Interest Check - Homebrew Campaign set in Black Marsh (Elder Scrolls universe)


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Hey everyone.

In the Fourth Era, while the Dovahkiin was saving Tamriel from consumption by Alduin the World-Eater in Skyrim, another crisis was brewing, far to the south.

During the Accession Wars, in which the Argonian people waged retributive race war against the Dunmer of Morrowind, there was great upheaval and discord among the Dark Elf lands that had been ransacked by the Saxhleel. In these times of chaos, many places of power that had been built up by Telvanni and other wizards were scattered.

It came to the attention of the Tribal Overcouncil, made up of chieftains from the various Argonian tribes, that an Elder Scroll was discovered in the southern lands of Morrowind.

The Shadowscales are an elite group of the best that the tribes of Argonia has to offer, born under the sign of the Shadow and chosen for especially difficult tasks, and they (you) have been summoned to retrieve this artifact and bring it to the Overcouncil for safekeeping. Otherwise, a Dark Elf could recover it, and who knows what kind of damage they could do!

Honestly kind of open-minded about what system to use. I'm most comfortable/familiar with Dungeon World, which is the best one in my opinion; I'm also open to 5E rules, or maybe even pathfinder. The one thing I'll make clear is that I hate getting bogged down in trivial shit and rules minutiae. Whatever system we decide on, that's going to be a constant.

More details questions can be discussed in this thread.

Any interest in a mostly-Argonian campaign? There'll be dungeon crawls, RP, combat, traps, and puzzles. Starting at level 3 or 4 depending on the system we use.


Dungeon world is a system I have a little experience with, but would need a lot of guidance to play. It was a lot of fun the time I did play it. It was really cool how the system served the story and role-playing a lot more than your typical tabletop rpg.

Elder scrolls universe is cool and has a pretty diverse background to draw from. How would you set up the racial abilities for argonians for dungeon world?

I like argonians, but they aren't the most popular. Would you consider allowing other races if it expanded interest in this?


I'm Interested, I have the books for DW and PF but not 5E


Other races are permitted to travel Black Marsh freely, with some exceptions. Mostly, people that aren't adapted to aquatic or semi-aquatic life simply don't want to visit the Marshes, as it can be a hostile environment compared to most other provinces. There are other races represented here, but none would be Shadowscales - they are specified in canon to be Argonians born under the Sign of the Shadow. If you choose to be a different race, you would be one of the Shadowscale Irregulars - mercenaries that are known to the Histfolk to be trustworthy and worth working with for special jobs.

The only racial caveat I would give is that canonically, the Argonians have had very negative encounters on a species level with both Khajit and Dunmer. That's not to say you can't be one of those two races - all of the canonical Elder Scrolls PC races are permitted - you would just need to have a damn good reason to be there. Especially the Dunmer, given that they just had a race war not too long ago. As for the cat-folk...well, they just never got along with Argonians, mostly due to religious prejudices.

Argonian racials would depend on the system. I have a good idea of the general framework - some form of enhanced regeneration, and the obvious aquatic traits - but it would look different for 5E vs Dungeon World for example.


First of all, dotting.

That out of the way, I would probably recommend against using any system with a class structure, as the Elderscrolls franchise has traditionally been about more of a mix and match style of character levelling...that lends itself to playing a stealthy archer =P

The above being said, however, if we are going to use a system that has classes, then I would throw my vote in for 5E. I'm currently in a Dungeon World campaign here on the forums, but I'm less enthused about the system, as it seems to be somewhat chaotic and it seems to lend itself to conflict adjudication that can take a bit and seems to have the potential to cause the game to stall.

I might suggest pathfinder, but it's a pretty rigid system and it doesn't seem to fit the versatility of the Elder Scrolls playstyle.


Vrog Skyreaver wrote:

First of all, dotting.

That out of the way, I would probably recommend against using any system with a class structure, as the Elderscrolls franchise has traditionally been about more of a mix and match style of character levelling...that lends itself to playing a stealthy archer =P

The above being said, however, if we are going to use a system that has classes, then I would throw my vote in for 5E. I'm currently in a Dungeon World campaign here on the forums, but I'm less enthused about the system, as it seems to be somewhat chaotic and it seems to lend itself to conflict adjudication that can take a bit and seems to have the potential to cause the game to stall.

