Necropye Wraith

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Silgrad City Stables, Night
One month ago, you were introduced to your new boss, the mysterious owl-masked Director of the newly-formed Supernatural Society of Cedrana, and to each other. Each of you had particular talents or knowledge that would help in the hunt for supernatural entities: a telepathic investigator, a sorcerous conman, a warlock vigilante, a half-plant hedgewitch, and a gunslinging inquisitor, and together you would comprise Taskforce X.

You were instructed via a letter from the Director to meet at the Silgrad Stables at midnight, and here you are in the shadow of Mount Silgrad and the dwarven halls of Mezchufliten, the air surprisingly cool for such a humid summer night. And the stables surprisingly empty, with only a short, thin man holding a lantern to keep you company as you await the arrival of the Director. "The Director will be here shortly." he said, not once giving hint at his name or identity.

After waiting roughly half an hour, two horse-drawn buggies pull up, and from one of the buggies steps out a tall and fit human woman, approximately 40 years old and wearing an owl mask and an elegant white dress - the Director of the SSC. Her voice is calm but demanding as she directs you, "Thank you for patience, agents, though I feel excitement will come soon enough." She extends her hand towards the lantern-holder who had been silently keeping you company, and he hands her a newspaper, which she then hands to Felix. Circled in red ink is an article:

Groundbreaking on a new factory just outside of Edrev was halted today, after two workers were killed in a mysterious attack on the construction site. Both victims were employees of Edrev Industrial, although their identities are being withheld pending notification of their next of kin. Extensive damage was done to the site’s construction equipment, including broken glass and hundreds of strange semi-circular dents made with an unknown instrument. Gadrin Steelcutter, owner of Edrev Industrial has offered a reward of one thousand gold coins for information leading to the arrest of the culprits. "Mysterious attack," "strange semi-circular dents," and "unknown instrument" have all been underlined.

After you all have read the article, the Director speaks up, "Our contacts in the area report that local law enforcement are unaware of any supernatural involvement and suspect local criminal gangs were the culprits, but due to the mysterious nature of the attack and lack of evidence supporting the claim that gangs were responsible, I'd like you to investigate it. You leave for Edrev tonight, so if you have any questions, ask them now before you depart."

If no one has anything to ask, we'll move along.


3 Years Ago, Silgrad City
Nestled into a valley at the base of Mount Silgrad, Silgrad City wasn't the largest city, but it drew in traffic and industry thanks to the dwarven halls of Mezchufliten buried deep inside the moutain. It was the autumn of 797 DB when it happened; the party (minus Frank) was drawn to the city by rumors of a killer stalking the streets - a killer who drained his victims of their blood. A vampire was in their midst. A man by the name of Martin Barstow was an old acquaintance of the group, having only retired from hunting two years prior after the death of his wife.

Martin agreed to help the group hunt the vampire in an attempt to keep the city, himself and his child safe. But the creature was smart, and as the the party spent 2 weeks hunting it down, it turned its attention to its would-be killers, until one night, the party returned from patrol to Martin's home, only to find that the vampire had as well. They arrived moments before the horrid vampire spawn clamped its jaws into Martin as his 15-year-old daughter watched on in horror. Although able to kill the horrendous fiend before it turned its attention to Cassandra, the party was sadly unable to save Martin. And so it was that Cassandra Barstow was left in the custody of her aging grandmother, having witnessed a band of would-be saviors fail to stop her father from biting the dust right in front of her. And the worst part was, no one could know the truth of what happened. Only she was bear that burden.

Six months ago, you visited Silgrad again on business and met up with Cassandra and introduced her to Frank, only to find that her grandmother had died and she was living with some friends on the outskirts of the city. You didn't have much time, but she appreciated the visit and asked you to visit for her eighteenth birthday.

Today, Silgrad City
It's a hot day as the party rides the sun-soaked roads into Silgrad City, the shadow of the mountain providing some respite from the searing heat. You pull off the main road that leads into the city square, and onto a worn stone road through a dilapidated neighborhood on the outskirts of the city. The buildings are rundown but livable (if barely) and every other corner has some shady individual or vendor, and you have hard time telling apart the merchants from the muggers.

