I still need to make some final decisions on a few class advancements and purchase gear. Anyone know of a decent online character sheet for DH 1st edition? In the meantime, Introducing Balthasar Fagerfeuer: Born the second son of General von Dernbach of the 1982 Frommersian Suns, Balthasar was blessed with acceptance into the Schola Progenium, where he hoped to follow in a long line of von Dernbach’s who achieved greatness in the Commissariat. Unfortunately for young Balthasar, his father, along with the entire 1982 Frommersian Suns, the 1992 Jurassian Kings and the 954 Tolkien Ring Bearers, turned to the Enemy in what was officially decreed the 114th Geller Irregularity. Now the son of a traitor, Bathasar was subject to repeated “interrogation” concerning his loyalty. With pious devotion to the Imperial Creed and steadfast determination to his own purity, Balthasar survived his ordeals. After years of trials and observation, Balthasar proved his innocence and the Schola produced a fine member of the Ecclesiarchy whose Commitment would make even the most puritanical member of the Ordo Hereticus beam with pride. A loyal acolyte to Inquisitor Brannor Smythe, Balthasar Lagerfeuer (as he is now known) lives only to assist the Ordo Hereticus in burning the heretic, slaying the mutant, and purifying the unclean. Additional Dice Rolls: Rerolling Fellowship: FEL: 20 + 2d10 ⇒ 20 + (7, 9) = 36 Fate 1d10:
Wounds 1d5:
Insanity 1d5:
Greetings All, I've brushed up on the rule set and I've got an idea for a Schola Progenium Cleric. Lets see if the Dice gods will be kind today. Maybe I should sacrifice a few mutants first. Dice Rolls: WS: 20 + 2d10 ⇒ 20 + (6, 8) = 34 BS: 20 + 2d10 ⇒ 20 + (9, 4) = 33 STR: 20 + 2d10 ⇒ 20 + (4, 8) = 32 TOU: 20 + 2d10 ⇒ 20 + (8, 10) = 38 AGI: 20 + 2d10 ⇒ 20 + (1, 10) = 31 INT: 20 + 2d10 ⇒ 20 + (8, 3) = 31 PER: 20 + 2d10 ⇒ 20 + (6, 3) = 29 WIL: 20 + 2d10 ⇒ 20 + (1, 8) = 29 FEL: 20 + 2d10 ⇒ 20 + (3, 3) = 26
Greetings Everyone, I would definitely like to jump in on this one! I've got many of these rulebooks collecting dust on my shelf and will spend the weekend brushing up and posting a character. For transparency, I am one of the long time friends that Oblivion discarded when he decided to get married and move away... Joking aside, I've played a lot of games with OS. This will be fun!
after a pause, she continues "Of course. My name is Addas Grymble, and I run this establishment with my 2 sisters. Please make yourselves at home. Dwarves you say, hmmm, no I'm afraid its been some time since we had any dwarven guests. It has been very quite around here lately, most of the local farmers and shepherds who frequent our common room are off to thronestep for the Accession Day ceremonies." As she is speaking 2 other old women, enter from the kitchen area. The first, whom Addas introduces as Tarsi carries a large try of food (stew & bread) while the second named Eugenia carries 4 mugs of ale. "A long road you say, come sit, we do enjoy a good tale. Tell us of were you are from."
Assuming you enter the Inn Inn Common Room:
An old matronly woman, clad in peasant clothing and an apron, sits at the centermost table of the room. Her voluminous white hair is piled atop her head and secured in a conservative bun. She wears a red scarf about her neck and has her head in a book. "Rosh is that you -looking up- "Oh my, guests! Welcome, Welcome to the Gray Revalation Inn. Please come, sit down here by the hearth and warm up, I'll fetch you something to eat. Tonight we have a wonderful pheasant pie...Eugenia, Tarsi, we have guests. She stands to great you, but then the sudden look of fear comes over her as she see's how heavily armed you are...
