Legends of Persia: The Rings of Shaddad (Sword & Sorcery Quest)

Does this mean we'll start having penalties to rolls once we reach certain point, or will the bonuses simply disappear? I would guess it may have a synergy with Disciplined Mind, though not sure about his.
The bonuses disappear; yes, Disciplined Mind synergizes with this quite a bit.

Also this, will we get an additional Die for this Encounter as well, or will it start working after chargen?
The former.
 
[X] Plan Roleplay ho!
-[X] Abilities
--[X] Strength: 1
--[X] Constitution: 1
--[X] Dexterity: 2
--[X] Wisdom: 3
--[X] Intelligence: 2
--[X] Charisma: 1
-[X] Skills
--[X] Acrobatics
--[X] Riding
--[X] Mysticism
--[X] Polyglot
--[X] Survival
-[X] Perks
--[X] Calm and Collected: Having a Sanity status of Sane grants you a +2 on all rolls; with each step down the Sanity ladder you progress, this diminishes by 1
--[X] Luck of the Hero: Gain one bonus Encounter Die per Encounter

[X] Talk with her about being a Ba'al Shem (Intelligence, DC: 10) [3 Dice]
[X] Ask her about why she chose to join this group

So, reasons. As you may have guessed from the plan name, the Abilities and Skills are mostly for RP reasons, partly as described from my previous description and partly from my initial idea of who he is; someone focusing on speed and dexterity rather than strength, and later—after conversion—finding some interest in the more spiritual and education as a whole, which fits both intelligence and wisdom alike; with the latter being (usually) common sense, hence essentially a superpower, I won't say no to it :V

Acrobatics fit with the previously mentioned dexterity focus, Riding 'cause it's useful and for potential horse archery, Mysticism I have mentioned with Attributes, Polyglot since it's nice to know many languages if you're a travelling merc and for the same reason Survival. For perks I just went with what seemed nice.

As for decisions, I don't exactly care about being healed first all the time—especially if someone actually needs it more. I'm interested in Ba'al Shem though so overkill on that one. Well, maybe. I'm a little confused by the encounter dice 'cause all rolls are supposed to be made with D20 but at the same time those dice should be D4 right now so not really sure how this works.

It's definitely not the best or most optimised character but meh, as I said it's mostly for RP reasons.
 
[X] Talk with her about being a Ba'al Shem (Intelligence, DC: 10) [3 Dice]

...kinda want the C&C + DMind combination. Pretty powerful, that, and it goes well with our temperament.

Edit:
[X] Plan Zeitgeist Blue
 
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[X] Plan Zeitgeist Blue
-[] Abilities
--[] Strength: 2
--[] Constitution: 1
--[] Dexterity: 3
--[] Wisdom: 2
--[] Intelligence: 1
--[] Charisma: 1
-[] Skills
--[] Acrobatics
--[] Riding
--[] Mysticism
--[] Polyglot
--[] Survival
-[] Perks
--[] Calm and Collected: Having a Sanity status of Sane grants you a +2 on all rolls; with each step down the Sanity ladder you progress, this diminishes by 1
--[] Disciplined Mind: May reduce the ill effects of a low Sanity status by one step

This one tries to faithfully follow the previous winning plan's build. We're a warrior but one who relies on dodging rather than tanking hits, and the clarity of our mind too is an asset. This is reflected in our Wisdom ability and our perks which synergize together.

I've got the same reasoning for the skills as Althaeis does.

[X] Ask her about why she chose to join this group
 
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I will note that your choice of Temperament did have an affect on some of the Perks available, as did your choice of background. The only universal one was Luck of the Hero.
 
I'm fine with the plan above, really the only reason I prioritised Luck of the Hero was to mitigate any possible A P H E L L. Granted, it's not an AGG but still.

@Esarey how do Encounter Dice work? As I mentioned previously, I'm a little confused by how you said all rolls are made with D20 but then ED (too long to write full name :V) are only D4 at first. For example, is it even possible for us to succeed with only one ED for Int action? Or are ED just a bonus to D20 roll? I dunno, maybe that's just a D&D thing, never could get into it exactly because of the mechanics.
 
You add the rolls from Encounter Dice onto your normal D20 roll for a given action.
 
In this case

[X] Plan Zeitgeist Blue

[X] Talk with her about being a Ba'ala Shem (Intelligence, DC: 10)

EDIT: to make proper vote
 
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You can only vote on one action per turn.
Adhoc vote count started by Esarey on Dec 27, 2017 at 2:32 PM, finished with 20 posts and 7 votes.

  • [X] Plan Zeitgeist Blue
    [X] Ask her about why she chose to join this group
    [X] Ask her about why she chose to join this group
    [X] Talk with her about being a Ba'al Shem (Intelligence, DC: 10) [3 Dice]
    [X] Plan Zeitgeist Blue
    [X] Plan Zeitgeist Blue
    [X] Talk with her about being a Ba'ala Shem (Intelligence, DC: 10)
    [X] Plan Roleplay ho!
    -[X] Abilities
    --[X] Strength: 1
    --[X] Constitution: 1
    --[X] Dexterity: 2
    --[X] Wisdom: 3
    --[X] Intelligence: 2
    --[X] Charisma: 1
    -[X] Skills
    --[X] Acrobatics
    --[X] Riding
    --[X] Mysticism
    --[X] Polyglot
    --[X] Survival
    -[X] Perks
    --[X] Calm and Collected: Having a Sanity status of Sane grants you a +2 on all rolls; with each step down the Sanity ladder you progress, this diminishes by 1
    --[X] Luck of the Hero: Gain one bonus Encounter Die per Encounter
    [X] Ask her about why she chose to join this group
    [X] Plan Zeitgeist Blue
 
[X] Plan Roleplay ho!

