Gelatinous Cube

GM Jello's page

40 posts. Alias of Flanderdash.


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Hi. Back.
Impromptu trip out of town for funeral stuff. (Not THAT far, but enough that we stayed overnight). Just got back.

Posting tomorrow, and then back to schedule.


Loving the insights and thoughts.

Aside from that, there's likely to be a delay of a day or so from me. A friend of mine who's been battling cancer for some time passed away today. Not a complete surprise, but still upsetting, obviously.


Everyone please give me a 1d20 roll for 'known rumors'


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Yes. My latest post is a lot of exposition and a bit railroady.
Much like games used to start, back in the day. Technically this module starts AT the opening, so I added the rest for context and worldbuilding.

Just so ya know. ;)


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Sgt. Geoffrey eyes the assembled group with a critical glare, his arms crossed over his barrel chest. Shaking his head, he mutters something quietly sarcastic about what a fine lot he's been given, but then he barks, "Alright, now. Settle down. Ye lot, follow me."

The middle-aged soldier walks over to what would appear to be one of the gate houses, and opens an ironbound, wooden door. Inside a 10' x 10' round shaped room waits a long table with benches along each side. "Have a seat. All o' ya."

Feel free to rp this as well, but he'll continue talking as you settle in.

"Welcome, then, ta the Keep o' Brotherly Conflict...as we like ta call it. Otherwise known ta the locals as simply The Keep. We sit near on the edge o' the world, or rather, the 'civilized' parts, anyway, and most of what we do here is ta' maintain that border." Geoffrey pauses to see who's listening and who's not, but then continues, regardless.

"For most folks that come here lookin' for fame and adventure, that's enough. But not for ye all." A pause for effect, though he actually seems a bit bored, as if he's said these words a time or two before. "Be it known that you all have been chosen for an endeavor far beyond the capabilities of most of that lot, out there. The Captain has seen true potential in you, and so you've been chosen for more than just a simple clear-out-a-cave-o-pests duty."

Another pause, though hiw demeanor shifts a bit, to one of a more serious manner. "Many years ago, two noted personages in the area, Roghan the Fearless and Zelligar the Unknown, mercenaries of some reknown, pooled their rescources to construct a stronghold for themselves as a base of operations. The location of this complex was hidden and chosen with care, far from the nearest settlements and traveled routes, so as to remain secret from prying eyes. So secret, in fact, that the entire story has often been thought more rumor and legend than fact."

"Until recently, that is. Recently some local farmers believe that they may have stumbled across the possible entrance to this locale when one of their sheep wandered off into some nearby caves and they went in to retrieve it and found...something." He holds up his hand to halt any questions, adding further, "We believe it may indeed be the place o' a Wizard and whatnot, since one of the shepards stumbled into some sorta magical ward, and was instantly killed by lighting or somethin' of that nature."

"Full disclosure, we sent another group before ya', meticulously chosen and carefully briefed. They haven't been heard from since. And so, here we are." Geoffrey pauses to twist the end of one of his moustaches and then opens his hands to the group, "What we propose is this: Head off to these caves. This complex and discover what goin' on there. If it's safe or if it's even a thing. If there be pests there...or worse, clear it out and make it safe. It's only four days travel from here, so we truly don't want to have goblins or whatever plottin' and schemimg so close to The Keep."

Slight pause, then, "There's 30 gold pieces for ye, each, and ya get to keep what ye find, minus a 10% tax when ye return. How's that sound to ya?"


Jump on in!


"Hey now, what's goin' on back there?!" one of the blue tabards calls out, one hand dropping with practiced ease and menace to the hilt of his short sword. "I've got a mind ta'..."

"To step back, private, and let me get on with this." The guardsman with the moustache reprimands, before standing and giving the entire throng a once over with an interested eye.

"You. You. NOT you. You. No, the other one. Yes, YOU. You. Annnd..." One by one, the lead guardsman picks out five of you from the crowd, and motions for you to step off to the left, away from the other three groups. At the last second, his eyes meet Chipluck's and he finishes, "...You. Shoemaker, indeed. All of you, make haste to Guardsman Geoffrey. He has work for you."

He then resumes sitting, and the couple dozen of the various other entrants into the city quietly wait their turn.

Twenty paces to your left, a girthy, bald soldier stands waiting, his right hand resting on the shaft of a long spear.


