Sorcerer

Aldarion the Bold's page

59 posts. Organized Play character for Tarondor.



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Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Apparently, I ordered the "Pathfinder Bestiary Battle Cards" twice. I'm obviously eager to see them, but I only need one set. Can you please delete one of the two sets in this order?

Thank you.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Are 2e characters no longer flat-footed at the start of a fight?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

If a creature uses a breath weapon (a two- action option), then attacks with a claw, does that claw attack take an attack penalty? Or two?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

One of my players wants to be able to throw daggers. If he has to use an interact action to draw each dagger, he’ll only be able to throw one dagger a round ( or three every two rounds).

Does it break the game if I let him have a bandolier of daggers that doesn’t require the interact action each round?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm a wizard. I'm trained in Arcana.

I'm a scholar. I'm trained in Arcana, Nature, Occultism, or Religion -and- get the Assurance feat with that skill. So now I'm in the anomalous position of being Assured in, say, Occultism, while only being ordinarily trained in the thing I'm supposed to be best at.

Wouldn't it have made more sense to let me apply the Assurance feat to Arcana, Nature, Occultism, or Religion, independently of the skill chosen through Scholar?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I have two questions:\

1) I can't find where to report a session I GM'ed as completed. Help!

2) In trying to resolve the first question I started a game and got a session number I don't want. How do I delete it without reporting it?

Thanks!


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm very excited to play 2e, but I am -NOT- excited to lug this printed doorstop of a rulebook around a convention. Why are the PDF's not available BEFORE GenCon?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Does anyone have a list of all the minis in the set? I seem to have gotten an awful lot of duplicates and am missing several numbers from my case.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Hello. I've just noticed that in my sidecart I have two copies of "The Fall of Plaguestone". Please reduce it to one copy.

Thanks!


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I've always uploaded chronicle sheets for online play by extracting them using PDFEscape, but suddenly I'm being told the PDF I used for Game Day is locked and won't let me extract pages.

I don't have access to a scanner. How are people uploading chronicles these days?


RECRUITMENT OPEN

Our Kingmaker game has just finished Book Two. We're going to run "Queen of the Fellnight Realm" and then move into Book Three. This is a great place to jump into the story. After "Fellnight Realm", one of our regular players is leaving us so we'd like to get new player onboard now. That'll move us up to six players and then back down to five when he leaves.

We're looking for ONE player for a long-term PBP game. The character who will eventually be killed in hideous ways retire is a fighter, but your character need not be.

HOW TO APPLY

All I want at this point is your statement of interest and maybe a character idea. Some idea of your experience is nice, but new players are also welcome if they can commit to a long-term game. If you've never played a PBP game, you may want to try a shorter module or PFS scenario first. It's definitely not for everyone.

I DO NOT want full characters. As a player, there's nothing worse than developing a full character that doesn't get picked. As a GM there's nothing worse than choosing characters when it's the player who will make or break the game.

There is no deadline yet, but recruitment will be open for a few days at least.

WHO WE ARE

I've been GMing since 1977. I've been running PBP games since 1995 and run many games here on the Paizo boards. Check out my games to get an idea of my style and longevity.

Our players are all very experienced, but more importantly they like to role-play. We hope you do, too.

We hope to hear from you!


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Neither of these orders arrived, either at my new address or my old (I own both houses).

It's worth noting that no matter how many times I updated my address, the system kept defaulting to my old address until I deleted all addresses and re-entered the new address.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

BEWARE SPOILERS - In My Kingmaker Game:

In my Kingmaker campaign, the nymph-queen Nyrissa was the servant, lover and apprentice of the Eldest named Count Ranalc. So mighty did she become through his teachings that she approached the Eldest in might and knowledge, at last declaring herself to be an Eldest. This long at the dawn of the Age of Creation, when Golarion was new and the First World freshly abandoned by the gods. Any of the Eldest who dared to oppose Count Ranalc found their minds so turned by love and admiration of the nymph-queen that they could not even think of doing him harm. Count Ranalc became the greatest power in the First World for hundreds of thousands of years.

For thousands of uncounted years Nyriss and Ranalc ruled a kingdom of faeries untroubled by the rest of the First World, but the Eldest remembered the presumption of the nymph-queen and bided their time. Nyrissa and Ranalc had a single child, a beautiful daughter named Rhoswen, who when she had come into her adulthood struck out and settled her own realm, becoming known as the Queen of Roses.

And so things went on in the First World as they always had, ever changing and changeless at the same time. There came a time when Count Ranalc was away from his halls, wandering in far realms of shadow. And the Eldest struck. First they sent the tane to track and harry the Count across the multiverse so that he might not interfere on his lover’s behalf. Then the Eldest, led by the Lantern King and Ng the Hooded, came for Nyrissa and punished her for her presumption. Only the Lost Prince and Shyka the Many refused to take part in the vengeance of the Eldest. The Eldest tore from themselves all sense of beauty or love so that Nyrissa was powerless before them. They seized her and bore her to the ground, helpless.

They tore from her the capacity to love and all her positive emotions, leaving her diminished, but undying. The Green Mother forged Nyrissa’s emotions into the mighty blade Briar and cast it into the mortal realm, prophesying that when Nyrissa at last found that blade, it would kill her, thus ensuring she would never seek it out. Nyrissa they left a broken and weakened thing, sobbing in her fortress at Thousandbreaths.

Now the Eldest moved on Count Ranalc, who, weakened by the tane, could do nothing to stop Magdh and Ragadahn as they came for him and imprisoned him in the Shadow plane where he could no longer interfere in the doings of the other Eldest and as punishment for supporting his presumptuous queen.

Broken and missing most of her power, Nyrissa sought in vain for word of Briar, which age after age eluded her perception and the grasp of her agents. But she had another plan, a plan to release her lover, gain vengeance on the Eldest and once again rule the First World as its peerless queen. For ages she worked on a great ritual, one which required only two things - the return of Briar and the sacrifice of her own realm - and the realm of the mortal world that corresponded to it. Nyrissa’s plan to steal part of Golarion seeped into the unconscious knowledge of Man, who would one day name the region she planned to sacrifice “The Stolen Lands”, not because they had been stolen but because of the strange racial foreknowledge that they would one day be stolen (by the nymph-queen).

