The oregon trail, how it came to be

Game Master DEWN MOU'TAIN

A spin on the game the oregon trail. Adventurers will bravely head west, plotting potential course routes for settlers to utilize. They will brave unknown lands, hazardous weather conditions, and hostile natives just to help expand the territory of the US.

map of area


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Grand Lodge

Oh, and what languages are there?


Second on the languages. Also, what supplies (if any) are provided by the expedition? Horses, wagons, canoes, etc?


LibraryRPGamer wrote:

Rizzen - I'm trying to work out my equipment list. Would the "dagger" portion of a Pistol Dagger (double weapon, d4 dmg) be finesse-able? AKA, work with the Weapon Finesse feat?

Yes


To make things easier, lets stick with the languages in the book, since the races in the book have their own individual language.

Grand Lodge

Sorry to bug....i sent a pm with the wrong alias....my bad.....


RIZZENMAGNUS wrote:
To make things easier, lets stick with the languages in the book, since the races in the book have their own individual language.

So elvish is the language for all of the types of elves?


Here is drayen's submission.

Starting gold including, profession: 7d6 ⇒ (3, 2, 4, 4, 1, 3, 4) = 21


Russian Orc Ranger, more details incoming.

For some reason, the avatar images are not working, so I will have to wait to get one assigned to him.

Grand Lodge

Ok here we go...

stats:

James Hillwalker
XP 0
Male Ranger(guide) 1
CG Medium Human
Init +3; Senses n/a; Perception +

Defense

AC 15; Touch13 ; Flat-Footed 12; (leather)
HP 14 (1 HD)
Fort +3; Ref +5; Will +2
Defensive Abilities ; DR ; Immune ; Resist ; SR

Offense

Speed 30
Space 5ft; Reach 5ft
Melee
+2 spear 1-8 +1
+2 throwing axe 1-6 +1
+2 dagger 1-4 +1

Ranged
+4 shortbow 1-6
+4 spear 1-8 +1
+4 throwing axe 1-6 +1
+4 dagger 1-4 +1

Special Attacks
Ranger's focus +2 atack and damage 1x/day

Statistics

Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 9
Base Atk +1; CMB +2; CMD 15 ( vs. trip)

Feats
Improved initiative
Toughness

Skills
Perception +6
Survival +6, +7 tracking
Climb +5
Knowedge Nature +5
Stealth +7
Ride +7
Heal +6
Swim +5
Profession Carpenter +5

Racial Modifiers n/a
Languages
Common, elf

SQ Ranger's focus, wild empathy, tracking

Combat Gear
leather armor
dagger x2
throwing axe x2
spear
shortbow 40 arrows

Other Gear
backpack
bedroll
fishhook x3
rations 5 days
sack
waterskin x2
torch x2
belt pouch
50' rope
oilskin
grappling hook
chalk x5
flint and steel
map case
50' string
2yd canvas
climbers kit
Carpenter's kit(starting

gp 19
sp 4
cp 2

background:

James Hillwalker was found as an orphan by a carpenter. He took James home to his wife, and raised the boy as their own...even though he was obviously an Indian. Growing up, the boy spent time both working in his adopted father's shop and wandering the hills and forest around St. Louis. When he became of age, his parents told him how he came to live with them, but he already figured it out. He told his parents he wanted to find his way in life, and they understood. He packed his gear and made his way to the office to find work on the trail heading west.


grimdog73 wrote:

Hey, I like this idea. Quick question...would you allow a half-elf from somewhere other than England and Ireland? I was thinking a kagonesti/human that was raised by Indians. Gonna be a ranger(guide).

If not, human will do...I'll work on both though...I got nothing else to do.

[dice=gp] 5d6 x10

i will allow it.

Grand Lodge

Ok, i might change my character a bit then. Gonna be pretty much the same. If i change it i will post asap....


Tomas Skeat wrote:

Here is drayen's submission.

[dice=Starting gold including, profession]7d6

aside from the gunslinger, i am only allowing the core classes.