No rush. No worries. Having just been through it, you definitely have my sympathies.


Seated at a long table, just inside the gates, are three soldiers, the center of which looks to be in charge...of entry to the structure, at least. His face is adorned with a large mustache, the ends of which are impressively curled and set in place.

"Farmer, merchant, or looking for work?" His voice is rather nasal and bored. Glancing around, Baazil notes that there seem to be three separate walkways where those entering the Keep were being ushered.


And not again, but "...was still." Slight relapse, but in a better place now.

Thank you for your patience. Game is open.


Prologue: A Long Time Ago in a Borderland Keep Far, Far Away...

You have traveled for many days, leaving behind the civilized places and entered into the wilder areas of the Borderlands. Farms and towns have become less frequent and travellers, few, save for the small caravan of merchants, farmers, and adventurers in which you find yourselves. The road has climbed higher as you enter the forested and mountainous country.

You now move up a narrow, rocky track. A sheer wall of natural stone is on your left, the path alling away to a steep cliff on your right. There is a small widening ahead, where the main gate to the Keep is. The blue-clad ment-at-arms who guard the entrance shout at everyone to give your names and state your business.

All along the wall you see curious faces peering down at you, eager to welcome new champions and heroes, but others ready with crossbows and pole arms to give another sort of welcome to enemies.

This is the actual opening to the adventure, Keep on the Borderlands, written by Gary Gygax himself, oh so long ago. Welcome to the game.


Hey, gang. Thanks for being patient...it's been a long week, but I'm feeling a lot better. I should have an opening post up later today or tomorrow.

Here's what YOU each need for us to get going.

The crunch of your character ready and a good enough idea of your character's background that you'll have an answer IN-GAME when asked to introduce yourself.

Works for everyone? :D


Might be a bit of a delay, maybe til the weekend. I'm sick, and so are a few members of the family. Kids back in school and yay, we catch a bug.


3hp?

First level ONLY is full hp...did I not say that above?? My bad.
With this system, it's already easy enough to die without being able to die by stubbing your toe.


Have the crunch and an answer ready for the other chars if they ask who you are. I'm good with that, tbh


Helaman, I'll definitely let you know.


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So, would it be possible to have 'finalized' versions of your characters by Sunday 1/8? I'm thinking of getting started Monday or Tuesday of next week. Possibly Sunday if that happens to work for everyone, but I'm not mandating it.

BTW - Loving the depth of some of the backgrounds I'm seeing, but nothing beyond a paragraph or so is necessary. Just an idea of who they are and what their humble beginings are. Remember, old school... :)


Gameplay is up. Other than dotting in (and deleting), please don't post there yet.

Discussion thread is open for business.


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Heya.

Have a seat, put your feet up, and grab a tankard of your favorite brew!
Here's where we sit, chat, laugh, and maybe argue, about pretty much anything that needs to be chatted about, laughed about, or fought over.

All are welcome. Just play nice, and let's have a good game.


The Borderlands

An untamed wild region far-flung from the comforts and protection of civilization.

A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region.

The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.

Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront evil and chaos in the Borderlands!


Baazil the Cotchery wrote:

Any Chance you could start up the "Gameplay" thread, so this campaign shows up on our main page instead of having to go to the recruiting thread every time?

Thanks,

I just assumed since the original modules were in Greyhawk we'd use those deities... hence the appearance of Wee Jas :-)

Sure. Greyhawk it is! LOL. Wasn't worried about it, tbh, until you guys try to branch out past the Borderlands. So, primariy Greyhawk, though homebrewed, so dieties from FR and the Dieties & Demigods book (really old school) are welcome as well.

@Moritrude: You get the bonus spell when the character is able to cast that spell level. Attribute point move approved.

@Baazil: Gameplay thread coming soon so everyone can dot in, and then delete their post, which will add this campaign to your lists.


@Oceanshieldwolf: Sorry to see you go. Pop back in later if you change your mind.

@Black Dow: Officially? Something Else. You'll be on the edge of the civilized world where many gods from numerous pantheons are welcome or at least acknowledged.

Off the edge of the map sort of stuff.

What diety were you thinking of using?


* thumbs up *


Oceanshieldwolf wrote:

Why is 13-15 a field of +1, but then so also is 16, and then 17 and 18 are separate fields, yet both +2?