Nyrissa began the ages-long task of wearing thin the walls between Thousandbreaths in the First World and the Stolen Lands in Golarion. As civilizations rose and fell, she used agents such as the cyclopes sorcerer Vordekai and the human barbarian king Armag to search for Briar, never with any success.

Ages later, Nyrissa (bereft of any sense of parental duty or love) manipulated her powerful daughter Rhoswen to establish a kingdom of her own on the mortal plane. This the Queen of Roses did, creating a powerful fey realm in the far north during the Age of Destiny, further weakening the walls between the worlds.

Rhoswen called her kingdom the Fellnight Realm and used her mother’s fey powers and her father’s mastery of shadow to create a powerful realm of horror and wonder. As she grew in power and majesty as a queen of the mortal realm, Rhoswen became a mighty sorcerer. In her research she discovered the legends of two mighty swords destined to release her mother (the sword Briar) and her father (Vesper’s Rapier). Rhoswen began eagerly to search for these two might blades.

In time, Rhoswen found Vesper’s Rapier and prepared to use it to release her father, Count Ranalc from his prison, but fate was against her. Count Ranalc had been working through an agent on Golarion to free himself, none other than the mighty sorcerer Geb. Geb’s archenemy Nex discovered this and appeared to Rhoswen, defeating her in battle and seizing Vesper’s Rapier for himself.

With Rhoswen weakened, the Eldest struck, removing the Fellnight Realm from Golarion and shunting it into a demiplane without time - imprisoning Nyrissa’s powerful daughter for millennia.

For thousands of years nothing further happened to further the plots of Nyrissa or of Count Ranalc. The Stolen Lands fell first under the sway of the elves, then of Taldor and at last under the power of Choral the Conqueror. Then something new happened - the god Aroden died and prophesy died with him. All the old prophecies stopped carrying meaning, or the meanings they carried changed dramatically. After a million years, Nyrissa dared to hope that the curse of the Green Mother would also go awry, permitting her to find Briar and her love without herself being killed. She began to put her long-planned ritual into action. Now, a century later, she is ready.

Nyrissa plans first to weaken all those mortal powers that claim the Stolen Lands as her own. Through dreams and nightmares she has fomented civil war between the noble houses of Brevoy and spurs on the War of the River Kings. She has even had a hand in spurring the Red Revolution in Galt, all to keep mortal powers away from the Stolen Lands. She has engineered the rise of several powerful agents in the mortal world, including the Stag Lord, Hargulka and King Irovetti.

Next, she must engineer the return of the Fellnight Realm, or at least the land that was (ironically) stolen from the Stolen Lands. Lastly, she must draw Briar to herself. When the Stolen lands lie prostrate before her, she will sacrifice them, Thousandbreaths and the Fellnight Realm, leaving all three as eternal desolations. But she herself will be free.

Ideas not fully formed - the sword of the Lonely Barrow is called “Thorn” and it’s somehow related to Briar. A piece of it?

Vesper’s Rapier and Eranax the Fey-Marked and Shyka the Many should all play roles in this story, but what?

From the Kingmaker Adventure Path: Nyrissa
From the The First World, Land of the Fey: Count Ranalc, Shyka the Many
From Artifacts and Legends: Vesper’s Rapier
From Dragons Unleashed: Eranax the Fey-Marked

So now here’s the situation in my game at present:

My Game:

My PC’s are at the end of Book Two. They have entered Candlemere Tower and found a portal to the First World realm of Shyka the Many and are even now talking with Shyka. Next I plan to have them go through the module “Realm of the Fellnight Queen” before moving on to Book Three: The Varnhold Vanishing. Previously, our “king”, the bard Alister, was seriously injured and has remained permanently sickened ever since. He’s been told that only at Candlemere can his wound be healed.

As to Nyrissa, I’ve laid a few light pieces of foreshadowing. The PC’s know that some power has been organizing the opposition they’ve faced in the Stag Lord and Hargulka. They’ve heard both of the Queen of Roses (whom some hint is a faerie queen once powerful in the land) and of the Queen of Lost Time, who is incredibly ancient.) They know that some power who was -not- Abadar spoke to their now-departed Abadarian oracle and gave him two visions of these powerful fey queens.

My Question:

Now that I’ve gotten them there, I don’t know what Shyka should say to them. What should he reveal, and why? I’m thinking that I want to reveal something about Nyrissa and Rhoswen so that neither are complete mysteries in their respective appearances, but also so that the PC’s don’t pivot towards Thousandbreaths too soon and ignore the tale of creating their kingdom.

I was toying around with the idea that a king is part of the land and that Nyrissa can’t easily steal the Stolen Lands while a king rules in them - I guess I’ve got the movie Excalibur on the mind there.

So, anyway.... any ideas about what to reveal?

Thanks!


I don't think I'll run an open Recruitment. So many excellent players have been kind enough to express interest in the game that the initial recruitment will be solely by invitation. If you've accepted an invitation to the game, thank you! I know your time is limited and I'm happy you've chosen to spend some of it here.

Second, please "Ninja Dot" the gameplay forum. For anyone that doesn't know, Ninja dotting is the practice of posting something in the Gameplay forum and then deleting the post. This will place the game in your Campaigns tab and will place you in the game's "players" tab.

Third, if you haven't checked out the links on the Campaign Info tab, especially the Player's Guide, please do!

Fourth, please stop in here and say whatever you'd like!

My plan is to spend the month of October chatting with the invitees and players until our roster is solidified (at least one friend of mine needs some time to decide). Once we have a solid roster we will begin creating characters together. For anyone not familiar with Traveller, creating your character is a semi-randomized process where you make many choices, but the dice also make some. Building characters together, round by round, will let us link the characters together in a way that is organic to the story and setting, but also let us ensure we don't come to the table with six pilots or something similar.


Welcome Traveller, to the Pirates of Drinax mega-campaign!

In the days, weeks and months ahead, you will be taking part in a campaign that offers a breath-taking amount of freedom, allowing you to forge your own way through the universe with no worries about boundaries or goals other than those you set for yourself. You will also be able, nay, be encouraged to engage in that one activity you always wanted to take part in during Traveller games but always found your referee dissuading you from.

You get to be a pirate!


Dot in when ready!


Discuss!


Discuss!


Feel free to dot in here. We won't get started until the impossibly far distant day of August 13, 2018. :-)


Recruitment for #9-06 The Shores of Heaven, a scenario for levels 1-5/

I intend this game to be in the FIRST session of Game Day VII, and it will start on August 13, 2018.

