Skeletal Technician

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Perpdepog wrote:
What if Primary Target was also based on Con, akin to a kineticist's elemental blast?

This is what I meant. ALL heavy weapons would use Con, not just Soldier using it because its his Class DC.

Think about it - with a heavy weapon, in order to aim better you need to shoulder the heavy recoil of the weapon. CON is perfect for that.


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Make CON the deciding attribute when it comes to heavy weapons.

DC for Heavy Weapons = 10 + CON + Weapon Proficiency + Tracking = BimBamBoomShakalaka.

It would negate the need for Dex (Soldiers use heavy armor after all, why would they bother with dex unless they want to use non-heavy weapons?) and better allow the class fantasy of the big heavy guy with a big heavy gun.

I mean, just look at the Iconic. That girl thicc.


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Karmagator wrote:

2) Primary Target allows area weapons to make a regular Strike

I've gotten used to this due to how the devs used it before (it's just "specific beats general"), but I've seen more than a few people either not noticing or going "ehm, is this right?".

What got me personally is that Primary Target's mechanics and "story" don't line up in this regard. For example, the stellar cannon is basically a shrapnel missile launcher. But suddenly, the second missile I fire is just a dud and doesn't explode? I just know that wouldn't feel right in play.

They changed this from the field test - before, it was all one shot 'effectively', as in this primary target would be hit in the same shot as the rest of them, its just that you focused your area attack on the 'primary' target without expending additional ammo.

I guess they felt it was too strong, but now it doesn't match up with the story as you said.


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Hey Everyone!

So, my players are finally on Book 2 of Reign of Winter so I've decided to share one of my favorite maps I recreated for the Book 1 of the campaign using a combination of Photoshop and 2-minute Tabletop's paid assets (totally worth it btw).

This map is made primarily for Roll20 but certainly can be used elsewhere.

The Pale Tower.

Size(Pixels): 2800x3500 (w x h)
Size(Inches): 40x50
Resolution: 70

This map took me literal hours to recreate - you'll notice that the shape is a bit different in a few places as well as the layout is not 100% the same. I made the shape more 'uniform' to fit the grid better and everything is mostly the same. If anything, the first floor got hit the hardest with the changes.

You'll also note a ton of little details all over the place to fit the various occupants. My players LOVED it - and murdering all of its occupants (Except Radosek which they managed to befriend!) Yeah that's a story in its own right, lets just say they know how to diplomacy.

I have a number of other maps I use either once-off or sparingly. Some of them I was still figuring things out - but Camp Ambush Nighttime #2 was my personal favorite of the bunch here. All are 70 resolution.

Camp Ambush Nighttime 1
Size: 30x30 Inches or 2100x2100 Pixels

Camp Ambush Nighttime 2
Size: 30x30 Inches or 2100x2100 Pixels

Snowy Trail (I use variations of this one a lot)
Size: 44x32 Inches or 3080x2240 Pixels

The White Weasel
Size: 22x16 Inches or 1540x1120 Pixels

Snowy Trail 2
Size: 22x44 Inches or 1540x3080 Pixels

Snowy Glade
Size: 30x30 Inches or 2100x2100 Pixels

I can't wait to do some of the Book 2 ones.. Huehuehue.


Serum wrote:

The Endless Forest

I changed how the Endless Forest worked entirely. I made it partially first world because of the Reality Siphon, so what should have been a 300ft diameter small market turns into a 6-8 mile diameter forest once inside. Instead of the encounters/clearings being separated by impassible bramble walls, they are just separated by distance. The Hut, sensing the black rider (as played by the PCs), creates a path (since the initial forest was the Hut's defense mechanism, it can do such a thing) that exists only for the black rider to help him navigate to each of the Dawn Pipers to get rid of them (and also links the rest of the encounters together in one large loop).

From the outside and above, the market is completely covered in trees with no clearings. Once inside the copse of trees, climbing above the canopy reveals a forest that expands endlessly in all directions, although one can make out clearings like the wood fire burning from The Last Party, or the Reality Siphon itself.