Why don’t we go with the OSR style
and old school Basic DnD where:

13-15 = +1
16-17 = +2
18 = + 3

THough for some reason OSR makes Charisma the one different stat where 13-17 is +1 and 18 is +2 but only for NPC reactions.

Like I said...it's pretty random.

I have no problem with 18 being +3. * shrug * I was just going with what was written. Your suggestion makes sense.

...don't get used to me being reasonable like this all the time, guys. I AM the DM, after all... Muahahahhahahahaaha*cough*hahaha*cough cough*


mishima wrote:

So, just to be clear, we are still using thief skills like hide and move silently...just each character has additional attributes to use like skills? For example, as a thief I would have Dexterity as a skill attribute then I am free to choose another, say Charisma?

Then also, could you show me what this looks like in play? Here is what I am thinking given the text above. Assume my charisma is 15 and I am a 5th level character.

I want to lie about having stolen the Maltese Falcon.

Quote:
1. Every class can make any skill checks using a d20 (roll over a target #).

Ok, so everyone can tell lies.

Quote:
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.

Suppose the GM decides charisma, and I have a charisma of 15.

Quote:
3. Each class has two attributes they specialize in (one based on class and one they can choose).

Indeed, as a thief, I chose to specialize in Dexterity and Charisma skills.

Quote:
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.

Ok, so I just need to get a 12 somehow.

Quote:
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.

1d20

Add your attribute. My attribute is 15, so 20+15=35.

And add level. My level is 5 so 35+5=40 total result.

I think I am confused on the 'add your attribute' part.

I am a bit hung up on this because I am trying to assign attributes and want to make sure I can be decent at certain things.

First, your questions and confusion are valid. The attribute bonuses are a bit random and while that might have been fun back in the day, it's a bit off.

For ease of play and some sense of continuity, with a chosen skill attribute on impressive Dex, Con, and Charisma attribute scores, we will use the "To Hit" bonus adjustments from the Strength chart rather than the simple +1 listed on the other charts.

Dexterity, Constitution, and Charisma
Score Bonus
3-4........-2
5-6........-1
7-8........+0
9-12.......+0
13-15......+1
16.........+1
17.........+2
18.........+2

---------------

So, You add your attribute (and your level bonus generally for skills based on specialized attribute) to your roll.

1d20

Add your attribute bonus. My attribute is 15, so +1

And add level. My level is 5 so d20 + 1 + 5

Make sense?

And before anyone asks, Thieves abilities (Move Silently, Hide in Shadows, etc), are exceptional skills and far beyond what you can do/try based on simple the skill rolls listed above. Sure, you can use your Dex to try and sneak by someone, but your target number is gonna be huge. Thieves stick to their percentage rolls...such as they are at 1st level.

Questions?


Daniel Stewart wrote:

Just noticed as seen, my character is lacking in a few areas to be a ranger. I will maybe try another set of rolls... barring that, I will have to shift my points around.

** spoiler omitted **

Well other than an 18, that was much worst!! Ok so I will try to rearrange my stats to work. For a ranger, I will need a Con 15, Int 12, and Wis 12.
My original stats now rearranged to fit. Hope this is ok??

Str 11 + 6 = 17
Dex 6 + 3 = 9
Wis 10 + 3 = 13 -1 = 12
Int 6 + 5 = 11 +1 = 12
Con 9 + 4 = 14 + 1 = 15
Cha 6 + 3 = 9 - 1 = 08

Pefectly acceptable.


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Oceanshieldwolf wrote:
Black Dow wrote:
Dotting for interest - some old faces and sparring partners piquing my halcyon creativity.

Yup, Dave Stewart, Albion, Mishima and I were in ALLENDM’s Saltmarsh, and you and Dave Stewart were in his other Greyhawk table. Some seriously halcyon-days interest…

GM Jello: any chance you can take the 9 of us, given some will necessarily drop as time passes?

I could. It's what I would do if this were a tabletop game and somehow 9 people showed up to play...* shudders in nervous fear *

Tell you what.
Yeah, I'll start with anyone already here (which includes Mishima) who wants to play. The fact that you guys have played together before and vouch for each other certainly helps.

We'll see how it goes. With part of this being the Keep on the Borderlands, if somehow there's none of usual attrition, and it gets to be too much, maybe we'll split into two interacting groups working in the region.

...or something like that.

Beyond that, just start "finalizing" your submissions, boys. No need to rush Albion.