This is a STANDARD game, not Core.

I will take no more than six PC's. I will reserve two spots for new players (be sure to tell me if you are a new player!) and I will give priority in all slots to characters with the Silver Crusade faction.


Recruitment for #8-25 Unleashing the Untouchable, a scenario for levels 12-15.

I intend this game to be in the SECOND session of Game Day VII, and it will start on October 1, 2018.

This is a STANDARD game, not Core.

I will take no more than six players.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Event Registration at GenCon begins in 8 days. Why are there no PFS games listed on the schedule?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm just going to leave this here for your enjoyment:

4d6andMe Stat Discovery Kit


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

My group will wrap up Iron Gods later this summer. We’re all older gamers with decades of experience. We’ve played through Legacy of Fire, Kingmaker, Shattered Star and Iron Gods. Enough of the players have played Carrion Crown and Reign of Winter to take those off the table.

We are considering what to play next, including a change of games or some modules for a change of pace, but I’m betting we choose another AP. So help me choose which one!

I own them all, including the updates of RotRL and CotCT.

I really enjoyed LoF, except the third book. I really enjoyed Shattered Star, except the last book. I’m in the midst of Kingmaker and enjoying it, particularly with Dudemeister’s amendments.I love Iron Gods but can see that my players struggled with the lack of direct motivation in the mid-game.

So, whaddya recommend?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

My players seem mystified in how to proceed, and in an AP already lacking in clear player motivation at times, I want to be able to give some good guidance here.

They're playing in Book 5: Palace of the Fallen Stars. They've met Mockery, defeated Doc Hellbroth and the Shade (using baleful polymorph to turn her into a particularly tough, nanite-infused turtle.)

At this point, they're wondering what to do. Mockery wants them to infiltrate the palace and either rescue or confront Kevoth-Kul. Zernabeth (still just a voice on the commset) wants them to foment rebellion by the barbarians against the League. Casandalee wants them to infiltrate the the League compound and so gain access to Silver Mount and Unity.

The players have done some research and know that Kevoth-Kul is surrounded by powerful barbarians, is himself a powerful barbarian, has a giant in his court and is propped up by one of the Technic League's most powerful captains. The PCs are a gunslinger, druid, sorcerer and inquisitor. They think that Zernabeth's idea of challenging Kevoth-Kul is bonkers and they also see no other logical way of shaking up the barbarian king.

They did manage to alter/neutralize the drugs at Doc Hellbroth's, so there's that.

I'm not sure what they should do and how to motivate them to do it.


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Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I've written a guide to the Pathfinder Transmuter Wizard. I hope you will enjoy it.

You can find it here: Tarondor’s Guide to the Pathfinder Transmuter Wizard


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Say I'm building a Transmuter wizard who is going to specialize in melee combat through polymorph spells like monstrous physique and beast shape. If I take a level of monk or unnarmed fighter to get Improved Unarmed Strike and then take the Dragon Ferocity feat, can I use Dragon Ferocity with a polymorph shape's natural attacks?

THIS RULE says Unarmed Strikes do not count as natural weapons, but do natural weapons count as unarmed strikes? The Fighter weapon groups seem to think so.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Is there any way for a wizard's familiar to escape the limitation that its hit points are half its master's hit points?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

The title says it all. Eldritch Heritage will get you the first level bloodline power. Is there a similar feat or ability that gives you a bloodline arcana power?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm confused about what defines a natural attack.

Is a boggard's tongue a natural attack? If I assume the form of a boggard using the alter self spell, do I get the boggard's sticky tongue attack?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

My game is rolling towards the end of Rivers Run Red and I used elements of Dudemeister's "Hargulka's Monster Kingdom". However, the players didn't pay enough attention to the troll army they knew was coming and concentrated on exploration and leveling up. Some poor Kingdom rolls meant that their kingdom couldn't really sustain much of an army.

The PC's made a move to hire 100 mercenaries out of Brevoy, and have another reasonably well trained 100 militia at their capital (Stagfell). These two forces are gathered at the capital under the command of NPCs. The PC's didn't have the gold to hire the mercenaries and so promised them land (land they don't yet actually own).

The PC's themselves determined that Hargkulka was not in the troll army and so decided to confront the troll king while his army was away. They have just finished a reasonably cool and epic fight through the troll lair and killed Hargulka. Now they're ready to head back home and I'm wondering whether anything should be left standing.

25 trolls led by a half-orc cavalier should easily murder their way through Stagfell's defenses. Those mercenaries are 2nd level warriors and the militia is 1st level warriors. I expect the capital to be left in ruins and much of the population fled or eaten, but I don't want to leave the PC's without a base from which to continue the story. I also want to figure a way to still include the owlbear's destruction...but of what? The kingdom's other town? Seems a bit mean-spirited.

So what should be left standing of the capital and how to involve the owlbear if the town is already in ruins?

I'm thinking that maybe the walls slow down the troll army until the owlbear arrives and punches a hole through them?

EDIT: For what it's worth, the PC kingdom (The Sword Marches) is Size 6. It's capital has a population of 360 (not counting the militia and mercenaries. It's buildings include 5 houses, an inn, a mill, a bath, a smithy, a library, a monument, a watchtower and 2 walls.


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Hi! I've run D&D and Pathfinder games in Northern Virginia pretty much since there were roleplaying games.

My group is currently playing Iron Gods and we've lost a few players to real life. With only three current players it's hard to reliably keep the game going so we're looking for 2-3 new players.

We play every other Sunday from Noon-6 at my house in Chantilly. No experience necessary. A good attitude and maturity are musts!

Men and women welcome!

scottcnolan [at] gmail [dot] com


1 person marked this as a favorite.