Nazhena is also locked out of the Reality Siphon and is using her minions to find and kill the Dawn Pipers. They managed to kill the fire element piper(scenery element that the PCs can find) on her way in, but she's now camping out and waiting for her minions...who are unfortunately lost and/or fighting with the Green Mother's other minions who were sent to support the Dawn Pipers. There are several Mirror Men in her search parties, and eventually one of them comes across the PCs, and stealthily follows them, relating all of the PCs' accomplishments and status to Nazhena.

Destroying the Reality Siphon returns the Endless Forest back to a rapidly growing copse with the Hut in the centre, still without bramble walls. If the PCs haven't found Nazhena's camp and killed her there (there are tracks leading from the north side of the siphon to and from her camp during her initial investigation of the barrier), she will rush to the clearing, meeting up with any of her remaining minions to try and head the PCs off.

Annnnndd *yoink* for my campaign. :)


Name: The Archer
Race/Class/Level: Female Elf Fighter 2
Location: Briarstone Library
Catalyst: Ratlings

The Gory Details

Spoiler:

The Ratlings started combat invisible by all three summoning rat swarms at once - after the initial confusion, the players made a fighting retreat out of the library. By the time they all exited the library, the ratlings had stopped concentrating on maintaining their spells - however, the archer got caught up in a swarm and was taken down and then eaten alive by the swarm one round before they'd dissipate.


You guys can save a copy of mine to your own drives and use the new copy. Thats why I made sure you had view access to it.


Honestly I would just allow sound through it - although lipreading also works.


Here are my thoughts, and probably how I'll run it if I don't get any input from you guys:

Normally, lighting a campfire in normal conditions with a flint and steel is a DC 5 Survival check, taking 1 minute. Anyone with half a brain can figure it out, and it doesn't take long at all. Without flint and steel and other tools, its a DC 12 Survival check, taking 1d3x10 Minutes Still easy and doable, but takes longer. In wintry conditions, however, the DCs of both go up by 10, making these considerably harder, due to the conditions and that the wood will be a bit damp. Should they bring their own firewood, the DC only increases by 5. Tools such as Bellows may help in this regard. The DC remains the same for tindertwigs, and using a flask of oil or other flammable substance grants a +5 to this check.

Gathering firewood in normal, forested conditions is a DC 10 Survival check that takes 15 minutes, divided by the number of players who make that check. In these wintry conditions, due to the heavy snow, the time is quadrupled (1 hour) due to the difficulty of moving around and finding good wood. The DC increases by 5 to 15. The time is still divided by the number of players who succeed on this check.

Basically a rough idea of how it'll work, its not set in stone and there might be better ways. Fire spells (Spark, Burning Hands, etc), take as long it takes to cast the spell. In these cases, the campfire is considered and unattended object and catches fire immediately, provided the spell can catch things on fire.

Thus making Spark one of your best friends in this campaign, heh. Too bad my Test PCs don't have it - but they do have Burning Hands.


Ey guys! Question for all of you. I can't seem to find anything on the sort in the rules anywhere, even though it makes a ton of sense to ask this question in this particular campaign.

During the various points of heavy snow in the campaign, it might be prudent for the players to make a campfire to stave off the cold. How long would it take to gather the necessary materials (Assuming the players did not bring firewood of their own) and what would the Survival skillcheck be to get it up and running?

As far as the getting it lit, would Burning Hands work even better and negate a survival check?

I'm running a playtest of the first part of the campaign and my Test PCs are dying of Hypothermia, with one of them on the brink of unconsciousness, thus me bringing up this question.


Actually, I was presenting them the same way too - or at least trying to. That being said, the Dottari you encountered at the protest were under the direct leadership of Thrune and Nox, so were a bit more aggressive than usual. That being said, they've changed under Thrune's leadership overall (its widely known that he put his people in leadership positions within the Dottari) so they're definitely an antagonistic force - just, the rank and file infantry are more doing their jobs than being evil.

To be fair, you only have seen them once so far in the campaign, so I hadn't really gotten a good chance to show that they're not as bad as the CCG overall - doesn't mean they're not still against you though (as you guys will be breaking rules heh).

Pinvendor was using information I gave him in a private message.


Spirit of Pinvendor wrote:


Technically, the book states there is a ladder leading up through the trapdoor. I'm not sure why Crustypeanut was confining you to a rope, but if you'd like we can just say maybe a lever on the wall raised it up to connect with the ceiling shaft's section. Voila! A Rose Suchak Ladder appears.

