Dragon Skeleton

GM Larkin's page

1,470 posts. Alias of PhilOfCalth.




So I want to run a scene for my RL game where there are a lot of NPCs discussing what to do about a particular threat. It would be great if I could get people over Skype. Anyone up for it?

Basically I'm looking for someone to play:
Captain Kynar Half-Hand of the Storm Wardens - http://warhammer40k.wikia.com/wiki/Kynar_Half-Hand
Captain Esteban de Dominova (though as a Dark Hunter for reasons I'll go into in private) - http://warhammer40k.wikia.com/wiki/Esteban_de_Dominova http://warhammer40k.wikia.com/wiki/Dark_Hunters

The game is currently scheduled for Wednesday 22nd of April. The Scene should be at about 9pm GMT.


Cubicle 7 is in full swing of kickstarting the Lone Wolf Adventure game, currently at 277% of their goal and hitting stretch goals like crazy with 6 days to go.

https://www.kickstarter.com/projects/461807648/joe-devers-lone-wolf-the-lon e-wolf-adventure-game

I though you guys would like to know considering it's an awesome fantasy setting based of a great legacy of gamebooks!


I was wondering if anyone would like to play the Sci-Fi setting/system I've been working on called Shadow's of Sol. The core mechanic is roll d20 and get as low as possible under a target number. I'll send everyone who's in a cheat sheet and their pre-gen character (I haven't finished character creation rules yet so you can't make your own) and run them through a horror/sci-fi scenario.
The system is unpolished so players might have to deal with rules changing as they play.

The Rules:
My basic design principle in term of mechanics was to get as much of the granularity of a rules heavy system, with the speed of a rules light one. I have come up with 2 core principles, that are wholly my own then used what I have seen work best from other systems to develop on top of that. So far play tests have shown encounters to be pretty fast, but I have not gone far enough to tests all parts of the system.
I have also put a lot of effort into minimizing the meta involved in the game only giving players information that their character knows, even about themselves. This extends to a unique insanity system that allows players to have a lot of control over their characters even at the worst of times.

The Setting:
The setting is based in a point in the future where humanity is reaching the edge of the solar system, but has yet to overcome Einstein's restrictions on travelling at the speed of light. As such travel between planets is rare and colonies on different planets in the solar system can be quite cut off from each-other, developing very different cultures. Mars, for example has turned to a feudal state and different tribes on it's surface often come to blows with eachother.
Lack of communication and information shared between colonies leads to a great deal of rumors, hearsay and conspiracy. Ships crews often speak of weird and wonderful things they have seen in the far reaches of the system and in the void between planets, though few believe them.
The solar system is ruled by a small group of wise men monitored by a software system. From Earth, they make the laws that effect the entire solar system while individual colonies make their own rules within the boundaries of Solar Law.

The Scenario:
The scenario is based on the Planet Eris, which is the largest object in the Keiper Belt, a ring of asteroids and planetary bodies that extend beyond Pluto. Humanity is in the early stages of making this lifeless rock habitable for humans, having set up 3 facilities; The terraforming facilities, the landing pads and the mining facilities. The mining facilities are not yet functional and they are unmanned. The Terraforming facility is creates and maintains the atmosphere for Eris and houses most of the settlers of Eris. The landing pads and their facilities acts as an entry point to Eris and is responsible for customs and maintenance of space worthy craft.
You are settlers living in the Landing facilities. This morning you heard rumors of a people hauler in distress that had to be retrieved from the planet's surface last night, and it's occupants were found in a poor state of health. Some are saying dead, some are saying beaten up and unconscious, some are saying sick with some strange disease. You have all been called to report to the briefing room fully equipped for a mission.
The overall themes that will be explored are psychological horror, investigation, and of course science fiction.

On Posting:
I am a new Father and have had to give up a number of PBP games. I hope to be able to post most days but I'm only going to hold everyone to every second day. That means this scenario will probably run a bit slow, but that's life!


Hi. I've been talked into running a Deathwatch PbP game here on paizo for two guys in my locality (Manchester, UK). I was thinking it would be nice to fill out the killteam with others who more or less have the same sleep/work cycle.

I'm looking for people who would be ok with sharing emails and meeting up on Skype when the game calls for it. I was thinking it would be nice to make characters across skype, to have that collaborative feel that is often lost in PbP. Likewise some big decisions or heavy RP can be done across Skype if everyone has time.
Judging by the play by play by email game I ran before with one of these guys, the game will average at well above 1 post per day by everyone but slow down some days when people are busy. I'm a big fan of maps and might buckle to pressure and go google docs for this one.

I don't need characters at this stage. I'd like to see a good history of regular posting and at least a basic understanding of the rules (percentile, skill tests, half action and full action). Preferably GMT +/- 3

I hope I'm not asking for too much.