Renli, your argument works on the dwarves and, at least for now, they agree to work together. Entering the courtyard:
At dusk the ships rounds a bend and a small dock can be seen on the shoreline. The Captain announces that you have arrived at the Gray Revelation Inn and instructs the crew to drop anchor and prepare the row boat. As you prepare to board the small craft, Temel informs you that he and the dwarves will wait for you aboard the ship, and that it would be best if you complete your business before dawn. Surprisingly Metella agrees. As your ship heads for the dock, Amauhak calls out a warning: "I advise you to refrain from violence on Razmiri soil... if it can be helped." Landing at the dock, you follow a stone path leading about 200 yards through some light tree cover to the villa. As you approach the building a sign above the wide wooden gates reads, “Welcome to the Gray Revelation Inn.” The gate leans open invitingly, and the smell of fresh flowers wafts on the cool breeze. All appearances suggest a very cozy establishment. To help set the scene, the gates lead into a courtyard. The Inn is on the left hand side of the courtyard, the stables are on the right.
Following the river drake confrontation and resumption of the journey east, Passad and the envoys emerge from belowdecks. Temel: "The Pathfinder Society continues to amaze me, and it seems to me increasingly prudent to enter into a business arrangement that would certainly be to our mutual benefit—particularly for those with an eye for spotting profit. Let me make my case simply: my trade network is growing and already blankets the Inner Sealike no other, and the dwarves cannot hope to compete with the prices I offer. Let us not forget that the Pathfinders have had many mutually profitable business dealings with me in the past. As a sign of good faith I offer you these Healing Potions” He hands each of you a Blue Bottle (Potion of Cure Moderate). Not to be out done, once Temel has finished, Metella approaches you: "Yes, Temel has his bejeweled fingers in many pies and can offer cheaper wares, but consider the advantages of a business relationship with my mercantile concern: our network is many centuries old, and the quality of our goods is unrivaled. Furthermore, an arrangement with a firm with such deep roots in the Five Kings Mountains would reinforce the military alliance the Society is already negotiating. As a token of our friendship, please accept these.” She hands each of you a brown bottle. (Potion Bear's Endurance)
Actually that does make a difference. As the Young Drake tries to take to the sky, Jovlund and Benzi cut it down. While an applause goes up from the ship's crew, you each scan the water looking for signs of more trouble. Benzi Perception: 1d20 + 5 ⇒ (18) + 5 = 23
As your eyes shift to the shoreline, you all spot the glitter of gold and gems emanating from beneath a small mound of debris.
Angered by the 2 arrow bolts lodged in its chest, the River Drake dives at Renli. Bite: 1d20 + 5 + 2 - 2 ⇒ (20) + 5 + 2 - 2 = 25
Tail Slap: 1d20 + 0 + 2 - 2 ⇒ (2) + 0 + 2 - 2 = 2
To confirm Crit Threat on Bite Attack
As it dives, Benzi & Jovlund come charging in: Jovlund: 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20
Benzi's strike bounces off the beast's hide, while Jovlund lands a vicious wound. With it's mouth full of blood, the creature again takes to the sky, provoking attacks of opportunity from Benzi & Jovlund. Benzi: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Jovlund: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Benzi scores a hit, drawing blood, while Jovlund narrowly misses.
Renli fires his shortbow landing a strike on the chest of the dragon, who cannot dodge effectively due to it's position upon the ship's mast. I'll wait a few more hours for Greg to chime in before continuing. As an aside, when you ready an action, please include the attack and damage roll with your posting. Thanks.
GM:
Dragon Attacks:
1 - Benzi 2 - Renli 3 - Jovlund 4 - Ruckus 5 - Mutton 6/7 - Crew Member 8 - Ship's Captain Who Gets Attacked: 1d8 ⇒ 7
With another roar the Dragon swoops down towards the ship's deck, snapping its jaws at one of the crew members, who narrowly escapes the beast's reach. As the Drake swoops in to attack, Benzi unleashes a dagger at it's chest.
