, you might hit one of the targets surrounding him (random chance). The weapon damage we are using is per the SRD, which shows different damage die per weapon (sword is 1d8, dagger is 1d4, etc). There are different weapon qualities as well.
@timplausible - you can assume to start with a holy symbol. Also, priests of the Faith's holy symbols aren't nearly that expensive, reflecting the more down-to-earth nature of the religion. Of course, more expensive versions are also available, if you want to spend the money on it.
How are we doing encumbrance?
Also, would a healing or folk medicine skill have any use? Im nor looking to game the system; I like the idea from an RP perspective, but wonder if it would ever come into play as a secondary skill.
Healing, or folk medicine, could come into play. Some illnesses or minor injures would be simple enough for you to treat, and won't require you to spend precious spell slots.
This is a quick check-in before I start my day. I'll use neutral as my alignment. I'll get back to you on the four skills and my equipment. Let me see if I can get the syntax right for rolling gold.
Rolls
gold - (3d6*10)
(565) + 10 = 26

@Madclergy - can you indicate on your character sheet which languages you know?
Regarding the various adventure leads - these aren't random placements of dungeons and quests. Most if not all of these tie into the Grand Plot in some way or another, but it will probably be a long while before you see the connection. Do be patient.
As for the grand plot, based on the breadcrumbs we've gotten so far, it appears that the goblins are the limbering-up exercise, the archaeological dig is a plot point, and The wizard Bargle is a level boss.
Edit: Sheet has been updated. The sheet is saying 3 languages for a 16 int. So I think the calc is off.
Rolls
Language 1 - (1d19)
(6) = 6
Language 2 - (1d19)
(13) = 13
Language 3 - (1d19)
(3) = 3
Hope everyone’s well today. :)
You can each take your actions. The goblins have an AC of 12, and 3 hp, so you can narrate the result of your attack based on these stats.
They are also fighting in sunlight, which gives you a small advantage.
@nepets - you got the modifiers mostly right, except your bonus to initiative, which places you first to take an action. Unfortunately, your attack missed...
The goblin that attacked Yakov is down, so he is under no threat at the moment, and the goblin that attacked Anton didn't pursue him deeper into the forest, but stayed to attack Will, ganging up on him with his friend.
So that leaves Will facing two, and Nightshade one.
The goblin that fled disappears out of sight
Edit: you can take an action for Round 2.
Asking for a friend.
@nepets - I think you're right that you can retreat backward and take a shot with your bow. I haven't seen though that swapping a weapon takes your action for the turn anywhere in the rules, though I might have missed it.
That being said, the dead fish catches no worms.
Anton votes to go back to town and pursue information from the prisoner goblin, and to take the Goblin bodies we have now to turn in, but I also think we need to see if any will join us in the hunt.
Sadly, us OSE clerics don't get spells until 2nd level. No curing wounds today.
To recap our situation as I understand it. it's still the middle of the night, we're doing all of this by torchlight, the Baron didn't accompany the search party, and he's still back in town.
I think our best option is to return to town with the body. What does the rest of the group think?
Okay, so the group's conscience is to return to town with the body.
In the meantime, it's likely that the Sheriff and the mob of townspeople will have gotten themselves in trouble and will need our help, so after we get back to town, let's decide if we need to return to the forest and inform the Sheriff/townsfolk and help them out of whatever mess they're in.
Let me know how you want to proceed. The sheriff and his men will take care of the young woman's body, so you are free to do as you wish.
1. Get some information from the Scruffers, another adventuring party who scouted the area around the castle.
2. Talk with Humphrey, the representative of the Magician's Guild in Threshold.
3. Scout the area yourself (it's about a day journey from Threshold)
Let me know where you want to start, and I'll set up the next scene. That's assuming none of you have been convinced by Anton to continue the search for the murderer ;)
As for the questions asked: Threshold is a big settlement (by Karameikos standards) of 2000. Finding a representative from the thieves guild (if one exist) will require some legwork.
"Have fun storming the castle." The Princess Bride
The Sheriff and the guards have never investigated such a crime. They will start by questioning the farmers outside of Threshold (those are the people most likely to travel the roads near where the girl was discovered), but those are alot of people, and will take a while.
You are left with quite a bit of open-ended quests from the previous threads, and you might want to come back to them at some point.