Male

As the crowd shouts out more and more ideas and suggestions, Chieftain Zamoth crouches on his hunkers, speaking in hushed tones to the elders. Fetin leans over him nodding as the others speak. When the Chief raises again he speaks once more to the crowd.
"OK OK, the Elder's have conferred and we have come to our decision. In this the following Kobolds have been selected to represent the settlement. Ssslic the Weakling a blue scaled, gold tongued kobold to please the great lord and trick the longshanks. Ipreek, a kobold with great experience of living with the longshanks. Kax the Fiery, a warrior and true believer to protect his fellows. Grigg the scarlet shamed, his faith in the luminous one will lead to others to victory!”
The reaction of the crowd is very mixed, but it does not stop Zamoth
”Meet me by the entrance toSon of Chronepsis's treasure room in 1 hour so we may inform him of our plan, and gain his blessing. Animal rearer, I will speak with you now.”

If you have anything you want to do before meeting the Dragon, now is the time


Male

Personalities:
Chieftain Zamoth - A Large Blue Winged Kobold in White Robes wearing a finely crafted greatsword. Zamoth is the one who speaks directly with the Luminous One the most. He has managed to avoid enraging the great master for longer than most. For this he is both respected and hated. No-one dare strike out against him both because he is know as a great warrior and because he is favoured by the Lord.

Fetin the Drawn – A wrinkeled old senile kobold who tells the tribe that he was in his teenage years when the Son of Chronepsis first arrived. Originally gold in colouring his scales have lightened with age to make him seem more white or grey when not in direct sunlight. Fetin claims to have understanding of everything, and puts forth his opinion if it's wanted or not.

Chieftain Zamoth stood on the cut bolder at the centre of the cavern, having detailed the plan in a loud booming voice he awaited the inevitable response. Before he even begun a skirmish had broken out between a group of warriors and a group of hunters, though it stopped instantly at the first mention of the lord. Arguments were inevitable. Injuries and even deaths inevitable. But they would come to a conclusion and heroes would be chosen. Behind Zamoth and to his left stood Fetin, leaning awkwardly on his crooked staff. It was a wonder how he managed to climb onto the plateau of the bolder, but there he was cramping the chieftain and outputting unnecessary advice. Kobold engineering of the cavern was of such great skill that even Fetin's old wizen voice could reach every last one of the thousand or so kobolds around him. This was done without sacrificing the natural beauty of the rock formations therein. With Zamoth and Fetin on the makeshift stage there was room for one maybe 2 more kobolds and the other elders and self appointed wise kobolds assembled around the base as closely as they could, their own families doing what they could to protect them from the pressing crowd.
Hoping to by pass the bulk of the contesting, Chief Zamoth called out one last question
“Who then will step forward for this task and gain the favour of our beloved master?”
The hope, of course was in vain. Instantly many of the warriors surged forth yelling and shouting “Me”, “I will do it”, “For the master” and other such enthusiastic terms. The pressure caused the elderly in front to be pushed painfully against the base of the boulder prompting their younger kin to hiss and lash out at those behind them. From within the crowd a female voice called
”Why do you not go, if you are so great and chosen of our Lord” the thought bought a momentary peace and all eyes turned to Zamoth. The implied offence was obvious to the Chieftain but he would not have achieved his position of power without a measure of wit.
”My place is here serving and protecting the Luminous One”
The response gained a questionable acceptance from the assembly and silence prevailed for a second as questions came to the minds of those who would debate.

Here is your place to ask questions and have a bit of free-form roleplay fun. You can play as a random kobold in the crowd or your own character. You can ask questions about the blue dragon that is your lord, the larger world, the plan itself. There is also the topic of provisions and the beast of burden to carry them to be discussed here.

Play and have fun. Until I stop taking applications, none of what is said here will be judged on (within reason), so don't feel any pressure.


Hey all I'm looking for about 5 players for my Kobold homebrew. I've put all the information in spoilers below for cleanliness sake.

The short version is as follows:
PCs are part of a tribe that worships a blue dragon who has taken up residence in a mountain cave system that overlooks a town. Dragon lives in fear of adventurers coming and stealing his treasure. The town is under constant oppression from their King, who is a Tiefling rumoured to be in league with creatures of the infernal planes. The leader of your tribe has decided that the Kobolds should befriend the people of the village offer them protection from armies sent by the king in return for information about any wandering strangers and some small tributes for their master. Being the most worthy of the tribe, the PCs have been selected for this task. Not only must they complete the task, they must also convince the blue dragon of that it is a good idea, and thus claim the dragon's favour.

