Grit & Gunsmoke (Inactive)

Game Master Brian Minhinnick

Roll20 Campaign


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|GRIT & GUNSMOKE|
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"We are rough men and used to rough ways." – Bob Younger to a newspaper reporter following the 1876 Northfield, Minnesota raid.

The Stolen Lands have long resisted attempts at settlement. Situated west and south of Nebraska, in the Dakota territory, the approximately 35,000-square-mile swath of wilderness has a long history of being regarded as “stolen” — from and by whom depending on the point of view. In Nova Roma, the lands are considered stolen from that nation’s northwestern expanse by bandits and savage humanoids. During the Civil War the partially settled lands fell into the hands of monsters and worse as more important matters took center stage for Nova Roman soldiers. From the point of view of the native humanoids, it’s the Nova Romans who are stealing the land from them. Even within the wildlands themselves, lands are stolen and conquered in constant struggles between bickering tribes of monsters, giants, goblinoids, and more, all constantly skirmishing to expand their holdings while not ceding their own lands to the enemy.

You have been deputized as a Nova Roman Marshal by General Paddock Conroy. You were chosen after showing some relevant skill, and a willingness to risk your hide in the wild. You have been promised rewards for good performance. You and the rest of your posse have been charged with exploring, mapping in detail, and clearing for settlement a section of the Stolen Lands called the Greenbelt. You are to assemble at the defunct Fort Laramie (now a trading post), in the Dakota Territory. You were given the following official writ as proof of your duties:

Be it so known that the bearer of this charter is charged by the Federal Government of Nova Roma, acting upon the greater good and authority vested within them by the office of the Consul Executor of Nova Roma, they have been granted the right of exploration and travel within the wilderness region known colloquially as the Greenbelt, in the Dakota Territory. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Fort Laramie. The carrier of this charter is a deputized N.R. Marshal and should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by shooting or the rope. Native peoples unwilling to integrate into Nova Roma are likewise to be treated as invaders, and killed or driven off. So witnessed on this day, the 24th day of February, 1868, under the watchful eye of Nova Roma and authority granted by General Paddock Conroy of the Department of the Northwest.

-General Paddock Conroy

The writ is penned on sturdy, expensive paper with an official seal and bound in a durable leather envelope for travel.

The ride (or walk) across Nebraska territory from the rail head in Omaha has taken nearly three weeks. They haven’t been pleasant weeks either. It’s bitter cold and few things wandering on the winter plains are friendly. The sparse shelter afforded by the hospitality of the hardy Nebraskan homesteaders has been the only comfort on your journey. Otherwise it ain't been naught but steaming breath, frozen mud and cold northern wind howling across the prairie, blowing snow into depressingly large drifts. But your journey’s end is near - tomorrow you will reach the trading post, and soon thereafter meet your fellow Marshals.

===================================================================

"Never run a bluff with a six-gun." - Bat Masterson

If you are still reading, then I assume I’ve caught your interest. Here are some more details on this game:

Who: I will be accepting open applications for a period of a couple weeks and then choosing the best 4 or 5 submissions for this PBP experience. I am an experienced PBP game master. If you’d like to check out my other games, I have a list of them in my profile. I am not perfect, but I try my best. I expect adult players who do the same.

What: A combo PBP/Roll20 campaign that adapts the Kingmaker adventure path to my own fantasy Earth setting. Details on the setting can be found in the setting section of the campaign document. I will be adapting the AP as needed to make it fit the setting, but it will be pretty similar to Kingmaker as written. Characters should be built according to the character creation section of the campaign document, at level 1.

I have enacted various house rules to try to give this campaign a certain Western action feel. The maps on Roll20 will feature dynamic lighting, and individual character views for increased realism.

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"There is no law, no restraint in this seething cauldron of vice and depravity.” – The New York Tribune describing Abilene, Kansas.

When: Recruitment will last from the time of this posting, until Sunday, November 30th around noon GMT+8. The game will begin shortly after that.

Where: Most of the game will be handled via normal PBP procedures on these boards, but I have created a Roll20 campaign to host the maps, and where we can chat when online at the same time. If we ever get a majority of people on the chat at once, we might play there for a while and then transcribe it to the forum later.