Okay, okay. I'll let ya sneak in. :)


So far we have:
____________________________________________

Oceanshieldwolf Human Fighter

Daniel Stewart Human Ranger

Albion, the Eye Human Fighter

Smiles-a-Lot Human Cleric

Karma Human Monk

Scranford Human Wizard "Baazil the Cotchery"

AdamWarnock Elven Thief

Black Dow Human Cleric

____________________________________________

***Reminder, you ARE allowed to reroll your entire character once if you are unhappy with it.***

Beyond that? I think I'm going to Close the Recruitment here to new applicants. We already have more characters than we can take at this point, and the submissions have slowed down.

I'll wait til the end of the week for final submissions.


AdamWarnock:
For THIS adventure, let's stick to the SRD rules. Characters can be any alignment, and you could even be a spy of sorts, but you can't start out planning to be working directly against one of the other characters. And, you'll have to follow the rules for spellcasting and whatnot. Part of the fun of this is playing it old school, and by the rules. Sorry if that doesn't work for you. Hope it does.


AdamWarnock wrote:


Charisma: 5+3

So a question for the GM, if we're multi-classing, do we start with 1 level in all of the classes in question? That was the read I got from section on it, with the balancing factoring being you didn't get additional hit-die until all your classes had leveled and you had to split the experience gained equally among the classes, slowing advancement.

That take on it would appear to be accurate.

Which would also explain the 'need' for the suggested class requirements that I was going to blow off...and now realize I probably shouldn't.

Quote:


Some of the classes appear on the surface to be more powerful than Fighters or Clerics, and it is common for players to ask why they would ever choose to play a Fighter or Cleric. In the Original Game, there were minimum required ability scores for the “powerful” classes of Ranger, Paladin, Monk, Druid, etc. If you had some bad die rolls, these classes were not available for your Character. The minimum scores were:

Assassin: Str 12, Dex 12, Int 12
Druid: Wis 12, Cha 14
Monk: Str 12, Dex 15, Wis 15
Paladin: Cha 17
Ranger: Con 15, Int 12, Wis 12

I will still keep the max. +1 Str bonus for high Strenght for non Fighter characters, but other than that, we'll have to go with the requirements listed above.

Sorry for the confusion.


@Karma: I'll allow you to move two points from another stat (or one from two different) if your heart's set on a Monk.

@Smiles: That IS a lot of "meh" rolls. You are allowed to reroll the character if you'd like.


-Karma- wrote:
Albion, The Eye wrote:
For now he is a Paladin. Onwards!
Hmm, don't you need CHA 17 for a paladin? Or were the stat requirements dropped?

Non-existent in this game. Their prime stat is Stength. Old school. lol

****

* chuckle * As for the rest, what the heck, it's Christmas, right?

1. Everyone can move their rolls to whichever stat they'd like. Does that help?

2. And, sure, I'll allow all characters other than Fighters a maximum +1 bonus for exceptional Strength.

Happy Holidays, Folks.
Merry Christmas!


Albion, The Eye wrote:


@GM Jello: Only Fighters get Str bonuses to hit and damage, correct?

Yep.

Heh. Three warriors walk into a bar...


Link to the Official Recruitment


Into the Borderlands: Tales of Swords and Wizardry!

The Borderlands. An untamed wild region far-flung from the comforts and protection of civilization.
A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.
Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!

Hi.

While I've run Tabletop games for years, this will be my first foray into PbP GM'ing and have decided to start from the beginning. Kind of. This will be an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands...the original first edition adventure modules.
Giving credit where credit is due, our journey comes to us by way of the good folks at Goodman Games from their series of modules under the banner "Original Adventures: Reincarnated”. This, combined by the OSR rule system over at Swords & Wizardry will hopefully make for a fun and exciting excursion into the gameplay style of days long past, essentially playing old school D&D.

The System: Swords & Wizardry
Basically a system that is very similar to old school Basic as well as AD&D. Intentionally.

******

For ease of play, survival, and consistency, I’m adapting the following rules and policies:

Stats:

There are six abilities for each character: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma. For each one of these, players will roll 2d6 for each stat, in order. And then you have a spread of values = 6, 5, 4, 3, 3, 3, which you can add to those rolls as you want.

This plan liberally “borrowed” from a post by Albion, and I really liked it.