For now, you each get 25 xp, and 20 gold in total.
Also, let me know if you went up to Mistamere on your own, or if you decided to party up with the Scruffers, or with Hunter/Natasha, who also expressed interest in exploring the ruins. It would definitely be easier with more adventurers, but the spoils will also be needed to be split.
I'm going to be traveling and visiting family next week. I'll be able to check in most days but not as frequently as I would like, so I may miss a day here or there.
For the stealth roll as a quick hack, we can multiply the d20 role by 5, giving us a d100. In the future, I'll make an effort to use the proper dice. It's been decades since I played the first edition, so there may be a bit of a remembering curve here.
I want to proceed and assume Nightshade filled everyone in on what he found, so you can start strategizing and decide what to do next.
Other thoughts?
Let me know which option you prefer, and I will move us forward.
Are we sure the goblins are guarding entry to the Keep, or that they even care about us going in?
Edit - If the choices are basically, fight/sneak/bluff, then I would be inclined towards the third option.
Now that I am mostly well, I am taking my son on a promised birtday trip over the weekend. I will try to catch up with things next week. I'm rather fond of Brother Yakov, so I hope to get back into this game.
In the meantime, I'm waiting on you guys to decide what to do. Someone needs to take charge and decide if to open any of the doors, or explore the rest of the castle (up/down the stairs, or the corridor to your left).
Sorry all. Thanks for the game.
Everyone else; I'll open the game up for new players. And let me know how you would like to continue - there was one other door on the first floor, and a corridor heading west. There are also stairs heading up, and stairs heading down.
Rolls
Stats! - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (1164) = 11
4d6h3 : (1651) = 12
4d6h3 : (3526) = 14
4d6h3 : (1524) = 11
4d6h3 : (1122) = 5
4d6h3 : (1651) = 12
4d6h3 : (3516) = 14
Rolls
Coin x 10 - (3d6)
(246) = 12
There is lots of information on the setting thread, if you're not familiar with the setting (and even if you are - there are some differences between our Karameikos and the official one from the gazetteers). The current party consists of a Human Magic User, a Human Fighter, and an Elven Thief. Since there are so few classes, we don't mind an overlap. You can consider playing a multi-class as well.
And do let me know if you are unhappy with your attribute roll and want to make some adjustments, or if there is anything else I can do to help you get started.
I think I'll go with a human cleric! I've worked one up and submitted the character to the game. Let me know if you see anything I need to change?
Is she a Traladaran , a Thyatian, or of mixed heritage? Is she a follower of ‘The Faith’, or a member of the Church? These are two very different religions. Anything you can share about Boudica’s upbringing, and general outlook on the world would also be of great help, because I can then include elements from her background into the game.
Lastly, let me know how you prefer to be introduced into the game. Our adventurers are currently investigating the haunted castle of Mistamere. We can assume your character have always been a member of the party, or maybe she also arrived to investigate the ruins in the company of some other adventurer(s), that have either succumbed to the horrors within (or maybe some of them have survived and are still with her). Or you can come up with your own ideas too.
STR 16
DEX 16
CON 15
INT 11
WIS 13
CHA 13
Rolls
Ability rolls - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (6213) = 11
4d6h3 : (4625) = 15
4d6h3 : (4451) = 13
4d6h3 : (6341) = 13
4d6h3 : (5625) = 16
4d6h3 : (3411) = 8
4d6h3 : (5265) = 16
Like I've asked Drgwen, do tell us a bit about your character. And let me know if you have any preference on how to join the rest of the players. Right now, the party is exploring the haunted Mistamere ruins. You could have arrived together with Boudica, or maybe you have been a member of another adventuring party. You can come up with a suggestion of your own too.
I think Boudica was asked by her good friend Prasutagus to explore this ruin. Knowing of her faith and her way with the healing arts, he thought she might be able to get him out of trouble if he had bad luck. He was hoping to find treasure, but he told her that the old ruin was an important lost site for the Faith. So she came along to help her friend, but also to discover something of use to the Faith.
Unfortunately, as they approached the ruin, they were attacked by some goblins and a hobgoblin. They got separated and Boudica slipped into the ruined castle to hide from the goblins.