===================================================================

"I have at all times tried to use my influence toward protecting the property holders and substantial men of the country from thieves, outlaws and murderers, among whom I do not care to be classed." -- Clay Allison, in response to a Missouri newspaper which reported him with fifteen killings under his belt.

To make a submission create a character using the rules above and put their stat block in a message board alias. You should format your stats with something very similar to a standard Paizo statblock. Output from something like Herolab is also fine. I have a format for my characters that you can copy and use. Whatever you do, don't break up your stat block into a bunch of spoilers, please! You should also include a description of your character's appearance, and their backstory. If you have any questions, feel free to ask. I will monitor the thread closely. Thank you for your consideration.

Grit & Gunsmoke Campaign Document


Will put up character when im home :)


Hmmmmmm.


Massive dot.


I was wondering if we could homebrew some way to allow for swift or free action reloads of revolvers and rifles. Currently, I don't think you can. Rapid reload doesn't work due to tricky language, and paper cartridges are reserved for early firearms.


The Dragon wrote:
I was wondering if we could homebrew some way to allow for swift or free action reloads of revolvers and rifles. Currently, I don't think you can. Rapid reload doesn't work due to tricky language, and paper cartridges are reserved for early firearms.

No, we cannot. Reloading should be risky, and doing so as a move action once every ~six rounds is really not that bad.


Dot.

QUESTION: since you're using the 'guns everywhere' variant, will you be using the rule where gunslingers get Gun Training 1 at first level instead of the Gunsmithing feat?


Can I take two campaign traits?


Ya! it is up. I will start working on my moon oracle.


DM Jelani wrote:
The Dragon wrote:
I was wondering if we could homebrew some way to allow for swift or free action reloads of revolvers and rifles. Currently, I don't think you can. Rapid reload doesn't work due to tricky language, and paper cartridges are reserved for early firearms.
No, we cannot. Reloading should be risky, and doing so as a move action once every ~six rounds is really not that bad.

Ahh well. If I go ranger I can just switch over to longbow once it becomes an issue. Otherwise it should be fine.


Darkness Rising wrote:

Dot.

QUESTION: since you're using the 'guns everywhere' variant, will you be using the rule where gunslingers get Gun Training 1 at first level instead of the Gunsmithing feat?

Yeah. I will add that to the campaign doc.


The Doomkitten wrote:
Can I take two campaign traits?

No.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Stats and such:

Obediah Marsh
LN Skinwalker (coldborn) Shaman 1
Init +0; Senses Perception +2; low-light vision
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 13, touch 10, flat-footed 13 (+3 armor, +0 dex)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +4
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee sickle +2 (1d6+2)
Ranged shotgun +0 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 10, Con 15, Int 10, Wis 15, Cha 8
BAB +0; CMB +2; CMD 12
Feats: skill focus (survival)
Skills: climb +4, handle animal +3, heal +6, knowledge nature +4, sense motive +3, sleight of hand +3, survival +9,
Spells/Day (3/2+1, DC 12+level)
0th level: create water, light, mending
1st level: enlarge person*, cure light wounds, read weather
Special Abilities: calm animals 1/day; change shape 3/day; mammoth spirit, powerful smash 2/day,
Traits: tough minded (+2 Will saves vs mind affecting), suspicious
Languages: Common
Possessions (175 gp) shotgun (50 gp), 30 shells (3 gp), druid's kit (14 gp), survival kit (5 gp), sickle (6 gp), hide shirt (20 gp), small cabin and various lifestyle items (75 gp), 2 gold
------------------------------------------------------------------------

Stat Math:
Str 14 (5 points)
Dex 10 (0 points)
Con 15 (3 points +2 racial)
Int 10 (0 points)
Wis 15 (7 points)
Cha 8 (0 points -2 racial)

Raccoon Familiar (Mister Jenks)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 10, Dex 15, Con 11, Int 2, Wis 16, Cha 5
Base Atk +0; CMB +0; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Climb +8, Sleight of Hand +3

Obediah Marsh has been through a lot.

He returned home from the War to find his wife and small son dead, victims of some raid or another. He buried them, burned down his homestead and went into the woods. Three years later, he lives in a small cabin he built with his hands, surviving on fish and berries and nuts and honey and living with a scrappy raccoon he named Mister Jenks after a particular pugnacious drill sergeant he knew.

