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![]() Momentum: 2 Doom: 10 As you move through the ruined building and various outcropping, the sun begins descending lower and lower stretching the buildings shadows to the point of blending with each other into total darkness. Pausing for a moment to let your eyes adjust to the lower light levels, you begin to be able to make out your path with just the starlight to guide you and the inky darkness showing you the remnants of the more solid structures and stumbling points. Cautiously continuing forward, you round the corner of an outcropping and come face to face with a pair of asshuri searching for either yourselves or the source of the screams, or just by chance. Startled, but knowing the inevitable intentions of each other, you hands grab your weapons firmly in preparation to strike. Suddenly, before you can close the distance with your opponents, there is a crumbling sound as of dirt being scraped aside and a cracking noise as if rock or the earth itself shatters with hands reaching up through the ground to grasp bare flesh. The Shemities each have frightened looks on their faces and before they can even utter more than a gasp, disappear forcefully into the ground at their feet, leaving behind only and empty hole with muffled screams disappearing into deathly silence beneath your feet. Those sounds as well as the previous screams seem to be leading toward the silhouette of a stone Ziggurat ahead of you. Challenging (D2) Observation: Dark forms moving atop it, bearing braziers in which phosphorescent greenish-yellow flame sputters and glows wanly. The chattering language of the ghoulish creatures begins to echo throughout the ruined city streets, centered on this structure ![]()
![]() Momentum: 2 Doom: 10 The scream seems to have come from further to the south, slightly uphill in the cyclopean ruins of the black city. Going above ground after the source of the scream or further and deeper after the tracks of the ghoulish attackers. Neferet seems torn between following following Satabus or remaining with you. "My sister means more to me than my own life. If that was her voice, then we must attempt to relieve her suffering or else avenge her. It is possible that that was not her, and another unfortunate soul. Your decisions will be mine." ![]()
![]() Momentum: 2 Doom: 10 As you head forward, suddenly a woman's shriek cuts through the darkness, seemingly from somewhere above ground. Satabus and Neferet both call out Amunet's name as they look around fearfully trying to find the source. A Daunting (D3) Observation can tell the rough direction of the sound. The darkness is suddenly split with the peel of a horn, much like the ones used by the asshuri to signal across distances to one another! The clack of hooves on stone is unmistakable, and distant shouts indicate that the Shemitish forces have arrived in the city, likely searching for their royal prize. Satabus looks at Neferet and then at you, “They have come for me. Go now... I will draw them away... they will ransom me... but you they will kill. Find Amunet... return her to Khoraja!” At this, he lurches away, staggering through the ruins, his armor clattering against the rubble as he leans against a wall for support, then continues in the direction of the approaching forces. ![]()
![]() Momentum: 2 Doom: 11 As the sun drifts lower in the sky and the colors above take on more of a blood red hue, the searching seems to be taking on a life of its own. The stone city seems to be more of a hinderance than you had expected at first. Not only has the ground itself seemed to be against you, but Satabus' insistence on accompanying you (with Neferet helping keep him upright even with his bulky armor) has only served to slow down your investigation. Just before the sun is about to disappear behind the ruins, a faint and dismal groan begins echoing from below the ground, followed by some sort of staccato chittering noise, a sound that causes Satabus to cry out that it is the sound the creatures made. Taking the opportunity to search the nearby ruins for footprints and hopefully helping to determine the origin of the carrion stench that has assailed your nostrils like a fire consuming cow droppings. After several minutes, many sets of footprints are found, both sandaled and bare, unlike those of the booted Shemites or yourselves. The creatures, whatever they are, seem to have converged on the site of the combat from several places in the city, then returned en masse along a single path. Amunet’s footprints are visible within theirs, as if she is being pulled along and even carried partially. Following this trail takes you through stone arches and into a ruined building, where a jagged hole in the floor leads into the earth. Rough-carved steps descend into pitch darkness. It was once some sort of reservoir, but now it is a passage down beneath the earth, evoking a primal and almost tangible sense of dread at what might lie beneath. Echoing from inside the darkness is that shallow groan, muffled as if from a distance, with the chittering bark of the creatures, perhaps speaking to one another. ![]()