Unfortunately his shot goes wide. With an angry roar, the Drake exhibits a burst of unnatural speed and once again takes to the sky, grasping hold of and landing upon the ship's main mast. Drake is 20' above the deck "Quickly men, get behind cover. Our Society guests will deal with this vicious creature." yells Captain Sebastian from behind the ship's steering wheel. Round Two
Renli, Based on your knowledge roll, if you want to act before the Dragon's action, you can still do so.
Renli, you recognize the creature as a River Drake, although judging by its size, it is likely a juvenile. Here is what you know of River Drakes: Preying upon fish and fishermen with equal ease, river drakes are scourges of freshwater expanses. They are thought to be related to black dragons, as evidenced by their acidic spit, water affinity, viciousness, and preference for rotten meat. Like other drakes, river drakes are cruel hunters, using a play-and-prey hunting style. When not hungry, they amuse themselves by stalking and harassing other creatures and travelers. River drakes often slay more than they can immediately eat because they favor aged meat, keeping underwater larders stuffed with kills in various stages of decay. River drakes are much more likely to hunt in groups than most other drakes, threatening river traffic or assaulting lakefront or riverside towns if their numbers are large enough. However, these disorganized raids are quick to retreat from any hint of significant resistance. Young Drakes are known to be more aggressive and reckless than adults. FYI: If you previously couldn't view the SPLASH link, try again. I updated the sharing parameters.
As Benzi calls out a warning, the ship is rocked by a wave of water as a scaled bast erupts from the depths. With graceful wings and wide fins, this sleek, young dragon looks equally well equipped to glide through sea and sky. With a screeching roar, the dragon takes to the sky, before hovering 50 feet above the ship. Round One:
After the guards head off, the Captain asks the dock hand to untie the ship, and you hastily make your way out of the port of Xer and begin your journey up river. The next morning: As the sun rises, you find that the river has narrowed, flowing around a central isle thick with trees and vegetation. The ship passes beneath a canopy formed by the isle’s overhanging trees and riverside foliage. Perception:
Benzi:
As the ship passes into the shade of the foliage, you notice a rippling disturbance on the surface of the water. It is faint at first, but quickly picks up speed as it approaches the ship. Initiative:
The guards appear taken aback by the sudden appearance of the Ruckus dressed as an Acolyte of Razmir. Confused, they each look to one another for confirmation. When none offer any objection, the one in charge calls back. "Eh, yeah... Of course sir. Do you need anything? Father McMalley is in charge of the docks today. He is likely eating dinner over at Molock's.
The sun begins to dip low as the ship enters the Glass River. Temel and the Dwarves wish you luck before making their way downstairs to hide from view. Meanwhile Ruckus takes up a position at the bow of the ship. The city of Xer occupies the north bank of the Glass River, and its dozens of docks remain busy as ships headed both east and west call at the port. Grubby men and women in bulky jackets patrol the docks, and few smiling faces are to be seen. Captain Sebastian picks an isolated berth, sheltered from view of the city by tall warehouses. As the ship pulls up alongside the pier, one of the crew tosses a rope to a dockhand, who moors the boat to a nearby post. As the crew ready the docking platform, 2 Razmiri enforcers approach the ship from the left, while a third, wielding a crossbow, strides up along another, shorter pier on the ships right.
Temel lets the gnome settle down before responding to Renli. “I concur Young Rumblebelly, we should avoid trouble for as long as possible. The wily gnome has much to say, and some of it holds merit. I have heard many rumors regarding Razmiran, and not many speak well of their treatment of non-believers. Razmiran is a strict theocratic government presided over by a vast priestly bureaucracy in service to the living god. All other faiths are prohibited in the nation, though foreign priests are tolerated provided they are not proselytizing, just passing through and pay the proper tribute.” At this Captain Sebastian chimes in, “Forgive me master gnome, I mean no offense, but it is no secret among the trade guilds that the Razmiri clergy rely more on bullying than divine miracles. These waters are said to be full of regular patrols of Razmiri enforcers searching for marks they can intimidate into filling the church’s coffers.” After the Captain speaks, Temel continues. “As for a cover story, it was my understanding that the Society would be handling matters pertaining to the rescue mission itself. I of course have a worthy suggestion, but I would like to hear your-” Metella jumps in, cutting Temel off “Clearly if a plan needs to be devised, our esteemed Society patrons will have enough wisdom to come to us first. We of course suggest-” And once again the discussion turns into an argument b/w Temel & Metella. All the while you approach closer to the mouth of the Glass River.
