Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
Eir will watch the weather and try help people pick the best path and time to move across it. Weather Lore: 1d20 + 9 ⇒ (18) + 9 = 27
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
Eir will look around and take note of how the undead are interacting with their environment. If it looks like they are mostly going by sight she'll strategically place obscuring mist to make it easiest to get to the boat.
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
Eir will attempt to see where she is to focus more, but having a general idea will then attempt to dispel what might be helping the gnome. Perception >: 1d20 + 6 ⇒ (8) + 6 = 14
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
"Well then here's a second."
Attack+guidance: 1d20 + 10 ⇒ (14) + 10 = 24
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
1) Demoralize #3
2&3) Cast Snowball at #3
Spell stuff: Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
"Why use unclean methods though? Doesn't that go against the teachings?" Eir asks. "Could it be something from across or the middle of the lake if you mention undead? Beginning of an incursion perhaps?"
Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |
"This is a nice change." A woman with white hair done up in multiple small fine braids accented with light blue and lavender highlights walks in from the outside. She slowly pulls off a set of fur lined soft leather gloves. "It's nice to be sent to a nice civilized society." Her voice still holds an Irrisen accent. She loosens up the soft white fur trimmed coat of deep blue, revealing the leather corseted dress with what looks like actually ice crystals worked into the fabric forming a pattern as if the whole thing looked to be made of cracked ice. "I very much am starting to like your country, Mr. Kristoff. Thank you for extending your fine hospitality." Yes, she bought the most expensive dress possible to wear, player forgets to spend gold, and it fits. "It seems I learned rather quickly, that despite white is common in my country, it has a very interesting meaning here in Druma. If we are around for a bit, it would be interesting to learn of your how did they put it Prophecies. I'm not sure how practical it is where I come from but potentially interesting options to work together. I think one would loose weight rather quickly without any meat in the north." She will make her way over to the table setting a white staff against the wall before carefully pulling out a chair to sit down. "Eir Ingstead, abjurer and conjurer, or in general what the outside world calls, she tilts her head to the side Wizard I believe." "Past travels, it seems corrupted leshy, corrupted lizards, and... corrupted Inns of all things!" She looks over at Kristoff, "You don't have any haunted relatives hiding in poor attempts at making artifacts? Please say no." She looks around at those gathered so far, "Ezren, is a known quantity, if Absalom is still in one piece before he left. Upuaut, do you come from the south? We recently ended up in a trade mission to the Mwangi I would love to hear how one from the south finds our northern climate and culture." "I have not had much interactions over time with the Dwarven lands, I'm sorry I lack the familiarity recognize the familial or pardon clan representation, what part of the world do you hale from Dorrance Silvernail?"
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Sanity (Current, Threshhold/Edge/Total Score): Rivas (1, 4/21/43) | Ember (3, 3/20/40) | Gladiola (5, 3/19/39) | Eponine (1, 4/22/44) | Pasiune (1, 3/22/44)
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Epigraph:
”Song of my soul, my voice is dead,
Die though, unsung, as tears unshed Shall dry and die in Lost Carcosa” - Robert W. Chambers, The King in Yellow Prologue Introduction: This dim city had a strange, disturbing serenity to it. Peach-orange clouds hung stagnant in the enduring twilight. Black stars twinkled in an otherwise motionless sky. This forgotten city had a merciless silence, marred only by the sounds of footsteps.
