DnD 2nd Edition: Grand Caravan (Forgotten Realms) [Human, Light Bondage]

Started by RubySlippers, August 22, 2014, 09:55:33 PM

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RubySlippers

Come one, come all ... a Caravan will be leaving Waterdeep moving to the North East to Shou and back and those wishing to go the Caravan of the Underhill Family and we need all kinds craftsman and merchants to sell goods to the main trading caravan, performers of all kinds, scouts and guards and all will get a share of the profits if getting a wage for their work.

We will split off to do trades, stock up and flank the main group from time to time so protection will be needed.

Go to the Underhill Family Home in the Trade Ward to sign on.

Okay players will be 3rd level and be rolled using the classic 4d6 re-rolling 1's seven times and keep any six results place where you like. You get 1500gp and a choice of a deluxe wagon this is one that is a decked out portable workshop with masterwork tools (reduce rolls by two for using one craft or professional proficiency) with two good musk ox to pull it OR two magic items.

Example a brew maker would have a brewery on wheels, a smithy a smithy shop on wheels and so forth. I will assume restocking will be done normally so you can practice your trade on the move but you must pay upkeep, likely a percentage of the cost of the goods. But be open minded and have fun and yes I'm adding a proficiency for Whoring for camp followers. Your income will be boosted by the prestige of the caravan and ease of finding customers.

Hired on people will get a wage from the merchants the owner takes a 20% cut of profits and will make their own money, so you get a share of that assume upkeep for you and any mount with a tent and bedroll and 1d3+1 gp a tenday. The main caravan when you return to Waterdeep will also give you a 1/50th a share of the profits and if a spell caster 1/25th a share (a share is the caravans, there are fifty so is divided up evenly). The return will give with all the trading will be likely at least 500,000 gp of profits divided up in shares so your looking at a lot of money. So what is 1/50th of 10,000gp plus your wages.

I have room for six players, the caravan your with will have 12 wagons the rest NPC ones or the two run by the family carrying a secured cargo for trade in Shou.

Muse

Waiiiiiiii! 

*pounce!!!* 

You're running cond editon, Ruby?  I love you forever! 

Please please please may I play? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

RubySlippers

I'm taking the first six people for sure, but if your evil you must get along with others so NO CE. CN is also iffy but free spirits can work.

Its under the core rules so racial caps are in effect.

Hit points its maximum for first level, under the multi-class rules for the rest.

Oh and to keep this simple Core Races, Core Classes only and Kits are fine one oriental one is fine there are some in the caravans I'll allow one, a guide and translator but must know Shou the most common Eastern language. Elves and Half-elves are good for that to the Empire has fine dealings with Evermeet and Elven Enclaves are in all the main cities.

Muse

  Ack!  I was really hoping for Faiths of Faerun specialty priests.  :) 

  But that's okay.  I'll probably go for a multiclassed elf or gnome. 

  That or a bard of some sort, with a knack for drawing in the patrons.  :) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

RubySlippers

I am allowing all Priests Book options including the Cleric IF the main deity has lower skilled combat Priests they are the clerics trained to fight, spheres must be from the ones allowed. Mystra is a goddess of magic a small number of Clerics exist.

Muse

I was actually referring to Faiths and Avatars, Demihuman Dieties and Powers and Pantheons.  Sorry for the confusion. 

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

avorae

Color me interested. I will come up with a concept after I get home from work.
Life is a hard game but the rewards are sweet if you know where to look.

Dhi

Loading up my Core Rules 2.0 CD-ROM, ©1998 TSR.

I have not looked at this stuff in literally fifteen years, but the Shou translator sounds interesting. Is there a class you would envision her being?

avorae

Quote from: Dhi on August 24, 2014, 05:57:00 AM
Loading up my Core Rules 2.0 CD-ROM, ©1998 TSR.

I have not looked at this stuff in literally fifteen years, but the Shou translator sounds interesting. Is there a class you would envision her being?

I used to have that but I lost it in one of my moves.
Life is a hard game but the rewards are sweet if you know where to look.

Dhi

I'm hella organized.

3rd level characters with 9 hit points, eek! How did we ever survive?

Dhi

So, I'm thinking a rogue or ranger Shou translator/guide, modeled after Amir Haglal. I dunno about kits. Where would I find the oriental kits?


