Lost Souls: Octhania [2E AD&D]
Feb 19, 2021 16:44:01 GMT -8
Post by Daos on Feb 19, 2021 16:44:01 GMT -8
Updating this:
"Among the tropical islands collectively known as Octhania, a ship of adventurers sail the seas aboard the Blue Moon, fighting pirates and smugglers, helping those in need, smashing tyranny, and always looking for the next job to help pay the bills. But there are dark and chaotic forces in play behind the scenes, starting wars both above and below the water, led by a mysterious figure that nobody seems to know anything about. Will the party be able to weather the coming storm and bring peace to the islands?"
The main focus on the game is managing their ship, keeping their crew happy and paid, aligning themselves with various factions that want to direct the future of the islands, and pursuing their own personal goals, as well.
The current party consist of the following active PCs:
Female Human Fighter 7
Male Halfling Burglar 7
Male Dwarf Sharpshooter 7
At the moment, the crew are docked at a city that recently was attacked by a powerful figure known as the Son of Crizza, who summoned a bunch of slaadi and animated a lot of undead. The people of the city are in the process of recovering and rebuilding; the party was hired to clear out an inn of red slaadi that are keeping some people hostage (to incubate their eggs). The party was defeated and captured themselves, but managed to escape. They are now looking to recruit some new help and try again.
The Big Sixteen below:
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Advanced Dungeons and Dragons, 2nd Edition. I realize that's an older edition and may turn some people off, but I want to emphasize that I've heavily modified it. Most of the more restrictive stuff have been removed. I don't use level limits, class/race restrictions (elves can be paladins, dwarves can be mages, etc.) and so forth. If you don't know 2E at all, that's not a problem. I don't mind teaching you along the way (and it's not very complex, especially with all the rules I've removed).
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
This game is set on the world of Amtar in my homebrewed setting of Lost Souls. Specifically, it's on a series of tropical islands known as Octhania that are loosely based on the Caribbean.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'm looking for 1-2 players.
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I post once a day, assuming I have something to respond to. I prefer to keep the pacing at once a day, but I'd say once every three days is the bare minimum of participation I'd expect from players in general (barring things like vacations and such). If once every three days is too much for you, you probably shouldn't sign up.
5. What is the characters' starting status (i.e. experience level)?
Newcomers will begin with 60,000 XP.
6. How much gold or other starting funds will the characters begin with?
Starting money is 4,000 GP. Note that masterwork items cost 300 GP more than normal (e.g., a masterwork dagger would cost 302 GP as opposed to a normal one, which would only cost 2 GP). Note you also do not have to 'pay' for your initial clothing (but you do pay for any additional outfits).
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No classes are barred. Just remember this is a swashbuckling adventure on the high seas. A heavy knight on horseback would be fairly pointless. A hulking half-ogre barbarian will likely have a hard time below decks. And so forth.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
I'll allow the core races and sometimes allow for more exotic ones.
9. By what method should Players generate their attributes/ability scores and Hit Points?
The standard 4d6 drop the lowest. HP for 1st level is max, and then the player rolls for subsequent levels.
10. Does your game use alignment? What are your restrictions, if so?
Yes...and no. Alignment is not something the player puts on their character sheet. In fact, I encourage players to eschew the labels of alignment altogether. If faced with a moral dilemma, don't ask yourself, "What should I do to stay Lawful Good?" or "How should a Neutral Evil person act?" Rather, just ask yourself what your character would do. I secretly track alignment myself, based on your character's actions. This means players don't know their characters alignment. You may think you're a good person, even if you aren't. Just like in real life.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Yes, I allow both multi-classing and dual-classing. And racial restrictions do not apply, so demi-humans can dual-class and humans can multi-class.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
The players may make their own rolls using the forum's dice rolling app. However, I may make some rolls for the players in order to keep things moving.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
The full list of house rules can be found here. I also include which splatbooks I use, although if you want to use a proficiency or kit from one not listed here, you can always ask. I also included some rules for firearms that are a little less restricting than core 2E usually allows (in other words, guns are not totally useless now).
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes, a background is very important. I use a player's backstory to come up with future adventure hooks, after all.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
A lot of roleplaying and a decent amount of combat. Note that at least some of the combat will take place between ships or even underwater.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Yes. See the link up above.