Background:

Luemoth - Blue Dragon(Refereed to as Lord, Our Lord, Luminous One or Son of Chronepsis):
Luemoth is your Lord and your one true god. All other deities are worshipped through Luemoth and are secondary to him. In the same breath that you would ask Erastil for a bountiful harvest, you would thank the Luminous One for his protection and allowing the light of Erastil to shine on you. You would rather see all that you ever cared about destroyed than even accidentally insult Luemoth, even when no-one can hear. You would thankfully give your life to feed the Son of Chronepsis. Your Loyalty to him is unquestioning.
Luemoth is known to anger quickly at any perceived slight and has great power to strike out even where he could never be seen or heard. He collects treasure jealously, specially trinkets of great worth but little actual use. Though he is not above loaning some of his most useful weapons, armours and pieces of equipment to his worshippers to complete a task. Often the kobold is allowed keep the item until death, as it is the law of the Snapper tribe that all positions of a kobold upon death become Luemoths, including his corpse.
None may refer to Luemoth by his name, this is a great crime and is punishable instantly by death, often enacted by the magic of Luemoth himself. This is often carried out by electrocution, being turned to water, or simply being stamped on. By standers of Luemoth's wrath can often be injured or killed too. Sometime, in the face of obvious crimes, it is left to the kobolds around the offending one to enact the punishment.

The Snapper Tribe:
Under the wing of their Blue Dragon the snapper tribe has flourished in many ways, and became a dominant force in the cave system in which they live. That being said they are hardly at peace, and there is often in-fighting between different factions of the and skirmishes with other tribes.
Kobold hold no true allegiance to anyone beyond their the Luminous One. They band together only out of a sense of strength in numbers. At any time are lightly to steal from or attack anyone who they feel has a better lot in life than them.

Background:
The Kobolds of the Snapper tribe live in a huge complex cave system under a great mountain. Until the coming of their lord, a Blue Dragon of unknown age, they were few in number and hid in the shadow of larger creatures of the caves. However, all that changed in a time when the dragon took up residence in the same mountain at a time that only the oldest and most senile of your kind remember. The dragon itself was said to have only participated in a few skirmishes with other denizens of the caves, from which none of those foes who saw the dragon were allowed to survive. However, this gave the kobolds of the Snapper tribe a reputation within the caves and allowed them to spread their territoriality and number to the size of a large town over the course of several generations. Kobolds of the snapper tribe have taken to many unusual hobbies as the more quirky of their numbers have set up shops, libraries, black smiths, schools of magic, farms, etc with the caves. The tribe has created an uneasy alliance with the tribes of other races who they share their caves with, Orks, Goblins, Bugbears, etc. It is not unknown for skirmishes to break out. Snapper kobolds prefer to enact a two for one retaliation against any “allied” tribe known to have killed any of their kobolds, and the tribe has the numbers to carry it out.
Outside the caves, in the valley bellow the mountain there sits a village. The name of the village or indeed the Kingdom that rules it are of no concert to members of the Snapper tribe or their lord. On the other hand the Humans, Dwarfs and other races prone to adventuring that dwell there concern the Luminous One greatly and he worries that some day a group of them, or indeed a group of wandering adventurers, will come to steal his treasure. The tribes elders and leaders have come up with a plan which they will bring to their lord. The town is rumoured to be under a great deal of oppression from their king and subject to oppressive taxes and conscription of their young. They hope to parley with the leaders of this town to offer them protection from the kings armies in return for information on anyone known to be heading into the mountans in search of treasure and adventure. They also expect to be able to negotiate some small regular tributes to their lord from the town.

Background Notes:
Not that any of the PCs know or care but the scenario is kingdom of Lorn, during the time that the Tefling king of that land is strip farming and strip mining the land as well as conscripting and taxing it's people for his armies. He continues to act on his grudge against his neighbours and punish his own people. The complete background on Lorn is published in the Wraith Recon books for D&D 4e and RQ2, though the time frame for this scenario is earlier than that published. Lorn's most common race is Dwarfs followed by Drow and Humans, other races all exist but Tieflings are quite prominent. In this town Drow are not so common and Human and dwarfs take an equal footing in terms of numbers.

The Party of PCs:
Once the group and their mission has been sanctioned by the great Lord. They dare not do anything to subvert it. Though resentment and scheming lie just beneath the surface of each character, unless he can prove that another kobold's behaviour is jeopardising the mission they will not act against him. Even then they cannot be sure what the correct course of action in the Luminous One's eyes truly is. Just because your quarry is guilty, doesn't mean you won't be punished for attacking him and endangering the mission yourself.
All that you can be sure of is that you should put the mission and the will of your lord first. Then even if you are killed you know that you dieds doing the best you could for the Son of Chronepsis.