In her travels, she has honed several skills and has learned the value of a well-placed compliment or flirt. She is unafraid to use her sexuality to get what she wants, though she seldom carries through with her flirtatious promises. Her father has an intense dislike of Thyatians, which has manifested in his daughter. Miyana considers the Thyatians boorish and loud and does little to hide her distaste for them. In her eyes, they are invaders in her beloved country.
I'd like to introduce her as a fellow explorer who has come upon the ruins and entered out of curiosity, avoiding encounters through pure good fortune.
*Incidentally, the name of the hero 'Halav', literally means 'from Lavv' in Traladaran
@nepets, @Madclergy, @WhiteDwarf; waiting on you to keep the action going.
Normal human: Gain the abilities of a 4th level fighter.
1st–3rd level: Gain 3 levels.
4th–7th level: Gain 2 levels.
8th–10th level: Gain 1 level.
11th level+: No effect.
Effects: All abilities of the additional levels are gained, including extra hit points.
Damage: Damage suffered while under the effects of this potion is first deducted from the pool of additional hit points granted.
@Drgwen – I think you’re right. A single successful turn undead could easily end the fight (though you have been unlucky with the dice rolls so far, unfortunately)
I’ll pick Will as the one holding off the Zombies, as he is the only one who didn’t say he is retreating back the stairs. You can decide to swap on round 3.
Do you want to search the room, or the rest of the floor now? Go back and try to deal with the goblins?
The second chest, however, is far more sinister. Inside, you find an assortment of black candles, a collection of animal skulls, a curved, blackened blade, and a bone amulet. There are also three flasks, filled with a yellowish-brown liquid that seems to shimmer unnaturally.
Meanwhile, Boudica opens the drawer of the dresser. At first, the contents seem mundane: a hairbrush, a silver brooch, and tattered handkerchiefs. But as she pulls the drawer all the way out, her fingers brush against something unexpected: a hidden compartment. Inside, lies is a book that appears to be remarkably intact despite the years. The black cover of the diary is ice cold, almost painful, as if the book draws the heat from her fingers
Characters more OK with carrying obviously malevolent items might also ant the blackened blade, bone amulet, unnaturally cold diary, and vials of weird liquid, not to mention the evil book and blade fro the basement, but Boudica will pass on those.
A reprieve from posting this weekend, I’ll try and get back on track tomorrow.
As for the Goblins, they may become more of an issue of the sinister nature of this place dies down due to the undead having been taken care of. Maybe we can run them off some simple theatrics? Spooky noises, some random lights, possibly one of us running out and faking injury with tale of an evil worse than all else?
@WhtKnt - how livable the ruins are is a matter of perspective. You could close one of the inner doors of the castle, and forage for food at the surrounding forest. It won't have any of the amenities of a bigger human settlement. The ruins could be theoretically restored (the walls rebuilt, furniture replaced, craftsmen invited to take permanent residence), but it would cost a large sum of money both for the initial investment, and in maintenance. Much less than building an entire keep from the grounds up, but still a sizeable sum.
Does anyone know how to fashion traps?
Arrow slits also seems like a great idea. Will just has a few javelins to toss. Do we have bows and arrows, from PC’s or any loot?
Re- Traps etc, I’m thinking about the movie Home Alone lol.
Also, does anyone have oil? We could put oil in the stairs, making them slippery, until we ignite it…?
There are also a few decisions you will need to make.
1. Threshold is a small town and not particularly wealthy. You won’t get anything near full value for your treasure here. The people simply don’t have enough coin to buy the gems, silverware, and other valuables at their full price. If you want a better deal, you’ll need to travel to Kelvin or, better yet, Specularum. However, that is a long journey, which will take time.
2. All merchandise brought through the city gates is taxed. Some of the items you have might only be bought or sold through specific guilds. You can choose to pay the Duke’s taxes, but doing so will take a chunk of your profits. Alternatively, you could risk smuggling your treasure into the town and find a fence willing to buy it on the black market. While this could help you avoid paying taxes, it comes with the associated risks.
3. Baron Theodorou is offering the deed to the ruins of Mistamere Castle and surrounding lands at a bargain (since the castle is in the mountains, far from fertile farmland or any major trade routes). It’s not a place of immediate value, and it’s a long-term investment. If you purchase it, one of you could rise to the rank of lesser nobility, even though the castle is in ruins and would need restoration before it becomes useful. This could be a strategic move, but it will cost you a significant portion of your treasure.