LibraryRPGamer wrote:
Second on the languages. Also, what supplies (if any) are provided by the expedition? Horses, wagons, canoes, etc?

as for supplies, its whatever you can afford, just like the game. And its 2,000 miles from independence MI to Oregon. hope you have good boots :)

Grand Lodge

Ok, redone character

character:

James Hillwalker
XP 0
Male Ranger(guide) 1
CG Medium Humanoid(half-elf)
Init +3; Senses low-light; Perception +8

Defense

AC 15; Touch13 ; Flat-Footed 12; (leather)
HP 14 (1 HD)
Fort +3; Ref +5; Will +2
Defensive Abilities ; DR ; Immune ; Resist ; SR

Offense

Speed 30
Space 5ft; Reach 5ft
Melee
+2 spear 1-8 +1
+2 throwing axe 1-6 +1
+2 dagger 1-4 +1

Ranged
+4 shortbow 1-6
+4 spear 1-8 +1
+4 throwing axe 1-6 +1
+4 dagger 1-4 +1

Special Attacks
Ranger's focus +2 atack and damage 1x/day

Statistics

Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 9
Base Atk +1; CMB +2; CMD 15 ( vs. trip)

Feats
Toughness
Skill focus(survival)

Skills
Perception +6
Survival +8, +9 tracking
Climb +5
Knowedge Nature +5
Stealth +7
Ride +7
Heal +6
Profession Carpenter +5

Racial Modifiers n/a
Languages
Common, elf, kobold

SQ Ranger's focus, wild empathy, tracking, elvish
immunities

Combat Gear
leather armor
dagger x2
throwing axe x2
spear
shortbow 40 arrows

Other Gear
backpack
bedroll
fishhook x3
rations 5 days
sack
waterskin x2
torch x2
belt pouch
50' rope
oilskin
grappling hook
chalk x5
flint and steel
map case
50' string
2yd canvas
climbers kit
Carpenter's kit(starting)
explorer's outfit
blanket

gp 18
sp 9
cp 2

HT 6'1 wt 172 lbs
Hair brown, eyes green


completed characters:
Saul Becknell: surveyor (from WOT)
Finnegan Breckenridge: newsman
Isabella Nigrelli: animal trainer (from WOT)
James Hillwalker: carpenter

expressed interest
Ryland: fighter (from WOT)
misterlurch: orc something needs a craft or profession(from WOT)
darkestheart: irish
Drayden: submitted but needs a class change

saul, finnegan, isabella, and james, feel free to begin posting in the gameplay thread.
Anatoly (misterlurch), finish up your pc and you can hop in.
Same with Drayden/Tomas

please note You all have met up with each other earlier in your travel to Fort independence. So you all have a good acquaintance with each other.

Grand Lodge

Cool.will do so when i am back at my computer...


Gold5d6 ⇒ (5, 5, 3, 6, 3) = 22 X10 = 220


Typical, a few days away from the boards and miss a great looking adventure! If you feel you need a healer I could put something together by Monday/tuesday if you let me know. I'm new to pbp but a fairly experienced gamer. Thinking religious military surgeon (cleric) or maybe kagonesti/half-elf druid.


Two weapon fighter - Bowie Knives (Short Swords)

Blacksmith

Dresses similar to Jim Bowie.


hmmm...is tiefling on the table? If not I will roll up something else (just have an old tiefling character I would like to reuse).


Wealth: 5d6 ⇒ (4, 3, 3, 3, 4) = 17x10=170gp.

Changed to Craft(traps), so i will take the equipment for that.


Need to finish his equipment and background. Otherwise ready to go.

Dark Archive

RIZZENMAGNUS wrote:
Tomas Skeat wrote:

Here is drayen's submission.

[dice=Starting gold including, profession]7d6

aside from the gunslinger, i am only allowing the core classes.

Completely misread that as core 20 level pathfinder classes. I am reworking the class now.


Here is drayen's new submission. I dropped the last two dice on my earlier wealth roll as this submission has craft skills requiring tools.

My wealth went from 210 gp to 140 gp.


1 person marked this as a favorite.
Anatoly Dashkov wrote:
Need to finish his equipment and background. Otherwise ready to go.

Anatoly, check your stats again...you have only spent 15 points. You have 5 left to spend.


LibraryRPGamer wrote:
Anatoly Dashkov wrote:
Need to finish his equipment and background. Otherwise ready to go.
Anatoly, check your stats again...you have only spent 15 points. You have 5 left to spend.

Are you sure? Did you take into account the racial modifiers?


Yes. Half-Orcs get +2 to any stat.

Assuming you put the +2 into one of your 16s, your stats are:
STR 16 (10pts)
DEX 16 (5pts), 14+2
CON 10 (0pts)
INT 10 (0pts)
WIS 12 (2pts)
CHA 9 (-1pts)

So, we have: 10+5+0+0+2-1 = 16pts. 4pts left to spend.


He is an orc .. not half-orc


Anatoly Dashkov wrote:
He is an orc .. not half-orc

You have "half-orc" in your profile. But, your right, your stats are correct for an Orc. Sorry about that - please ignore me.


Yeah, that is my bad. It is all good now.