I might suggest pathfinder, but it's a pretty rigid system and it doesn't seem to fit the versatility of the Elder Scrolls playstyle.

The idea of using a flexible system does seem like a good idea. Do you have any suggestions?


I agree, and that's partially why I was leaning toward something similar to Dungeon World. Designing your own "custom moves" in that game is well-supported and it would allow players to customize themselves basically however they see fit.

That being said, I know it's not everyone's favorite, so I'm open to suggestions. I'm system-agnostic, for me it's all about the story and the cool magic items.


I know that it's a class system, but I found a pretty good writeup for 5e here. Not sure if you've seen it or not plume.

I will say that if Dungeon World is the way you want to go, I'm okay with it and will still make a character for the game, so by all means if that's what you wanna run, we can discuss it.


I am interested and will make a PC for submission if 5E is the chosen system.


I am definitely interested if you use 5e. Or, I have another system suggestion that I would also be interested in playing in: Savage Worlds. It's very flexible, a lot more than even 5e, and someone has already come up with some rules for doing Elder Scrolls with the system you can use as a baseline.


Interested, never played Dungeon World but I would be willing to give it a try. I am also fine with 5E, pathfinder or savage worlds.


That Savage Worlds mod looks really interesting, and I've heard great things about Savage Worlds as a system, though I've never experienced it myself. I'll look into it!


This one is dotting for interest. This one has only ever played pathfinder but agrees that it is too rigid for the open skill system of Elder Scrolls.

I don't remember the older games, did argonians always use "this one" instead of "I" or is that only in skyrim?


I think it's a common parlance for them, along with other sayings like "ours is to smile at your passing," which I always liked. I wouldn't hold players to it 100% of the time but I certainly advise players to use such expressions for flavor during conversations!


I like the savage worlds system a good deal. I think, if anything, my only beef with it is my characters in it tend to die....a lot.


That sounds like a feature rather than a bug


I would be down for this as well. I'd prefer Dungeon World as I want more experience with it but Savage Worlds is a good runner-up


I'd be interested in joining, and much prefer Savage Worlds over any other system. It is classless, flexible and easily mod'ed (altho I would suggest using the rules "as is" for a while before starting to make changes). I know the system well, and would be willing to help anyone out who has questions about its rules. Its motto is "Fast! Furious! Fun!" and it pretty much lives up to that. There are some things about combat the DM would have to adjust to if you're coming from D&D/PF, but you can pick those up quick. And, with just a couple of house-rules, you can keep the PC's from dying very quickly.


Alright, Savage Worlds it is. I've been looking for an excuse to try that system out.

KingHotTrash, I'm currently DMing another campaign on these boards for Dungeon World if you want to check that out; you'd be welcome to join us. You can find it through my user profile.

Everyone start putting together your character concepts according to the pdf that was linked earlier in the thread (here), and I'll start familiarizing myself with the rules over the next day or so. Then, after the weekend's done, I'll get the campaign started. I don't do much posting on weekends, I am a single dad and that's when I get custody of my boy.


I am completely new to Savage Worlds, but it definitely sounds interesting. I'll check it out. I'll try to work up a healer.

Is healing worthwhile in the system?


Rolling for Birthsign: 1d12 ⇒ 9
Rolling for Serpent Birthsign: 1d12 ⇒ 3

Okay, looks like I was born under the sign of the Lady.

EDIT: and here is my character:

Saluria:

Female Altmer Sorcerer
Novice Rank

Agility d6
Smarts d8
Spirit d6
Strength d6
Vigor d6

Charisma 0
Magicka 20
Pace 6
Parry 4
Toughness 4

Racial Traits: +10 to Magicka, Immune to Disease, start with d6 Smarts, -4 to resist negative environmental effects, -2 Toughness vs. Cold, Electric, and Fire attacks.

Skills: Destruction d12 -7, Investigation d4 -1, Notice d4 -1, Intimidation d10

Edges: Birthsign (The lady: +1 to Spirit Rolls to resist Shaken), New Power x2

Hinderances: Arrogant, Heroic, Loyal, Small

Powers:
Blast (2-6 Magicka; range:24/48/96; MB template, 2d6 base; can double cost to make it a LB template or increase damage to 3d6; triple cost for both)

Burst (2 Magicka; cone template; 2d10 damage; heavy weapon; Destruction vs. target Agility opposed roll)

Background:

At one point Saluria served as one of the Queen's minds, a secretive group of mages that reported directly to the Queen and carried out her will. It is unknown what caused her break, but whatever it was, the break was amiable enough that neither seeks the other's death.