Each of you also gain 5000 XP. This should put you comfortably at Level 3.
Any guidance would be appreciated. Papa needs a new magic missile lol
Any decision if to sell the goods in Threshold, or hold on to it? (or part of it?)
And how far/difficult is it to get to a city where she can get better prices? And does the group plan on staying in the Threshold area for a while? if so, then she would likely sell here, unless the fees are too high.
Don't stress too much about taxes, unless you're planning to sell through the black market. By law, merchandise can only be sold to the specific guilds who control the trade of those goods, and the guild pay their dues in turn directly to the Duke. So, as long as you stick to the 'legal' route, you can use the price I quote without any concerns. The black market might offer higher prices for some items (especially illegal goods, like dangerous magical items, etc), but you will have to get your hands dirty to find out by how much.
There is still lots to do and more adventure opportunities in Threshold, so it is up to you if you want to stay or leave.
If you would rather we not fixate on how much loot we got, that obviously cool. But if we are going to track that, how much coinage could we have carried out, and can we sell the silver goblets and other items we might have looted?
Any decision if to sell the goods in Threshold, or hold on to it? (or part of it?)
@WhiteDwarf - Will doesn't need anyone to train him in sword fighting. We can assume he trained on his own.
@Drgwen - you didn't find any coins at the castle, but gold and silver 'pieces' [ref]. There was no one to mint coins during the Taladaran Dark Age. You can sell the gold and silver as precious metals, or maybe barter them for something else (properties in Threshold, the Deed to Mistamere, etc)
I opened the new thread for your next adventure in parallel, which will start with an offer from Darius. Don't feel pressured to agree to what he is proposing, there are plenty of other adventure seeds in Threshold (plus some that you haven't yet concluded).
@Drgwen - you didn't find any coins at the castle, but gold and silver 'pieces' [ref]. There was no one to mint coins during the Taladaran Dark Age. You can sell the gold and silver as precious metals, or maybe barter them for something else (properties in Threshold, the Deed to Mistamere, etc).
1st level: Darkness, Sleep
2nd level: Continual Darkness
3rd level: Clairvoyance
4th level: Curse
5th level: Animate Dead, plus a dark Ritual to turn yourself into a Ghost
Yes, Will took as much as his sack would carry.
@Madclergy, let me know if you want to learn some spells from Humphrey. It takes about a week to learn a spell from a tutor, so lets say you can learn 2, unless you want to extend your stay. Any spells you have in the tome from Mistamere can be cast as well directly from that spellbook.
Magic Missile (1st Level)
Knock (2nd Level)
I have added the 90 gold to my pack as well, I see a lot of other treasure listed, but no prices, and I don't think we have sold it all?
The goblets can be sold for 200 gold.
The candlesticks for 100 gold.
Everything else will be tricker.
Candlesticks 100
300
4 PC’s, right? So, we want to call it 75 each?
Edit - Will will also claim the steel Longsword (as a spare, unless someone else can use it), and also the bronze sword just for flair.
I'm assuming we can move on to the next scene? I'll start it later today, if you still have more things to ask/say to Darius, you can do it on the previous thread.
Sorry if I asked this before, but are there scrolls available to purchase?
This knight’s tests remind me of group work in school…
But I am 100% fine with not if folks don't wanna.
Prolly will RP trying to get the lowdown on some sword lore once we’re into some downtime.
Did we basically close the deal on Mistamere Castle?
The two 'women' are casting spells.
You are fighting inside a hollow tree trunk, so space is pretty tight, so Boudica/Anton can easily move out of the room and into the main hall as part of their movement, and still take action.
We're rolling initiative each round. Will acted and attacked in the first round, and he is in melee range with the hags.
You can roll initiative, and your action, for the second round.
1. Finish them off.
2. Take their stuff.
3. Profit.
Also return Stefan to safety for the greater good. And also profit.
0. Don't Die.
Before I pen an IC post, could Will’s round-2 attack roll-over to the older hag?
Rolls
Hitpoints - (1d4+1)
(1) + 1 = 2
I hope I am not pushing too fast? Do tell me if you would like more time to interact with the NPCs (or each other). And that goes not only for this scene.
Also, she'd like to hire a Retainer in town, if possible. Can one be found?
