Sorry everyone, but I'm not going to have the funds to replace my computer for a while. I can still post from my phone when I can, but I can't post maps and the like. So, while I really hate to do this, I'm going to have to cancel the campain. :( In a few months when I've got the means again, I can shoot you all messages to see if you'd be interested in trying again. I had a lot of fun with this group, and hope you all understand.
Updating from a family member's computer. My laptop finally died, and until I can afford to fix it or replace it, I won't be able to post more than about once a week. Also, I don't have access to my image files or photoshop until then, so... I will do my best to keep posting, but there may be a lag for a few weeks. :( I'm going to try posting from my phone if I can, and if combats happen before I have a computer again, we'll just have to do it description-wise. I hope that's okay. What ever happened to our new recruit??
Powerful Build would not stack with wild shape, as it's not just changing your size category. It's changing your form entirely. Can you copy/paste the relevant natural armor text to save me time? If the natural armor bonus is an increase then it stacks, but if it's just a higher bonus, then you only take the better of the two bonuses. I don't see anything wrong with the +2 druid level for wild shaping in an E7 world. There are other abilities that are similar, and I've crafted feats that allow access to higher abilities/class features. I'm taking the "lean upward" approach.
Honestly, I had forgotten I put that restriction on initial character classes. I just didn't want a flood of bizarre characters in a border town, thereby breaking verisimilitude. Since the festival season is fast approaching in Riftview, when merchants gather and people bring in the harvest, it makes sense that other character classes will be more common now. So, if my players decide to make a new character if they die, or trade in for something they like better now that we're pausing to recruit, or multiclass, that's fine. A mix of civilized/less civilized is fine. My real life group that played in this setting had a dandy gentleman from Nar, a vesh cleric of the Rainbow Serpent, a traull magus who was rather civilized, a human shepherd-turned-ranger, a human rogue from Calistar, trying to lay low in the frontier, and a vesh druid and axe beak companion. comedy often followed the interactions of the vesh and the Narlander. Druid is fine for a healer. We had a druid in this group, previously, but the player disappeared. Saurian Shaman is fine by me.
Yes, we can run it with less people. I was just hoping you guys could get some assistance. Not all the pre-statted encounter areas are as tough as that one that close. I'll let you all know that there are 3 potential TPK areas for 1st-2nd level characters within 2 days travel of Riftview. You found one of them.
You're welcome to re-skin current exotic weapons to match the description if they stay the same mechanically, or just wield a falcata 2-handed with the same statistics. I like the idea of the mysterious Mantis god, and its flavore fits well within the traull society. Effectively, it'd be viewd as a forge spirit by its adherents.
Crunch and fluff, please. The recruitment is open until the players chime in and help me choose the new recruits. You can create a god, as long as it's not too ridiculous, and I get final say on deity's favored weapon. This is basically the 3.5 cleric of a philosophy, pick two domains thing. I'l; work with you to mesh the fluff with the setting, just try to familiarize yourself with the setting, history, etc. monjebleu: yes, archetypes are allowed unless otherwise stated. There should be a list of allowed/disallowed materials on the wiki. Remember, everyone, firearms do exist as an emerging technology.
Unless there's a typo, inquisitor and cleric are playable... The traulls, as mentioned in their race description, worship their ancestors and forge spirits. They really don't have and real gods, as such.
As for traulls, imagine them as a mix between orcs and hobgoblins, with the culture of the dwarves, if that helps. It would be feasible to have a traull with facial mutations resembling a wolf or lion face, but I'd recommend taking the Toothy traull racial trait. I edited the traull entry mention of paladin as a typical favored class. Paladins exist in the world, just as NPCs, often far, far away from Riftview.
Paladins are not available. ">Unavailable Classes: Bard, Monk, Ninja, Paladin, Samurai, Summoner, and all Prestige Classes." Also, I'm sorry, but the racial stats are pretty set. You're welcome to play a human raised by traulls, but the Charisma penalty to traulls is manyfold: their culture makes them less personal and compassionate, and their appearance is rather savage. This is an E7 game, and you're getting a 20 point build, so it should shore up weaknesses.
While at the Wicker Warrior, you find that the giant wicker troll out front now sports an enormous relic of a sword. Seems a band of explorers found it along with other treasure to the north, and Shaygen bought it off them for his tavern. Any inquiries about the explorers let you know they were a motley crew of vesh, humans, and traull, and they headed north west. They haven't been heard from in over two weeks.
Right, so all the information is in my profile. Click links, familiarize with setting, etc. The game is E7 (Epic 7, variation on E6), there are new races (human, traull, lizardfolk, vesh), alterations to existing classes, a homebrew setting, new feats, etc. Feel free to read the original recruitment thread, too. So, here's the deal: due to attrition and the potentially lethal world, the party needs some new recruits. Their input will help me make my final decision, as it's their adventuring party. The party members are:
Firstly, one of the player *must* be a divine caster with decent healing abilities. They want a healer in the group. The second member can be just about anything, honestly. They have a cavalier, an oracle, a witch, a ranger, and a rogue. The ranger and oracle have not posted in a while.
Malgopi kindly refuses the monetary offerings of the party, saying that it is his belief that aiding those in need is its own reward. After you rest with him and his family for a couple of days, you bid them farewell, and the koboldlings all give you hugs. Heading back to town is a quiet, solemn affair, with a light rain and only the occasional greeting or fearful murmur from those you pass. When you get to town, you stop back in to the Wicker Warrior, and Shaygen and co. welcome you back. After telling them what happened, Shaygen offers you room and board in return for aiding him about the tavern, and fighting in the Wicker War from time to time. The season is approaching the second merchant's gathering, and more business is coming in. Let me know what sorts of things you do in town for the month. Crafting, gathering information, mingling, hiring minions, recruiting new adventurers, telling the guard about the creature in the woods, etc., and how you go about doing them. Rsss'tak, are you still departing on a vision quest, of sorts, to find a new mount during this time?
