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Male Half-elf (Planar) Ranger 5/Rogue 2/Plane Walker 1
![]() At the Copper Cauldron Isaac can’t help but grin at the sight of his old comrades, despite the somber occasion. Back-slapping hugs, vigorous hand shakes and hard basher appropriate toughguy nods are exchanged, according to a cutter’s preference. He looks much the same despite his time out of the Rose- though he’s sporting a silly worker’s tan right across his face, dividing the more ruddy top half of his face from the more pale lower half of his face. His Godsmen badge is still prominently displayed on the shirt over his chain mail, but looking closely those that know him can see he’s not wearing his old ring anymore. ”Well cutters, it’s a sad antipeak but at least we’re all together to bid Rhiannon farewell on the way to her next link in the chain.... or to the Powers she revered.” During the viewing, he briefly grasps Rhiannon’s forearm before sadly returning to the company. ![]()
![]() Djal's rapier pierces the cloud and the Necromancer coalesces again from the dust, falling to the ground bleeding. The Unchained deals a vicious blow to one of his undead foes, rending it in twain.
And it slumps over, dragging its two remaining comrades down in a heap on the floor.
Nestor attempts to stabilize Lhienne.
The escaped slave manages to stop the halfling's bleeding in time and her breathing stabilizes. Stumbling forward, Xar attempts to stab one of the downed zombies.
With only one fallen zombie remaining, Iliberos and Zukhan manage to chop it to pieces until it goes still. A hush falls over the ravine, broken only by the buzzing of flies attracted to the carrion. Combat over- you all reach 2nd level! ![]()
Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0
![]() You don't see Tollo grab the dagger from his boot- it's just in his hand. There's a murderous gleam in his eye as he points it at Timbur. "Uh wuhll cut yuh uhf yuh truh.", he says, backing away. He gestures to poor Abdul lying on his back.
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Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0
![]() "Hrmph."
And one more time:
"LOUSY F$&%ING LOCK!", he fumes. "Any of you boys want to break this damn padlock off?" ![]()
![]() This may be a good time to talk about posting expectations if I haven't already- not because I'm at all dissatisfied but just to have a baseline understanding since the game is new and we're still in the "honeymoon phase" so to speak. I expect at least between 3 and 5 posts during the week. One per day is great, but everyone has a busy day at work here and there, things come up. In combat, I'll try to mow through one round each day at least- if you can't post, I'll either bot your melee/ranged attack or cantrip attack or you'll be dodging, for the sake of keeping things moving. I'll post on the weekend when I can, in the interest of not having too long of a pause, but I don't expect everyone to be able to. If any of this will be a problem for you, shoot me a message or let me know however you feel comfortable. ![]()
![]() At mid-afternoon you climbed the steep path to Creagfort's gates in the Bronze Hills. It was a long trip, made longer by how slowly you had to move through the hills with your human and demihuman "cargo" in tow. Fortunately, the environs around Fangsfall are more secure than they used to be and you didn't face too much trouble beyond scaring off opportunistic bandits. Creagfort is hewn into the sloped side of a tall crag, basically a small keep with a stout curtain wall enclosing a copper mine, barracks for the miners and soldiers, a smithy, a smelter, stables and The Canary- a small inn and general store catering to merchants making the trek here for the copper trade. After a round of questioning from the soldiers on gate duty, your party and the refugees were allowed inside and greeted by Captain Zedaias Black of the Fangsfall Army and Gramdul Stoneheim, the foreman of the copper mine. While the dwarf, Gramdul, grumbled about adding non-Guild miners to his operation, the Captain reminded him that more help is always welcome and it was their moral obligation to take these people in. With that, your task was completed and the refugees gratefully payed your fee- 100 gp in various denominations scrounged together from the group and Captain Black put in a good word for you at the Canary. You're all enjoying what ale, Fangsfall wine and modest fare are available at the Canary. The soldiers here take their duties seriously, given that the Lady of the keep is a cleric of Corean, so the tavern isn't nearly as rowdy as a Fangsfall establishment. I'll give you all some time to get aliases up, dots down and we'll proceed when you're ready. You've got 100 gp in payment to divide as you see fit. ![]()
![]() Alright, I've slept on it and settled on six PCs:
Thank you all for your submissions and enthusiasm, were I a man with less sense and more spare time I would start a second game to take more of you. I'll have a discussion thread up shortly and a gameplay thread started soon. ![]()