You can try to sell some of it in Threshold, but keep in mind that this is a small town with limited wealth. There simply isn't enough coin in circulation to buy the entire chest’s worth. Merchants might take a portion of it, especially if you’re willing to accept a lower value. Yor you might barter it; buy tracts of land, a few houses, or other long-term assets. If you want full value, you will do better selling it in a larger city like Kelvin or Specularum, where there are proper jewelers, wealthy patrons, etc.
That said, 100 gold isn't that much, so you can sell part of the pieces, if that's what you want.
There are also plenty of people you can hire in Threshold, but someone with a particular skillset might not be available. What did you have in mind?
I’ve other things I’d like to do with Will (travel to remove his curse and find his destiny, clear out Mistamere as a possible stronghold etc). Some long term things, but steps maybe required.
So if my fellow players really want to keep with helping Gunthner and have ideas on how to proceed, I’m still in, but at this point I’ve no other skin in that particular game.
Hope everyone’s well today. :)
Enjoying our game! :)
I set you on the road to Kelvin. It is a long walk, about ten days travel in total, but at least it is along the well-maintained Duke's road.
@WhtKnt - still no sign of your curse.
First, demographics and geography.
The Thyatians are a small, small, minority in Karameikos. The country is vast, larger than modern-day France, and heavily forested. When the Thyatians arrived, they settled mainly along the coastlines and major rivers. There are Traladaran villages deep in the interior where people have never even seen a Thyatian, and for all intents and purposes, are hardly aware their land is "occupied."
Second, it depends who you ask.
Coexistence varies widely depending on social class, religious affiliation, and personal history. Traladara was only beginning to emerge from a long dark age when the Thyatians conquered it a few decades ago. The land was a patchwork of independent lords and free cities, with little trade or communication between them. Travel was dangerous, and people lived in isolated pockets. Over time, Traladaran nobles began to intermarry and consolidate lands, creating the foundation for a more unified realm, but it was still a bleak and harsh existence for the common man.
It’s an undisputed fact that the Thyatians dramatically improved security and prosperity for nearly everyone. They brought more advanced technology: metalworking, agriculture (heavy plows, crop rotation), architecture, watermills, engineering. Their system of government was more organized and efficient, with a uniform criminal code and taxation used to build roads, bridges, and forts to protect trade routes. They established schools and introduced literacy in the major cities—for all citizens. They explored wild regions, curtailed monster threats, and brought order to a lawless frontier. For most commoners, life is simply better, and they often don’t care whether their lord is Traladaran or Thyatian.
Of course, not everyone is happy. There are Traladaran patriots who yearn for self-rule. The Thyatian Church of Karameikos, zealous and proselytizing, is viewed with suspicion, especially by followers of the old Traladaran faith. The dispossessed Traladaran nobility still harbor resentment. Though they haven’t openly rebelled, they dream of the day the Thyatians vanish from their homeland.
As for the Thyatians:
The "old guard", those who came with the Duke, remain proudly Thyatian. And who can blame them? They hail from the greatest human empire in the world: vast, wealthy, orderly, and civilized. Nobles like Hans Bowell don’t assimilate. They believe Traladara should adopt Thyatian customs and religion, not the other way around. But the younger Thyatian generation, born in Karameikos, are different. They speak Traladaran, are more willing to embrace local culture, and form friendships across the divide. They’re the ones slowly blurring the line between occupier and native.
What happens at the end will be up to you.
Karameikos can become a cultural and religious hybrid, like Norman England. The Traladaran people can rise up and reclaim their land in a bloody revolt. Or maybe Thyatian culture and religion prevail, and the old ways will be all but forgotten and set aside?
And don’t forget, if ‘Halav’ is to be believed, a greater threat is stirring in the deep forests. One that hates all mankind, Traladaran and Thyatian alike.
For her part, Boudica is not a Traladaran revolutionary. As a cleric of the Old Faith, however, she is suspicious of the Thyatian faith, I think, at least of proponents of Thyatian religious supremacy.
I only made minor changes here and there, mostly thematic. The cultural and religious tension, the historical background, major NPCs, all of that comes straight from the original supplement.

What if each of us are incarnations of the champions, or their allies? lol
I'll have you arriving at Kelvin tomorrow unless I hear otherwise.
You should know how to reach it.