Deciding that she wanted a change of scenery, Saluria was recruited by a Jarl in the northlands to be a battlemage, and while ultimately the Jarl was victorious, the cost in the lives of his men was far too high for Saluria's liking. When she discussed this with the Jarl, he said they were pawns, and that he would sacrifice as many pawns as pleased him.

What happened next differs depending on who is telling the story, but the outcome is always the same: the Jarl was dead at the hands of the so-called Sorceress of Sorrow, and that she strode out of the longhouse untouched by any of his men.

After several attempts were made on her life, she purchased ship headed south, where she heard that the Shadowscales were hiring mercenaries. As her application for the position, she walked into the recruiter's office and dropped the molten crown of the Jarl on the man's desk.

It was said that the ringing it made as it rolled until it was still sounded of the man's scream. She was hired on the spot.

Appearance/Personality:

Saluria is actually a rather quiet and reserved person; a fact she finds useful for scaring off anyone she doesn't want to talk to, which is in all truthfulness pretty much everyone.

Saluria is the master of the silent intimidation and letting actions speak for her. She has also refined the art of allowing her magical talent to infuse her aura, radianting menace without actually speaking.

Saluria is rather short for an Altmer, and her pixie-cut blonde hair and love of heart-shaped jewelry and silk dresses make her look more of a young girl than a terrifying mage. In truth, she is both.


Plume wrote:

The Shadowscales are an elite group of the best that the tribes of Argonia has to offer, born under the sign of the Shadow and chosen for especially difficult tasks, and they (you) have been summoned to retrieve this artifact and bring it to the Overcouncil for safekeeping. Otherwise, a Dark Elf could recover it, and who knows what kind of damage they could do!

I'm not sure we should roll for our sign here.


My character is not an Argonian, otherwise I wouldn't have rolled.


Vrog Skyreaver wrote:
My character is not an Argonian, otherwise I wouldn't have rolled.

Fair enough, but what if everyone makes a non-argonian character. :P


If that happens I'd have to reevaluate what the party looks like and what kind of story would make sense for such a group.

I can adapt to a non-Argonian party, it just might not be the exact same story hook. Or, the Argonian Shadowscale characters would naturally have greater operational authority than their Irregular companions.

We'll just see how the group shapes up.


Lazyclownfish - healing is always needed in Savage Worlds, because the Wounds you take in combat are subtracted from *all* your rolls, and a -2 or -3 is a BIG deal in SW! And if you take more than 3 Wounds, you are Incapacitated (which Healing can also cure), and run the risk of dying. Also, magical healing is the only kind of healing that can be tried more than once by one healer on any given patient.

It would also be a good idea for everyone in the group to take the Healing skill (even at d4), just so everyone can try to heal a comrade.

For those of you new to the system, also *always* take the Notice skill, usually at at least a d6.

I'll be creating a character soon, but not knowing anything about Elder Scrolls, it's going to take me a couple of days to read thru that 74-page document!


Plume - you said in your OP that we'd be starting at level 3 or 4. I could argue that starting-out PC's in SW are already more powerful than most level 1 or 2 PC's in the other systems, or if you want, you could give us a couple of "advancements" (improvements) above and beyond a starting character.

What do you think?


Vrog - I'm curious about your skill roll modifiers. Where did the -7 to Destruction come from, and why -1 to Notice and Investigation?


Yeah, the starting level isn't set in stone. Given that it's a brand new system for me, it's likely we'll be starting out at level 1 here.


Vrog - your PC's Toughness is 5, not 4 (half Vigor, plus 2).


Awesome, thanks a ton for the responses! I'll be building an old(retired?) shadowscale whose fighting skills have been waning but whose experience and skill with healing make him an asset anyway.

I just started reading the ruleset and it seems possible to do this type of concept. It may take me some time to get it worked out though.


That was the point cost, not a bonus or penalty.


Savage Scrolls, eh? Played a bit of Oblivion back when it just came out, and a lot of Skyrim, but despite this don't know much about TES.

Still, I'll see if I can come up with something interesting. So, dot.