He's a haunted man. Born a skinwalker, he put his skills to use during the War as a scout and guide. He was shot numerous times, nearly died twice and saw his friends and comrades killed and maimed. During one of his recoveries he had a dream where a great wooly beast showed him the land as it was before the wars came, before men crawled across the ice and sea to civilize it. When he returned home to find his wife and son dead, he knew that civilization was not for him anymore. But you can't escape civilization, not really. You can only keep moving and hope to delay it. And it seems civilization has come looking for Obediah.


Dot. Looking at the Brawler class... never had a chance to try out this advanced class, but a Dwarven Pugilist type seems pretty ripe for this setting.


Hmmmm ...Flying Blade or Mysterious Avenger swashbucklers could be interesting. Hrm.


I'll give this guy a shot. Son of a Chinese railworker and a prostitute, Charles grew up fast.

Charles:

NG Human Flying Blade Swashbuckler 1
Init +3; Senses Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17 (13 Touch, 14 FF)
hp 11
Fort +2, Ref +5, Will +0
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee Dagger +1 (1d4)
Ranged Dagger +4/+5 (1d4)
Ranged Revolver +4/+5 1d8 x4
Ranged Rifle +4/+5 1d10x4

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 17, Con 13, Int 10, Wis 10, Cha 14
BAB +1; CMB +1; CMD 14
Feats: Point Blank Shot, Precise Shot
Skills: Bluff 6 (2+1+3)
Intimidate 6 (2+1+3)
Perception 4 (0+1+3)
Ride (Dex), 7 (3+1+3)
Sense Motive 4 (0+1+3)
Sleight of Hand 7 (3+1+3) (8 for small weapons)

Class Abilities:
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Panache: Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Traits: Nova Roman, Hidden Hand
Languages: English
Possessions : Leather Lamellar Armor, 12 daggers, revolver, rifle


This looks incredibly badass. Dropping a dot the size of a bowling ball for interest!


I totally dig this! I'll whip up a character tonight to see if you are into it! I really love the Skinwalker race, so it there is a chance that's what I'll be using. Oddly enough I have never played a pure spellcaster, so Oracle and Shaman are very intriguing to me. I'm also big into Barbarians...would you allow the Savage Technologist Archetype?

Also, just out of curiosity, any reason why no Investigator? Especially the Steel HOund archetype...it just seems to be a good fit into the setting, as the only real skill-based class you have listed is the Rogue.

Either way I'm down, just curious


Dotting ridiculously hard. The Old West is one of my absolute favorite historical settings and I seriously want to submit for this.


Looks awesome.


James Martin wrote:
** spoiler omitted **...

He just needs an alias, and Obadiah will be complete.


kdtompos wrote:
Dot. Looking at the Brawler class... never had a chance to try out this advanced class, but a Dwarven Pugilist type seems pretty ripe for this setting.

I was hoping someone would do an interesting brawler. The class is really attractive with guns as simple weapons, martial flexibility, and no AOOs for combat maneuvers. If I were going to apply for my own game I would be a brawler!

:P


Digger Chandler wrote:

I'll give this guy a shot. Son of a Chinese railworker and a prostitute, Charles grew up fast.

** spoiler omitted **...

Cool, needs to be in alias, same as Obadiah.


LazGrizzle wrote:

I totally dig this! I'll whip up a character tonight to see if you are into it! I really love the Skinwalker race, so it there is a chance that's what I'll be using. Oddly enough I have never played a pure spellcaster, so Oracle and Shaman are very intriguing to me. I'm also big into Barbarians...would you allow the Savage Technologist Archetype?

Also, just out of curiosity, any reason why no Investigator? Especially the Steel HOund archetype...it just seems to be a good fit into the setting, as the only real skill-based class you have listed is the Rogue.

Either way I'm down, just curious

Savage technologist, yes!

Investigator, no, because of extracts. If you wanted to play a sleuth or spiritualist I'd consider.


How big of an issue is sexism among humans? It's outright said not to be existent amongst the goblinoids, and I doubt it would commonplace amongst the socialistic dwarves, but I didn't see anything regarding humans. I ask because the real life 1800s weren't exactly a good time for women's rights, but in this world, the existence of other races has basically made racism toward other humans much less common.