As the ships nears the mouth of the Glass River, Temel calls the group together to discuss the plan. ”Once we leave Lake Encarthan and enter the Glass Rivier we shall be in Razmiran waters. The Captain has informed me that Razmir requires all vessels to dock in Xer to pay the necessary waterway tolls.” From here the meeting quickly disintegrates into argument. Temel argues that the party abide by the local customs and dock in Xer, as doing so will help them avoid unwanted attention. “I have dealt with such taxation before. If we include a little extra... gratuity… then i’m sure we can pass through unmolested.” Then, pulling two platinum dragons from his purse "I even offer to cover the expense from my own purse.” Metella, however, counters that “Stopping in Xer gives the authorities opportunity to search the ship and discover our true purpose. It is better we avoid the docks, and the tolls, and take our chances with any faith barges we might encounter upon the river.” The only thing they do seem to agree upon is that the dwarves must remain out sight to insure their presence on board is not discovered. Likewise, Temel wishes to remain unseen to insure his affiliation with this venture doesn't jeopardize his business in the region. As the argument grows heated, Amauhak chimes in. “Both arguments have merit. Both contain risk. But neither of those presenting can claim responsibility for the outcome. The arguments have been heard. Now too shall we hear their voice.” With that, all on board look to the Pathfinders for their decision.
The dwarves know of those captured by reputation only. Amauhak of Reth Bezel, the yellow scarved mystic, is pleasant but prefers to speak in riddles and generalities. He spends most of his time in silent contemplation (and a cloud of freshly smoked pesh). Metella, on the other hand, is much more blunt. While she prefers to converse on her frustration with Temel, from her you learn that there were 3 dwarves in the delegation: Rakuska Imgardam, a well-known Five Kings diplomat and devotee of Torag, Holfist Sendstrom of Taggoret,and Pechas Domri—like Amauhak, a Pahmet dwarf of Osirion. She notes that all are renown and valued for their strategic and military acumen. Is the Harrow just for fun, or does it have in game benefits?
The journey north from Kerse to the mouth of the Glass River takes you along the southwestern coast of Lake Encarthan. The voyage along the lake is actually quite pleasant and other than the constant bickering between Temel and Metella is uneventful. The Abacus proves to be more of a yacht than a simple pleasure ship. The sailing vessel measures 75 feet long with 3 sail masts. A ship of this size would typically require a crew of at least 20, but Captain Sebastian handles it with only 4. It would appear than many of the ship’s functions have been magically enhanced to perform on their own. An expensive ship indeed! In addition to the crew of 5 you are accompanied by the 2 dwarves, Temel, and 3 of Temel’s servants, his personal assistant Jacobs, his seldom seen concubine Amara, and his personal chef Abdukar. The voyage was scheduled to take 3 days, but took close to 4 thanks to Temel’s insistence that you make a short call in the port of Greengold, the only human settlement in the Elven territory of Kyonin. The delay drove Metalla to the verge of an explosive fit, but thankfully she kept her cool when you reminder her that Temel is funding the entire venture and that you are dedicated to the task of finding her kinsfolk. The 4 days allows you ample opportunity to ask any questions of Temel or the dwarves.
After a few moments of silence Metalla turns to the Pathfinders. "Well at least you appear to have sound judgment. It pleases me that the Society did not send us a handful of rookies, I trust that you are prepared for the rest of our tasks." Without giving you time to respond she continues We appreciate that the Society has accepted responsibility for the mishandling of the previous venture. While we agree that our mission north to Mendev is a worthy cause, the safe recovery of our kinsfolk is of vital importance. Not just for their sake, but for the sake of our alliance as well. It would not shine well upon the Society if this mission were to fail."