![]() Character Creation Ability Score Generation As a change of pace, I'd like to do 4d6 drop the lowest for ability score generation. If you prefer not to use that, I'm fine with using the point buy method or ability score arrays from the PHB. No stats can be over 18 at level one. Races Dwarves, elves, halflings, half-elves, half-orcs and humans allowed. The Scarred Lands setting has some adjustments for the core races to give them some setting flavor, which I will detail shortly (mostly as a list of swaps or additions to the SRD descriptions). If you have the Player's Guide and want to play a Redeemed Slitherin or Asaathi character, I'll allow them as well. We'll use the variant human abilities on the SRD since I think that gives humans a boost in terms of uniqueness (and this means we'll be using feats in this campaign). Classes Core classes and options from the Scarred Lands Player's Guide are allowed as appropriate and we can re-skin things as necessary if there isn't a suggested analog in the campaign setting. Alignments Any good or neutral alignment is accepted. I'd like a brief background on your PC, their personality and what brings them to the Fangsfall Peninsula if they aren't originally from there. To work best with the adventure trilogy you should be the type of character that's willing to retrieve Titan artifacts in the interest of destroying them (you don't have to immediately feel that way, but it will help keep the adventures on track while we're playing and prevent "why would my character do that" situations from cropping up). The action starts at Creagfort in the Bronze Hills. I prefer that you're all acquainted at the start- whether as recent companions/co-workers or old friends is up to you. My suggestion for why you're in the remote mining settlement is that your party was hired by a group of refugees to escort them there: since entrance to the city itself is often held up in days long lines and checkpoints, a few families pooled their meager resources to pay your party to escort them north where they might be able to find work in the mines near Creagfort. We'll open with you finishing off that job only to be presented with a new opportunity. ![]()
![]() Here is a short player's guide to the campaign and the area where the game is set- character creation stuff will come soonish. ![]()
Male(s) 27 Ducks in a James suit Duck 27/ Expert 5
![]() Not to steal any of Jam's thunder, but I've been thinking about running a 5E game on the boards and have an interest check thread up if any of you are interested or think you'll have room for another game down the line. ![]()
![]() Hey everybody! After enjoying the Scarred Lands setting when it was published in the early 2000s and seeing the successful update of the line through Kickstarter I've got a hankering to run a game in the setting again and I think the Spiragos adventures will be a good way of going about it, since it's an adventure trilogy and not a whole Adventure Path. The Setting: The Scarred Lands is a semi post-apocalyptic campaign setting set 150 years after the Gods overthrew their parents the capricious and primordial Titans in a catastrophic war known as the Divine War. While the Gods and their followers (the Divine races) were victorious over the Titans and their Titanspawn, the land itself was poisoned and ruined in many places where the battles raged and the Titans' blood rained onto the land. Furthermore, since the Titans are so tightly woven into the fabric of the world, they could not be destroyed outright- only imprisoned or banished. In the years after victory, the Gods announced a Divine Truce to prevent any further destruction on such a grand scale, leaving mortals to mostly sort out their own disagreements. Now the Divine races have returned to rebuilding their nations and renewing their disputes against one another, all while the Titanspawn driven into the wild and remote corners of the world seek methods of freeing their masters or enacting revenge on their persecutors. This thread is to see if there's enough interest in the setting and the 5th edition rules to run a game here on the boards. I'm choosing 5E because it's the system I'm most comfortable with at this time and because I think that it will provide an easier pbp experience for me to run. I would want 4-5 players, 6 maximum, that are at least familiar with the 5th edition rules. You don't have to own the Scarred Lands player's handbook, just be willing to read up on the basics of the world a little bit. About me- I've been on the boards for a while, though I mostly stick to online campaigns these days. I'm currently running a Trail of Cthulhu campaign that's going on 2 years next month (so risk of me disappearing is low). As a DM, I try to post at least once a day and err on the side of keeping things moving. If there's enough interest, I'd like to start recruiting at the end of the month or beginning of September should there prove to be enough interested players. ![]()
HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]
![]() I'm fine with whatever you would like to do. If conversion is taking a lot out of you, I think there's a bunch of quick encounter building guidelines out there. I tend to use this one in my games just to make things easier on me if I want to use some of my older adventures. ![]()
Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage
![]() Ulrich swipes the open book to the floor with his mace. Then he strikes one of the seated skeletons.