One of my characters has dropped out from the campaign, since he hasnt posted since june 5th. Thus, i am opening this back up for one character to join the group. read this thread for character creation details.

please note, you must have a craft or a profession.

group consists of fighters and a ranger and a rogue.


toss my hat into the ring, tell me if you like my concept...

Wizards and Napoleon:

When Napoleon the I ruler of the French people took power many things changed, the Catholic Church once such a great monolith was taken out and hobbled... Meanwhile the nobles were put to the guillotine and many minorities were emancipated, the Jews came forth from their ghettos and wizards along with sorcerers were welcomed with open arms by Napoleon...

When the greatest general of all time called his loyal subjects answered, Napoleon's armies became the most terrifying in all Europe. Bolstered by arcane firepower, meritocracy and Napoleonic genius they overran any armies put in their path. Meanwhile the commoners welcomed them, the cleric was now seen as the true pariah and the wizard was seen as a hero of revolution, free thought and of the enlightenment...

My character would be a wizard of the enchantment or illusionist variety from France...

Question of note are traits entirely forbidden or can they be taken via the Extra traits feat? As I am eye balling bluff as an extraordinarily good skill...


if he doesn't allow it, the Deceitful trait gives +2 to bluff...don't make it a class skill....but +2 none the less...


Still interested, will try and put together a military surgeon/chaplain type. Cleric based but not a fire and brimstone type.
On holiday at the moment so may take too long, but we will see.


I thought traits were not allowed in this game?


they arent.


This concept is badass. I will try to review the rules, story, etc. and see if I can come up with something interesting that fits. Rabbi goes West, perhaps?

Question: are the races and the geography necessarily tied together (e.g., does a human character need to be of Irish/english/Scottish descent, and/or does a Spanish character need to be silvanesti)?


yes.

It's rare to meet a french guy from ireland, or an english from germany.


Ok, so I can't quite get to the character I want via cleric. Would a human bard with the Arcane Healer archetype be acceptable? I am thinking a 'snake oil' merchant, who actually does know a bit about healing. Needs to get out of town quick, (because of angry cheated customers) but trying to convince himself that it is part of a challenge/ advertising for his snake oil/ or whatever else he can come up with.


Id allow that. Very unique concept...


Well I wanted to disassociate the healing from the religion and add skills. He may not be the most powerful combatant or the best healer, but I think he can find his niche.


Ok gold!
3d6 ⇒ (2, 2, 4) = 8 x10
+
profession: 2d10 ⇒ (5, 8) = 13

93gp

Oh well, makes for a better back story!


Ok Here are the basics for Professor Henry Bradley, Patent medicine seller.
More Gear and Background to follow.
Going for Craft Cartographer instead of profession if that is ok so only 80GP starting.

Character details:
Professor Henry Bradley

Male Bard 1

Neutral

Init: 2; Perception: 0

DEFENSE

AC: 14 (+2 Armour, +2 Dex); Flatfooted: 12; Touch: 12

HP: 9

Fort: 1; Ref: 4; Will: 2

OFFENSE

Speed: 30ft

Melee: Whip +2 (1D3+2)

Melee: Longsword +2 (1D8 +2 or 3)

STATISTICS

Str 14; Dex 14; Con 12; Int 13; Wis 10; Cha 16

BAB: +0; CMB: +2 (+2 for Trip); CMD: +14 (+2 vs Trip)

Languages: Common and Silvanesti.

FEATS

Combat Expertise: -1 on melee attack for +1 dodge bonus to AC

Improved Trip: No AOO when performing a trip. +2 when making a trip attack. +2 to CMD vs trip.

SKILLS

Acrobatics +2

Appraise +1

Bluff +7

Climb +2

Craft(Cartographer) +2

Diplomacy +7

Disguise +3

Escape Artist +2

Fly +2

Heal +1

Intimidate +7

Knowledge(All) +2

Perception 0

Perform (Oratory) +7

Profession (Herbalist) +1

Ride +2

Sense Motive +4

Spellcraft +2

Stealth +2

Survival 0

Swim +2

SPECIAL ABILITIES

Skilled (applied)

Favoured class +1 SP (applied)

Bardic Knowledge All Knowledge skills untrained and add ½ class level (min 1)
Bardic Performance 7 rounds per day. Countersong, Distraction, Fascinate, Inspire Courage(+1)
Cantrips

SPELLS
Spells per day
1st Level: 2
Spell DC
13+spell level
Known
0 Level
Detect Magic
Ghost Sound
Mending
Mage Hand
1st Level
Grease
Cure Light Wounds

GEAR
Leather Armour
Whip
Longsword
Cartographers Gear
Light Crossbow
Dagger


Ok, here is the short version of the background for Professor Bradley as posting via my phone and hotel wifi is a bit limited.