You finally end up on the right street, though it's hard to tell - most of the streets look alike, with friendly-looking people sitting atop their stoops and occasionally visiting their neighbor to trade bits of conversation. But you confirm the address and knock on the door of Cassandra's hovel. For a minute, you hear nothing but muffled giggling and excited conversation through the door, before the door swings open.

Cassandra appears before you, half her hair up in clips and pins and the other flopped down over face. Cassandra has a small, athletic build, but her youth and attractiveness belie the little rest and personal trauma apparent in the wrinkles and dark circles around her eyes, and a brow and bearing far too knit with concern for someone her age. Upon recognizing you, she smiles. Suddenly, you see Bethany Wells, her friend and roommate, run up behind Cassandra, "Cass, who's at the door?" Bethany asks. Cassandra continues to look at you, "Uh, why don't you come in and I'll show you around?" Cassandra turns back around and drags Bethany in with her.

Sense Motive DC 15:
You sense that Cassandra is genuinely happy you're here, but that she also carries a certain thoughtful sadness in her smile.

I apologize if this is a little rough. I haven't run PbP in a few years! Just trying to get both games set up for tonight.


This thread is, obviously, for discussion of table 2 of my 800 Dragon Break campaign. Leon, Alyln, Harkell, Thomas and Felix work for the Supernatural Society of Cedrana (SSC), a joint operation between the government and various monster hunting organizations (mostly religious sects and the like).

Leon, Alyln and Harkell have been sent by their respective groups to join Taskforce X, a taskforce assigned to hunt down and either retrieve or exterminate supernatural threats, ideally as quietly as possible. Felix does not represent a third-party group, but is there as an agent of the SSC without any other interests. In his social identity, he also serves to add some legitimacy as a face-man and a front for the taskforce's operations. Thomas is a conman who convinced the courts to let him serve his sentence by fighting for the SSC instead of getting sent to prison. This sorta makes Felix like his handler, I guess. The taskforce was only recently formed and the group has had only the barest of the introductions to each other.

First post imminent. I just wanted to cover the basic premise of the campaign and how everyone fits together.


NOTICE
Could everyone please make a post in the discussion thread as your character alias (after you've made a character, if you've yet to) with your character's name, race, class (all, including archetypes) and alignment, as well as how often you think you can post (assuming you aren't waiting on other people to post), if you're open to using Unchained rules, and your familiarity with Supernatural, the Witcher and the X-Files? It'll help for optimizing the selection for each table.

One post each, please! Keep all discussion/questions either here or in PM. If you think something else is important to add in your post, include it in a spoiler. Thank you.

Why:
I've seen like 20 people interested and can run two groups of 6 at most, so it'd help to have a neat list with all the relevant info on each player and character. It'll also help combine players with compatible characters, rules openness and media familiarity.


PREMISE
Monsters and magic have faded from the mainstream, replaced by science and technology. While the most knowledgeable would not deny the possible existence of such things, the reports of such are typically discounted or not taken seriously. Hedge wizards roam the countryside, casting harmless low-level spells to help the populace. Caged goblins are used as exhibits in circuses. Clerics wander from city to city as miracle workers.

But sometimes things don't go well. Witches lay hexes on their enemies, vampires stalk the gas-lit streets and undiscovered tribes of orcs start making their presence known. These are jobs that deputies and guardsmen aren't equipped to handle, and that's when you come in. Whether contacted by law enforcement to deal with an otherworldly problem or following rumors and suspicious newspaper articles, you're on the case.

HISTORY
Over 800 years ago, the humans began an age of expansion that led to the near or total extinction of countless magical beasts and monstrous humanoids. This was fueled by new advances in science and technology that would sway even the elves, most of whom joined the humans to save and even benefit themselves. Those elves who resisted were forced into hiding or killed. The dwarves would have no direct hand in the surface slaughter, but assisted the surfacers while fighting their own battles underground.