“It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till.”
― J.R.R. Tolkien, The Lord of the Rings

“But I suppose it’s often that way. The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that they were things the wonderful folk of the stories went out and looked for, because they wanted them, because they were exciting and life was a bit dull, a kind of a sport, as you might say. But that’s not the way of it with the tales that really mattered, or the ones that stay in the mind. Folk seem to have been just landed in them, usually – their paths were laid that way, as you put it. But I expect they had lots of chances, like us, of turning back, only they didn’t. And if they had, we shouldn’t know, because they’d have been forgotten. We hear about those as just went on – and not all to a good end, mind you; at least not to what folk inside a story and not outside it call a good end. You know, coming home, and finding things all right, though not quite the same – like old Mr. Bilbo. But those aren’t always the best tales to hear, though they may be the best tales to get landed in!”
― J.R.R. Tolkien, The Lord of the Rings

“Deeds will not be less valiant because they are unpraised.”
― J.R.R. Tolkien, The Lord of the Rings

It is the year 2998 of the Third Age. The kings have been gone for more than a thousand years. It has been more than two hundred and fifty years since Bullroarer Took defeated the Great Goblin at the Battle of Greenfields and more than fifty-five years since that queer Mr. Bilbo Baggins came back from foreign parts with his pockets stuffed full of gold and his head stuffed full of elvish nonsense.
Beyond the Shire, Eriador is changing. Wolves have come down from the hills in great numbers, harrying the small communities spread across what was once the kingdom of Arnor. Trade, which once ran along the Dwarf Road from Ered Luin to the Misty Mountains and along the Greenway from Bree and the Shire into the distant south, is now almost completely curtailed. Rumors abound of trolls and walking trees, of goblins from the mountains and strangers upon the roads
_____________________________________________________________________

Our game of The One Ring has just gotten started, but already we've lost a lot of players - they just disappeared. Those of us left would really like to keep playing, so I'm opening up the game to recruitment again!

You need zero experience with the game (though you do need the rulebook). This game should appeal to anyone who loves the lore of Middle-Earth but isn't too attached to existing canon.

WHAT YOU NEED TO DO

If you're interested, just say so and tell us a little bit about your experience with The Lord of the Rings and/or the larger Middle-Earth legendarium (it isn't necessary to have knowledge of anything beyond The Lord of the Rings) and maybe a bit about the sort of character you'd want to play.

You can see the character creation limits in the first post of the Discussion thread, but I'm not taking any more Elves of Rivendell, Rangers or Men of Minas Tirith.

I look forward to hearing from you!


“It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till.”
― J.R.R. Tolkien, The Lord of the Rings

“But I suppose it’s often that way. The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that they were things the wonderful folk of the stories went out and looked for, because they wanted them, because they were exciting and life was a bit dull, a kind of a sport, as you might say. But that’s not the way of it with the tales that really mattered, or the ones that stay in the mind. Folk seem to have been just landed in them, usually – their paths were laid that way, as you put it. But I expect they had lots of chances, like us, of turning back, only they didn’t. And if they had, we shouldn’t know, because they’d have been forgotten. We hear about those as just went on – and not all to a good end, mind you; at least not to what folk inside a story and not outside it call a good end. You know, coming home, and finding things all right, though not quite the same – like old Mr. Bilbo. But those aren’t always the best tales to hear, though they may be the best tales to get landed in!”
― J.R.R. Tolkien, The Lord of the Rings

“Deeds will not be less valiant because they are unpraised.”
― J.R.R. Tolkien, The Lord of the Rings

It is the year 2998 of the Third Age. The kings have been gone for more than a thousand years. It has been more than two hundred and fifty years since Bullroarer Took defeated the Great Goblin at the Battle of Greenfields and more than fifty-five years since that queer Mr. Bilbo Baggins came back from foreign parts with his pockets stuffed full of gold and his head stuffed full of elvish nonsense.

Beyond the Shire, Eriador is changing. Wolves have come down from the hills in great numbers, harrying the small communities spread across what was once the kingdom of Arnor. Trade, which once ran along the Dwarf Road from Ered Luin to the Misty Mountains and along the Greenway from Bree and the Shire into the distant south, is now almost completely curtailed. Rumors abound of trolls and walking trees, of goblins from the mountains and strangers upon the roads

________________________________________________________________________

It is early evening on a Spring day in Bree-Land that has been unseasonably hot, though blessedly free of the midges and flies that will multiply as the season unfolds, and as the evening has come on, so too has a pleasant breeze out of the west so that all the doors and windows of the region stand open to accept the cooling drafts.

On the front porch of the Prancing Pony, Bree’s largest and best-known inn, a party of woodcutters from the Chetwood relax with pots of ale and bowls of thick brown stew. Inside, a trio of dour dwarves in blue hoods drink quietly in a corner while farmers from Archet and Combe sing lustily and off-key. Old Baynard Butterbur, the proprietor, moves through the throng, carrying trenchers of meat and cheese. ”Barley! Barliman! Now where is that boy?”

The huge common room is ablaze with light from many lanterns even as the last rays of sunlight fill the western windows with scarlet and orange. In one corner sit Lothac and Primrose, a grim-looking man of the far south looking out of place with a young and apple-cheeked hobbit lass a good deal less than half his size. Frowning at them from across the room sits Berethor a tall and handsome man from some distant southern land. Against one wall sits Morwenn, to all appearances a vagabond traveler out of the wild.

In the center of the room sit a striking pair of women, their heads together in conversation. These are Elarinya, an-elf maid of fair and noble mein, and Tilly Appledore, gate-warden and daughter of a local orchard-owner. Dwarves and men out of the south may be uncommon, but an elf-maid sitting in the Prancing Pony is unheard of and many of the Pony’s patrons are trying hard to seem unfazed.

So, tell us why you’re in the Prancing Pony tonight, and what you’re doing. Converse with each other and the patrons awhile, or sing a song or tell a tale. It is, after all, an ordinary day on which nothing else of note is likely to happen.


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"Once upon a time (my crest has long since fallen), I had a mind to make a body of more or less connected legend... I would draw some of the great tales in fullness, and leave many only placed in the scheme, and sketched. The cycles should be linked to a majestic whole, and yet leave scope for other minds and hands, wielding paint and music and drama."
J.R.R. Tolkien - Letters: 144-145, 1951

“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
― J.R.R. Tolkien, The Lord of the Rings

It is the year 3016 of the Third Age. The kings have been gone for more than a thousand years. It has been more than two hundred and fifty years since Bullroarer Took defeated the Great Goblin at the Battle of Greenfields and seventy-five years since that queer Mr. Bilbo Baggins came back from foreign parts with his pockets stuffed full of gold and his head stuffed full of elvish nonsense and fifteen years since the extraordinary birthday party when he and the wizard Gandalf disappeared, seemingly for good. In the Shire, all has been blessedly free of such doings ever since.