I like to spice things up a bit, help encourage players to use what resources they have available - and if they don't have them available, then to improvise or look around for something to help. ;)


I'm definitely gonna be creeping around keeping an eye on things. I wish I had the time or energy to run it myself, but I don't - so I'm more than happy to help a fellow DM take over the reins and let these guys continue their awesome characters.

I also have the day off tomorrow, so I'll probably hang out a bit on my roll20 page thats linked up top. I made Pinvendor GM of that one (even if I still technically own it and can do GM stuff as well), so you guys can continue using it hopefully.


Oddly enough it still says I'm the GM of this campaign. Is there a way I can pass the torch?


Also found out my last grandparent died today in the middle of my shift, so thats always fun news.


Ah I forgot to post in this game. Just mentioned where I've been in HR yesterday. I'll quote it here.

crustypeanut wrote:

Hey guys just wanted to chime in real fast before bed and let you all know I'm still here, work just ramped up how many hours I've been getting and I've been exhausted as a result the past week or two. I think I'm beginning to understand Darian's work stretches >.>

My next day off is in a week (I need to speak with whoever's scheduling my shift to see if they can give me more than one day off a week), so I can't say when I'll have the energy to post but I hope it'll be sooner rather than later.

All this for 5 cents over minimum wage, so it isn't even good money. Sigh

I have over a week in between days off (one day a week ugh) and I've got quite a bit to do around the house as well, so I've been super exhausted and I basically just veg out after work.

I hope to get us moving along soon but things need to calm down a work a little bit first.


Hey guys just wanted to chime in real fast before bed and let you all know I'm still here, work just ramped up how many hours I've been getting and I've been exhausted as a result the past week or two. I think I'm beginning to understand Darian's work stretches >.>

My next day off is in a week (I need to speak with whoever's scheduling my shift to see if they can give me more than one day off a week), so I can't say when I'll have the energy to post but I hope it'll be sooner rather than later.

All this for 5 cents over minimum wage, so it isn't even good money. Sigh


Hey guys as mentioned in RotR/HR I've been going through some shit but good news is I no longer have to rush to find a new place to live, so I'll be updating us here tomorrow night after work to get things moving along again. Apologies for the delays!


Hey guys, still here! Sorry for the massive delays, but I've got some good news.

It appears, as I just found out today, that they're NOT raising our rent (much). This means we don't have to rush to find a new place. As a result, I'll be updating us here tomorrow after work. I just got off a very long day today else I would tonight.

To speed things up a bit to make up for the delays, I'm going to end this rather boring rat encounter and also give everyone a few bonuses to end any other encounters quickly (while in this dungeon) to get things rolling along quickly.

Again I apologize for the delays, and I hope you're all still excited about this campaign!


Yeah I've been trying to at least keep in touch, as I do NOT want this campaign to fall apart. Buuut life gets in the way of having fun, so delays happen.

Yesterday around noon while out looking at houses I stopped at Burger King (10 piece nuggets for 1.49 yo) and I sounded like a heavy chain smoker, croaking so badly when ordering my food. Was kind of funny, tbh, though it did suck.


Ugh sorry again for the delays. Just found out my a@@$%&% apartment managers are upping our monthly payment by almost 25% (seriously wtf?) after our lease is up in April, so I've been trying to find a new place to move to.

Gonna see if I can get the campaign quickly updated, but again, sorry for the delays.

On top of that shit I can't stop sneezing. Damn cold.


Love getting a cold and then being in bed for 12 hours with a fever. I'll try to get a post up today to move us along, but I'm still not feeling too great.


These ones have lips and you can see them.


”Here, let me help!” Rexus stows his flask of acid and moves forward to grab the rope as they prepare to lower Avrora down the hole to help the others. With their aid, she quickly slides down the chute, her armor clanking and bouncing against the walls due to their lack of caution. However, she arrives with a loud clank on the ground safely, unhurt. However, as soon as she lands a dire rat the size of one of the mutts upstairs jumps and bites into her flank, ripping off a chunk of flesh.

 

        << Encounter: ”Chitters in the Dark" | Round I | Hazards: Darkness | Encounter Map: Roll20 Fair Fortune Livery Basement >>

 

Rexus, looking down the hole after Avrora, winces as she’s bitten. ”Thats.. Thats gotta hurt. Hey, be careful! They’re likely carrying diseases! I read that in a book somewhere.”

