Glee's roleplaying game companion thread

Ah, I read “The campaign is based on Tolkien (Hobbit, The Lord of the Rings etc) and is set in an English-type land with early medieval technology” in his post 4, and didn’t focus on the latter part of the sentence. We see what we want to see, I guess. Well, I’d still be glad to play if the opportunity arises.

I’m actually used to playing humans in these games, generally, so a gnome is a bit of a change.

I can offer you a similar deal to Malacandra:

  • you’re 2nd reserve to play
  • if nobody drops out, I can offer you an appearance as an NPC

If it makes you feel better, I did the same thing and submitted a cleric of Oromë to glee for approval.
Here’s the map of glee’s world:

http://i2.photobucket.com/albums/y30/appleciders/Map.jpg

Just to confirm - can I simply copy the link to post that in the game thread?

Plague Island, eh? I vote we avoid there :slight_smile:

Yeah, seems like a good idea. Maybe we can visit the pirates though. They sound friendly. :wink:

Like what?

I’d also like to go on the reserves list, if you please. I’ll also happily play an NPC. A villain, perhaps. The main villain, you say? Well if you insist.

I’d also play a level-0 non-combat henchman.

I assume so. I haven’t tried. Here’s me copying and pasting it again:

EDIT: Looks like it works to just copy and paste it.

MU final draft sent, and I’m starting on the Cleric:

NAF1138 Dorric, Hobbit Thief
Jimmy Chitwood Quentin, Human Ranger
Bibliovore Johannes, Human Paladin
Appleciders Dale, Human Cleric
Malahoth John Smith, Human MU
Teuton Plixican, Gnome Summoner

Reserves (and maybe NPCs):

Malacandra
Elendil’s Heir
Johnny Bravo

Appleciders,
thanks for hosting the map. :cool:
Now your first two links in posts 64 + 65 work perfectly for me. However the one in post 70 fails (some sort of ‘looping’ error message.)
I’ll try copying your first link into this post and see if it works. Otherwise, I’ll have to ask you to post your link again in the Game thread (which is coming shortly, folks!)

Test:

Finally I must say that the level of enthusiasm is most gratifying. :smiley:
The players’ backgrounds have suggested some jolly interesting plot elements. :wink:

OK, that map link worked perfectly. So I’ll just copy the original each time.

Onwards and upwards!

Sure, thanks!

Cleric final draft also sent - so we’re nearly ready. :cool:

NAF1138 Dorric, Hobbit Thief
Jimmy Chitwood Quentin, Human Ranger
Bibliovore Johannes, Human Paladin
Appleciders Dale, Human Cleric
Malahoth John Smith, Human MU
Teuton Plixican, Gnome Summoner

My plan for this weekend is:

  • send out some explanations and tables for the newbies interest (after all, this was their idea!)
  • start the Game Thread (with a description of the area and an overall introduction)
  • post some confirmation guidelines here about how best to send in character orders
  • as soon as Dale and John Smith are confirmed, send each player details of how his character will join in
  • get Malancandra involved playing an NPC
  • and hopefully START THE GAME :smiley:

(All players have now confirmed their characters - thank you.)

OK, here is some information about the game:

Each character will start at 1st level with basic equipment (there may be one or two extra items, depending on your background.)
All character classes use same experience point (xp) table, i.e. everyone goes up levels simultaneously (this is quite a change from 1st level, but was adopted in later versions of the game.)
The Dungeon Master (DM) allocates xp for:

  • defeating monsters
  • achieving objectives
  • entertaining roleplaying

(I won’t reveal the xp in this game, as it just slows things down. You’ll just be told when you go up levels.)

The party are the good guys, looking to stamp out Evil and help decent folk.
The party will share all treasure equally. If they get a valuable magic item, they should allocate it to someone suitable to use it.
The reason for both of the above is that in a face-to-face game, it’s easy for the DM to tell all the players something and get their responses within minutes. Here on the Web, we must simplify things dramatically.

Hit points (hp)

These are your character’s health. You can take damage (i.e. lose hp) by melee + missile combat, from enemy spells or falling from a height.
You regain hp by Curing spells (ask your local Cleric about this!) or by resting (but this is a slow method taking days…)
If your hp reach 0, you are unconscious. If they go below 0 :eek: , you start bleeding to death. If they reach -10, your character has gone to a better place.

At every level, each class uses a hit dice roll to generate hp. Fighters have the biggest dice; MUs the smallest.
A character’s first hit dice roll is maximum (e.g. a Cleric, who uses an eight-sided dice, gets an 8.)
After that, players can either roll hit dice or choose to take an ‘average-plus’ roll (e.g. Cleric = 5 on a d8) if they want to.
(When the party goes up a level, you can each let me know which option you want.)

