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The Netherworld Plane Campaign (Start Game Thread)

Posted by The ChroniclerFor group 0
The Chronicler
GM, 3903 posts
Knowledge is the key...
Seek the key...
Tue 2 Jan 2018
at 11:43
  • msg #1

The Netherworld Plane Campaign - Game Thread

This is the main game thread that hosts the Wayfarer's Inn which is the launching and returning point for all adventurers in this special nexus that ties all the universes together.

This game finds players starting in a unique game sphere where time in effect stands still and the character enters a state of limbo when they enter the Wayfarer’s Inn. During this state of limbo, characters are able to perform down time activities.

Characters are at liberty to do absolutely anything they want to do in this sphere of limbo from chatting and trading with other players, engaging other players in games of chance, studying other player’s spell books, shopping, crafting, and most importantly finding adventure. One doesn’t even have to leave the sphere if they choose not to do so, for such character’s may want to spend their time gambling, crafting items for other players to buy, or peddling wares to other players. If you rise from peasant to ruler it’ll be because of the actions you took to get there. Again, you may do as you please, and develop your character as you see fit. So, the first thing one must consider is what character one will want to play.

Character selection should not be dependent on what you think others will need for a party, but should be based more on what character you truly want to play personally. With so many classes, prestige classes, and professions to choose from, the choice of a character class or profession seems daunting, but in your heart of hearts, isn’t there that one class you’ve been dying to try?

Once the GM approves your character class, race selection, and approves the final character sheet, you may enter the inn and usurp your destiny.

Welcome to limbo. Welcome to The Netherworld Plane Campaign.



Once a player embarks on an adventure, being it solo or in a group, a separate group will be established for them. The player(s) will be given access to this group and removed from the group containing the Wayfarer's Inn. The player(s) will lose access to the Wayfarer's Inn group until they return from their adventure or express their intentions of returning to the Inn. Players can journey back to the inn at any time by retracing their steps back to their point of exit from the shrouded mists. Upon return, players can enjoy a brief downtime before returning to the adventure, or they can even quit the adventure altogether. If they choose to quit, they can do so without incurring any penalties whatsoever. In fact, earned experience will be calculated, and the player can do whatever they would like from there. This is especially handy for players who need to take some time off without being kicked from the game. When you come back from your break, you pick up right where you left off. Don’t like the party you’re in or the adventure itself? Then tactfully roleplay your exit and return to the inn. Parties that have player’s roleplay their departure will have to decide to continue, or return to recruit new help. Another thing to keep in mind is that recruiting help doesn’t mean you have to recruit another player. If you have the money to spend, you can hire NPC’s.


The Chronicler's Game Rules apply to this game and can be found in the notices section of the main menu.

I will give experience at the end of each encounter, or in cases where I deem experience has been earned through other roleplaying methods. Experience can be given at any time. If I forget to give experience after an encounter, please remind me to do so.

What I'd like everyone to do, only if you want me to consider working in something particular for your character, is to put in your "PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER" section anything you'd like me to consider specifically to include in my game plots that might pertain to your character. An example would be a rival that is trying to cause you grief, or you're trying to find a long lost family heirloom, or you've designs to become a ruler of a nation, take over the general store here at the inn or even run it out of business so you can start your own store. I'll consider anything within reason.
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This message was last edited by the GM at 10:03, Thu 31 Jan 2019.
Message Board
Fri 22 Dec 2017
at 02:47
  • msg #2

Message Board Postings

The following is a list of all posted notes on the Wayfarer's Inn message board.


Message 1 : Paying best prices for herbs and such at the Apothecary.


Message 2 : A copper nub to the one who layz to rest that yaller egg suckin dog whats been stealin me eggs! See Nester outs back nar the henhawc.


Message 3 : Top coin for fresh venison, bear meat, rabbit, squirrel, and any other edible varments. See Blaze with your kill to haggle a price.