____________________________________________________________

Alas, Varian missed the rat with his attack, but Dire Rat 1 also missed his attack. Between Rexus, Isabel, and Galen, Avrora was quickly lowered down into the fray below - just in time to be crit for 3 damage by one of the rats. The third rat attacked Darian but missed.

Damage Taken:
Avora: 6
Darian: 0
Galen: 0
Isabel: 0
Phineas: 0
Varian: 3
--
Dire Rat 1: 0
Dire Rat 2: 0
Dire Rat 3: 0

NPC Rolls and actions:

Dire Rat 1:
Free Action: 5-ft towards Varian
Standard Action: Attack Varian
Bite Attack vs Varian: 1d20 + 1 ⇒ (11) + 1 = 12 (Miss)

Dire Rat 2:
Standard Action: Attack Avrora
Bite Attack vs Avrora: 1d20 + 1 ⇒ (20) + 1 = 21 (Hit, Critical Threat)
Critical Confirmation: 1d20 + 1 ⇒ (18) + 1 = 19 (Crit!)
Damage: 1d4 + 1d4 ⇒ (1) + (2) = 3

Dire Rat 3:
Standard Action: Attack Darian
Bite Attack vs Darian: 1d20 + 1 ⇒ (5) + 1 = 6 (Miss)

SECRET GM ROLLS:

Avrora: 1d20 + 3 ⇒ (19) + 3 = 22

The PCs are up! Do note that in order to climb the rope, you must have your shield and weapon stowed; I figure you would have already stowed them in preparation for the descent, so you don’t have to waste actions on doing so.


Lurking while updating. Had a rough weekend, sorry for the delay folks!


 

         I R O N  G O D S
        Book II: Lords of Rust
­­­      Part 2: Becoming Scrapworthy

 

A ramshackle pair of buildings with walls and roofs made of strips of leather and fur, timbers, metal plates and other scrap lashed and bolted together sits in a gap in the surrounding mounds of refuse. Between the two buildings runs a rusty metal gate, closed to block passage into the open area beyond.

At the group’s approach, they are spotted by the armored figures patrolling the building and behind the gate. Upon closer inspection, each figure is wearing a motley suit of full plate made from scrap, with rusty, spiked edges and painted to give it a fearsome visage; the image of a hawk is most prominent. Each of them are wielding heavy, repeating crossbows made out of scrap and laden with rusty spikes, nails, and other pointy bits.

One of them, standing just behind the scrap gate, has his crossbow nearly at the ready and addresses the group. ”Hail! What business do you have in Scrapwall?”

Groog:
As the pointy metal man says funny words to you and your pets, you notice that to your left, hidden in a pile of pointy metal bits is a small gap where another pointy metal man is secretly watching you and your pets. He seems very interested in the doggy.

__________________________________________________________

SECRET GM ROLLS:

Groog: 1d20 + 4 ⇒ (18) + 4 = 22
Scholar: 1d20 + 4 ⇒ (5) + 4 = 9
Tarl: 1d20 + 8 ⇒ (4) + 8 = 12
Sunset: 1d20 + 7 ⇒ (4) + 7 = 11
Gaius: 1d20 + 7 ⇒ (6) + 7 = 13


You guys have time to discuss tactics/plans while you walk there. I'm gonna give you guys a chance to do so if you want - otherwise, please let me know you're ready! Groog, you've already done so.


”Well, here I go.” Varian says as he stows his mace and begins to descend the rope. Considering how short the shaft is, it takes him less than a minute to reach the bottom and land on the floor with a clank. Immediately, he is hit by the eye-watering stench of urine and feces that fills this large room. Nests made of chewed crates and barrels line the walls, while rusty knives and hooks cover the tabletops.

<< Encounter: ”Chitters in the Dark" | Round I | Hazards: Darkness | Encounter Map: Roll20 Fair Fortune Livery Basement >>

The darkness squeaks and chitters and three large rats, surprised by a delicious meal dropping in on them, quickly exit their nests and attack Varian. Two of them bite him with their long, wicked yellow teeth, drawing blood.