RubySlippers

Remember its 2nd edition if your a fighter with specialization or a specialist mage unless a dual class human you must be one class in the respective class the ONE exception is Gnomes can multi-class with Illusionist. Also you get the XP for 3rd level so most multi-class characters will be 2nd level assume 6000xp split among your three classes.

Most oriental kits would be under the appropriate handbook like if your a fighter or ranger it would be one under that you may need to ask around her I have all the books in a PDF.

Also we need merchants and tradesman to, for an example a armorer and weaponsmith can make excellent money just maintaining the things the mercenaries of the entire caravan hired plus can be mean and undercut local merchants a bit to make money. A portable church would be good. Healers. General peddlers. And so forth. This is not all going to be combat.

Dhi

I'd like to go with ranger if I can manage the ability score requirements. If I'm understanding right, it's 4d6, reroll 1s, drop the lowest die, and arrange 6 of the 7 totals as desired?

The translator/guide I picture would not be one of the merchants, but would be earning her pay by escorting the caravan safely and shaving days off the journey. Her kit would be Pathfinder for that purpose. She would be Shou, and I'd like her species enemy to be the Tuigan tribes.

RubySlippers

Yes, and GM uber power at work if you want a 16 in Constitution you can, it substitutes one of the rolls so roll six times. This is to help you hit point wise.

Rangers work well though they are in short supply right now in Waterdeep.

Oh and you can read and write ,proficiencies in, any language you know the means Common and the regional or racial language people from Shou know Shou which is the dominant language of the East there is Low Shou and High Shou depending on social class you know both just the Low Shou has more slang and color.

avorae

I am thinking of doing a Elven Fighter/mage that runs a shop of some type. Just not sure what type of shop yet.
Life is a hard game but the rewards are sweet if you know where to look.

RubySlippers

Okay a run down on the caravans is in order.

Front is the administrative wagons, fifty trade caravans with high end goods for bulk trade and heavy security from the Flaming Fist Mercenary Company. Basic who has the most money and backed by powerful magic.

The rest are independent hangers-on either trading in goods in Shou for things like fine silk and rare teas.

And support caravans that support the entire thing like you they have the people to provide services the most well set-up is Cat Goddesses Grace a mobile Sharessian temple and brothel with others attached.

So yours is the filler small tradesman maintaining equipment, fixing wagons, providing services the caravan or trading off the caravan traveling around the slower big caravan to villages and towns.

In your wagon group there is a family of Gypsy Folk, a Halfling mobile kitchen (very good food), one peddlers wagon and family (miscellaneous goods). There is an opening for:

Armorer, Smith, Weaponsmith
Ale Seller
Performers
Astrologer
well what you can come up with who might make money.

Dhi

I made a heap of die rolls. At first I tried to get it to work all at once, rolling 4d6, drop lowest, reroll 1s, but I could not get it to report the way I wanted it to so I discarded my first roll and rolled each die individually. I realize now it is really hard to read, so here's the rundown.

Set 1:  3, 4, 4, 2 (Total: 11)
Set 2: 3, 6, 1, 3, reroll: 6 (Total: 15)
Set 3: 3, 1, 6, 3, reroll: 6 (Total: 15)
Set 4: 4, 6, 1, 2, reroll 6 (Total: 16)
Set 5: 6, 6, 5, 4 (Total: 17)
Set 6: 3, 1, 4, 6, reroll 1, re-reroll 3 (Total: 13)

This is going to give me Str 16, Dex 17, Con 16, Int 13, Wis 15, Cha 15, way more than is needed to qualify for ranger. I will probably never fail NWP rolls.

Hit point rolls: 11, 3

RubySlippers

Invoking mighty GM powers 1st level maximum hit points and you may choose after that to roll OR take the average half the hit die for the class + con.

Choose after this before rolling the characters that did so can choose and go for it again. To be fair.

Teo Torriatte


Muse

:) After much deliberation I'm putting together a human cleric of Selune. 

He's in love with Luna's elven gypsy, and a devoted guardian in the night. 

When he's not doing these things, he's navigator and astrologer for the caravan.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

RubySlippers

Not bad are you going to have your own wagon, and navigation is not vital maps are clear as are the main and secondary roads and when not sure follow the front big caravan. But an Astrologer can make money. And a cleric offers other services.