Message 4: The Wayfarer's Inn is hiring entertainment of all varieties. Seek an audition with Fleur the Rose.


Message 5 : BEWARE !!! of the traveling gypsy Halfling known as Peddler whose selling fake elixirs, and magic potions. A bounty of 50 gold will be issued for information that leads to the arrest of this con artist.


Message 6 : "You lost something, or it was stolen from you?  You need to find someone who's eluding you?  You are in dire need of crucial information? See the Keeper for Felmin Pasdeloup.



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This message was last edited by the GM at 23:13, Fri 28 Oct 2022.
The Staff and Shoppes
Fri 22 Dec 2017
at 06:58
  • msg #3

Wayfarer's Inn Staff and Shops

The following is a list of the staff and shops available at the Wayfarer's Inn.

STAFF


The Keeper is the Head Innkeeper who answers to no other name.

Blaze - Assistant Innkeeper & Booking Agent for bets.
Fleur the Rose - Blaze's wife and Head of the Serving Staff
Yana - Daughter of Blaze and Fleur the Rose. She preforms duties as a server.
Jarrod - Son of Blaze and Fleur the Rose. Jarrod does whatever is asked of him from splitting wood, helping in the stables or washing dishes.

There are 20 humans that are the serving staff and maids. 15 are woman, and 5 are male.

Mon, Wed, Sun - Alenna, Luranna, Quest, Pearl, Opal, Willowdine, Naomi, Harold, David, and Lawrence.

Tues, Thur, Sat - Klaire, Diva, Gisella, Helen, Belline, Foxy, Jora, Xerra, Walter, and Billy.

All Serving Staff work on Friday


There are 7 bouncers, and 3 bookies. Like the serving staff, the bouncers and bookies work days are divided similarly.

Grunger B. Gumpsha, Nuella Gumpsha, and Timothy Wainwright (Bookies)

John Smith, Cora Rhubard, George Killrat, Sam Stonelifter, Lim Jorns, Dale of the Dale, Francis Zolgert (7 Bouncers)

Wayfarer's Inn Stable - Wynn Dixie and  his young daughter Isobel Dixie.

Wayfarer's Inn Cook is Harold on Mon, Wed and Belline is the cook on Tue, Thur. Both work Fri, Sat, and Sun.

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SHOPS and SERVICES


Pickpockets General Goods

Wayfarer's Inn Stable

Blacksmith Joe's

Weapons and Armor All types and sizes

Archers - All things shot, thrown or slung.

Will the Surgeon

Butcher, Baker, but no Candlestick Makers

Apothecary

The Magical Shoppe

The Transport Shop - Transportation Purveyor


On weekends (Real Life Weekends),there is a Farmers Market held in the yard of the inn. It is much more than a farmers market however, and boasts peddlers and purveyors willing to buy and sell unique items found anywhere.

The Keeper will hold excess money for players, and no matter where a player is in the universe, if there is a need for the money, he'll get it to them instantly and without charge.

There is a Chapel Hall in the East Wing that offers many small prayer and meditation rooms. There is also a large non-denominational chapel for player character priests to hold services.

Between two crossroads is a non-dimensional grove of trees commonly used by rangers and druids who do not like to reside within the inn. It is also used by hunters and trappers to supply the inn with meats and fish. Some claim that the grove borders the ocean allowing fisherman to provide the inn with both freshwater and saltwater catches.

There are other areas not yet found and explored that lie between the lonely roads that lead off from the old inn, and tales of newly discovered areas come to the ears of patrons all the time.
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This message was last edited by the GM at 12:39, Thu 07 May 2020.
Games of Chance and Game Rules
Fri 22 Dec 2017
at 08:00
  • msg #4

Games of Chance and Rules to Play

-
Games:

The games of chance are monitored by the staff to ensure that they remain safe, and to prevent cheaters from taking an unfair advantage. It is a well known fact that magic is used to determine if someone is trying to use something that will give them an unjust benefit. Get caught trying to use bracers of strength or a potion of luck to enhance your chances to win will get you fined. If you get caught, the fine is 10 gold. Those who refuse to pay the fine could find themselves banned from participating in all betting events or even worse.