The lineup thus far:

Shadowscales:

Lazyclownfish, one of the oldest remaining Shadowscales who can recall their glory days, now serves in any way he can

Irregulars:

Saluria, Altmer sorcerer and mercenary that has proven capable of taking down high-profile targets


ZenFox:

The humans are the Redguards (ancient Arabian-style culture), the Nords (ancient Norse/Scandanavians), and the Imperials (Ancient Romans). Bretons (ancient British) are treated as humans despite having Meric ancestry mixed in with the human ancestry.

The Orcs (Orsimer), High Elves (Altmer), Wood Elves (Bosmer), and Dark Elves (Dunmer) are "meric" or elven races, and the catfolk (Khajit) and lizardfolk (Argonians) are collectively referred to as "beast-folk".


Thanks for the fast reply! There's a Hindrance in some SW settings called a "Giri", which is a debt you owe to someone. I'm thinking of having a Redguard, but with a Giri to the Shadowscales for saving his/her life, which is why they'd be working with them. Is that ok?


Great idea. It could even be one of the player characters that saved you, as an early way to establish RP relationships. You'd be the Chewbacca to their Han.


What I've got so far :

Race : Redguard
Attributes : d6 Ag, d4 Sm, d6 Sp, d6 St, d8 Vi
Skills : Destruction d8, Fighting d8, Healing d4, Notice d6, Stealth d6, 3 more skill points TBD
Hindrances : Stubborn; 2 minor and 1 major TBD (maybe Giri?)
Edges : New Power (Bolt), Power Points (+5), one Edge or Attribute increase TBD
Gear : TBD

Background : this fighter is more like a ninja, good with a sword and throws magical shuriken (Bolt).


Vrog - I just noticed you took Blast as a Power, but it's only available at Seasoned rank or higher.


Plume - can we start out with whatever potions and scrolls we can afford?


Sure thing.


ZenFox42 wrote:
Thanks for the fast reply! There's a Hindrance in some SW settings called a "Giri", which is a debt you owe to someone. I'm thinking of having a Redguard, but with a Giri to the Shadowscales for saving his/her life, which is why they'd be working with them. Is that ok?

I've got an old shadowscale that wouldn't leave a Redguard he came across injured unless they were definite enemies, even if it was long ago in his youth. I'm flexible about the specifics if you wanted to use that. If not, no big deal.


Ya, looks like I did. I'll just take bolt then instead.


Update :

Race : Redguard
Gender : Female
Attributes : d6 Ag, d4 Sm, d6 Sp, d8 St, d8 Vi
Skills : Destruction d8, Fighting d8, Healing d4, Lockpick d6, Notice d6, Stealth d6, Survival d4, Tracking d4
Derived : Charisma +0, Pace 6, Parry 5, Toughness 8(2), 40 lb. Encumbrance
Hindrances : Stubborn (minor), Giri (minor), Loyal (minor), Code of Honor (major)
Edges : New Power (Bolt), Power Points (+5)
Gear : Dwarven leather (+2 Toughness, $75, 18 lb), long sword (2d8 damage, $300, 8 lb)
Potions : Boost Fighting, Boost Devastation, Boost Strength, Boost Vigor
40 GP

Description : this fighter is more like a ninja, moving silently, is good with a sword and throws magical shuriken (Bolt).

Background : she has made a living out of being a mercenary, an agent, an enforcer, a thief, and even an assassin upon occasion (altho she doesn't mention that to *anybody*). As a little girl in Hammerfell, when it was discovered that she could throw magical shuriken, she was taken to a monastery, where the monks trained her in the art of fighting with a sword as well as with her shuriken.


Lazyclownfish - I haven't decided whether I want her Giri to be to one person, or to the Shadowscales as a whole. I'll let you know soon.


Might rethink the story hook and even the province we start out in if we only wind up having 1 Argonian player. :)


Plume wrote:
Might rethink the story hook and even the province we start out in if we only wind up having 1 Argonian player. :)

Lol my concept kind of relies on having young shadowscales to follow and lecture etc.

So yeah, I'd hope we get a couple at least.

Interest check: Argonian game. Sounds cool! Doesn't make an Argonian. ???


I am still here, just been a bit busy in real life at the moment. I will definitely be making an Argonian because...well...Argonians man.


Right? I was expecting like, one token human in the group of lizards, but we'll see how the group shakes up.

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