I have a LE Oracle follower of Asmodeus in my WotR campaign, and while I had initial concerns it has turned out great. We have a group of 7 including a LG Paladin, a LN Inquisitor and the LE Oracle, which has made for some very entertaining RP. I recommend you cover a number of topics with your GM, specifically what makes you evil, and why you have come to the Worldwound and are willing to risk your life fighting demons. When creating your character's persona, make sure you align those two topics otherwise your character may feel forced or out of place in the campaign. And remember, in game your LE character might be a jerk but no one likes to sit down at the table with one! Make sure you don't take it to a point where it detracts from everyone's fun.
At Renli’s mention of “fine dwarves” Temel gives a quick snort and clears his throat before giving you each a warm and gracious welcome to his estate. Although Temel gives Benzi a polite bow rather than shaking his outstretched hand. Taking up a cup from the table, “I hope my servants have kept you comfortable while I was… detained. Can I get you anything else, more wine perhaps? - Taking a sip from the goblet - Mmmm, a fine vintage, from Sauertan. Excellent reds they produce in those hills. Expensive. But what is the value of wealth if you cannot enjoy it? Wouldn’t you agree?” As Temel takes his time introducing himself Metella looks on impatiently. To Benzi, “Ah Yes, the gnome. I hope you don’t mind that I asked him to wait in the garden. He insisted on bringing the damn animal into the house you see.” To Renli, “Yes young Rumblebelly, you are correct. As agreed with Venture-Captain Valsin, I have charted my personal pleasure ship, the Abacus, for the journey north. I had planned on us leaving tomorrow morning, my chef has prepared a delightful menu of Pheas-“ At that Metalla cuts him off “I must continue to insist we set out immediately. Now is not the time for comforts. My kinsmen could be dead, imprisoned or worse.”
All, I really want to try and finish 3 scenarios before Gencon. To achieve this I am targeting 3 weeks for this adventure, as this will give Tom a month to run his scenario. That’s an aggressive goal, but one I think we can achieve if we work together. Here’s my plan on how I would like to run this play by post scenario: Each day, by 5.30pm, I will have a Gameplay post updated that requires your input. I ask that everyone try to find 5 minutes each evening to check the post and respond accordingly. The next day, during the work hours I will respond to your postings, update the story accordingly, and leave off by 5.30pm with a post that again requires your input. I understand that not everyone will be able to post every night, but please make an effort to do so as often as possible. As I work in front of a computer I am available all day to respond so if you find yourself with extra time please check the forum as often as you can. If we are in combat you do not need to wait until your initiative to act, just state in the post what your actions will be when the time comes and I will keep track of it. If the pace slows down I’ll advance the story as necessary. Alright, game on! But… Where are all my players…
After a wait of nearly an hour, two silent servants open a pair of richly lacquered doors, and a human and two dwarves stride into the lavish parlor. The man, clad in immaculate robes of whitest silk, is short and round with a blond oiled beard, and his eyes are alert and amused. He takes a touch of snuff from a golden box and sneezes before saying, “It is a pleasure to welcome Pathfinders to one of my estates once more. I am, as you may know, Temel Passad. Allow me to introduce—” One of the two dwarves, a redheaded female in deep scarlet robes, curtly interrupts the man. “We can introduce ourselves, Passad. I am Metella Raugar, representing the interests of several Highhelm mercantile consortia. My companion”— she gestures to a dwarven man with leathery skin baked by the sun, his head swathed in a bright yellow scarf—“is Amauhak of Reth Bezel, a mystic of the sand dwarves of Osirion.”
Gencon is only 64 days away !!! I know we were targeting 2nd level which means we need to have completed at least 3 scenarios before the trip, which was roughly 1 scenario per month. Based on our current pace that doesn't seem achievable. Does anyone have ideas on what we can do to speed things along? Do we want to try running multiple scenarios (with different GMs) at the same time?
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