ARM WRESTLING – VIPER or SCORPION DEATH WRESTLE


                                                    x
                                               x         x
                                          x                   x
                                      x                          x
                                  x                                  x
                              x                                          x
                          x--------------------------------------x



D20+STR – Lowest roller’s arm is brought down 1 tier (x).

Natural 20 roll wins the roller a 2 tier (2 x’s) advantage against opponent.

Natural 1 roll loses the roller 2 tiers (2 x’s) against his opponent.

The bet is between the wrestlers, with bet raises as agreed upon by both. Bets can occur on each roll between the wrestlers if both agree to the bet.

House bets are conducted by the bookie for that event with top bet limit being 20 gold. Bets cannot be raised after the event starts. House payout is double the placed bet for those who bet on the winner.

Individual bets between guests are allowed with no limit to the bet amounts.

Participation in viper and scorpion wrestle is at the characters own risk. The poisons from these matches can cause a character to be sick to the point of death from 1d6 days.


DART THROW – DAGGER THROW & ARCHERY


D20+DEX. Target DC is 15 and it’s the best of 5 missiles. Tie starts all over with the best of 5 till someone wins.

Natural 20 is a dead center hit.

Natural 1 means there is a 10% chance you hit your opponent for 1/2 damage.

The bet is between the throwers only, with bet raises as agreed upon by both. Bets can occur on each roll between the throwers if both agree to the bet.

Multiple players to a maximum of 5 are allowed. If there isn't a winner in the first round because of a tie or multiple ties, the players with the highest tie number will play a tie-breaker round. This round is played using a single throw until there is a winner. (EX: If three players hit four out of five, and 2 players hit 3 out of 5, the lower tie loses, and the 3 players with the highest tie go to the next round, and so forth until there is a winner.)

The House doesn't conduct bets on this game.

Individual bets between guests are allowed with no limit to the bet amounts.



DICE


Serpent Eyes

2D4 are used.

Snake eyes wins automatically unless there is a tie or multiple tie.
Highest double wins if there are no snake eyes, or unless there is a tie of that double or multiple tie of that double.

Tied players re-roll until there is a clear winner.

Multiple players to a maximum of 5 are allowed. If there isn’t a winner in the first round because of a tie or multiple ties, the players with the highest tie number will play a tie-breaker round. This round is played until there is a winner. (EX: If three players roll doubles, regardless of number, and 2 players roll snake eyes, the players who rolled snake eyes will continue, and the 3 players with the doubles will lose.)

The first bet is between the dice players only. Further bets can occur on a tie roll between the players if all agree to the bet again.

The House doesn’t conduct bets on this game.

Individual bets between guests are allowed with no limit to the bet amounts.




PIT FIGHTS

From time to time the inn conducts matches between noted personalities who excel in brawn, or weapon finesse. These matches draw quite a crowd. Sometimes even guests wish to get involved and show their prowess by asking the inn to sponsor a match between them and a noted personality or even a dangerous creature. More oft than naught, guests will outright challenge another guest. Most know of how the management frowns upon unsanctioned brawls and personal fights in the inn, so these challenges are kept respectable by having the inn sanction the fight. If both parties agree to such an encounter, the inn will sanction the fight the same as any other event.

Unlike other events that the inn sponsors, these events are not heavily restricted. A challenger is allowed to bring the best they have to the table, including magic. The only rule is that the inn isn’t damaged in any way during the bout.

Most events of this nature are held outside, since they draw large crowds, but some are held indoors in the pit fight area.




*These games are just games I have used in the past, and I welcome any other games you would like to donate to this list. Short and easy games only please.
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This message was last edited by the GM at 03:40, Sat 23 Dec 2017.
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