Character Creation:

Book List: All Official Paizo. No third party.
Race: Kobolds – No Exceptions. Alternative racial traits are allowed if they make sense. Scale colour to be rolled for as below.
Class: All official Pazio
Level: 4
Attributes: Roll2d6+6 for each attribute. You may re-roll one and keep the highest result. If your total bonus is 2 (before any modifiers are added) or less you can re-roll
Traits: 1 Racial Trait
Equipment: You will be given a lot less starting wealth than the average 4th level adventurer and will be allowed a maximum of 1 item with a +1 magical engagement. However you can have as many masterwork items as you can afford.

Full character creation rules will be submitted when the players are selected.

Kobold Colour Table
1 - Gold: +1 Int
Gold kobolds are often seen as the studious ones. Useless facts are often thrust upon them randomly as they grow up.
2, 3 - Green: + 2 to any skill, choose 1 additional traits of any type
Green kobolds are considered the most unremarkable and are generally not stereotyped like others. This often leaves them free to invent themselves as they will.
4, 5 - Black: +1 Str, +1 Dex, -1 Cha
Black kobolds make the most stealthy of their race and are often treated as thieves ans assassins, regardless of their true nature.
6, 7, 8 - Red: +1 Str, +2 Intimidate
Red kobolds are seen as the warriors and often the most physically dominant
9, 10 - White: +1 Wis, +2 any 1 Knowledge
White is the colour of wisdom and knowledge in the tribe. White kobolds are often treated as keepers of superior wisdom and knowledge of all things religious.
11 - Purple: +1 Int, +1 Cha Bonus when interacting with kobolds or their "allies"
Purple kobolds are often treated as second in command or ambassador. They are often sent to treat with other tribes and species when the tribe would rather not risk sending a blue kobold
12 - Blue: +1 Cha, +2 Cha Bonus when interacting with other kobolds and Luemoth
Blue Kobolds are expected to be the leaders and will often be more charismatic than others. Blue Kobolds are often sent as to peak to Luemoth, in hope that their looks will not offend him like others might.

What I'm looking for as a Submission:

I'm not asking for aliases at this stage. I need all of the following in 1 post. If a mistake is made or you put something down that doesn't make sense in the world for whatever reason, I will ask for you to copy paste it all into a new post with the corrections. This is so I can make a page of links to all the valid submissions.

Character Name:
Scale Colour:
Class(es):
Attributes (including adjustments for scale colour and the 1 you get at level 4):
Role (including where you will be putting your more prominent skill points and feats):
Description (keep it simple):
Background (should explain your class, specially if it's something unusual. Should also explain how you got any key skills, abilities, magical items, etc):

Example character creation to followed

The selection process:

I will collect a list of submissions over the next week or 2. In the mean time I will open the discussion thread in which you can ask questions about the world in general or the plan/mission. You can type these up in character or out of it as you will. You can even type it up as a random Kobold in the croud. I will respond in character as much as I can, to give you a better feel for the world. The scene will be the tribe leaders announcing the plan to the rest of the tribe and looking for volenteers. For more on that see the discussion thread.
I will close recruitment for about a week before selecting. This will be the time that I'll be looking most streniously at the posting rate, so don't feel the need to post in discussion before that unless you have a genuine question.

What I'm looking for:
A soft 5 good players
Characters that make sense and are interesting
Regular posting and genuine interest
Characters that have a good dynamic together good or bad
The willingness for to solve problems rather than wait for the DM to show you the solution.
Party balance

What I'm trying to avoid:
Getting people to spend ages making a character and playing only to be rejected.
Mini-max, characterless characters. I like to see reason for all your advances even if/when you level up in game.

How the Scenario will run:

You're dealing with a fairly basic scenario with a lot of complications. Can you convince Luemoth that this is a good idea? Will he agree to defeat the village against larger threats? How can you treat with the village when they see you as monsters? Should the village be told that there is a Dragons nesting in the mountain above their town? Etc. These are all problem that I expect you to deal. The senario has the flexibility to deal with any solution you come up with. However, if you don't come up with any solution to a given problem the play will falter...

Not all combats are made to be won. Some are supposed to be negotiated out of, some are made to be ran away from. Sentient monsters behave intelligently. If you find yourself in a bad situation don't expect the GM to get you out of it. The best you can hope to get from me is some hints if you roll a good knowledge skill.

I've a tendency to be kind with xp/equipment hand out, but cruel with the scenario's you run into. When levelling up and or equipping be clever, be prepared. You are going out into a very hostile world full of a lot of creatures much bigger than you.