![]() Momentum: 0 Doom: 12 Surprisingly, it appears that all the bodies have already been stripped of anything useful. You do find coins worth 2 GP and 3 half-full water skins full of strong wine. The other peculiar thing is that many of the bodies have not only been clawed, but gnawed upon by someone or something human-sized (teethmarks in the flesh as well as exposed bone). That one extra success is enough. :) As Satabus' wounds are treated he stammers and gasps haltingly, his eyes wild with shock, spasms of pain causing him to grind his teeth. Neferet rushes over, kneeling at his side. "Satabus, where's Amunet? Where's my sister?" With some pauses caused by pain, he slowly gasps out his story. "Amunet and I eluded the asshuri and we entered these ruins, hoping we could find some kind of shelter in one of the more intact structures. We swore each other to make one last stand, dying together if such was our fate. Shortly after the asshuri approached, dismounting and surrounded us. They pulled me from my warhorse and when it became clear I would not surrender they shot arrows into me. The asshuri’s leader stepped forth and I felt his blade slide slowly into my flesh and muscle. The Pain was overwhelming, yet I was still able to deal the asshuri a deathblow in return, even as life ebbed from my wound. I fell to my knees and Amunet screamed, clutching at me." Satanist swallows hard, struggling for breath and his voice before continuing. "Then, perhaps drawn by the sound of battle, a strange and terrible sound emerged from the rubble, chittering and cackling, like some noise out of a nightmare. Immediately after, something came out of the ruins, besetting us from all sides! They were men, but were not men, their ghastly forms giving o an awful stench, lean bodies topped with faces out of pure horror, long fangs and distended jaws, eyes red and burning. Their clothing was torn and filthy, almost rotting from their frames. Dozens of these dismal, awful creatures tore at the Shemites with their bare hands, bit at them with jagged teeth, and stabbed at them with rough- bladed swords. They pulled the Shemitish horses down, as well, to meet the same fate, and tore at the dying esh with gore-streaked claws and teeth. I was unable to do anything but attempt to defend Amunet as best I could, but we were both merely watching in terror as the grisly tableau unfolded before us. When they were almost upon Amunet, there was a fearsome bark from their midst, and the largest of the monsters stepped forth. In his hands was a huge club, and in his eyes was a fierce and evil cunning. At their leader’s command, the creatures fell back, and let him approach Amunet. He swung his fist and she was knocked sprawling, senseless with the force of the blow. The creatures then surged forward and pulled her from my side, bearing her away with surprising reverence. Her slender form was the last thing I saw before I collapsed. They must have taken her into their ruins somewhere, no doubt to some ghastly fate." As he finishes,his expression takes on a pallor of pain mixed with sorrow. He leans forward, clutching Neferet's hand as his eyes fix on each of yours, begging. "Please! You must find her and save her! Anything you ask will be yours!" ![]()
![]() Momentum: 2 Doom: 12 Signey, it quickly becomes obvious what has him spooked. As Kern looks around, he hears a slight groan along with the clanking of metals. Searching the area for the source of the sound reveals a man in plate armor, half-propped up with his back to a low wall, broadsword still in hand, the ground stained with his and other blood. The ground around him is almost a butcher’s table, the corpses of asshuri and their horses strewn wildly, almost as if tossed haphazardly around. They bear wounds made by swords or daggers, and something that has ripped and torn gashes across exposed flesh. A particular carrion stench still lingers in the area, distinctive and recognizable to anyone who has been around dead bodies, and unusual because none of the bodies have gone to rot. With a gasp, Neferet runs forward, dropping to her knees and cradling his head and. The Khorajan prince is barely alive, his face half-covered in blood and his armor streaked with gore. Protruding from his arm, leg, and shoulder are arrows, with the cut shafts of at least two other arrows elsewhere on his limbs. The worst of it, though, is the end of a broken sword blade sticking out of his breastplate, impaling his torso. Aside from the noise he just made as he slowly stirs, he would have passed for dead. As Neferet tends to him, Satabus gasps and cries out in pain calling out a name that sounds not like Neferet, but Amunet. ![]()