Beyond the Shire, Eriador is changing. Wolves have come down from the hills in great numbers, harrying the small communities spread across what was once the kingdom of Arnor. Trade, which once ran along the Dwarf Road from Ered Luin to the Misty Mountains and along the Greenway from Bree and the Shire into the distant south, is now almost completely curtailed. Rumors abound of trolls and walking trees, of goblins from the mountains and strangers upon the roads

________________________________________________________________________

RULES AND CHARACTER CREATION
1. This game will use The One Ring RPG rules.

2. Experienced players may create their characters when ready. I will be happy to walk through the process with inexperienced players. It appears dense and confusing at first blush, but is really rather easy when you understand it. Compared to Pathfinder, this is very simple.

3. There will be no more than six player characters, chosen from among the following races:

* Dunlendings
* Dwarves of the Blue Mountains
* Silvan Elves of Lindon (adapting Wayward Elves of Mirkwood rules)
* Sindarin Elves of Lindon (adapting Elves of Mirkwood rules)
* Hobbits of the Shire
* Men of Bree
* Men of Minas Tirith
* Riders of Rohan
* Woodmen of the Emyn Vorn (adapting Woodmen of Wilderland rules)

and

* High Elves of Rivendell (no more than one)
* Rangers of the North (no more than one)

(Advanced Cultures (Rangers of the North and Elves of Rivendell) will use the same advancement chart as everyone else. They're not -that- much more powerful and if forced to use the charts designed for them, they will fall behind quickly.)

4. Each character will start the game with FOUR (4) previous experience points to help round out your past.

5. Each character should have a link to a picture of their character.

6. Each character should be formatted in a manner substantially similar to Galadhon here, including having your Endurance, Hope and Parry on the Class/Level line.

________________________________________________________________________

HOUSE RULES

A. Everyone should try to post at least once a day on weekdays. If you’re going to be away for a while, just let us know.

B. I reserve the right to change, do away with or screw up the rules in the service of story.

C. Fun > Story > Plot > Mechanics

D. I expect YOU (yes, you!) to move forward the story. Stagnation is everyone’s fault.

E. If you are not having fun, it is your job to tell the GM and give him a chance to improve.

F. If you know the rules better than the GM (pretty likely, actually), feel free to pitch in with a rule suggestion. The GM will make the final call, however.

________________________________________________________________________

A NOTE ON MIDDLE-EARTH LORE

One of the great attractions of the Middle-Earth setting is its dense history and lore. Tolkien scattered bits of story or names on maps like so much tantalizing birdseed thrown to the wind. One of my goals will be to bring in obscure bits of lore and visit interesting places only referred to tangentially in his many books. If you know nothing of Middle-Earth lore, that’s okay. You can learn some of it along with your character. If you are a Tolkien scholar who knows the lines of the kings by heart, well, hopefully I don’t screw anything up too badly.

However, be aware that I intend to break canon pretty regularly by adding to the lore in ways I hope are non inconsistent with what Professor Tolkien wrote.


Zatial, Valena, Eliastra and Thorny are seated at benches in tavern room of the Wise Piper Inn. The smell of hot bread, strong ale and something spicy waft out of the kitchen. The weathered wooden table top shows signs of years of usage and the sounds of cheerful voices mingle with the clink of mugs and horns.

Most the usual clientele are also here. Store owner Caspar Tymek is quietly laughing over some joke with innkeeper Talia Orem. Phedra Delbin and Mirary Scalyn are talking in the corner. Nilos Genser and Pasara Odayelle are flirting and touching each other's hands while Tivadar Admes listens patiently to Selia Woldenar complaints about her children.

What are you four discussing? What are you wearing? What do each of you think of the three others at your table?

Take it away!


We need one more character for a Dragon's Demand game being played for Pathfinder Society in campaign mode. Please post a character if you're interested. I will select the character to join us Friday, 3/17/17 at midnight Eastern.

We'll be using my house rules and we'll all get a Pathfinder Society chronicle at the end.

CHARACTER DETAILS

Starting Level: PCs will start at 1st level.
Alignment: No non-good.
Ability Scores: 20 Point Buy. No score lower than 10 before racial modifier.
HP: Max at 1st level; average rounded up thereafter.
Skills: Background Skills are in use.
Traits: Two traits. No drawbacks.
Starting Wealth: 150 gp.
Races: Core
Classes: Core, Base and Hybrid classes permitted (except no Gunslinger, Vigilante, Magus, Summoner, Witch or Arcanist). No Occult classes. No alternate classes. Barbarians, Monks and Rogues must use the Unchained version.
Firearms: No guns.
General Build Stuff:In addition to the above restrictions, anything not PFS-legal is out. No options from the Occult or Horror books. No optional rules.

HOUSE RULES

”Flanked” is a condition. That is, if a character is flanked by at least two other characters, he is considered to be flanked by any characters who threaten him.

Block Initiative. I use block initiative. That is, if two or more PC’s are next up in the initiative order, any of them can go regardless of the actual order. That’s to keep delays to a minimum. However, if someone uses a group buff later in the block (but before any NPCs go), I’ll consider the buff to have occurred before the actions of the other characters in the block.

Adamantine works differently. Adamantine weapons only ignore hardness 5 (+1 per magical bonus of the weapon).

Death hurts. Other than a TPK, If your character dies and you cannot get him or her raised, you will come back into the game with a brand-new character one level lower than the one you lost.

POSTING RULES

In most of my games, players are expected to post every weekday and at least once over the weekend. However, this game is specifically being done as a "slow" game. However, note that what for me is excruciatingly slow might be blisteringly fast for you. It has been my experience that when players permit themselves to post less than once a day, the game slows to a crawl and then dies of boredom with no one able to remember why they're involved in the first place. So, the requirement will be to post at least three times every week, you are strongly encouraged to shoot for every day.

Even if your character has no particular action to perform or you’re waiting for another player, you should post your character’s thoughts or actions, just to keep the story moving and let everyone know you’re alive!

All posts, even in combat should include descriptive color and preferably speech.

Characters should talk to and about each other, not just voice their own character’s observations on the immediate situation. We've all played a ton of games and it's not worth going through the motions just for the mechanics. Let's create interesting characters who form ties to the community!

CHARACTER BACKGROUNDS

As written, Dragon's Demand assumes that you are down-on-your-luck mercenaries just arrived in the town of Belhaim with no connections to it yet. For our game, I want you to be residents of the town with friends, lovers, rivals and a reason to be Big Damn Heroes.

Listed below are some of the town's residents. Please include links to at least three of them (including Talia Orem) in your background. I'll be posting details of the town later.