As a group you will be given a sizable pack animal, strong enough to carry a lot of equipment and ferocious enough to defend itself if left alone for a while. You will need to be explicit about what equipment you have on and what you have left on the pack animal. However, you don't need to worry about that until you have been selected.


I'm running a Weird Wars 2 horror/investigation game. We lost 1 player and could do with a real fighter. I'm happy to recruit more than 1 new player if enough people are interested.

Here's the original Recruitment Thread which details the background and setting. Also you can get to the gameplay thread from there.

Players can feel free to make their own characters according to the same rules as are posted in the recruitment thread.

The story so far:
The group woke in the night to the sound of laughter within the rooms behind the altar in the cathedral. Investigation found a ghostly apparition that mocked them before attacking, however one of the party making a wild attack manage to hit it with a sizable candle holder. The swing met no resistance but the apparition stops in its attack and disappears. Without a moment to regroup there is the party hear screaming from the other end of the cathedral. When they investigate they only find that it was the surgeon at work attempting to save a man's life with no anistatic.
When they return to their cots they find out that one of their badly injured comrades also dreamed of the same apparition and names it Tiewaz. He also speaks of "the hound". The man's mind is not the best even before the dream so they cannot get much more out of him.
When the next night rolls around the group find that they have little will to sleep. They notice strange shadowy areas moving around the cathedral and realise that it is difficult to make any noise, even talking. 1 of the party manages to chace them off as another examines what they were up to. It appears they left behind them empty beds behind them. When the group returned to their own bunks they found that their injured comrade had gone missing. Looking around they saw he was escaping through the side door.
When they caught up with the man it seemed clear that he was not himself. He was adamant that he must go hunt the hound. Although the PCs tried to restrain him he got away and ran into the woods to the north.
The PCs decide to look up word of this Tiewaz and the Hound. While crossing the town in search of the library they come across a homeless man who's gibbering to himself about "it is happening again". The PCs manage to get him up and bring him with them. They find the library had been bombed but a nearby bookshop might suffice. They had to talk/bribe their way into the shop but found Tiewaz was another name for Tyr a Germanic god of war who sacrificed his hand to capture the hound Finrir and was destined to die slaying a great dog during the apocalypse. They also questioned the homeless man who revealed to them that the veil between this world and the next is thinned by blood and misery but someone in Kelmis is doing something to make it worse. He says that Constantine has saved them before but the name seems to make him snap and work himself up until he ran from the shop and out into the streets of Kelmis.
Apologizing to the shop keeper and offering to buy all the books they were reading, the PCs run after the homeless Belgian.

Joining Us:
So anyone who's interested in joining us will be integrated into the group when they return to the field hospital (cathedral). Please post here if you’re interested and we can talk through your character.
Depending on your character's background I might furnish you with some extra information about what's going on to give you an in with the current characters. Nothing big, just something weird that you may have noticed/experienced


Hi all,

I'm running a campaign based on the "Old Soldiers" scenario that was published with the GM Screen for Only War. Our Heavy Weapon guy's player has gone missing. He has been missing for a while now, so I thought it's about time for him to be replaced.

Here's the link to his old profile He should have a total of 2850xp which means if you want you can change his speciality (Hammer of the Emperor Rules) you can

This is the Regiment Background

This is the Campaign Background

The main campaign link is here from which you can get to the gameplay thread and the wiki

So far the squad has moved behind enemy lines having an unfortunate incident with friendly fire from an artillery unit of the Mordian Iron Guard and a run in with some overly aggressive local wildlife on their way. They found the remains of the last mission behind enemy lines, though there seemed to be some bodies missing and the damage seemed to be done by non-imperial weaponry.
Using information the previous team attained they found the enemies supply route and has spent the following weeks ambushing every patrol that passed by that region until eventually a supply convoy came.
The attack was long winded and 3 members of the squad were seriously injured (2 PCs and 1 comrade) but they got vague directions to the location of Commander Harvax Scarus from captured enemy troops. They are currently counting captured supplies and repairing one of the captured vehicles.

So anyone interested please post here and we can talk about getting you on board


Male Irish

Any sizable out of character discussion should go here. If you don't understand anything from the setting let me know.

I'll make up a simple image to show you where your cots are in relation to eachother. That'll be work for this weekend.