No time to write it up tonight, but a hobgoblin slayer sounds interesting. DM Jelani, would you allow the feat Keen Scent to be taken by goblinoids?


Cosmic Dream Lord wrote:
How big of an issue is sexism among humans? It's outright said not to be existent amongst the goblinoids, and I doubt it would commonplace amongst the socialistic dwarves, but I didn't see anything regarding humans. I ask because the real life 1800s weren't exactly a good time for women's rights, but in this world, the existence of other races has basically made racism toward other humans much less common.

It's about as common amongst humans as it was in the real world 1800s. However, we all know that women are just as capable as men. I would love to see a strong female character bucking her gender norms. They certainly existed...a few examples:

Mary Fields
Eleanor Dumont
Ann Bassett
Anne Bailey

The frontiers were one of the few places women could be free at that time, if they were tough enough. There was no society out there to "put them in their proper place". However, they obviously still had to deal with the prejudices of the men around them.


Lloyd Jackson wrote:
No time to write it up tonight, but a hobgoblin slayer sounds interesting. DM Jelani, would you allow the feat Keen Scent to be taken by goblinoids?

No, but I would allow it for skinwalkers. They are the half-orcs of this world.


Marshal Talin:

Talin
Human (azlanti) gunslinger 1
LN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged revolver +6 (1d8+4/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (3), gun training +3 (revolver)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing[UC], Point-blank Shot, Precise Shot
Traits never stop shooting, trigger happy
Skills Craft (alchemy) +4, Diplomacy +0 (+2 vs. people from chosen country), Handle Animal +4, Intimidate +0 (+2 vs. people from chosen country), Perception +7, Profession (soldier) +7, Survival +7
Languages Azlanti, Common
Other Gear parade armor, metal cartridge (50), revolver, bandolier, bedroll, belt pouch, flint and steel, gunsmith's kit, masterwork backpack, 12 gp, 3 sp
--------------------
Special Abilities
--------------------
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Here's the knife thrower in an alias, DM Jelani!


Awesome! I'm leaning toward a human Savage Tech. Barbarian, but if there are no other "brain" type characters in the party, I wouldn't mind playing a Sleuth...I generally like to fill in any roles not covered by the other party members. Although the allure to play a Skinwalker Ranger named Texas is almost too much to pass up....work is slow today, so I'll have something up by tonight!


Charles Brautigan wrote:
Here's the knife thrower in an alias, DM Jelani!

You need a backstory and a description of Charles before I'll consider him complete.


Bonus points to anyone who finds a 19th century photo to represent their character's appearance. I don't think the avatar images on this sight are generally appropriate for this game and will discourage their use.


Here is Obediah with a profile! And here is a portrait I think represents Obediah nicely...


Do the half-giant's size modifier rules have any impact on brawler unarmed damage? (he can strap on an oversized cestus without penalty and do more damage, but do his fists do damage as a large creatures?)

Is the trophy-hunter archetype available to rangers? (assuming it is tacked onto a skirmisher archetype so he doesn't have any spells)

It's the only gun weapon style available to rangers.


Completed Applications

Obediah Marsh Skinwalker (Coldborn) Shaman 1 - James Martin


JoshB wrote:

Do the half-giant's size modifier rules have any impact on brawler unarmed damage? (he can strap on an oversized cestus without penalty and do more damage, but do his fists do damage as a large creatures?)

Is the trophy-hunter archetype available to rangers? (assuming it is tacked onto a skirmisher archetype so he doesn't have any spells)

It's the only gun weapon style available to rangers.

I will allow half-giants to do unarmed damage as if large. Any ranger archetypes that stack with skirmisher or trapper are available, but you must take one of those two.


I'm very pleased you're considering Sleuth - it's one of my favorite archetypes and leads to a very interesting style of play. Strongly considering that one as my application, likely with Amateur Gunslinger and/or Amateur Swashbuckler.


This should work for Charles.

Working on backstory and all that delicious fluff.


Game Master: If you play a sleuth, that narrows down my choices!