* Azmur Kel - Male druid of the Green Faith - aloof
* Bassy - Female gnome historian - modest
* Isidore Malack - Female dairy farmer - kindly
* Deputy Gergis “Gorgeous” Bellett - Male jailer - humorless
* Talia Orem - Female owner of the Wise Piper Inn - welcoming
* Xemne of Demgazi - Female apothecary - gregarious
* Ionnia Nachis - Female scribe - elegant
* Sir Pelle Benhovy - Male aristocrat - petty
* Caspar Tymek - Male owner of the general store - chatty
* Jacoba Kivris - Female barrister - pedantic
* Dorcas Soorey - Female tailor - gossipy
* Tivadar Admes - Male schoolteacher - patient
* Theon Sensina - Male leatherworker - prankster
* Otho Burr - Male bard - radical
* Eupaphenia Targas - Female cleric of Abadar - busy
* “Big Bull” Baccus - Male half-orc smith - even-tempered
* Lezara Dodgion - Female stable-owner and former adventurer - gruff
* Marla Varlis - Female candlemaker - traditionalist
* Gregol Lenton - Male stonemason - indifferent
* Davin Melashi- Male barber- stoic
* Phedra Delbin - Female tinker - timid
* Pasara Odayelle - Female furrier - brazen
* Calladastina Honas - Female undertaker - despondent
* Jace Timon - Female stablekeeper for Lady Origena - loyal
* Selia Woldenar - Female carpenter - confrontational
* Mirary Scalyn - Female baker - neighborly
* Alexia Medys - Female soapmaker - thrifty
* Nilos Genser - Male bard/cleric of Shelyn - flirtatious
* Chosk Grellen - Male Moneychanger - pragmatic
* Swerlo Grayhands - Male tavernkeeper - salacious
* Marcus Chance - Male smith - brutish
* Emarthine Willoway - Female elf apple farmer - compassionate
* Eudomas Biton - Male lodge owner - crass
* Prake Abrassus - Male shepherd - pessimistic
* Lennold Brenlow - Male cattle rancher - arrogant
* Belko Adras - Male potter - miserly
* Melanctha Adras - Female estate owner - standoffish
* Chavis Gorendal - Male cobbler - overworked
* Anagrit - Female herbalist - distrustful
* Dendo Bendetto - Male cheesemaker - proud
* Marvon Pascis - Male farmer - indifferent
* Lorna Kandos - Female clothier - stern
* Mafellen Kandos - Male dyer - disoranized
* Etor Adula - Male farmer - hardworking
* Pero Govan - Male fisherman - protective
* Raisa Karvely - Female miller - superstitious
* Enri Monette - Male tobacco planter - braggart
* Zera Dymas - Female farmer - meddlesome


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Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm considering running a long epic campaign set in Middle-Earth using Cubicle 7's "The One Ring".

I'd be looking for players who A) love Middle-Earth both as setting as a particular "feel" or "flavor", who are dedicated to getting the feeling right; and B) are okay with not sticking rigidly to canon.

I don't care if you're a Tolkien expert or not, but you should pass if your only familiarity with Middle-Earth is the movies (Jackson, Bakshi or Rankin-Bass). I also don't care if you're familiar with "The One Ring"; I'll teach the rules.

Fair Warning: I have no interest in telling a small cozy story about local heroes in Dale. You will be thrust into a large-scale epic tale about saving the world... just not from the One Ring.

If you're interested, please indicate so and tell me why you'd be interested. No characters, please.

And remember that this is just an interest check. I've a long way to go to make this campaign a reality.


New forum for our Dragon's Demand game!


1 person marked this as a favorite.
Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

As a GM, I frequently run into a situation where a published module notes spell books as treasure, but doesn't specify the spells in the spell books. Does anyone know of a generator to help randomly determine spell book contents so I don't have to hand-craft them every time?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'm building a Cavalier (Standard Bearer / Strategist) 1 / Brawler (Exemplar) 5 / Battle Herald 6 for PFS and I'd like to get some commentary on the way I've gone about it.

Please note that I know there are dozens of other ways to build a Battle Herald, but the class progression above is set in stone for me. It's everything else I'm interested in.

So here's what I have:

_________________________________________

Human
STR: 16 DEX: 13 CON: 14 INT: 10 WIS: 10 CHA: 15

Traits: Chivalrous, Helpful

Level 1 - Cavalier (Standard Bearer / Strategist) (Order of the Dragon) 1
Abilities: Banner, Challenge, Order, Tactician
Feats: Power Attack, Shield Focus
Teamwork Feat: Precise Strike

Level 2 - Brawler (Exemplar) 1
Abilities: Brawler’s cunning, Call to Arms, martial flexibility, martial training

Level 3 - Brawler (Exemplar) 2
Abilities: Bonus combat feat, brawler’s flurry (Two-Weapon Fighting)
Feat: Improved Shield Bash
Bonus Combat Feat: Outflank

At this level, the character can use brawler's flurry to make two attacks with a light steel shield as though two-weapon fighting. Doesn't matter what's in his other hand. He's in full plate armor with a +1 light steel shield and can hand out teamwork feats as well as fight pretty well.

Level 4 - Brawler (Exemplar) 3
Abilities: Inspiring Prowess

At this level, the character adds bardic performances and is becoming a solid team buffer.

Level 5 - Brawler (Exemplar) 4
Abilities: knockout 1/day
Feat: Combat Expertise

Level 6 - Brawler (Exemplar) 5
Abilities: Bonus combat feat, Field Instruction
Bonus Combat Feat: Shield Slam

Level 7 - Battle Herald 1
Abilities: Inspiring command (+1), improved leadership, voice of authority
Command: Sound the Charge
Feat: Gang Up

Level 8 - Battle Herald 2
Abilities: Easy march

Level 9 - Battle Herald 3
Abilities: 2nd Inspiring Command (Teamwork)
Feat: Team Up

Level 10 - Battle Herald 4
Abilities: Inspiring command (+2), inspire greatness

Level 11 - Battle Herald 5
Abilities: 3rd Inspiring Command (Battle Magic)
Feat: Shield Master

Level 12 - Battle Herald 6
Abilities: Teamwork feat
Teamwork Feat: Coordinated Charge

______________________________________________

Considering the following items:

Courageous weapon

Rallying armor

Commander's Banner (not really thinking about the Banner of Ancient Kings. Too expensive and requires a feat and I've already got Standard Bearer).

