Adventures in Wrack (Zweihander)

Game Master scranford

Mystery, Mayhem, and Marauding in the world of Wrack.
Fortune Points 6/7
DM Dice

Spoiler:

Initiatives

  • Brunhard [dice]1d10+8[/dice]
  • Skeggi [dice]1d10+7[/dice]
  • Nuriah [dice]1d10+7[/dice]
  • Murgrim [dice]2d10+8[/dice]
  • Aurelie [dice]1d10+8[/dice]
  • Kurdran [dice]1d10+6[/dice]


Marching Order
Spoiler:

1. Brunhard (Carrying Map and Pike)
2. Kurdan
3. Litttle Aurelie
4. Mule 1? (Led by Kurdan?)
5. Nuriah (Leading Frye and donkey 1)
6. Skeggi
7. Frye and Donkey 1
8. Mule 2 (Led by Skeggi)
9. Donkey 2
10. Murgrim.

Double File
Brunhard----------Kurdan
Aurelie-----------Mule 1
Nuriah------------Skeggi
Frye/Donkey 1-----Mule 2
Donkey 2----------Murgrim.


Watch Schedule
Spoiler:

1. Brunhard
2. Kurdan
3. Murgrin
4. Skeggi



OK. This is the official recruiting (Spelled right) thread. You can use the other one till Sunday evening if you'd like or come here right away. I'll copy / paste the info I've already shared there to the campaign info on this game.

I'm either going to figure out how to use Realmworks to get you guys involved, or start a Wiki or something for world information. I'll open up the discussion thread, but let's do the mechanical die rolling etc here in the recruiting thread, and use the discussion to complete the characters.

You'll be starting out in the small town of "Keegans Bluff", about 50 leagues northwest of "Bards Gate". You already know each other, and have worked together in the past (Hence the beginning 1000 xp). I'll leave it up to your fertile imaginations on how you came to this area.

As the campaign begins you have been hired to escort an aging scholar from Bards Gate, to the Monastery of La Maisontaal, and it just so happens that Keegans Bluff is the last town of any substance before you start up the mountain trail to the Monastery.

Liberty's Edge

Ok, here and ready to go...sort of..lol. Will get rest of character fleshed out and a character sheet made.


Leaning towards Pilgrim ( over Bonepicker ).
If you have any information on religions ready...


Popping in over here to say I'm still around and working on ideas with what I rolled up. It's certainly an interesting mix...

I also missed the second allowed roll for Profession, so I'll do that now.
Replacing Envoy?: 1d100 ⇒ 85 Raconteur... I rather like that, actually. Combined with Manifest Destiny it essentially gives me a rank of training in every Skill (although it doesn't stack with actual ranks), and it combines very interestingly with the other elements I have going on. I think I'll do that.


Ok. Here we go...

Primary Attributes
Combat………… 3d10 + 25 ⇒ (8, 2, 10) + 25 = 45
Brawn…………… 3d10 + 25 ⇒ (5, 8, 10) + 25 = 48
Agility…………….. 3d10 + 25 ⇒ (3, 10, 4) + 25 = 42
Perception……… 3d10 + 25 ⇒ (6, 4, 2) + 25 = 37
Intelligence…….3d10 + 25 ⇒ (4, 1, 7) + 25 = 37
Willpower……… 3d10 + 25 ⇒ (2, 6, 2) + 25 = 35
Fellowship……… 3d10 + 25 ⇒ (7, 8, 6) + 25 = 46

Secondary Attributes
(TBD)

Sex / Race
Gender…………. 1d100 ⇒ 69 (Male)
Race……………… Human (Probably Vosk) (+1 CB, IB, & PB) (-1 AB, FB, & WB)
Racial Trait……. 1d100 ⇒ 32 (Esoteric Memory)

Archetype/Profession
Archetype……… 1d100 ⇒ 91 (Warrior)
Profession…….. 1d100 ⇒ 77 (Sellsword)
Alt Profession... 1d100 ⇒ 90 (Squire)