____________________________________________________

Initiative Order:
Dire Rats (15)
The PCs (13)

Initiative Rolls:

Avrora: 1d20 + 1 ⇒ (20) + 1 = 21
Darian: 1d20 + 1 ⇒ (2) + 1 = 3
Galen: 1d20 + 1 ⇒ (2) + 1 = 3
Isabel: 1d20 + 3 ⇒ (16) + 3 = 19
Phineas: 1d20 + 1 ⇒ (5) + 1 = 6
Varian: 1d20 ⇒ 20
Rexus: 1d20 + 1 ⇒ (17) + 1 = 18
Total: 00; Initiative: 12.85

Dire Rats: 3d20 + 3 + 3 + 3 ⇒ (11, 9, 17) + 3 + 3 + 3 = 46
Total: 46; Initiative: 15.3

Varian, descending the shaft, was immediately attacked by a trio of rats. Two bit him for a total of 3 damage.

NPC Rolls and actions:

Dire Rat 1:
Move Action: Approach Varian
Standard Action: Attack DVarian
Bite Attack vs Varian: 1d20 + 1 ⇒ (4) + 1 = 5 (Miss)

Dire Rat 2:
Move Action: Approach Varian
Standard Action: Attack DVarian
Bite Attack vs Varian: 1d20 + 1 ⇒ (14) + 1 = 15 (Hit)
Damage: 1d4 ⇒ 1

Dire Rat 3:
Move Action: Approach Varian
Standard Action: Attack Varian
Bite Attack vs Varian: 1d20 + 1 ⇒ (16) + 1 = 17 (Hit)
Damage: 1d4 ⇒ 2

SECRET GM ROLLS:

Varian: 1d20 + 4 ⇒ (11) + 4 = 15
Varian: 1d20 + 4 ⇒ (15) + 4 = 19

The PCs are up! Do note that in order to climb the rope, you must have your shield and weapon stowed; I figure you would have already stowed them in preparation for the descent, so you don’t have to waste actions on doing so. Did Darian/Avrora/Anyone else descend immediately after Varian, or did you guys wait until he reached the bottom? I’ll let you decide as an afterthought.


Oh I forgot about Wood entirely.. I wonder why.. maybe because it suuuuucks.

Carry on.


Theres a 6th element you know: Void. You should allow 6 players including that one :D


So who wants to go first?


Something tells me that Hoots would have gotten along well with Sunset, heh.

Still lurking, and I understand Gaius! I intend to lurk throughout the night, as I'm feelin' the itch to work on this book 3. I'm not making it 'as' investigative as I originally planned, but its still there.

While Lords of Rust is definitely a fun adventure with a very thematic setting, this new one is turning out soooo much more fun than the old book 3.


You came here as a commission from Torch to "Ensure no one from Scrapwall will threaten Torch again." Hellion apparently sent Meyanda to Torch, so he/she/it is the culprit behind Torch being threatened. They don't care what you do, so long as Torch is safe.

Probably should've done these sooner, but now is better than never.

Knowledge Checks:

Sunset: 1d20 + 4 ⇒ (11) + 4 = 15
Scholar: 1d20 + 8 ⇒ (19) + 8 = 27

Sunset:
As is plain from the image before you, Scrapwall is a vast sprawl of junk and refuse, long picked clean of most useful bits of salvage and now a home to outcasts, exiles, and cannibals.

In addition, Residents of Scrapwall can earn a place in one of the region's many gangs by proving their bravery, ruthlessness, and audacity, qualities known collectively by locals as one's "Scrapworth". The higher your scrapworth, the more respect you're afforded, and the less likely you are to be bullied by any of Scrapwalls more powerful denizens.

Lastly, the entire region is known for using a barter economy when trade actually occurs; money is completely useless in Scrapwall, although more often than not things are taken by force rather than trade. Both goods and services can be used for barter.

Scholar:
In addition to what Sunset learned (Read her spoiler)..

The current gangs of note within Scrapwall, in ascending order of power, are the Steel Hawks, Redtooth's Raiders, The Smilers, and the Lords of Rust. Another group, the Thralls of Hellion, seems to have recently been disbanded. Loners of signifcant power are believed to dwell within Scrapwall as well, including a mysterous worshipper of Brigh, a powerful mutated manticore, and an unknown number of undead spirits that haunt the region's easternmost reaches, but most living in Scrapwall are riffraff and lowlifes known collectively as Scrappers - exiles and vagabonds who pay tribute in goods and scrap to one of the region's gangs for protection but have no affiliation of their own.