Ring of Tactical Precision

______________________________________________

What do you think?


Here's where we'll talk about your characters. Once you have them straight, we'll open the game up to recruitment and bring in the other players.

Patrick, you said you wanted either a ranger or a fighter. Please decide which.

Gabe, what sort of character would you like to play?


Here's where we'll talk about your characters. Once you have them straight, we'll open the game up to recruitment and bring in the other players.

Patrick, you said you wanted either a ranger or a fighter. Please decide which.

Gabe, what sort of character would you like to play?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

On the chronicle sheet for The Sky Key Solution, there is a boon called "Champion of Time", which grants a boon to a new PC. It contains three sub-boons ("Conqueror of Time", "Councilor of Time" and "Defender of Time").

If my chronicle sheet contains all three sub-boons, am I permitted to use all three, or must I choose between the three? If all three, may I apply them to the same new character, or must I apply them to three separate new characters?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Do lasers (and sonic pistols, zero guns, arc rifles, etc.) count as firearms for the purposes of the Bullet Ward spell?


Pathfinder Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I have an Aasimar Gunslinger 1/ Inquisitor 6 in PFS who hasn't spent any money in a while and I'm looking for some good options. He has 22161 gp to spend. He currently has the following items (not counting mundane stuff).

* +1 pistol (w/ adamantine bullets and alchemical paper cartridges)
* +1 chain shirt
* wand of cure light wounds
* wand of abundant ammunition

And that's it!

I have the boon from Serpent's Rise that allows me to buy one of the following:

* Armor of Luck (18,500 plus the cost of a masterwork suit of armor) - gives me the abilities of banded mail of luck in any form of armor.

* Circlet of Persuasive Disguise (7200 gp) - combines a circlet of persuasion and a hat of disguise.

*Elven rune-cloak (varies) - Combines a cloak of elvenkind and a cloak of protection.

* Lesser versatile metamagic rod (6,000) - Can choose to act as a lesser metamagic rod of extend, merciful or reach.

A bane baldric seems like a good choice. So does a better pistol. Any other suggestions? Thanks!


Pirates of Drinax Links

This game is a continuation of one that began on another messageboard.

SUMMARY

The Mission
The heroes (Commander Jasper "Spider" Webb, Ensign James "Drifter" Monroe, Corporal Calvin "Mascot" Sherman and Corporal James "Flatfoot" Nicholls) are members of "MS-7" an elite force within the already unconventional Reformation Coalition Exploratory Service (RCES). After a successful mission to the planet Isis where they toppled the planet's Technologically-Elevated Dictator (TED) and recovered the lost Dawn League ship Helios and her crew at the cost of one of their own, the team has now been assigned a highly dangerous and illegal mission to meet with the resistance and the mysterious "Central Command" on the Virus-dominated planet Promise. The mission is illegal because it is three parsecs beyond the government-mandated Area of Operations.

The Ship
Their ship, RCN Riggins Victrix was seized by a vastly more powerful fleet of "Vampires" (Virus-controlled ships) and the members of MS-7, along with two RC Navy crew members, were placed into service as the human crew of "The Ship", the former Imperial Midu Agashaam-class 3,000 ton destroyer ISS Archer. Once a benevolent "Mother-strain" virus, The Ship mutated after a violent encounter with another Vampire in deep space and it has now descended into an increasingly dangerous and isolated paranoia wherein it will no longer communicate directly with the other ships in the flotilla or with the Virus-controlled robots who serve it.

The human crew of The Ship is divided into three classes. The Children of The Ship are the descendants of the Archer's last crew and constitute an upper class, in control of food supplies, work assignments and living spaces. The Proles are those picked up since the Collapse and their descendants. These are mostly crew members from Guild ships or former citizens of Guild-dominated planets who view the RCES crew members as bloody "Star Vikings." The third group of humans, variously known as "Starboard" and "the Shadows" are a violent clan of escaped high-security prisoners who took over the areas of The Ship destroyed by The Ship's encounter with the rival Vampire. They are the only source of modern weaponry, possessing a smattering of light arms and two huge anti-vehicular Guild "Crunch Guns".

The final power bloc onboard The Ship comprises the Virus-controlled robots that serve The Ship. Known to the humans collectively as "the Cans", the robots include a variety of heavily-armored security robots as well as simple maintenance robots, each with its own philosophy and outlook on human/machine relations.

The Plan
The Virus flotilla, including The Ship, is fast approaching MS-7's original target of Promise with the intention of refueling and refitting. But the increasingly unstable Ship now refuses to communicate and is showing signs of a rapid descent in madness. Our Heroes are convinced that Promise may be their last chance to get off The Ship before it kills its human crew, either by design or by accident. Unfortunately, they have learned the The Ship has no plans to descend to the planet's surface or allow anyone to leave or board.

Spider, Drifter, Flatfoot and Mascot have made alliances within the Proles and Starboard and formulated a plan to seize control of The Ship. The plan is to seize control of The Ship by destroying or confining the robots and killing or incapacitating the Children of the Ship. They will then replace the mad Virus-controlled ship's computer with a pristine Virus-free navigational computer that a Guild captain named Argos was smuggling in a crate labelled "tractor parts". They will then communicate with the flotilla via the leader of the Children of the Ship who has been communicating for some time on behalf of the paranoid Ship. Knowing that if they suddenly break formation, the huge military ships in the flotilla will destroy them, they plan to take The Ship down to Promise and make their getaway there with the aid of a former servant of Promise's many powerful Viral entities who has contacts in the Resistance.

The Situation
The team has incapacitated most of The Children of the Ship with a powerful form of food poisoning and kidnapped their leader, The Ship's chief engineer Abel Hruthbar. They have tricked a portion of the ship's robots into a secure compartment designed as the Archer's magazine. The people of Starboard have emerged and set up an ambush for several of the most dangerous robots.

Drifter is in Sick Bay with the unconscious Doctor Sirkaa, whom he rescued after she tried to commit suicide, as well as Abel Hruthbar, chief engineer and leader of the Children of the Ship, whom MS-7 kidnapped at the start of the uprising. Drifter appears to have convinced Hruthbar to see The Ship's situation and to communicate with the flotilla on their behalf once the Virus-free navigational computer is in place. Still, Drifter doesn't trust Hruthbar and is keeping an eye on him while also trying to construct an explosive device out of materials found in Sick Bay.

