TO THE WEALD - An OL Based Darkest Dungeon Quest

Hello, members of the OpenLegend community! I’m working on a Quest (basically, an RP where players vote on what a single character does, rather than each player controlling one character), and would like to experiment, see how viable OpenLegend is as a system for questing. Specifically, I’d like to see if it’d work on a Darkest Dungeon quest.

As this is an experiment, this’ll, I hope, be a somewhat short quest (though if it gets away from me and becomes an epic I won’t complain). The hope is that once this is done, I’ll know what parts of the system need to be altered to fit a Quest rather than an RP. I do hope it’ll still be engaging, and if it works out I intend to follow up on this quest with a much longer sequel.

If you wish to take part, just follow the instructions in the lower part of the next post, and make a vote!

PS: Is there a more proper area to post this? Like, a Play-by-post subforum?

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Information:
Marci
Crevecoeur
Warrior
Gunner

“Klaus!”

You’re up immediately, hastily grabbing your
[ ] Pistol
[ ] Sword
and wielding it against whatever beast had awakened you from your -

“Dysentery! Don’t point that thing at me! Save your aggression for the beasts we’ll face, Klaus.” In front of you stands a fellow mercenary, Crevecoeur, donning gray robes and a long, white mask. You’ve met your fair share of plague doctors - mysterious, lonesome, and generally untrustworthy creatures that satisfy themselves poisoning their subects in “experiments”, watching the poor bastards waste away while jotting down notes on pristine scrolls. Crevecoeur is no exception, though he’s somewhat more

[ ] Friendly
[ ] Extroverted
[ ] Annoying

than his fellows.

You put your weapon away, realizing the time - it seems that your reprieve from your task is over. “Where are the others?”

“Marci’s at the wagon already, praying to her gods. Ever since our last expedition, she’s been doubling down on her faith. Hard to lose a lover, yeah?”

Marci, yes, you remember. The team’s medic is a Vestal in the employ of the church, working alongside hired mercenaries in clearing out the old estate and destroying whatever eldritch horror has claimed the land. She’s always been somewhat cold towards her coworkers, but she’d always let her guard down when she was around Paris, the team’s Hellion.

You’d been indisposed in the last expedition, so you don’t know any details. All you know is that she, Crevecoeur, Paris and Donovan the Crusader entered the Cove. Only the former two returned, and Marci has been avoiding Crevecoeur since.

“Remember, we’re off to the Weald, so be ready to deal with Blight and We’ve also got a new rookie, Dallas. He’s a front-liner like you, so be sure to show him the ropes and keep an eye on him. We don’t want another kleptomaniac.” Without waiting for a reaction, he turns out and opens the barrack doors. You follow behind.


“The name’s Dallas, mates!” ‘Dallas’ grins at all of you. “Pleasure to meet you all.” Neither of your companions reply. Marci’s devoted her time on this trip to prayer, while Crevecoeur appears to have dozed off immediately upon boarding the Wagon. Dallas’ grin lessens, but he nonetheless tries to keep it wide as he turns to you. “And you?”

HOW DO YOU PRESENT YOURSELF?
[ ] Respond in kind - One good turn deserves another. If you’re friendly, you’ll build rapport. Roll Persuasion DC 12.
[ ] Be Imposing - He doesn’t seem to be taking this seriously. Perhaps you could impress upon him that this expedition shouldn’t be taken lightly. Roll Presence DC 12.
[ ] Be Instructive - He’s a newbie. Perhaps you could ensure he’s better prepared for the coming expedition. Roll Learning DC 12 with Advantage 1 (Experienced).
[ ] Write in.


In order to vote, copy one of the options and add an “X” to the empty brackets.

For example, if you wish to vote to have a gun, input [X] Pistol. If you wish to find Crevecoeur annoying, input [X] Annoying.

You may only vote once per category - so you can’t vote both “Friendly” and “Extroverted”.

So, a complete vote would look like this:
[X] Pistol
[X] Annoying
[X] Be Imposing.

One last thing: You may have noticed that the last set of choices has ‘[ ] Write in’ as a choice. This means that you can make a suggestion of your own. For example, you might decide to just go back to sleep, or tell him to shut up. I don’t know why you’d want to do either of those things, but if you do feel free to replace the words “Write in” with whatever you wish.

The next few posts will contain all Character Sheets. Your character sheet will be either the Gunner’s or the Warrior’s, depending on whether you pick the sword or the pistol. Dallas will take the other.

MARCI:
Physical:
Agility - 3
Fortitude - 0
Might - 0

Social:
Deception - 0
Persuasion - 0
Presence - 2

Mental:
Learning - 2
Logic - 0
Perception - 2
Will - 4

Extraordinary:
Alteration - 0
Creation - 5 +1
Energy - 0
Entropy - 0
Influence - 0
Movement - 0
Prescience - 0
Protection - 0

Derived:
HP: 18
Toughness: 14
Guard: 13
Resolve: 14
Armor: 1

Weapon: Spellbook (Extraordinary Focus) and Rapier [Precise. No Banes]
Armor: Light Armor

Perks:
Experienced: Cove - Roll with Advantage whenever you use a mental skill in the Cove
Flaws:
Depressed - Memories of Paris’ fate haunt her.