The Lords of Rust now rule Scrapwall, and they are in turn ruled by an unknown force called Hellion that claims to be a god. The Lords of Rust's headquarters is located at the center of the junkyard, at a large structure known as the Scrapmaster's Arena, but there are rumors that the bulk of this gang's hideout is underground.

Good job Scholar for learning everything possible about Scrapwall from your knowledge check! I probably should have done this back in Torch, but oh well.


Lurking while I work on Book 3. You guys are gonna have some fun with this one! And yes Gyr, you'll still get to go into space like your other GM had in mind. *Cackles maniacally*


That kind of heat I'm used to, but not combined with the humidity. Screw thaaaaaaaat. I hate humidity.


Checking a bit too often probably, but I'm not at work so I *can* do so hah. Working on rewriting Book 3 of my Iron Gods campaign on me day off.


Propping open the trap door to prepare to descend it, Varian quickly notices that the ladder is no longer in place; peering down it with the aid of Darian's light, the group can see a fifteen-foot shaft through the masonry leading to the chamber below - at the bottom of said shaft is the rusty iron ladder broken into pieces, laying on the ground.

Climbing down the shaft is normally a DC 20 climb check because of the narrow handholds the masonry wall provides; however, because you can brace yourselves against both sides of the wall, the DC has been decreased to a mere 10. That being said, that doesn’t help with the chamber itself, once the shaft runs out. Got rope anyone?


Just gonna leave this here..


As Varian channels positive energy into the room, those within feel a warmth spread throughout their bodies. However, it doesn’t appear that it had much of any effect on the haunt - the blood remains on the walls, and the room remains cold. That being said, no more blood appears to be accumulating, and certainly the writing has stopped. Perhaps what remains now is nothing more than the after-effect of the haunt.. but it is apparent that nothing more is happening in the room.

A few seconds later, a haunting melody echoes up from the propped-open trap door; the melody is sorrowful and causes a chill to creep up everyone’s spine. It continues for about half a minute before slowly fading away, leaving a faint ringing in everyone’s ears as they strain themselves to hear anything else. Nothing but silence ensues.

”Well that was creepy,” Rexus breaks the silence, having creeped up behind everyone to watch as they try and neutralize the haunt.

Yes Phineas, you are; I completely forgot that holy water can affect haunts, thus why I didn't mention it.


That night, as the group rests from the day’s battle and enjoys a meal of venison from what remains of the crusaders’ food stores, they sit huddled around a large bonfire. Andalen and his subordinates have healed and appear much better than they were earlier, though the memories of what happened that day will likely haunt them for the rest of their lives. They had buried the half-eaten remnants of their fellows earlier that evening in a short ceremony, with Andalen singing a short Sarenraean hymn in honor of the dead. The rest of the night was spent socializing and Andalen regaling the tragic story of Aldronard, the paladin whom the fort was named after, who committed suicide after returning from the Worldwound only to receive a bitter, tersly worded missive from his beloved’s father, condescending the paladin for not being back in Andoran to protect the woman from being slain by bandits while he was away. Andalen goes on to add that after the suicide, the fort has had an uncanny amount of bad luck affecting it, thus the name - the Smilers’ attack was simply the most recent example of the bad luck. Apparently, on long, moonless nights, the ghost of Aldronard himself can be heard, sobbing from the chapel in despair.

Luckily, it appears that tonight was not such a night, though no one visited the chapel.. just in case.

-------------------------------------------------------------------

The next morning, after a hearty breakfast of rations, a few goo tubes inhaled by Groog, and the remainder of the venison, Groog and co. say their goodbyes to the crusaders, who promise that they’re welcome to rest and recuperate at the fort if they need to, and wish them luck in Scrapwall.