Background

Season of Birth.......... 1d100 ⇒ 41 (Winter)
Dooming…………………. 1d100 ⇒ 76 (Iron is weak, gold is strong)
Age Group………………. 1d100 ⇒ 84 (Middle Aged)
Distinguishing Marks….. 1d100 ⇒ 76 (Steely Gaze)
Distinguishing Mark#2... 1d100 ⇒ 56 (Purple bags beneath eyes)

Build Type……….. 1d100 ⇒ 49 (Husky)
Height & Weight……. 1d100 ⇒ 48 (5'10" / 229)
Hair & Eye Color……… 1d100 ⇒ 82 (Sienna / Black)

Upbringing………….. 1d100 ⇒ 92 (Militant - COmbat Attribute Favored)
Social Class…………..1d100 ⇒ 87 (Burgher)

Alignment…………… 1d100 ⇒ 71 (Wisdom / Rancor)


Information on Religion is in the Campaign Info tab above.


Xazil here, dotting for further use. Putting together a background. Broad strokes are a ex-barrier warden who has stood his watch and left to journey the world seeking his destiny and to recover from being on the front lines of the Chaos siege.


Black Dow here - also building a background for my Hedge Knight.

More than happy to collaborate with anyone if they fancy...


1 person marked this as a favorite.

Just posting in to say that I'm still here and interested--I've been looking over the book some more and thinking about the character. I think I'm actually going to go with Envoy, in the end, because I'm coming up with a more coherent background for that, and I think it presents a more interesting tie-in with the Debt-Ridden Drawback.


Spoiler:

archetype: 1d100 ⇒ 95
profession: 14d100 ⇒ (86, 6, 9, 100, 14, 73, 62, 85, 93, 80, 56, 50, 1, 76) = 791


This is Wanderer82's frame up of my initial character, a dwarven warrior (berserker) Kurdran Graybeard.

I noticed that we have a bunch of warriors, but other than our envoy, little else. I would be up for rerolling my profession and archetype to give us a little more variety if you are open to it.

archetype: 1d100 ⇒ 3
profession: 1d100 ⇒ 43
profession: 1d100 ⇒ 49


Not sure if any posts are going through, any time I try to post it either times out or returns to the post preview screen. So giving this one more try.

@Supreme_Being, not sure how diverse of a party you are looking for but it seems like we have a lot of warriors. Just wanted to throw out there the idea of rolling a new archetype and profession if that would help diversify the party.

archetype: 1d100 ⇒ 51
profession: 1d100 ⇒ 48
profession: 1d100 ⇒ 63


A bunch of warriors is fine. We've got time to work the characters enough to make sure that we don't have too much skill overlap. Let's just keep checking the others skills, discuss here in the discussion thread, and we can make this work. In Zweihander (Like Warhammer) it doesn't matter that much how you start out, but how you develop. You could start out as a warrior, but find that you've got a talent for singing and entertaining, or delving into the dark arts. Also, not only is this a low magic world, but arcane magic is considered a dark art, so not a lot of gentle friendly wizards popping about solving problems. Most have a self driven desire for power, and immortality. Not saying you can't eventually become a Sorcerer... just know the price.

Also, divine magic is in somewhat of a flux at this time. Over the last 100 years "The Great Church" influence has grown exponentially, while worship of the individual members of this pantheon have diminished. Both still exist, just a state of change... which if you do play a character strong in faith, might make for interesting relationships with your patron deity.


Re-reading the rules... Noticed that my Hedge Knight profession drawback doesn't grant the extra Fate Point - so I'll take another...

1d100 ⇒ 48 = Dunderhead

Also while I'm rolling... Coin from my upbringing: 2d10 + 2 ⇒ (2, 5) + 2 = 9 Silver Shillings.


Sounds good to me. I am intrigued to see how the archetype system works over the long term.

Are the Sand Dwarves like the Pueblo Indians, or simply live in rock cliffs like they did? I am trying to wrap my head around my character and want to decide on a dwarf subrace.


Not like the Pueblo Indians just live in similar dwellings. Especially known for their relationships with giant lizards

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