Dhi

How about this?




O Soon-Ae
Human Ranger 3

Strength 16Dexterity 17Constitution 16
Intelligence 13Wisdom 15Charisma 15

Weapon Proficiencies
Shortbow
Spear
Spear, long
Sword, long
Sword, short

NWPs
Alertness (Wis+1; 16)
Animal Handling (Wis-1; 15)
Direction Sense (Wis+1; 16)
Distance Sense (Wis; 15)
Hunting (Wis-1; 14)
Language, Modern, Shou (Int; 13)
Riding, land (Wis+3; 18)
Seamstress/Tailor (Dex-1; 16)
Survival, Hills (Int; 13)
Tracking (Wis+1; 16)
Trail Marking (Wis; 15)
Weather Sense (Wis-1; 14)

Ranger Abilities
Species Enemy: Tuigan tribes (+4 attack, -4 reactions)
Primary Terrain: Hills
Two-Weapon Fighting
Animal Empathy (save vs. wand at -1)
Hide in Shadows 25%
Move Silently 32%

Kit: Pathfinder
Trail Sense (-10% chance to get lost, no more than 20% in hills)
Overland Guiding
Marksmanship (+1 bonus to shortbow attacks)
Recognize Trail Hazard 30%

Defenses
HP: 26
AC: 4 (7 Studded leather, -3 Dex)
Death Save: 13
Wand Save: 15
Polymorph Save: 14
Breath Save: 16
Spell Save: 16

Attacks

Type| THAC0| Damage SM/L| Range| Speed
Shortbow| 15| 1d8+1/1d8+1| 50/100/180| 6
Spear| 18 (16 thrown)| 1d6+1/1d8+1| 10/20/30| 6
Sword, short| 18| 1d6+1/1d8+1| | 3


Height: 5'3"
Weight: 104
Hair: Black velvet and unerringly straight, hoarding moonlight like obsidian
Eyes: Rum gold and almond-shaped, full of excitement
Orientation: Lesbian

Long ago, a young woman of a Kara-Tur noble family was pledged to marry a minister of Shou Lung, to cement her family's place in the courts of the Emperor. When the mischievous bride abandoned her duty and fled to take up arms at the Dragonwall, she cast her family from grace and forever forfeit her own honor. Though she fought beside the people of Faerun pushing back the Tuigan hordes and was named a hero, the mischievous bride was cursed by her family.

The curse followed the O lineage west into Faerun, where it affected the mischievous bride's daughters and granddaughters through the generations, right down to O Soon-Ae. No woman in the line of O may find lasting love, nor stable home, nor lasting wealth. This curse has shaped the daughters of O into transients, gypsies, and whores. The strange misfortunes which follow them have also left each woman susceptible to further curses, further handed down from generation to generation. The exact nature of these curses are secret, and some undiscovered by Soon-Ae herself.

Soon-Ae has embraced the nomadic lineage of her family and the gypsy life of the hills beyond Waterdeep, where she serves as escort and guide to merchant caravans, enjoying being untethered from obligations and the constant traffic of interesting new people. She is a brave and accomplished outrider, instructed in the secrets of horseback archery, and a completely self-reliant tracker. Her inner strength flies in the face of many Waterdhavian customs, with perhaps her one common ground with the role of Faerunian women being a tradition for skilled clothwork and embroidery.

As a keepsake, Soon-Ae carries a medal awarded to her ancestor by Cormyr's Purple Dragon Knights, the Scale of Nalavatoryl. The exact significance of the medal is unknown to her, except that it is an enduring memento passed from mother to daughter along the O line.

RubySlippers

Bad character, drop all abilities to 8. j/k  :D

Its fine.

You get magic armor +1 and one quiver of +1 arrows (20) OR a quiver that always has arrows of the finest quality (+1 to hit, damage) that aren't magical and a magic bow that shrinks into a pendant and to full size with no other properties besides looking nice counting as both items for the bow you prefer to use.

Rule however the bow must have a name you use its a special sort of item.

Dhi

Quote from: RubySlippers on August 25, 2014, 11:57:27 AM
Bad character, drop all abilities to 8. j/k  :D
:'( :'( :'(

The magic armor and magic arrows sound nice, as I'd rather Soon-Ae carry her bow around than have it as a pendant. Just a flavor thing.

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)