![]() Very true, RL has been intruding for several days. :( A new post is up. While I can't always guarantee the every 24 hour posting, I do guarantee at least a couple of times a week. And not just a couple times quickly on one day and nothing for another week. If that has been the case I do apologize. I'm still getting used to a system that is far from the D&D that I have been familiar with for a few decades. I want to make sure to keep the Conan feel, and not drift into that normal d20 game mode. ![]()
![]() Momentum: 4 Doom: 12 Following the path left by Satabus and the asshuri, the terrain gets more chaotic and rough, sloping upwards into low and jagged foothills to the southeast of the ambush site. Following the path becomes more di cult as the nature of the place becomes more apparent — a sprawling city was here, a proud metropolis of carved black stone, set amidst the reddish foothills, its passing marked by the ruins of its long-collapsed structures, stretches of flagstone streets exposed through the ground, squared stones that marked walls, jutting spars of stone that were towers, and even the rough outlines of buildings that are now aught but rubble. Average (D1) Observation: Looking the area over, you see a sturdy white Ophirian warhorse equipped in rich and opulent barding and harness, the armor gilt and the saddle of leather and wood and sturdy enough for a mounted knight. Its hide slick with sweat, the beast is trembling, wide-eyed with fear, nostrils and the edges of its mouth foamed with saliva. Obviously Satabus' horse, it continues to shy away from anyone approaching. You can make a Challenging (D2) Animal Handling check to calm it enough to allow you to interact with it. At this distance, you can see the empty sword sheath on the saddle, and the shield is missing from where it hung on the horse’s flank.
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![]() The horses are of decent quality, and the one Neferet chose is a warhorse, with it's armor beat up but intact. No need to spend anything, the tracks from this point on are obvious, making it a clear trail to follow with no need for any rolling of Survival even. One thing about momentum is that it degrades over time. With a new scene, 1 momentum will come off. In combat, it reduces by 1 each round. ![]()
![]() Momentum: 5 Doom: 12 Minutes pass with the gathering of supplies and good from the mercenaries. Among all of the goods recovered, perhaps the most lucrative at this juncture are the horses. Strong, desert-bred horses able to provide a much quicker and distant journey. With days of water and other nourishment having been acquired, the pursuit of the forces after Satabus and his 'bride' is simplified. Neferet, unlike most princesses any of you have heard of (much less met) seems focused on the task at hand and not saying much. In response to Signey's statement she seems to smirk a bit as she stares one of the surviving mercenaries down, commanding him to strip. He hesitates for only moments before she pulls a stilleto (previously hidden somewhere on her body) and puts it against his neck, the same way the man's leader had to hers. Leaning in and whispering in her ear, his face took on a pallor and he rapidly shed his armor and clothing. Looking at Signey as she picks up the armor she smirks. "No thank you, this calls for more than comfortable clothing." WItout hesitation, she herself stripped down and began putting the man's armor on as if this was not the first time she had done it. As she tucked her hair back under the man's former helmet and grabbing the largest horse's reins, she turns to look at each of you. "Are you ready or do I ride alone?" ![]()
![]() Amalrus: always welcome back whenever you feel you have availability. If I recall correctly 6GP I'd probably enough for a good week or 10 days of carousing, etc... (enough to not remember a lot if partying in a typically Conan way.... lol) Are there any charts, tables, info etc that you'd like to see in particular on the obsidian portal page? ![]()
![]() Momentum: 5 Doom: 12 Kern brings his axe across the path of the mercenaries mace, catching it and keeping it away from his own body.