Male

You have all spent varying amounts of time in this field hospital in Kelmis. It is basically a repurposed cathedral with thousands lying in undersized cots. It's worst at night when there are screams of pain and fear from the nightmares of other patients, mixed with sobbing and whimpering. None of you have witnessed anything out of the ordinary but you have heard rumours of ghosts in the night and patients going missing.
Those of you who were conscious and cognisant enough when they were brought in will remember Sergeant Cools and his MPs relieving you of your weapons. He was unbending in this and listened to no complains or arguments about it. One of his underlings will have told you that some of the patents can be somewhat derailed and can't have access to any sort of weaponry. You are assured that your weapons will be well taken care of and will be given back to you when you leave.
In your time in the hospital so far you have gotten to know each other as your bunks are near eachother (in an L shape to be precise). You have also got to know Private Steers who is a badly injured infantry man. He drifts in and out of consciousness and lucidity. When he comes too he doesn't always remember who's around him or where he is, which isn't surprising considering he has a bandage over his eyes. He's also lost a lot of his left arm and injured his left leg. He repeatedly asks people their names and gives inconsistent accounts of how he was injured, not all of which make sense. He is regularly visited by Father De Clercq who prays over the more seriously injured patents in what you are told is Latin. The middle-aged priest is always in a hurry and never stops to talk to you.
Your most common point of contact with the staff is Sister Jones a nun originally from America. She is young, not unattractive, a friendly face. She will eagerly help you with anything you need and will sit and talk with you for as long as you want. If there is anything in her power to help you with, or get for you, she will do it in a heartbeat. She sees the soldiers as saviours sent by God to liberate those under Nazi oppression, and should be treated as such.
You will also be aware of Dr Dubios the lead surgeon, either by reputation as the best doctor in the house, or from time under his knife. Also there is Mother Fischer an elderly Nun who takes care of all of the paperwork.
Everyone starts with no weapons, that includes Christel’s knifes but doesn’t include Scruffy’s Lugar, it managed to get by inspection.
If you want to ask any questions, interact with any of the other characters/surrounding patents or staff


I've had this idea to play a few skype games of DH2 beta mixed in with some OW rules across skype and to feedback to FFGs about what we think is the best system. I have Edge of Darkness pretty much ready to go.

You'll need access to to the OW rulebook and the current version of the DH2 beta. You'll also need a skype account.

I'm thinking of voice recording the game also, to sent to FFGs, so hopefully you'll be OK with that too.

So who's up for it?


Book Requirement: Savage Worlds core
Useful Aditional Books: Weird Wars II, The Horror Companion

Background: PCs will be patents in a field hospital in Kelmis during the battle of Aachen, which took the Americans a month to take at a huge cost in lives on both sides. The american struck the German defenses for the first time. Initial artillery and airborne bombardment was a complete failure, and not a single German pillbox was hit. The battle has been raging for one week when the game begins and behind american lines something else is happening. Patients are disappearing from the hospital at night and ghosts are said to walk the streets of the local towns. Local folklore and history is becoming current fact and it's up to the PCs to figure out what's going on.

What to Expect: Fear, misery, investigation, and the occult. There will be a very finite amount of encounters, not all of which you're supposed to win.

Character Creation: Characters are created using the Standard Route set out in the WWII book. If you don't have the book just post your character concept and I'll tell you the requirements etc. As in all savage worlds mechanics, it is ridiculously easy!
Additionally you will need to take at least one hindrance related to the injury that got you placed in the field hospital. These can be physical or mental illnesses. They cannot be something that would reduce your movement speed. Here's a list of suggestions:
Anemic, Bad Eyes, Delusional(Major), Hard of Hearing, One Arm, One Eye, Pasifist, Phobia, Ugly, Vengful(Major), Yellow, Bullet Magnet, Shell Shocked (Major), Slow, Angst, Bleeder, Combat Shock (Major), Jumpy, Screamer, Touched, Victim
Characters can be from any of the american forces that took part in the battle, as well as a Belgian civilian or freedom fighter (who speaks English and is being treated by the hospital)

Setting Rules: Sanity, Gritty Damage, Buildings and Fortifications, Battlefield Hazards, Skill Specialization, Forbidden Lore

Posting rules: Standard at least once a day on week days, and once over a weekend.

About me: This is a bit of an operation in learning for me. I have a lot of experience GMing PbP games but I'm more used to 40K RPG and PF rules. This will be the first savage worlds game I have run, so please be kind if I slip up. Also this will be my first time running anything in a horror setting, so I'll be trying for suspense, surprise, etc etc.


Hi I’m thinking of running relatively short campaign to help me learn a new system while having a bit of fun! I’d be looking for at least 3 players and only running 1 game at a time. The book list needed for each game is quite small but absolutely mandatory, as I’ll have enough pressure on to learn on the fly without having to teach everyone else the rules too. The selection process will be easy enough, assuming your character/you seem reasonable.
I generally run quiet fast passed PbP games, in terms of posting. We’re looking at generally 1 post per day with a 2 day limit before I NPC your character. People who drop out for extended periods without notice may find their characters no-longer in the party, dead or taken over by another player. Both games should be quite action packed as well, but the scenario’s I have in mind for both are very different.
It may be a few weeks before I make an actual recruitment thread, as I still have a little work to do to set up either game, but it will be coming.