******

Skills:

1. Every class can make any skill checks using a d20 (roll over a target #).
2. No defined skills the GM decides what attribute bonus (str, dex, etc) you will use on the check.
3. Each class has two attributes they specialize in (one based on class and one they can choose).
4. Skills based on Specialized attributes always have a target # of 12 otherwise it is a target #18.
5. You add your attribute (and your level generally for skills based on specialized attribute) to your roll.
6. The GM adjusts the target number up to +6 based on difficulty.

This plan suggested in a post by Smiles-a-Lot, and as with Attributes, I just like it a lot.

******

Wizards:

Obviously only the luckiest magic-users survive in this game, because they are squishy and weak. Intentionally. Since we unlikely to reach high levels with these characters, I decided to have a little mercy on this class. Nothing game-breaking.
To show the uniqueness of their arcane nature, each Wizard will roll a d20 on the following chart, (borrowed from the optional Aasimar race...one that is not allowed in this game)).

This ability will represent either something they can do innately or one that they have somehow mastered. Any ability requiring “casting” can be used 3 times a day, and will work identical to the spell.

1.Detect Evil
2.Detect Magic
3.Faerie Fire
4.Know History
5. Light
6. Prestidigitation
7.Protection from Evil
8.Purify food & drink
9. Read Languages
10.Read Magic
11.Shield
12.Speak with Animals
13. +1 to one stat
14.½ damage from Fire
15.½ damage from Cold
16.½ damage from Lightning
17.+1 save vs Fire
18.+1 save vs Cold
19.+1 save vs Magic
20.+1 save vs. Magic

******

Classes
An important thing to note about classes and races in Swords & Wizardry: Some classes have minimum stat requirements. With a bit of convincing, I might allow a little shifting of one-for-one points on stats, but only if you are very close in all other ways to meeting the necessary requirements. This would be on a case by case basis.
Every non-human race has limitations as to what class they can be, and how high they can level in that class. Only humans can be Assassins, Monks, Paladins, and Rangers.

Races
The only races that will be allowed are Dwarves, Elves, Half-Elves, Halflings, and Humans.

Hit Points:
Each character will be given full HP at first level, and will roll the appropriate hit die for each level thereafter.

Starting Gold:
Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.

One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp).

*****************

The Party:
I’ll be accepting 5 or 6 Characters for this game, depending upon the team make up and chances of survival.

I plan to keep the Recruitment open until December 30th at 11:59pm, though I reserve the right to end it early if it fills up quickly and then goes quiet. I’ll announce the group sometime between the end of recruitment and the end of the first week of January, with a goal of starting by the 6th of January 2023.


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All of the above. Look, I really like D&D 3, 3.5, and 5e as well as both Pathfinder editions.

But the OSR's are just what D&D used to be (D&D Red and Blue/AD&D) way back when I was younger, and everything in the roleplaying world was new and exciting.

Different game style, as has been stated above. Probably not for everyone, but then, every game system just isn't meant to be for everyone. Hell, I have friends who love GURPS, but I can't stand it. * shrug *

So obviously, the vote is very lopsided, and so I've decided upon Swords & Wizardry, with a few modifications/homebrew rules for clarification and balance. Not too many, but for fun/survival-value.

The actual recruitment posting will be up in a day or so.


I'm leaning toward Swords & Wizardry, with a bit of homebrew. Still looking through it.


You know, the way they're written, I could open up with KotB and use that to shift yo Into the Uknown...


Into the Borderlands
An adventure for levels 1-3

The Borderlands. An untamed wild region far-flung from the comforts and protection of civilization.

A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.

Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And don’t forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!

Hi.

I'm considering my first foray into PbP GM'ing and have decided to start from the beginning. This would be an homage to the origins of Adventure that began decades ago with B1: In Search of the Unknown and B2: The Keep on the Borderlands...the original first edition adventure modules.

Goodman Games offers a series of modules under the banner "Original Adventures: Reincarnated", with new additions of a handful of some of the earliest modules, available in both 5e and the original versions...with some additions and editing.

I'm honestly not sure which way I'd go yet, as I've never DM'd 5e or OSR, so I figured I'd see first i they're be any interest, and if so, which edition would be prefered. My thought would be to start with Into the Unknown first, and if that goes well, launch into Keep on the Borderlands as a starting point for a sandbox campaign of sorts.

So, anyone wanna play?