Edit - I’m alleging lame excuse, I was trying to read on my phone this morning and just glossed over the detail. Apologies, will be more attentive going forward. :)
And for those who want to, folks could also hire laborers to travel to Mistamere to repair it
Mistamere is a good option, but it will require a mini-adventure of sort. You will have to officially buy the deed from Baron Theodorou, then hire enough people to start the restoration.
In the meantime, tell me what you want to sell from your treasure thread, and you can use that money to negotiate with the innkeeper.
GM, was there anything at all besides staff and statue we could take back up, like a piece of an ancient Traladaran stone work or tile?
Hmm. 15, 14, 13, 11, 9, 9 and 160 gp?
Rolls
life & loot - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 3d6)
4d6h3 : (1531) = 9
4d6h3 : (2643) = 13
4d6h3 : (3122) = 7
4d6h3 : (4156) = 15
4d6h3 : (1266) = 14
4d6h3 : (2353) = 11
4d6h3 : (2512) = 9
3d6 : (466) = 16
Magic-user: 4, 1,1 = 8 +3 CON = 11
Total: 13 + 11 = 24/2 = Delicate 12 HP
How to handle spellbook? Barns can cast two first level spells and one second level spell currently.

Rolls
HP Thief 2-4, Magic-user 2-3 - (3d4, 2d4)
3d4 : (221) = 5
2d4 : (11) = 2
For languages, I would go with something not too unusual, maybe something we don't already have covered. Miyana speaks Traladaran and Elvish, for her part.
Barns is a man that has done a lot of jobs. He served as a dog trainer when he was young. Broke away from that and learned to live free as himself against the ways of the nature. That was till he learned of magic and that settled him.
SKILLS:
15 Herbalist (INT)
9 Survivalist (WIS)
9 Stringed Instrument Player (CHA)
15 Tracking (INT)
9 Dog Handler (WIS)
4th Bonus:?
Weapon:
Sword
Longbow
Dagger
▶ Back-Stab: When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.
▶ 80% Read Languages: A thief of 4th level or higher can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll does not succeed, the thief may not try to read that particular text again before gaining an experience level.
▶ 90% Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the thief falls at the halfway point, suffering falling damage.
▶ 25% Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
▶ 1-3 Hear noise (HN): In a quiet environment (e.g. not in combat), a thief may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
▶ 25% Hide in shadows (HS): Requires the thief to be motionless—attacking or moving while hiding is not possible.
▶ 35% Move silently (MS): A thief may attempt to sneak past enemies unnoticed.
▶ 30% Open locks (OL): Requires thieves’ tools (see Equipment, p94). A thief can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
▶ 35% Pick pockets (PP): If the victim is above 5th level, the thief’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The
referee should determine the reaction of the victim (possibly using the reaction table under Encounters, p228).
So, I'm open for another skill as well as a language. Of course, getting spells would be nice.
Note: Library function is on.
Everyone else- what are your plans now? Any idea where you are headed to next?
After that, I am not sure. What other goals/plot lines do we have left unfinished? We could return to Threshold and try to prevent an Inquisition directly, I suppose.
There are a few adventure hooks you left behind. You could have investigated the murder in Threshold yourselves (there was actually an earlier one too [ref]). There's a problem at the Shires. The increasing raids by the goblins. Warnings of the Beastmen returning.
Are the goblin raids in the Shires? I guess my order of priority is stopping the inquisition (Traladarans will suffer under it) and solving the murders in Threshold (a community we're invested in), followed by helping the hobbit and stopping the raids. I think the Beastmen isn't really actionable yet.
Can’t post much more tonight, but I’ll get back to it tomorrow. Great game! :)
I can run a short scene for Boudica in parallel for the quest for an expert on the history of the Faith. This would likely be someone from either the Archaeological Society or the Magicians' Guild (your choice).
And I think she’d want to visit the archaeological society. But she ALSO wants a mage to identify the staff.
EDIT: And no tourney for her!
Rolls
Tourney - (1d100)
(42) = 42
Regarding identifying magical items; it is different from more recent editions. See the OSE for reference [ref]; it would take several weeks, and you would have to leave your staff with the guild. Also keep in mind that the guild has the authority to confiscate 'dangerous' magical items, and you will have no legal recourse or anyone to appeal to in such a case. You can still leave the staff with them if you want, but seeing that you are leaving Specularum soon, I can't foresee when (or if) you will ever see it again.