background:

'Professor' Henry Bradley was born in Bristol, England. At an early age he watched his father's honest cartography business wither and perish, through the winner takes all attitude of others and the whispers of who and what his family were. After watching his parents fade away under this constant pressure, Henry vowed to make the most of the New World and its opportunities and to use his skills to get ahead.
Arriving in America, Henry quickly saw the success of the snake oils supplied by the Qualinesti labourers for joint pain and realised that there was money to be made.
Making use of the family bardic skills passed to him from his mother's side, Henry had a successful run from city to city selling 'Professor Bradley's Panacea for Heroes'.
Now however, finding himself in a spot of bother with some not entirely happy customers "ungrateful rednecks who expect miracles". Henry has crept away from his wagon and his panacea business, with just what he could carry. Henry will tell all that ask that he is using this trip as an opportunity to prove the power of his elixir/ that this is a bet/ that he misses the use of the skills of his youth, in fact whatever he is currently trying to convince himself. It may just be that he loves the thrill of adventure and the chance to make money, not even Henry knows.


Is there a deadline?


RIZZENMAGNUS wrote:

yes.

It's rare to meet a french guy from ireland, or an english from germany.

Thanks for the quick response. Just so you know, I have not been able to get together the cleric I had hoped to submit and will not be submitting a character. Good luck to all with a great concept.


Wilhelm Shieldbreaker wrote:
Is there a deadline?

no. i kept it open to allow for randoms to show up, but only three took a bite.

Wilhelm, i like your PC. Make your profile and jump in the action. i will say that youve been hanging out near the slaves, helping treating their injuries from the mistreatment and poor conditions. Your job is to ensure that the slaves survive to market.


Works for me, I was originally thinking that I had met them before town and was catching up after it all went wrong for me. However I think you have enough action on your hands so I think I can come up with a slave healer plan.


Stats:

Wizard 1 (divination, Scryer subschool)
N Medium humanoid (human)

Init +1; Senses Perception +0

Defense

AC 10, touch 10, flat-footed 10
hp 6 (1d6)

Fort +0, Ref +0, Will +2

Offense

Speed 30 ft.

Melee
Wizard Spells Prepared (CL 1st; concentration +5)

1st—Charm Person (dc 15), vanish, memory lapse (dc 15)
0 (at will)—detect magic, ghost sound (dc 14), mage hand
Statistics

Str 10, Dex 10, Con 10, Int 18 (16+2), Wis 10, Cha 16

Base Atk +0; CMB +0; CMD 10

Feats Scribe Scroll, Skill Focus (bluff), Skill Focus (craft printing)Skills Knowledge (arcana, history, local, religion) +8, Craft(printing) 11+, Bluff 10+, Spellcraft 8+, Linguistics 8+

Languages English, French, Greek, Latin, Russian, Italian

SQ arcane bond (viper), Forewarned, Send Senses (Sp)
spells known Charm Person, Comprehend Languages, Ventriloquism, Vanish, Memory Lapse, Crafter's Fortune, Crafter's Curse

wizard gold2d6 ⇒ (2, 1) = 3 =30 gp
craft (printing) tools (can I have a cart to transport everything?)

Gerard Jacques:

Born 32 years ago Gerard Jacques would witness the Napoleanic revolution in all it's glory and horror. He witnessed the rise of mages and the fall of clergy and the rise and fall of Bonaparte. Even after napolean was finally vanquished wizards still possessed great power in France, as returning clergy found to their dismay the wizards were entrenched.

Gerard Jacques has traveled from France with a spesific mission, to establish a state for mages in the USA. To do this he brings his arcane mastery of the printing press as well as his skill with numerous magics.

It will take time but Gerard is confident that he can succeed, slowly but surely he will take control over the media of Oregon. Through this engine of information he will then slowly but surely turn his readers towards a more postive view of the arcane, especially as he attaches it to the growing abolitionist movement...

Goals:

1. Take over Oregon's news media, he who controls the press controls the hearts and minds of thousands.
2. Establish numerous bolt holes, both to escape persecution and to hide runaway/freed slaves.
3. Make Oregon a safe place for mages to roam free and unmolested, non violently if possible but if required violence will be used...

Pragmatic Revolutionary:

Gerard believes strongly in the French enlightnment however his methods differ, he is not the type for outright violence. Rather he prefers to foment revolution by more subtle means. Although if he cannot achieve his goal of a Mage loving Oregon (or the feds say no, wizards are to be burned) he may well start to foment armed revolution... However even that will be done quietly and will be sprung when the US is distracted...

GM do you like?


viluki, interesting. very interesting indeed.

no, no cart.

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