Wraith Recon:
What is It? –
An add-on for D&D 4e that minimises money counting and equipment purchase in favour of fast passed action and objective based scenarios
Book list –
D&D 4e Player’s Handbook 1 (I don’t have any of the other player handbooks so you can’t make characters from them)
Scenario –
Wraith recon characters are well equipped special ops team members who are sent to deal with covert behind enemy lines style missions. The scenario will be a series of, quick missions, forming an overarching story. Experience will be handed out between missions.

Weird Wars 2:
What is It?-
Weird Wars 2 is a series of military based games/scenarios using the Savage Worlds generic RP system and with the backdrop of a real historic war. Of course something weird happens... Think Castle Wolfenstein/Indiana Jones
Book List-
A Savage Worlds Core book (One of the cheapest core rulebooks you’ll ever pick up and worth every penny. The Explorer’s Edition goes for about 5 GBP - 7 USD on amazon, Deluxe Edition goes for under 20 GBP - 25 USD)
The Scenario-
The scenario will be horror/investigation. Characters will be patients in a military hospital during WW2. Something strange will be happening to the patents and no-one else seems to notice, or at least no-one is doing anything about it. There will be experience handed out at regular real world intervals (every two weeks for example).


I've got a group in Stockport and I know there are shops in Manchester. I was just wondering if there was anyone local who would like to set up/join a small group.

I have a range of interests from 40k tabletop/RPGS to pathfinder/D&D to Munchkin!


Male

Before leaving the ship your briefing was short, sweet and left no time for questions. An aging Catachan guardsman with dead eyes read the general order to everyone who was about to land on Virbius.
"You will be the ambassadors of your regiment. You will land before the rest of the regiment and help with the war effort on your respective fronts. You will each be temporarily answerable to regimental officers of the Mordian Iron Guard. Show them every respect and loyalty that you would the Emperor himself."
The man paused for a moment at that point and looked up at the crowd of semi-civilised warriors before him.
"They will be very straight up and down men. They will be expecting salutes and to be called sir. Don't forget to do so."
"That is all. Dismissed"

The Heghlanders were swiftly shuffled into landing craft and unceremoniously sent on their way.

For most of you the trip to the surface was only your second ever time to ride in an aquila lander, which you shared with several other squads of the Heghland First. The descent was rocky and nerve racking, as you experienced the sensation of rapid descent and reentry for the first time, you also left behind the ship you called home for over a month. It is clear to you all that you will never see it again, much like Heghland.

The aquila lander touches down at a remote outpost. The surrounding plains are a thousand shades of brown. Dust is blowing lightly across the landscape. Here and there the scenery is broken up by forests and hills. The other squads are rushed into tanks and flyers. Many grumble and complain as they board, uneasy trusting their lives to yet another machine now that they have managed to return to solid ground. Soon your squad is alone watching the lander take off.

You notice a short stocky man walking towards you across the plains. He wears the strict blue, red and gold uniform of the Iron Guard, and he marches as if on parade. He presents himself directly to Commissar Valkof with a sharp salute, but speaks loud enough so that all can hear him.
Sir! I am Lieutenant Cordwell of the of the 8th Iron Guard. I am instructed to bring you to speak with the Colonel. Please come this way.

Lieutenant Cordwell will lead you to the camp. It's about a 20 minute walk. You can attempt to engage him, react to your change of scenery, or talk amongst yourselves and get to know each-other


Male Irish

Regiment Rules
Characters belonging to the Heghland 1st Guerrilla regiment have the following advantages:

Characteristics Modifiers: +3 to any 2 of the following (Weapon Skill, Strength, Toughness), +3 perception, -3 fellowship
Starting Aptitudes: Agility
Starting Skills: Athletics, Common Lore (War), Stealth + 10, Linguistics(Heghland), Weapon Training(Bolt, Low tech)
Starting Talents: Ambush, Blind fighting, Champion or Double Team, Resistance(Fear), Berserk Charge or Cold Hearted or Frenzy or Paranoia, Hatred(14th Mordian Iron Guard), Enemy (14th Mordian Iron Guard)
Starting Wounds: +1
Fluency: Can speak low gothic but cannot read or write it. Does not start with Linguistics (Low Gothic). Starts with Linguistics(Heghland). Heghland as a written language is poorly developed which makes communication of some complex concepts difficult. See the House rules for more information.
Suspicious of Machiine Spirits: -10 to Lore (Tech), Medicate and Tech Use Tests, unless trained in that skill.
Infiltrators:When 2 or more Character from this Regiment are called upon to make a stealth test, 1 character may attempt it at -10. If he succeeds all other characters may use his agility score instead of their own. The Characters must be within 10 meters of eachother.
Survivalist: May re-roll failed Survival and Navigate surface tests when in a jungle environment
Condemed: -20 Fellowship wien dealing with members of Imperial Guard Regiments other than those rased from Heghland or the 12th Catachan Jungle Fighters.
The Regement Rivalry: 14th Mordian Iron Guard Artillery Regiment
The Fiew: When the squad requests reinforcements (to replace fallen comrades) it must make a Hard (-20) Logistics test if most of the regiment is actively deployed or an Ordinary (+10) Logistics Test otherwise. Failure by 1 degree will mean they receive reinforcements from the 12th Catachan regiment (who do not speak Heghland). Failure by 2 degrees will mean they will receive reinforcements from a Mordian Iron guard Regiment (who don't speak Heghland and give the player a -5 to stealth tests when in cohesion). Failure by 3 or more degrees will mean they receive no reinforcements this time.
Standard Regimental Kit:
Weapons - Poor Quality Boltgun with 4 clips and a melee atachment, 2 blind grenades, 2 Stun Grenades, 2 frag grenades, 1 Krak Grenades, Choose one (blowgun, bow, crossbow, best craftsmanship sling, axe, shield, spear, staff, sword, trungeon), knife
Armour - Fudal World Plate with Imperial Guard Branding
Equipment - Microbead, 9-70 Entrenching Tool, Poor weather gear, rugsack, set of basic tools, mess kit, water canteen, blanket, sleeping bag,rechargable lamp pack, grooming kit, subdermal id-microchip, 2 weeks combat rations, Imperial Infantryman's Uplifting Primer, mantrap
Favored Weapons: Poor Quality Storm Bolter, Autocannon

Note:
The regiment is made up using rules from the Only War Rulebook and the Hammer of the Emperor supplement using the following; Feudal Homeworld, Maverick Officer, Gurilla Regiment type, Survivalist and Infiltrators training, Condemed, Regenent Rivalry and The Few Drawbacks.

Background: http://1d4chan.org/index.php?title=Campaign:The_Heghland_First/Regiment_Bac kground
House rules: http://1d4chan.org/index.php?title=Campaign:The_Heghland_First/House_Rules

Squad Limitations:
0-1 Heavy gunner
0-1 Medic
0-1 Operator
0-1 Sergeant - Starting equipment poor craftsmanship bolt pistol or poor craftsmanship autopistol or common craftsmanship stub automatic, Common craftmanship great weapon with the mono upgrade or best craftsmanship sword or best craftsmanship warhammer or best craftsmanship axe
0-2 Weapon Specialist - Starting Equipment 4 frag or 4 krak grenades, good craftsmanship autogun or common craftsmanship boltgun or common craftsmanship flamer or common craftsmaanship shotgun or poor craftsmanship storm bolter.
1 Commissar - Counts as being from the Catachan Jungle Fighters Regiment. Can speak (Heghland) but cannot read or write it, does not start with Linguistics(Heghland)
0-1 Ministorum Priest - Counts as being from the Catachan Jungle Fighters Regiment. Can speak (Heghland) but cannot read or write it, does not start with Linguistics(Heghland)

Roling Stats
Roll 2d10 ten times and keep the best 9 results. if the total adds up to less than 100 you may add points to any figure to bring the total up to that figure. No result may exceed 20. Apply the 9 modified results to any stats

Experience
All Characters start with 1000xp to spend


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So I had this idea for a regiment taken from a feudal world/death world by a desperate commander given minimal training, poor equipment and thrown into the worst scenarios, because no-one really cares if they come back or not.

I've made the regiment up using rules from the core rulebook and the new supplement Hammer of the Emperor as follows:
Home World: Feudal World
Officer: Maverick
Regiment Type: Guerrilla
Training: Survivalist, Infiltrators(Jungle)
Draw backs: Condemned, Rivalry, The Few

Equipment will be poor quality bolt weaponry (they're be a lot of jamming), solid projectile weaponry, low tech weapons and feudal plate armour. Representing what the characters took from their home world and what the commander could scrounge up. Some specialties will have their starting equipment tweaked to avoid las-weapons or tech heavy weapons and chain weapons. Everyone will get weapon training(bolt) plus some extra XP to spend. Support characters (commissar and priest only) will be from the Catachan regiment, as is the commander. However, players will interact primarily with the Mordian Iron Guard.

As for scenario, I was thinking that we could play through Old Soldiers from the Game Master's kit with a bit of tweaking. It fits nicely with the theme of the regiment.

I'll post full rules/background if I get enough interested players. I'm looking for at least 4 players, including someone willing to play as a commissar.