Five men and women marched mutely over the cracked cobblestone streets that carved through buildings abandoned by all but time. None lead the march, all knew the way. They’d all been here before, they all swore it, yet walked aimless, allowing vague memories to return with each passing step. First was a handsome man. He nervously spun a dagger in his fingers, a practiced motion. He looked at the others, though his gaze fell elsewhere when they tried to meet his eyes. The second was a scrawny, ragged man with unpolished charm. He was Varisian, with tan skin and brown locks. He kept looking over his shoulders, avoiding eye contact, monitoring those that walked with him. A strong woman walked rather triumphantly. She had dark skin, black hair, and gripped a Lucerne Hammer. The weapon seems well used, blade somewhat bent, hammer worn and dented. She wielded it with an unsettling comfort. The second woman had pale skin and short, blonde hair. She seemed almost starved, yet maintained a frail beauty. Her left eye had a black tattoo over it, and she knew the others were staring at it. Lastly, a brunette woman. The only among them who wasn't human. The Changeling had striking eyes, green and blue. She wrapped both arms around a starknife, as if it was all that held her together. The two men attempted to speak, breaking the group’s silence. Despite their best efforts, Rivas and Ember couldn’t communicate. They’d forget what they were saying a word into their speech, and would trail off before attempting once more to say something they couldn’t remember. The three women were quiet, either mystified by this strange place, or seeing no value in a conversation they could not maintain. The five of them walked together, and though paused at the same moment. Their hearts beat, quick and thunderous, tugged at by forces unknown. Their blood pounded, their hands trembled with each raging beat. Their minds ached with each deafening throb. But the throbs were not just within their minds, as louder and louder, footsteps echoed the forgotten city. A fear, a choking fear, crawled up their throats, palpable and thick as the sickly yellow fog that curled into the alley. The cloud tumbled through the street, swelling towards them, quickened as it was funneled by the towering, gray brick buildings. The footsteps grew louder, keeping pace with the careening, hungry wave.
Sanity (Current, Threshhold/Edge/Total Score): Rivas (1, 4/21/43) | Ember (3, 3/20/40) | Gladiola (5, 3/19/39) | Eponine (1, 4/22/44) | Pasiune (1, 3/22/44)
Information to be announced. Thinking about using Horror Adventure's Sanity Rules, tell me what you think of them. Won't be starting for a little bit, my In Search of Sanity book isn't arriving until the 16th. Feel free to use this space to discuss what kind of characters you might want to play, the vague recollections of past memories you might have, what you'd like to see in this adventure.
Party Warehouse Map | Second Warehouse Map
Congratulations to everyone. As soon as we are ready, this will host the game. Make a post to add yourself to everything, and lets move the conversation to the Discussion Thread to talk about things. I am a first time PbP DM, so tell me any conventions, info to bring me + others up to speed! Lets get this noble-ball Roland (Rolling, I am sorry) !!!
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
Greetings travelers, and allow me to take you to the nation of Durendal, a place once home to proud warriors who conquered and claimed all they could. Four hundred and eighty three years ago (and soon to be 484!), heroes of the nation fell a great dragon, freeing the people of Durendal, allowing it to spread its borders over the next few hundred years. Unable to claim Tizona, a northern island nation, for its harsh environment and fickle magical dead zones, and unable to conquer The western Kingdom of Greater Galatine, for its wealth of sorcerers, Durendal has entered an age of peace and prosperity. For the last one hundred and fifty years, the denizens of the nations have focuses on creating grand cities, making its lands safe for travellers, and trying to maintain its relations with Galatine and Tizona. But an entire nation is too big of a scale for this story. No, this story takes place in the city of Roland, where the only thing grander than the city itself are the dreams and ambitions of its denizens. A city whose main trade is politics, and oh boy does it trade. But who does this story star? Four, maybe five cutthroats, on their way to the top? Perhaps those with a promise to make the city a better place? Do they strive to keep peace, or do they see returning to war as the way to advancing their nation? Maybe of these sorts, or maybe something entirely different. What is certain is that this is a story about the rise, and perhaps the fall, of several aristocrats. A tale of