Tense moments pass as the mercenaries feebly attempt to fight back, but their enthusiasm for battle is nothing compared to yours. Axes, Arrows and Sword blades rise, fall and fly true felling the traitorous men who had held Neferet captive. The heat of the desert quickly turns the blood splattered on your bodies into dried stains, and the dirt floor thirstily drinks up the pools, leaving only reddish-brown mud beneath the bodies. Neferet herself rose to her feet with surprising grace after her ordeal, still somehow exuding the beauty and power that only she could. Her appearance in the clothing of her handmaiden is still a mystery though, as the last time anyone remembers seeing her she was being carried in her litter, dressed in all the finery that a Stygian princess who is to be wed to a Khorajan prince could muster. Her voice carries a strength and firmness that truly show her deserving of royal title. "You have my sincere gratitude. I shall see to it that you will be well rewarded, if not by the Khorajan royals then by my family." She looks around, frowning. "We should hurry and catch up to Satabus. The asshuri may not have caught them yet." ![]()
![]() Gauis Marcus Arvitus wrote:
Yeah, I'm still getting a good grasp on the details. I do like the split and the way damage works though, because it allows for so much variation other than 'I hit him and do X damage' Gauis Marcus Arvitus wrote:
I wondered about the 10 point as 2 Wounds, and it took listening to a play example to clarify. It's '5 or More' and 10 is definitely more than 5 :) However, when you only have 9 Vigor, it does do 2 by also eliminating all the Vigor. :) I meant for him to drop to his knees clutching his sides. However, I guess I could have explained it better.. LOL With Minions and Toughened, I didn't expect them to last long anyway, I just hoped I would have gotten at least one hit on you all... :P ![]()
![]() Momentum: 6 Doom: 10 If you want to spend any Momentum when you roll, just note it. I'll make any necessary adjustments to damage, etc... The axe blade, powered by Gaius' lean sinews screamed in the air towards the mercenary leader's neck. Sensing the steel coming, the man hurled Neferet to the side, twisting so that the blow landed more against the shield he carried on his back than his bare flesh. Spending 3 doom to give him a couple of bonus dice to try to react and parry
That twist though was just enough to throw Amalrus' twisting thrust out of line with his body and the blade glanced harmlessly along the man's Hauberk.
Yes, you can spend 2 momentum for a secondary target at 1/2 damage though
Domi Kreig's release of the arrow caused to to fly in a very precise line, the point piercing the mans arm as he began to lift his weapon and continuing through the other side into his chest, causing a crimson spray to emerge from his lips as he collapsed, expending his last breath. Kern paused only a moment to allow Gaius' stroke at the leader before stepping up and bringing his axe up between one of the other men's thighs with a meaty thunk as the blade bit into the flesh on the inside of his leg. Stumbling, he drops to one knee, holding his mace tight and keeping himself upright with his shield against the ground. Recovering from their surprise, the mercenaries begin to fight back. The one kneeling next to Kern stands up, bringing his mace in an upward arc. Spending 1 doom to give him a bonus dice
Round 2, leader still alive, but heavily wounded and 2 mercenaries active ![]()
![]() Things are set up for possible conflict. In Conan, the players go first unless the GM spends a Doom point to have an NPC act ahead of someone. I'd like to keep a round to 24 hours, but I'm open to suggestions on how to deal with things in our first combat (if it comes to that :) ) Please post here if have any questions or need clarifications about anything. I'm keeping a close eye now, and hopefully should be able to reply fairly quickly. edit: for those of you interested, the Players Guide became available today. Check it out. :) ![]()
![]() Momentum: 3 Doom: 15 Amalrus Almuric wrote: Amalrus heads forward with the others but manages to fall into the back of the line stumbling over the ruts in the road. In the rear he eyes the scene that plays out before him. He speaks, "Let us not draw blades, we are all of common cause here! Enough death wanders the desert already if you wish to find it". The Khorajan nods. "Indeed. We are all here so that we can keep our pouches heavy with coin and our bellies full with warm meats. Those asshuri are doing the same. We are all surviving the best we can, killing when need arises and breathing in the air of solace when we can." Domi Krieg wrote:
Kern ap Cul wrote:
With a laugh and a scowl, the man looks directly at Domi as the other men appear to take a firmer grip on their weapons, expecting the worst. "This woman's death will not be on my head, but upon all of yours if you continue in your insulting ways. When Satabus and Neferet fled, the asshuri wanted nothing but them. So, " he shrugs, "we traded our knowledge of their path for this pretty veiled flower to entertain us. Signey wrote:
"You can have her when we are done with her. We can all find the nearest town, enjoy each other's company, then you may have her." Gauis Marcus Arvitus wrote:
"We are trying to survive! Same as you! Now, what say you? Join us for celebrations in whatever village we find or will you leave us be and go our separate ways?" At this, the woman's struggles increase and she cries out, her voice not one of panic or fear, but one of authority. "No! Help me and let us find Satabus. I can see to it that each of you receive your weight in gold and silver." Taken aback, the Khorajan seems to lose is grip a bit and the woman's struggles increase. As she tries to thrash about, the man's daggerpoint catches her veil, tearing it from her face. With a gasp, the man's eyes go wide as he recognizes not the handmaiden he thought he had, but Neferet herself. The mercenaries seem hesitant until their leader pulls Neferet closer, dagger back to her throat, nodding toward you. Their grips tighten, and seem to be ready to move at you. What do you do? There are seven men in brigantine armor (soak 2) armed with maces, short swords and shields. Their leader is in a heavy haulers (soak 3) holding Neferet tighter with a mace at his side and the dagger to her throat. ![]()
![]() Momentum: 4 Doom: 12 Spending 3 Doom to allow them to act ahead of you As you round the corner, a tableau of chaos greets your senses. the litter, broken and fallen by the wayside, more dead courtiers in their nery, and the wagon wrecked and on its side. The source of the scream is a veiled woman — Neferet’s handmaiden — struggling in the clutches of a Khorajan soldier, one of the men-at-arms that accompanied the envoys along with the knights. A smattering of other mercenaries — men from a handful of nationalities — are at work searching through loose chests and casks that fell from the wagon. They are paying little attention to the soldier and handmaiden, with more interest in the remnants of wealth left behind, pulled from the broken wagon. A fragrant, almost overpowering scent of perfume is prevalent throughout the area. Your shouts alert them and they draw weapons, falling back into a defensive posture between you and the Khorajan as he draws his blade and moves behind the woman, placing it at her throat. He shouts back at you, his voice carrying with it a tone of authority as well as one expecting answers. "Stay your distance or by the gods I'll spill her blood across this perfumed soil! You'll find no Shemish curs here for they have already gone, their bellies and sacks full of the spoils. Who are you and what do you want?" ![]()
![]() Momentum: 4 Doom: 15 While it is a challenge to sort out the path the caravan took among all of the ruts, bodies and hard-packed soil it is not impossible. Slowly but surely you travel the path inching you way for first tens of yards, then hundreds, and finally over a mile. Lying in the dust, scattered about are remnants of fine cloth and wood, broken and torn. Further along lie the spokes of a wagon wheel alongside the ruins of the wagon and it's broken cargo of oils, perfumes and other liquids, their scents mixing and filling your nostrils even through the caked dust in your nostrils. Scattered about are clothing and other items obviously belonging to a woman of wealth. Those who were part of the envoy recognize most of them as belonging to Neferet herself. Mere steps on lie the bodies of some of Sabatus' personal knights, armor pierced by dozens of long shafted Shemitish arrows. Alongside these soldiers are the richly clad envoys, courtiers and other lesser officials, strangely incongruous in this setting but no less dead than the rest. As you approach a point where the gully you are in narrows and turns further west you hear the unmistakable cry of a woman from somewhere ahead around the bend. A scent of more spilled perfumes and oils wafts across your noses as well. Echoes of armored men moving about resound underneath the woman's echoing scream. What will you do? ![]()