[X] Ask her about why she chose to join this group

Build is more or less personal preference vote, I dunno if it is optimal. Dialogue topic - I feel that this is a better convo starter.
 
A Stop in Town 1.3
[4/6] Plan Zeitgeist Blue

[X] Ask her about why she chose to join this group


"You are a tribeswoman of the tribe of Elimelech, are you not?" you asked Shenhav.

She narrowed her eyes somewhat. "Yes. What of it?"

"Nothing much. I was under the belief that your tribespeople had certain tenets against greed, though."

"We do."

"Then what is one doing with a band of treasure hunters?"

The question seemed to have caught her off-guard. She glanced away from you, drumming her fingers. Thinking of a fabrication, perhaps. Then, she appeared to give up, and simply said: "There are things in Irem to be sought other than treasures."

She was not wrong. Though the Rings of Shaddad were the most popular subject of legends about Irem, they were not the only subject; not even the only subject that involved jewelry, in fact. Irem's vaults were supposed to be replete with treasures of all kinds, from jewelry to exotic spices to great tapestries and more. The Rings of Shaddad were simply the prize among prizes, due to their purported size and history with the lost city's king.

There were also, however, purported to be scrolls and tomes containing ancient arcana and esoterica from the Magi of ages passed, and artifacts of singularly vast antiquity. Though your knowledge on the subject was rusty, you recalled that Irem was supposedly founded by one Aram (initially, the city was eponymous with its founder, but language mutation had caused them to differ) who was a direct descendant of the Noah of Hebrew lore. You would be willing to bet that Shenhav's goal had something to do with that, but you suspected that if you were to broach the subject directly, she would be evasive.

Instead, you took a more roundabout method, and nodded towards where the Cultist sat in the far corner of the tavern. "You reckon you'll find any competition from that one?"

Shenhav followed your gaze. You saw some flicker of emotion across her features, before recovering her previous repose. "That... thing's goal is different from mine."

"What exactly do you think its goal is?" you asked, letting your interest enter your voice.

"There are... whisperings about Irem. About something underneath Irem, more specifically."

"It's a buried city. What could be below it?"

"Something... old."

That was fascinating in and of itself, but you changed subjects obliquely: "And what you're after isn't?"

"The matter of my pilgrimage is from the earliest parts of human history. What is beneath the city is from prior to human history altogether."

You nodded.

"And what are you doing with a group of treasure hunters."

This time you were the one caught by surprise. "I'm a mercenary."

"Yes, I can see that," she agreed, with a pointed glance at the small armory of weaponry you were carrying, "however, for a mercenary, you seem quite well-educated; moreso than those louts over there." She gestured to the two men and woman sitting at the table in the middle of the tavern. They'd begun passing around the bottle that the Rogue had bought, and the Mongolian in particular was beginning to get quite rowdy.

"So are you," you countered.

"Certainly, but I am on the pilgrimage. I have a reason for coming along. What's yours?"

What is your reply?
[] You needed to pay off a debt
[] It had been your childhood dream
[] You were searching for a lost relative who had gone off looking for it before you
[] (Write-in)​
 
[X] It had been your childhood dream

Even if we don't find sweet loots, finding the legendary city would be reward enough. And if someone else is considering getting our assistance with their goals, we're open to considering it.
 
[X] It had been your childhood dream

It is a good reason so why not.
 
[X] It had been your childhood dream

I like the idea that we're in it for the adventure.
 
Character Sheet
Name: Ardashir

Gender: Male

Appearance: Ardashir is a man in his mid-twenties of medium stature, with a skin touched by the sun. At first glance one could guess by his lean body and muscles that the man didn't focus on strength but rather speed and dexterity to outmanoeuvre his foes—this spared him from being wounded, and in turn scarred, too badly. On his, bereft of any scars, face was an old month facial hair—at first trimmed and taken care only to be later neglected during his travels—of dark brown colour, same as his braided and reaching to the middle of his back hair. The most defining of his features were his eyes, always calm and of unusual colour—pale green with brown specks around the irises. Most of the time the eyes are also the only visible feature because of the helmet with a camail.

Although mostly unseen, under his plated mail armour he wears cotton baggy pants and a shirt of the same material (sudra), tied by a woollen girdle (kusti). Over all this, including the armour, was a type of long coat flared below the knees (jama). Whenever he doesn't use the previously mentioned helmet he usually wears a turban on his head, otherwise it's tied around said headgear. It's worth mentioning that all of the clothes are white in colour. On his sides were a curved sword and a mace, while on his back a composite bow with a quiver full of arrows, and a rucksack.

Personality: Ardashir has the qualities necessary for someone who lives a long time as a professional soldier; he's rational, he's intelligent, and he knows what risks to take, and which to pass up. However, this hasn't made him as cynical or cold-hearted as many peers in his field. He is still a man willing to make friends, and a man who knows allies when he sees them; however, he has the wisdom necessary to differentiate between the two. On top of this, after everything, Ardashir is also a person who is still willing to follow after his dreams, if he well and truly believes that they are attainable.

Health:
  • Vitality: Full
  • Sanity: Sane
Abilities:
  • Strength: 2
  • Constitution: 1
  • Dexterity: 3
  • Wisdom: 2
  • Intelligence: 1
  • Charisma: 1
Skills:
  • Acrobatics
  • Riding
  • Mysticism
  • Polyglot
  • Survival
Perks:
  • Calm and Collected: Having a Sanity status of Sane grants you a +2 on all rolls; with each step down the Sanity ladder you progress, this diminishes by 1
  • Disciplined Mind: May reduce the ill effects of a low Sanity status by one step
Inventory:
  • Sword
  • Mace
  • Bow
  • Quiver and Arrows
  • Medium Armor
 
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