In 0 DB, the last known dragon was killed. In 500 DB, the Kingdom of Athas launched a campaign known as the Divine Inquisition to eradicate the world of "unholy" magic and heretics, plunging the kingdom and its allies into a war with the elves and their own allies. A stalemate would eventually forced Athas to abandon its efforts, but by then the casualties were staggering. While many opposing nations of humans, elves and dwarves remained, many human, elven and even dwarven refugees fled across the ocean to found the nation of Cedrana.

The current year is 800 Dragon Break (DB), and many celebrate the occasion. The city streets are filled with ordinary citizens basking in their safety, assured that the monsters of legend are long gone. But you know better. The existence of strange and dangerous creatures is known to many, but the masses might go generations without ever encountering one. The church warns of the influence of demons and undead, but you could go your whole life without ever hearing one true account of their appearance.

MAGIC
The game takes place in Cedrana, a nation where magic is neither common nor outlawed, but rarely believed by most people. Old hedge wizards live in isolated towns, and miracles are less common than in typical D&D games. Of course, while most NPCs are restricted in the level of magic they can use, PCs are not. PCs are free to be wizards, clerics, sorcerers, etc. as normal.

TECHNOLOGY
The progress level (about 3-4 for those who know d20 Modern) is roughly equivalent to the early 1800s. It isn't steampunk! There's no fantasy superscience here. Caplock guns have entered the mainstream and the world has been explored by steamboat in all but the most dangerous of regions. Education is easily accessible in all by the smallest towns thanks to schoolhouses (in smaller settlements) and public schools and colleges (in larger settlements), and widespread printing of books and newspapers. Widespread rail travel and electrical power are mere decades away, so all travel is by horse or foot and communication by courier or face-to-face. Excepting the rare magic, of course.

CHARACTER CREATION
Standard roll method (4d6, drop lowest). Starting level 5.

Players can be humans, elves and dwarves using the standard rules. While magic is less common than before, elves have not lost touched with their affinity for it (and many elven nations still perform low-level magic frequently as matter of course). Their love of nature has been somewhat subdued thanks to the events of the past few hundred years, but many nature-conservation efforts are spearheaded by elves. Dwarves have adapted to living in surface cities, but a couple of underground dwarven cities dot Cedrana, and many dwarves even enjoy working the mines that supply the nation with much-needed materials (their mining experience has also helped keep down casualties from accidents).

Players can use any official Paizo class and feat, though I'd prefer you PM me with your concept (race, class, feats, archetypes, etc. + source of each) so I can vet material if need-be and work out how your character fits into the setting (which was altered from core to fit the "lone, secretive monster hunters" vibe!).

Gunslingers use the rules for a "guns everywhere" campaign, but don't use the stats for guns listed. (Anyone with martial weapons proficiency can use pistols/rifles, but gunslingers have rules that change when everyone has guns)

Flintlock Handgun: Cost: 50 gp, Dmg: 2d6, Crit: x3, Capacity: 1, Misfire: 1 (5 ft.), Range: 20 ft, Weight: 3 lbs., Type: B/P

Caplock Handgun: Cost: 100 gp, Dmg: 2d4, Crit: x4, Capacity: 8, Misfire: 1 (5 ft.), Range: 15 ft, Weight: 2 lbs., Type: B/P

Caplock Musket: Cost: 100 gp, Dmg: 2d10, Crit: x4, Capacity: 1, Misfire: 1 (5 ft.), Range: 70 ft, Weight: 10 lbs., Type: B/P

Caplock Rifle: Cost: 150 gp, Dmg: 2d8, Crit: x3, Capacity: 8, Misfire: 1-2 (10 ft.), Range: 40 ft, Weight: 8 lbs., Type: B/P

Handgun Ammo: Cost: 1 sp/bullet
Rifle Ammo: Cost: 5 sp/bullet

THE GAME
I'm looking for 2-4 players for a campaign that (at least in the beginning) will feature little-to-no combat (based largely on player choice). If anyone leaves/disappears, it's easy enough to introduce a new hunter, anyway. The first adventure is investigation-focused (RP and skill checks) and I feel a good fit for PbP. I'd recommend knowledge and charisma skills, and the party should have a horse and buggy as well.