![]() Momentum: 4 Doom: 15
Time passes and the far off dust clouds move a bit closer. The effort is not in vain, for not only have sacks full of dried fruits and meats been found, but flasks and skins holding both water and liquor. Nourishment is not all that has been found left behind either. Gold and silver coins, a gilded dagger and a well-balanced and sharp sword are among the finds. You each take 1 Despair unless you can succeed at a D1 Discipline test. You've managed to find enough supplies for two days each. In addition, you realize there may be wells and small springs scattered about to keep you in water. Also coins totaling 6GP, an excellent dagger (probably from an envoy) inlaid with gold and with gold wire around the pommel, and a superior broadsword (does +1 damage) The dust shows the Asshuri getting closer, maybe on you within the hour. You've found indications that the caravan went into the foothills to the NW. Does anyone have Survival or tracking? D1 if so. ![]()
![]() Three times today I have lost a post. :( I'll post up the looting results, and indeed you all have some Momentum now. :) It looks like Kern and Ahmargane seem to be of the opinion to return to the oasis? Sabatus and the caravan might still be out there too... If anyone has Lore, they can make a Challenging (D2) (Difficulty of 2 successes) to recall anything about the region. An Average (D1)(1 success needed) Warfare test can determine either the most likely way for the caravan to have gone, or the likely actions of the Shemitish army for the next bit of time. ![]()
![]() Momentum: 0; Doom: 15
Those of you who are familiar with such things can perceive that that it was an alluvial flood plain long ago, but now the waters have receded to the north and to the west, leaving this land as harsh and rough as any part of Shem. Rocky escarpments cut through the land, and switchback valleys and stony ridges make passage difficult. Many civilizations — cities and signs of thriving cultures — once stood in this land, but now only broken walls, misplaced stones, and barely visible sections of brick road show any evidence that humans once dwelled here. At various places within your view small tendrils of dust spiral up, weaving their way to the sky. Whether this is some natural happening or sign of asshuri forces and hunters it is difficult to tell. However, if one were to wager, the most successful wager would be on the Shemitish forces gathering what they might term 'resupply' from the dead and even collecting the bodies of leaders and champions for who knows what purpose. You are in a battlefield, short on supplies (especially of food and water) and hostile forces scattered about looking to finish you off. Satabus' caravan, with his beloved and the princely gifts intended for King Ulam-Khala, got separated from the main force and is nowhere in sight. An oasis was passed a days journey back along Satabus' army's trail so you know where some water might be, but the question is could you make it that far... Is there anything you wish to know or do? ![]()
![]() The QuickStart is : here It's been updated for the core rule info, so should be ok. :) I haven't had a chance to look at it, but make sure check out info on Momentum, Doom, Fortune Points and how damage works. :) ![]()
![]() I asked the same question on the G+ Community a while back :) The timeframe of the "Vultures of Shem" and the Gazetteer in the Core rules is set just before Conan is exiting Cimmeria at age 15-16. The supplements will stat him at various stages in his career, but this allows the PCs to be movers and shakers and encounter some of the personalities Conan errrrrrrr.... encountered with extreme predjudice. I am sad to say that this is my first real delve into any of the Conan mythology outside of the films of the 80's and the one a couple of years ago with Jason Momoa. I would gladly welcome any suggestions, hints, tips for making this all feel right. :) That help? :) ![]()
![]() Atlas2112 wrote:
Not in the least! Have you looked at the list of Writers/Contributors and Artists on Modiphius' Conan website ? REH Scholars and authors + experienced RPG designers + BROM! (and other renowned Conan artists) = AWESOMENESS!!! lolI just hope I can make the game worthy of it's roots..... (And as a side note, check out the video on the lower right of the main site I linked above... A few scholars and gamers playing the playtest version of the game in R.E. Howard's home, feet from where he wrote the stories....) Atlas2112 wrote:
I'm thinking it's Native +1 for a total of two RAW, but I like the flexibility so make it a base of Native language + 2 more is what we'll go by. Naturally adjusted for whatever talent, etc that gives you more. :) ![]()
![]() Daniel Stewart wrote:
Sure, I don't have any problem with that. :) At any point, if when things get going, anyone feels like they want to rework something due to seeing things better or things not working the way you thought, just let me know. Also, Gameplay and Discussion threads are now up. :) ![]()
![]() Vultures spiral above the battlefield. Blood soaks into the rocky ground from hundreds of dying men and their horses, a grim reminder from the desperate hours prior. For those who fought and died, the battle was as purposeless as any. Prince Satabus of Khoraja was tricked into bringing an army to aid King Ulam-Khala of Akbitana in a war against his cousin, King Nezurab of Shumir, another of Shem’s eastern city-states. So confident of the outcome was Satabus that he brought with him his bride-to-be, a Stygian noblewoman named Neferet, along with her closest handmaiden. With them also was a small delegation -- envoys and court officials. They bore princely gifts to cement the deep and everlasting friendship between Khoraja and Akbitana: a chest containing fistfuls of gems; urns of precious oil; bolts of Turanian and Khitan silks and other fine cloth; ingots of precious metal; and measures of rare and fragrant wood... a sumptuous collection of finery befitting a royal visit. The battle was over before it could even begin. In the days prior to Satabus’ arrival, Ulam-Khala and Nezurab had made peace with one another, messages traveling via messenger bird. The two Shemitish kings agreed to unite and destroy Satabus’ army as a show of solidarity, an act of betrayal that would serve to weaken Khorajan resolve against further incursions into Shem. Seeing that that the day was lost, Satabus sounded the order to flee, and as horns echoed across the desert, his mercenary army scattered across the dry plains and into the nearby foothills and hard-baked gulleys. They were pursued by the asshuri, picked off one-by-one. Satabus and his cadre of knights fought valiantly to protect his beloved Neferet, but the caravan with her litter was cut off in the retreat. Their fates are unknown. Each of you was part of Satabus’ army, either as soldiers, knights, or as part of the envoy. You’re here now. Somehow, the last wave of asshuri and footmen missed you. Everyone else is dead. Some of the gear that you began the day with is damaged or missing. What role did you play in the battle, and what are you doing now? ![]()
![]() Doing a review and finding a couple of issues. :) Domi Kreig: Ranged Weapons and Animal Handling are both 5. You can only have one skill at 5 in the beginning. You can make whichever one a 4 and move the other rank to a skill for the same attribute. Kern ap Cul: I'm guessing the Axe, spear and the sling are your weapons? Others: If you could specify any weapons/choices that would be helpful. One thing to note though, most of the gear you have listed, you won't have at the start as you're picking up the pieces from the battle. My first thought is that other than what you will find looting, you'll only have one weapon and one armor piece to start. Other minor things you would still have or find easily.... I also have the bare beginnings of information up at Obsidian Portal: Chronicles of the Hyborian Age Thoughts? ![]()
![]() All looks good. :) I plan on getting things rolling tomorrow. I would have done it today, but have been traveling since Thursday, and haven't had proper time to review. Also, am planning on setting up an Obsidian Portal site to keep notes, sheets, etc. if anyone has any suggestions on what to include. ![]()
![]() @Storyteller Shadow: Here's what came up with for you -
Spoiler:
HOMELAND Koth
ATTRIBUTE ASPECTS Strong and Resolute & Dexterous CASTE Petty Nobility ARCHETYPE Scholar NATURE Inspirational EDUCATION Elder Mentor STORY Left to Your Own Devices TRAIT Adventurous WAR STORY Defeated a Savage Beast SOCIAL STANDING 2
FORTUNE POINTS 3
AGILITY 9
AWARENESS 7
BRAWN 8
COORDINATION 7
INTELLIGENCE 9
PERSONALITY 10
WILLPOWER 12
TALENTS
EQUIPMENT
LANGUAGES
Let me know what you think of if want to change anything. :) ![]()