Mascot was the bait that trapped many robots in the magazine. He was aided by the maintenance robot Gizmo, which may have sacrificed itself to let him escape. Mascot has gotten loose from the dangerous clutches of the security robot Princep Lever and trapped that robot into a firefight with Starboard. Since then, the unarmed Mascot made his way to the cargo bay in an attempt to search it for weapons, but has encountered the murderous human-hating maintenance robot Zippo, armed with an integral cutting torch.

Meanwhile, Spider and Flatfoot have gone to the forbidden "A" Deck, the location of the suspected access hatch to central computer and found it guarded by Attila, the apex security robot, hovering on a suspensor field, heavily armored, highly intelligent and armed with both a tranquilizer gun and a laser rifle. Spider is attempting to lead Attila on a chase while Flatfoot slips past him and into the computer room.


Pirates of Drinax Links

Briefing Documents

C/NETWORK

RCES MIL TRAFFIC, CLASS: NOTICE TO STARFARERS, DISTRIBUTION: MANDTY, AUTHORITY COMMANDER, RCES DAWN BASE TRYBEC/0336/AUBAINE, B443610-A), 26/X/1201
KEYWORDS: VIRUS, HAZARD TO TRAVEL, VAMPIRE

RC space forces have issued a Notice to Starfarers for the Arvid (0131/Aubaine) and Mitchell (3034/Khulam/Diaspora) star systems. These systems appear to present an active viral or vampire threat, and are to be avoided until more information becomes available. Arvid is thought to be connected to the disappearance of several vessels, including Dawn League ships Reine Soleil and Lady Elise, although it is not known by what mechanism these disappearances were caused or even if they were the result of a single cause.

Mitchell is believed to be the base of an active and growing vampire fleet and is probably connected to the loss of Dawn League ship Helios, missing since 19/Xl/1199. RC space forces will attempt to evaluate and neutralize these threats. Private exploration is not advised.

Exercise extreme caution when entering or passing near these systems, and if possible, avoid passing through them at all. Even gas giant refueling is considered to be hazardous in these systems.

_____________________________________________

COALINFONET. CLASS: NEWSREPORT. DISTRIBUTION: PUSH. AUTHORITY CIN/AUBANE RC NAVY HEADQUARTERS, AURORA (0535/AUBAINE, BS76646-B), 2/III/1202
KEYWORDS: COSMIC FIRE, DAALIISA, DROYNE, CYNTA LAWTER, VIRUS

Cynta "Sinner" Lawter, the youngest line captain in the Reformation Coalition Navy, today resigned her commission amid growing controversy surrounding the Daaliisa raid, code named Cosmic Fire. Lawter has come under increasing criticism for her handling of recent operations by RCS Aube into the Promise subsector.

Charges by Centrist Assembly Representatives that Lawter flagrantly disregarded the limits of the Primary Area of Operation and exceeded her authority in planning and executing raids had been dismissed by senior federalist members of the assembly. The recent disclosure of the violent and covert nature of the raid on the Droyne of Daaliisa, however, has caused federalist support for Lawter to crumble amid concern that the raid will alienate the Droyne both on Daaliisa and elsewhere. Delicate diplomatic negotiations with Droyne enclaves are reportedly in progress on several worlds.

Lawter has refused to comment publicly on the controversial raid, except to say, "This is not about the Droyne; it is about Virus, and it's not going to just go away."

____________________________________________________________

COALINFONET, CLASS: NEWSREPORT, DISTRIBUTION: PUSH, AUTHORITY CIN/AUBAINE RCSA PUBLIC AFFAIRS CHIEF AUBAINE (0738/AUBAINE, A78A884-C), 7/III/1202
KEYWORDS: TATAI MACLEAN, EM0 PATTERSON, RCES, RCN, RCSA, VAMPIRE FLEET, VIRUS

Emo Patterson of the Reformation Coalition Service Administration's Public Affairs Office today labelled as "alarmist" the predictions of a massive Vampire fleet invasion of Coalition space. The prediction, recently made public by RCES analyst Tatai MacLean, argued that many recent unexplained ship disappearances were due to Vampire activity. Maclean suggested that "both the tempo and proximity of advanced Viral activity is growing at an accelerating rate."

Patterson, speaking for the government, branded the charge "alarmist and irresponsible." Arguing that there is no evidence to confirm MacLean's theories, Patterson added that "the overwhelming majority of our Virus experts, and we've got some pretty sharp people working on this, reject MacLean's theory out of hand." Patterson went on to suggest that MacLean is emotionally unstable due to her earlier experiences with Virus systems and that has adversely affected her judgement.

Ms. MacLean was raised from birth on a vampire starship controlled by what experts term a "God-strain" Virus. Following her escape she came to the Dawn League in 1199 and served for nearly two years as a Virus consultant to the RC Navy. She recently left that service, reportedly in a dispute over the statistical instruments used to measure virus activity.

Since then she has been associated with one of the strategic planning working groups employed by RCES. RCES officials were unavailable for comment on the dispute.

_________________________________________________________

COALINFONET, CLASS: NEWSREPORT, DISTRIBUTION: PUSH, AUTHORITY CIN/AUBAINE RCES HQ AUBAINE (0738/AUBAINE, A78A884-C), 8/III/1202
KEYWORDS: COVENANT OF SUFREN, DLS LADY ELISE, MISSING SHIP, PROMISE, STARFARING ORGANIZATIONS

The normally unflappable citizenry of Brusman were electrified by the twin announcement of the recovery of the survivors of the Dawn League ship Lady Elise and the opening of relations with the Covenant of Sufren, a previously unknown starfaring civilization. The announcement followed the successful return of a rescue mission dispatched to the planet Promise in the Promise subsector. Although returning personnel were sequestered for debriefing, unofficial reports described a nightmare world inhabited by Virus-infected advanced technology robots.

The Covenant of Sufren is apparently a small group of inhabited worlds to coreward of the Coalition, but with a governmental structure and social outlook similar to our own. Senior assembly representatives have expressed cautious optimism concerning the possibility of cooperation between the two governments.

DLS Lady Elise was one of the first Dawn League warships outfitted to discover the fate of the original 12 diplomatic vessels. The vessel disappeared without a trace in 1200 and has long been thought to have been a victim of Vampire activity. Initial reports seem to confirm that theory.

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