Description:
Charles is long and lean, much like the man who taught him knife work. He cuts his own hair, and rarely at that, so it is often shaggy and/or down to his shoulders. His half-Chinese heritage is noticeable, but not so much he can’t try to “pass” in uneducated circles. A wiry, corded six-footer, Charles’ motions are always fluid and deliberate. He tends not to talk much, preferring to listen and watch. His hat and clothes are practical, well-worn, and of dark shades. He doesn’t mention his background much, but deeply wishes to honor his parents, and maybe get justice for what happened to them one day.

Background:
Charles was born the son of a Chinese rail worker and a prostitute. Well, technically, she weren’t a whore when he was conceived. His ma and pa actually were in love and all that, but the folk in town just couldn’t get their heads around a white lady with one of …them. Nora Brautigan, his ma, became quite the pariah about town, especially when Kar Wai (Charles’ pa) got himself killt in what the foreman said was an accident. (How a man an accidentally get hit in the head with a hammer a couple dozen times has yet to be explained).
Unable to find “respectable work” and with a young child in tow, Nora (a former schoolteacher) did the only thing she could find to do and took up the world’s oldest profession. She worked in a saloon that treated her mostly ok and Charles was left alone for the most part, till about he was 8. Something about the kid disarmed people, and while he did chores around the saloon several patrons took a liking to the odd child. As he grew older they taught him how to shoot, how to ride, and such. There was one fella …a quiet, long, lean fella, who dropped in more often than most. He carried a pistol, but he carried way more knives.
By this point, Charles was helping out in the “kitchen.” Knife work pleased him with its simplicity. He got pretty dang good at throwin’ em.
Things was ok back then. But things ain’t ever permanent in this world. Nora passed on, but not till syphilis had wrecked her brain and body. The saloon eventually changed hands, and the new owner saw nothing in Charles than some disgusting half-breed.
So Charles has set out to find his place in this strange world, and hopes to one day make his ma and pa proud.

These are also archived in this profile.


LazGrizzle wrote:

Game Master: If you play a sleuth, that narrows down my choices!

I'll let you know my final decision shortly! Tomorrow at the latest.


May be making me a voodoo practitioner from the Carribean.


Any chance you would rule that pistols count as light weapons for purposes of two weapon fighting? (similar to hand crossbows)


"Dearest Martha,
The War continues. Three days ago we were attacked by Rebel forces in the holler near Antioch. Three men was kilt, including my good friend and neighbor, Hollis Murdock. Hollis was shot in the open as we retreated and left to die. He screamed so terribly for so long that our Lieutenant, God rest his soul, went out until cover to try to save him. He was shot by the Rebs as he approached Hollis. Hollis continued to cry for his mother for four more hours, till near morning. We never recovered his body. I swear I can still hear him even now, crying for his mother, though I know him to be dead.

I wish I were with you and young Jack. I cannot abide the smell of blood, as you know, for it awakens terrible things in my soul. Last night, as I walked thro' the camp to the mess, I smelled the blood and fear so strong that I began the Change there and then. I managed to make it to my tent before the beast was upon me fully. From thence I took to the woods, where I spent the night in the boughs of the tree, listening to the bullets on the horizon, the cannon fire booming like thunder. The Beast finally slept in me, but I fear its return.

God willing, I will see you soon, my love.

Your husband, Obediah

Postscript: I had the dream again last night. I dream'd of the shaggy men and the shaggy beast, of the hunts before the dawn of writin' and cipherin'. The great hairy beast thunders closer. I see things in its eyes, terrible things, my sweet Martha. And I cannot stop hearing Hollis Murdock's cryin'. I swear it is like he is here with me."


Darvan Waverider wrote:
Any chance you would rule that pistols count as light weapons for purposes of two weapon fighting? (similar to hand crossbows)

Nope. With hitting touch AC, there's really no need to fear missing.


Zort's here! Now, it's hard to come up with an authentic 19th century portrait of a snake-oil sales goblin but this comes close enough.


Completed Applications

Obediah Marsh Skinwalker (Coldborn) Shaman - James Martin

Zort Goblin Witch - Tricord


DM, am I missing anything?


Completed Applications

Obediah Marsh Skinwalker (Coldborn) Shaman - James Martin

Zort Goblin Witch - Tricord

Charles Brautigan Human Swashbuckler (Flying Blade) - Joerice

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