The trip from Aldronard’s Grave to Scrapwall is a relatively short one, taking the group only about four hours to cross the rough plains.. As they crest a hill, the junkyard that is Scrapwall finally comes into view

Towers of rusted iron and hills of rubble and ruin, long ago divested of anything of remote value by tech-hungry scavengers, loom from the dusty surrounding plains. Immense lengths of chain, coils of jagged wire, giant clockwork gears, and old corrugated metal cargo containers riddled with gashes, bullet holes, and the telltale pockmarks of laser fire are piled high, forming a jagged and intimidating hill-like wall surrounding the interior. From their vantage point, Scrapwall looks to be about three miles across at its widest point, and the walls of junk enclosing its interior look to be about thirty feet high of junk and scrap.

Along the southern side of the junkyard appears the only means of egress into the interior besides attempting to scale the obviously-unstable walls. A ramshackle collection of ruins, scrap and refuse creates a gatehouse of sorts at the entrance, and as the group approach, humanoid figures clad in what appears to be full plate made from scrap patrol inside the gate, which is made from scrap just like everything else. One can only hope that they’re not more Smilers.

____________________________________________________________

Welcome to Scrapwall! Each square on the map of Scrapwall equates to 400 feet, and the group’s location is shown as such. You guys are welcome to try to attempt to enter the junkyard via any means you wish; this is a sandbox adventure and you choose how you proceed.

What do you guys want to do?


Alllllright, shits been hectic the last few days, but I'm lurking nao and updating! Was going to update HR first but I've neglected this one a little bit longer.


Gonna be updating soon.. gotta make a phone call. I'm on hold right now so I don't know how long it'll take, but I do want to udpate before I take a nap before work tonight.


Gonna be updating soon.. gotta make a phone call. I'm on hold right now so I don't know how long it'll take, but I do want to udpate before I take a nap before work tonight.


Avrora Vikta wrote:

Does this mean we should start brainstorming names?

Vikta Victoria!
Lady Liberty!
Femme Freedom!
Revolution Rosie!
Maid d'Milani!

Might not be a bad idea. You guys will already have a group name (Silver Ravens), but individual ones is a good start!


I miiiiiiiiiiight, depending on what it does EXACTLY, give everyone the alter-ego ability of the Vigilante.

I think it would mesh really, really well with this campaign - most of you are also disguise-oriented, so I would probably give everyone free ranks in Diguise (and refund those who have already spent ranks in it), plus the ability assume the alter ego.

We will see though, as I don't know the specifics of the Vigilante class just yet. But allowing all of you to have a 'super-hero' alter ego for the rebellion itself would be awesome, would it not? I mean.. its not like most of you aren't already trying for something similar, if more subtle, already.


Soo.. with Ultimate Intrigue coming out this month, if anyone wants to end up retraining as a Vigilante *Cough* Darian *Cough*, I'll most definitely allow it. The class seems like it would make a PERFECT fit for this campaign.

I'll be updating soonish, after I finish up something.


2 people marked this as a favorite.

Ok right at the beginning of the adventure background is DEFINITELY a Dwarf Fortress Reference. I love it!

What the DF Reference is:
Delbera Axebringer goes into a Strange Mood and creates a *Artifact* weapon (not an actual artifact in PF terms).

I haven't read the entire adventure yet but.. just glancing through it shows it looks AWESOME. I love it just for that DF reference at the beginning though. Plus.. DWARVES! I mean seriously, that redoubt looks awesome too.

Dwarvesssssssss. Can you tell I love 'em? Paizo doesn't show 'em enough love!


Although I'm pretty certain midnight has come and passed on the east coast, I wasn't able to get my roleplaying example done in time due to some shit that happened this morning.

Just in case I can do a quick after-the-deadline bit, I'm going to work on it now that I'm off work.


Phineas:
Although the effects happening the room do bear a resemblance to various haunts, this one is different. You have read about hauntings that do not have enough emotional power behind them to cause any sort of effect beyond moving objects, minor temperature fluctuations, or other odd, often creepy effects. Often called rapping spirits, these minor haunts are generally harmless, at most affecting those within it with a short-lasting supernatural fear, though it appears in this case, the supernatural fear effect is missing.

As with all haunts, channeling positive energy in the area of the haunt or on the focal point of the haunt can temporarily neutralize it; completely destroying the haunt is more difficult, often requiring the spirits' remains to be laid to rest.


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Alas, though I do really want to play in this campaign, various things are forcing me to bow out of the recruitment. It looks like its going to be an awesome campaign though!

I lied. I'm gonna work on my character after all, as it looks to be too good of a campaign to pass up.

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