Feats:
Extraordinary Focus (Spellbook) - +1 to Creation so long as she has this item
Death’s Door - Once per Day, you’ll be reduced to 1 hp when you’d otherwise be reduced to below 0.
Hospitaler - You may grant a teammate an immediate bane resist roll with Advantage +1 or perform Restoration with Advantage +1

Marci is a Vestal - a holy virgin* with the power to channel the light of her faith into healing. She’s been sent by her church to the Darkest Estate, with the goal of beating back the darkness that has consumed it.
You’ve worked with her a few times in your stay. She’s cold, but she does her best to keep the group alive and well. Though perhaps she might grow despondent, now that her lover is dead.

*Insofar as Marci’s gods are concerned, bedding another woman does not make you impure, though the church would certainly disapprove of her relationship if they knew.

CREVECOEUR:
Physical:
Agility - 1
Fortitude - 3
Might - 0

Social:
Deception - 2
Persuasion - 1
Presence - 1

Mental:
Learning - 4
Logic - 2
Perception - 0
Will - 0

Extraordinary:
Alteration - 0
Creation - 0
Energy - 0
Entropy - 5
Influence - 0
Movement - 0
Prescience - 0
Protection - 0

Derived:
HP: 18
Toughness: 13
Guard: 11
Resolve: 11
Armor: 1

Weapon: Plague Grenades and Knife [Precise. Persistent Damage Bane]
Armor: Light Armor

Perks:
Experienced: Weald - Roll with Advantage whenever you use a mental skill in the Weald
Flaws:
Ambitious: Diseases - Sometimes puts his research ahead of the goals of the group.
Feats:
Bane Focus: Persistent Damage (Blight/Entropy) - Roll with Advantage +2 when using a bane attack. Also, rolling with a 5 or above against an opponent’s defense automatically inflicts Persistent Damage.
Death’s Door - Once per day, you’ll be reduced to 1 hp when you’d otherwise be reduced to below 0.

Crevecoeur is a Plague Doctor. Technically. He tends to induce plagues rather than fix them, and enjoys experimenting on his subjects, so perhaps ‘plague doctor’ isn’t the best term for him. Nonetheless, he works with plagues, and uses them against your foes.
Unlike some of the other ‘plague doctors’ you’ve met, Crevecoeur seems friendly. Not very friendly - he still wears a dehumanizing mask and is perhaps too fascinated by disease - but you can hold a conversation with him and easily pretend that he’s not considering how good a test subject you’d be.

WARRIOR:
Physical:
Agility - 2
Fortitude - 3
Might - 5

Social:
Deception - 0
Persuasion - 0
Presence - 2

Mental:
Learning - 0
Logic - 0
Perception - 2
Will - 4

Extraordinary:
Alteration - 0
Creation - 0
Energy - 0
Entropy - 0
Influence - 0
Movement - 0
Prescience - 0
Protection - 0

Derived:
HP: 24+5
Toughness: 17
Guard: 17 + 3
Resolve: 14
Armor: 3

Weapon: Sword [Forceful, Two Handed (+1 Advantage to all attacks)]
Armor: Chainmail (3 Armor)
Feats:
Tough as Nails (I) - Add 5 to your HP.
Death’s Door (II) - Twice a day (once per fight), you’ll be reduced to 1 hp when you’d otherwise be reduced to 0.
Battlefield Reflexes - When using the Defend action, if an enemy attacks you deal damage equal to however much your defense score overcomes your opponent’s attack score.

The Team’s Tank. Useful for engaging enemies directly.

GUNNER:
Physical:
Agility - 5
Fortitude - 0
Might - 3

Social:
Deception - 0
Persuasion - 2
Presence - 0

Mental:
Learning - 0
Logic - 4
Perception - 2
Will - 2

Extraordinary:
Alteration - 0
Creation - 0
Energy - 0
Entropy - 0
Influence - 0
Movement - 0
Prescience - 0
Protection - 0

Derived:
HP: 18
Toughness: 12
Guard: 18 + 1
Resolve: 14
Armor: 1

Weapon: Pistol [Precise, Close-Ranged], Knife [Knife, Melee, one-handed, Persistent Damage (Bleed)]
Armor: Light Armor

Feats:
Multi-Target Specialist (II) - whenever you multi-target, your disadvantage is reduced by 2. IE: You may target 2 people at once for a disadvantage of 0.
Death’s Door (II) - Twice a day (once per fight), you’ll be reduced to 1 hp when you’d otherwise be reduced to 0.

The gunner is useful for gunning down multiple enemies, or shooting them from afar. He can also bleed enemies out with his knife if they have the fortitude to resist the Plague Doctor’s plague grenades. He also knows his traps, and can use his Logic to disarm them with ease.

Hey, I’d love to join here is my vote.

[X] Pistol
[X] Friendly
[X] Be Instructive.