Updating soon. I'll make a recruitment thread tonight or tomorrow. Calling all healers and others. I can bring in two more players at this time comfortably. That would give you three, Vess'Sothek if he's still around, and the new two a party of 6. As the party, you all will help me decide the final members to be added.
Right on. Tomorrow afternoon I'll give a time lapse, feel free to roleplay in town from that point onward. Shaygen will give you all discounted or free rooms for the month in return for helping around the bar or fighting in the pit. Everyone currently in the game is welcome to stay, but I think we need to recruit 1-2 new players. What sorts of allies would you want? Telling new players your preferences, missing roles etc., may help.
How long of a time lapse do you all want to do? How long is enough time for your characters to recover and build up the nerve to strike back out after such an encounter? Want to wait the entire month so Rsss'tak gets a new mount? Less metagamey than that? Depending on the amount of time lapse, your rumormill will be updated with info from my real life game (currently on hold until I get back to St. Louis from Virginia in spring/summer).
Hey, everyone, keep posting in the mean time, but I'm going to have a roll call. Everyone still wanting to play this game, please say so in the OOC thread, here. If we lose members, I'll post for recruitment. I'll have you all help me decide on who gets in. Sort of like you're scouting talent. I'll give everyone until Friday to declare whether they're sticking it out or not. I'm also open to the idea of shifting the campaign's focus, if everyone would prefer to go a different route than Rift exploration.
Consider all of these added to the Campaign Wiki (I'll get around to adding them there, eventually). New Rogue Talent: Lasting Poison (Ex): A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent (APG). New Feats: Poison Mastery (General)
Poison Modification (General)
Undetectable Poison (General)
Malgopi's children are ahppy to play with Palag, and any of the others, though their father often chases them off or sends them to fetch soup, compresses, linens, and the like. Malgopi is interested in what happened to you, but tries not to bother you too much. It's apparent that he fears for his family's safety, but also feels that helping you all is the right thing to do.
As the vines writhe and grasp at the fell balverine, it struggles to slaughter you all, inching forward. The voice of the male fey can be heard from the woods, and the swarm of ravens descends upon the beast, pecking and clawing at it. A massive, ancient, gnarled tree, looking like a combination of oak and fig, shambles forward from the woods. Its bark is blue-black, and its leaves are withered and azure. In the center, the trunk seems as if an old woman has been shaped into it, but it may be a trick of the light, as the chaos is distracting. The creature is too distracted to make much headway toward you all, and you all manage to creep to safety, dragging your wounded. Being as stealthy as possible, despite your bloodtrails, you make it back to the farmlands, and a number of the farmhands you met before come to your aid. You spend the next day recovering a bit in the home of a local kobold farmer named Malgopi, and his seventeen children are very helpful. Visssila is dead, some of your gear lost to the dire fey woods, and you barely escaped. What do you all do. Everyone is conscious. Malgopis has thus far asked few questions, but all the farmers know the tales of those woods, and they know you are all lucky to be alive.
I still have to find those feats, but I remember they were modified from Iron Heroes and Star Wars Saga Edition, as well as a few other inspirations. Some of the feats let you modify DCs, the delivery type, tacked on HP damage, prices to craft poisons, some allowed you to create X doses of poison per week for free, etc.
Everyone, I am really sorry for disappearing. My MacBook's monitor decided to freak out and stay black, so I had to drive a few towns over to have it worked on. And, this week has been particularly hellish. We open tomorrow morning, and I've been pulling 18-20 hour days the last 4 days. I will post very very very soon, and then we're back on schedule.
Yochtanl Torufo wrote: I thought there was plenty of warning. The fey foreshadowed its power with the way they talked of it, and he was building up the sense of dread as it approached, yet he gave us plenty of time before the fight to escape. Also, it wasn't hostile; we were the ones who attacked it. ^That. I tried to be glaringly obvious with the narrative, and context clues. This is a weird encounter site. I'll have to update the narrative tomorrow, as I *just* got home from work, but I can give you a few inside tidbits. The creature (balverine/bandersnatch) was a modified Barghest. Changes to human, wolf, and barghest. They are sort of like this world's werewolves. He can't blink or teleport, but is Large sized in barghest form. AC and attacks are adjusted accordingly, but ability modifiers are not. The fey are slightly modified grigs. The female had a few levels of witch, the male had 2 levels of rogue. The entangle effect that chased off the "balverine" came from their grandmother. Grandmother is a dryad. Dryads are more similar to treants, but not as powerful. Maybe one day you all will encounter one. The arrows coming from the wood are from the male fey. There's no sign of the female fey. I can't fill you in on what's happened yet, but obviously something didn't go according to his plan....
Okay, how do you all feel if I wrap up this encounter via narrative, and then hand-waive your narrow escape back to Riftview? You'll all be bloody and bedraggled, and will learn of what caused the entangle effect, and I'll share some OOC metagame knowledge about the encounter site here in the discussion forums. Visssila stays dead, but the rest will be able to barely escape, with the intervening aid. Then, as players, we can decide how we want to continue if things go poorly. Hire NPCs and play them if your PC is KO'd? Hire new players? If you like the idea, I'll update the narrative tomorrow.
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