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.