Money

A face-to-face game often uses gold, silver and copper coins. As usual, that works when all players are present throughout.

So the characters in this Web campaign are not going to bother much about money.

Assume that any trained adventurer (like the party) is wealthy in feudal terms (always paid in gold!) and thus never has to worry about paying for food, accomodation or spare arrows etc.

Gods

There are just three Gods in this campaign:

  • Heimdall(God of Chivalry, magic and guardians) Good aligned
  • Lugh (God of Nature, animals and balance) Neutral aligned
  • Loki (God of Trickery, shapeshifting and malice) Evil aligned

There are temples and shrines to both Heimdall and Lugh throughout the game area. These two co-exist and respect each other.
Devotees of Loki are illegal and despised. (N.B. Only Clerics of Loki can create and control Undead.)

My next post will give details of character proficiencies, then I’ll reiterate how I’d like you to tell me what your character is doing - then I’ll start the Game Thread. :cool:

If you have any questions about your characters, do ask…

N.B. As Read + Write is below, just a note that anyone without this is illiterate, even in the widely used Common alphabet.
Similarly most folk can sit on a horse to travel, but unless you have Horsemanship, you have to dismount to do anything else (e.g. fight.)

A character can try to use these whenever they want. (Feel free to suggest imaginative ways to apply them!)
Note that (as shown below) some require concentration, some can be used easily whilst doing other things (e.g. travelling) and some work even while in combat.

Doing simple things usually does not need a roll – just having the proficiency is enough. However trickier things do require a successful die roll (using your skill level in that proficiency.)

Some proficiencies ‘overlap’, so you can try to use one to mimic another. (This always involves a die roll at a penalty.)

So anyone with Firebuilding can make a campfire in a dry, still forest.
If it’s raining, they need to make a die roll.

Anyone with Animal Lore can tell what an animal is doing, provided its behaviour is typical (e.g. feeding, protecting its young).
If the animal is e.g. under magical control, a die roll is needed.
You could use Hunting as this ‘overlaps’ with Animal Lore, but you would always need a die roll at a penalty.

List

Alertness (concentration/combat) – interpret humanoid behaviour (e.g. predicting patrol route or spotting mob gathering)
Ambush (travelling) – a successful roll spots an ambush (e.g. by glint of metal, sounds of opponents)
Ancient History (travelling) – remember stories, rumours and myths from the past (possibly all true…)
Animal Lore (concentration) – upon seeing a normal animal, you can tell what it’s about to do
**Appraisal **(concentration) – successful die roll gives an accurate value of gems, jewellery etc.
Artistic Ability (concentration) – (e.g. sculpture, painting) can teach classes or make items
Awareness (concentration) – studying surroundings (e.g. spotting hidden entrances or if your room has been searched)
Carpenter (concentration) – make and repair wooden items (unless expensive or complicated, no roll needed)
Display Weapon Prowess (concentration/combat) amaze onlookers/opponent with your whirling patterns
Etiquette (travelling) – knowing how to behave in social situations, what rank + titles mean etc. (no roll needed)
Firebuilding (concentration) – make a campfire with nearby dry wood
First Aid (during combat only, can combine with casting Curing spells) – swift poultice acts as minor cure
Fishing (concentration) – catch fish (and teach classes)
Gem cutting (concentration) – successful die roll improves value of gems + jewellery
Herbalism (concentration) – find herbs, seeds, berries etc. If known, will improve value of First Aid poultice
Horsemanship (travelling) – allows combat or spellcasting on horseback (otherwise you must dismount first)
Horsemanship, advanced (travelling) – rider can do almost anything e.g. steer mount with his knees, leap in and out of the saddle)
Hunting (concentration) – catch small and large animals (monsters must be unsuspecting and you require successful die roll)
Language (travelling) – speak language fluently (e.g. Lizardman)
Local History (travelling) – remember stories, rumours and myths from the local area (possibly all true…)
Presdigitation (concentration/combat) – use sleight of hand to produce small weapon or do magic trick
Read + Write (concentration) – read and write the widely-used Common language
Religion (concentration) – recognise Holy Symbols, know required behaviour in Temple etc
Salesmanship (concentration) – sell standard goods (die roll for large deals)
Singing (concentration) – can sing (and teach classes) – die roll needed for performances
Spellcraft (concentration/combat) – die roll to identify spell being cast (or currently in effect)
Swimming (concentration) – can swim (wearing no armour heavier than leather though)

Hey glee,

I don’t have the read+write proficiency, but I do have the read languages skill. So, am I just illiterate in common or does the skill take over for the missing proficiency?

Sorry, I should have explained that better. :o
Your ‘read languages’ Thief skill means you can try to cast spells from scrolls.

The rest of your Thief skills are self-explanatory.

Sounds good to me. I’m ready to start when you all are!