men and women without heroics but dreams and a drive to see them to reality. An adventurer’s battlefield is a place of honor and legend. Among combatants you risk your life with, among those that you trust. A sword in one hand, a spell in another. But for the civilized Aristocracy of Roland, the battlefield is something entirely different. Wars take place at the extravagant parties of “friends” and acquaintances, their silver tongues clash like steel. Holy altars are defiled with marriages built for wealth, lust and power. Favors are asked, but what you may have to do to repay the favor could topple everything you have worked for. Everyone has a secret that everyone else wants to know, and wants to exploit. A man with a sword can change a battle, but a noble of Roland can change the world. Tales from Roland One:
“The carriage comes to a stop outside the city gates. Reyes looks worried, though partially in wonder. Augustine shoots him a glance and smiles. 'Everything is grand in Roland, you will love it, I promise.' Reyes sticks his head out of the carriage, looking at the wall that ascends hundreds of feet into the air, a scale unlike anything he has seen before. 'It is its own little world, your troubles won’t follow you. Though it is a bit more…,' Augustine thinks for a moment, giving a twist to his hair, 'civilized than what you are used to.' Reyes withdraws back into the carriage, puzzled. 'There are just more rules I suppose.' The carriage begins to roll once more, gently wobbling through the laid bricks, passing through the city gate. 'Don’t get me wrong, there is no shortage of savagery, it is just different. Conflict is fought with words here, no swords or sorcery.' Reyes remains silent. 'It’ll come off as a bit of a shock, how you’ll be living I mean. But its just like I said, everything is just grander in Roland, there is no other way to put it.' Light flickers through the veil of the carriage, dancing across Augustine. 'Just take a look out the window, you’ll know what I mean when you see it' Reyes opens the veil, and take a peek out. His eyes go wide, and a smile cracks. Before Reyes was silent, but now he is speechless.”
'Tales from Roland Two:
“'Everyone has a secret' Ariel starts, 'do you want to know mine?' Lambert seems annoyed. He lights a cigarette, coughs, and blows smoke into the air, off the pier, carried on the winter wind. 'You said this was important, damn it Ariel. I am tiring of your games, it is cold and late.' Lambert takes another drag, turning back towards Ariel. 'And can you stop your damn grinning?' 'One more time, just humor me,' Ariel tells him, trying to hold back a smile,and a chuckle. Lambert sighs. 'Alright Ariel, what is your f%#&ing secret.' 'I,' he starts, whimsically tapping his chest with one of his fingers, 'collect other people’s secrets...' Ariel lets out the laugh he has been holding, '...and then,' another laugh, 'I blackmail them.' The laughter is cut, but the smile remains wide. Lambert doesn’t find it as funny, letting out a small curse. Ariel extends his hand, gesturing to the cigarette, and Lambert passes it to him, taking out a second one for himself. 'So Lamby, I think we both know where this is going next.' Ariel breathes in the cigarette, letting the smoke trickle out of his mouth as he returns to laughter.”
Themes of the Campaign:
As in the title, the main themes to the game are intrigue, aspirations and betrayal. Other themes include racism, classism, and social injustice. A previous incarnation of the game dealt with the dangers of magic to society, ideals of self vs. the world, and terrorism. The game may get into dark territory, but never overly so. PG-13, maybe rated R for language at times. ”Character Creation”:
Below are the basics for character creation, with more elaborate rules in the Design Document. The campaign is not battle focused.
About Me:
Campaign Running Info:
Notable Homebrew Game Rules:
The following is taken from the Design Document.
Maps, resources, et cetera:
The Design Document, give it a read. I am hoping to have the campaign start sometime in Early January, with preparation for it going on until then. Looking for 4 to 5 players, leave comments, message me with any questions or if you want in.
Does the Visionary Researcher Alchemist archetype's Experimental Mutagen give your buddies the bonuses of Feral Mutagens or Elemental mutagens, or just the ability score increase of the mutagen/greater if the alchemist has the discoveries? Only reason I ask is that discoveries such as the Feral mutagen state when the alchemist imbibes the mutagen, and I am not sure if this is to exclude others, or just didn't include the visionary researcher's experimental mutagen ability as it is kind of a unique circumstance. If so, does the damage of the extra attacks get halved? Not quite sure how to rule this one. Anyway, thank you kindly. |