"Among the tropical islands collectively known as Octhania, a ship of adventurers sail the seas aboard the Blue Moon, fighting pirates and smugglers, helping those in need, smashing tyranny, and always looking for the next job to help pay the bills. But there are dark and chaotic forces in play behind the scenes, starting wars both above and below the water, led by a mysterious figure that nobody seems to know anything about. Will the party be able to weather the coming storm and bring peace to the islands?"
The main focus on the game is managing their ship, keeping their crew happy and paid, aligning themselves with various factions that want to direct the future of the islands, and pursuing their own personal goals, as well.
The current party consist of the following active PCs:
Female Human Fighter 7
Male Halfling Burglar 7
Male Dwarf Sharpshooter 7
At the moment, the crew are docked at a city that recently was attacked by a powerful figure known as the Son of Crizza, who summoned a bunch of slaadi and animated a lot of undead. The people of the city are in the process of recovering and rebuilding; the party was hired to clear out an inn of red slaadi that are keeping some people hostage (to incubate their eggs). The party was defeated and captured themselves, but managed to escape. They are now looking to recruit some new help and try again.
The Big Sixteen below:
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Advanced Dungeons and Dragons, 2nd Edition. I realize that's an older edition and may turn some people off, but I want to emphasize that I've heavily modified it. Most of the more restrictive stuff have been removed. I don't use level limits, class/race restrictions (elves can be paladins, dwarves can be mages, etc.) and so forth. If you don't know 2E at all, that's not a problem. I don't mind teaching you along the way (and it's not very complex, especially with all the rules I've removed).
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
This game is set on the world of Amtar in my homebrewed setting of Lost Souls. Specifically, it's on a series of tropical islands known as Octhania that are loosely based on the Caribbean.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'm looking for 1-2 players.
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I post once a day, assuming I have something to respond to. I prefer to keep the pacing at once a day, but I'd say once every three days is the bare minimum of participation I'd expect from players in general (barring things like vacations and such). If once every three days is too much for you, you probably shouldn't sign up.
5. What is the characters' starting status (i.e. experience level)?
Newcomers will begin with 60,000 XP.
6. How much gold or other starting funds will the characters begin with?
Starting money is 4,000 GP. Note that masterwork items cost 300 GP more than normal (e.g., a masterwork dagger would cost 302 GP as opposed to a normal one, which would only cost 2 GP). Note you also do not have to 'pay' for your initial clothing (but you do pay for any additional outfits).
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
No classes are barred. Just remember this is a swashbuckling adventure on the high seas. A heavy knight on horseback would be fairly pointless. A hulking half-ogre barbarian will likely have a hard time below decks. And so forth.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
I'll allow the core races and sometimes allow for more exotic ones.
9. By what method should Players generate their attributes/ability scores and Hit Points?
The standard 4d6 drop the lowest. HP for 1st level is max, and then the player rolls for subsequent levels.
10. Does your game use alignment? What are your restrictions, if so?
Yes...and no. Alignment is not something the player puts on their character sheet. In fact, I encourage players to eschew the labels of alignment altogether. If faced with a moral dilemma, don't ask yourself, "What should I do to stay Lawful Good?" or "How should a Neutral Evil person act?" Rather, just ask yourself what your character would do. I secretly track alignment myself, based on your character's actions. This means players don't know their characters alignment. You may think you're a good person, even if you aren't. Just like in real life.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Yes, I allow both multi-classing and dual-classing. And racial restrictions do not apply, so demi-humans can dual-class and humans can multi-class.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
The players may make their own rolls using the forum's dice rolling app. However, I may make some rolls for the players in order to keep things moving.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
The full list of house rules can be found here. I also include which splatbooks I use, although if you want to use a proficiency or kit from one not listed here, you can always ask. I also included some rules for firearms that are a little less restricting than core 2E usually allows (in other words, guns are not totally useless now).
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes, a background is very important. I use a player's backstory to come up with future adventure hooks, after all.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
A lot of roleplaying and a decent amount of combat. Note that at least some of the combat will take place between ships or even underwater.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Yes. See the link up above.