![]() I like what I'm seeing so far. :) I also appreciate the helpfulness about the rules, etc. I know the game is relatively new, and this is my first experience with 2d20 so I expect things will get missed, ruled wrongly, etc. Please let me know is you feel I'm doing something of the above, and we can work it out. :) As far as cast, we have lined up at the moment: spinningdice - Sigrid of Brythunia, Witch
A nice bunch. :) One other thing I would like to know. Who would be the Actor/Actress playing your character if this was a TV series on Netflix or Starz? ![]()
![]() Looks like have enough interest. :) spinningdice - Sigrid of Brythunia, Witch
For thought on background of how things start:
Vultures of Shem: Vultures spiral above the battlefield. Blood soaks into
the rocky ground from hundreds of dying men and their horses, a grim reminder from the desperate hours prior. For those who fought and died, the battle was as
The battle was over before it could even begin. In
Seeing that that the day was lost, Satabus sounded
Each of you was part of Satabus’ army, either as soldiers,
![]()
![]() spinningdice wrote:
Well, looking at the Hyborian Shorthand notes on page 204: BRYTHUNIA: Medieval Germany, Poland, or LithuaniaI think farmfolk/traders, witches and Ancient Bloodlines fit quite well. :) For Sorcery, to me it seems a bit 'dark' at its base. However, since stories are full of heroes who have touched the dark and pulled themselves back out I would be fine if you wanted to take a couple of actual spells and lean more to Alchemy, herbalism, etc. About MastermindAction Point Rules:
ACTION POINTS
Action Points (APs) are a mechanic for helping to save your butt or to let you do a little something extra. You get APs each time you level up, equal to your new level plus your Charisma modifier (minimum of 1, even if you have a CHA penalty). Any leftover APs from your previous level are lost. Most NPCs do not get action points. Normally, spending an AP is a free action you can do once per round on your turn; however, the ones marked with a * are immediate actions you can do as often as desired. What you can do and AP cost is as follows: BOOST YOUR ROLLS *Add a bonus to any d20 roll (1 AP): Add 1d6 to any d20 roll, after the roll is made but before you know if success is determined. At 8th level you can roll two dice and choose the better result; at 15 th level three dice; at epic levels four dice.
TAKE EXTRA ACTIONS -Take an extra move action (2 AP)
COMBAT BOOSTS: -Duck and cover (variable): Add a dodge bonus to AC of +2 per AP spent. Lasts 1 round.
MAGICAL APPLICATIONS: -Enhance spell power (variable): Increase caster level and save DC of a spell you cast by 1 per AP spent.
SAVING YOUR HIDE: *Ignore condition (2 AP): Ignore a temporary 'condition' (e.g., blinded, confused, dazed, paralyzed, panicked, nauseated, dying) for one round. You can ignore multiple conditions by spending AP for each one you ignore. The duration of the effect continues to elapse while you ignore it. Note that damage (including ability damage, negative levels, etc.) is not a condition and cannot be ignored.
HEROIC EFFORT; You can "overspend" when you run out of APs - if you only have 1 AP left, you can still get an extra standard action or declare a natural 20 or whatever. This doesn't cause a deficit for your next level; it just represents your last gasp of heroic awesomeness. This cannot be done with 0 AP. Kingmaker NPCs:
The Stag Lord - Leader of the bandits in the Greenbelt. Antlered skull for a head?
Oleg Leveton - A merchant from Restov. Seems to be annoyed by civilization. This may just be because he likes the challenge of the frontier. Svetlana Leveton - Oleg's beautiful wife. An excellent cook and also good at trading when her husband is busy. (dead)Happs - Led the robberies of Oleg. (dead)Kressle - Leader of the Thorn River bandit camp. Tuck - A mysterious reformed bandit who claims to be an agent of the Swordlords. Bokken - A crazed hermit who speaks in half-riddles and makes potions. Kesten Garess - An exiled noble of military bearing. Lucas - Man servant and Man at arms for Kesten Konner & Connar - Identical twins, servants and men at arms for Kesten Vekkel Benzen - Old peg legged hunter, retired to Oleg's Jhod Kavken - A blind cleric of Erastril. Lost the way of his faith and is looking for redemption. Capen Adams - Recluse druid who lives on an surreal orchard. Norkyl - Leader of the kobold scouting party, quite friendly with the party. Garuum - Boggard living with two slurks in some ruins, unfriendly and protective of his territory. |