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Male Half-elf Paladin 4/Champion Tier 1
![]() I just picked that game up again over the weekend. I keep wandering into other peoples' standoffs just walking around, so I named my rifle "mediator" as it's how I end up solving other peoples' problems. And similar to a lot of Bethesda games, there's a point early on where you are asked if you're sure about your character specs/face/etc. If you save before you leave the first area on your own after the intro, you can save a good hour or so whenever you start a new game by just starting there and remaking your character then. ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() "Well, you might want us, Mr. Razor, because we are unknown and unaffiliated in your city and thereby, you know, who can say who we really work for, right? But in addition to a certain degree of unseemly deniableness, we present a, uh, portfolio of different skills in relation to problem solving that perhaps offer opportunities outside of your present manpower." Badger clears his throat. Guess this is me now, no way this can go wrong. "For instance- I, Badger Bloom, possess skills in infiltration and lockpicking, my attorney Mr. Roland is quite adept at negotiations of a nonviolent sort. Big Papa and Fitz- the gentlemen in the power armor and with the deathclaw arm, offer a certain 'shock and awe' in armed battles in addition to brutal, um, efficientness. And if you need a problem solved from far away with precision, my friend Spencer here is a crack shot with a rifle. We've personally seen a variety of hell brought by Aeryicka here and her buzzard which is outside (she's small but man, that freaking bird..) and ol' Mickey has the instincts of a lawman without all the red tape- and if that won't do, the shotgun should clear things up." "You need someone found, we can handle it. You want something swiped, some new understandings drawn up with another party, we offer that. And especially if you need someone that isn't technically on your roster or sporting your colors to spread some violence- we've got a lot of that. We're a team of specialists in one neat package, available for nearly any task you got in mind." ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() So from an outside perspective, we basically rolled up, shouted "WE'RE TECHNO COPS", shot ONE guy in particular repeatedly ("F*+% YOU IN PARTICULAR!") and now we're going to try and peel off as fast as possible. I love murder hoboing. ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() "Immortal? You didn't say he was a vampire, Mickey! This changes everything. And one that can walk out in daylight- a reverse vampire! Well, he's got to be covered up by nightfall so we probably should book it." ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Badger give him a look that says Backup? Really? and holds out his wrists to be cuffed. "C'mon, man. Your partner has a minigun. I'm pretty sure I can't do shit, here." As he's lead away he says: "My attorney's name is Thomas Roland- that's R-O-L-A-N-D. He wears a suit, so you know- he's pretty official." ![]()
Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage
![]() Common sense: 1d20 - 2 ⇒ (13) - 2 = 11 Ulrich narrows his eye.
"Did you think you could escape us for long, Liar? The wonderful thing about this Labyrinth is that we'll always be back. Over and over, I'll be here waiting to run you through. Even if you kill me, it's only a moment in time before we do this all. Over. Again.", he says. Intimidate to demoralize: 1d20 + 9 ⇒ (16) + 9 = 25 ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Thomas, I could kiss you. "AAAGH! HOLY SHIT! PLANT ZOMBIES! IT'S AN UNHOLY UNION OF TWO NATURAL ENEMIES!!" Am I still shaken? It seems like Tom's success and two raises mean I don't take a wound this time... ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Cripes. I'm assuming all rad and wound penalties apply on the soak rolls? Benny to soak: 1d8 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (6) - 4 = 2
7 total- only one wound soaked. I'll spend a Benny to reroll- Soak 2: 1d8 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (1) - 4 = -3
Last Benny to soak second attack:
Despite weathering the initial assault with grit and determination, a seed to the gut wounds Badger heavily. He slumps to the ground, bleeding out. Incapacitation: 1d8 - 4 ⇒ (6) - 4 = 21d6 - 4 ⇒ (1) - 4 = -3
My Vigor is permanently reduced to a d6 and I'm bleeding out. ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Badger shrugs.
He holds a hand up for a high-five.
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Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() I think the fact that all three male characters have overconfidence as a major flaw made this plan falling through kind of inevitable. ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Badger, swaying with blood loss, turns to Kristophe.
He makes a production of reaching behind his back for something, only to come back with a middle finger.
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Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() It's just bad luck that got me and unfamiliarity with the system- and besides, we're fresh out of the Vault. This is the first real fight we've ever had. And I have to admit that my overconfident "survival expert" almost immediately dying from a radroach bite is kind of funny. ![]()
Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds
![]() Badger surveys the wrecked school.
"Nice knowin' ya.", he calls after the departing van, his face settling into a wince as Harper runs after the departing escorts. The good people at Lad's Life said "panic is detrimental to a survival mindset"- though this might be a bit more on the extreme end of what they had imagined... He looks between Harper and Kristophe, feeling a bit relieved that Tom is taking on the emotional heavy lifting. Besides, the contraband was getting itchy. "I can shoot pretty well. I bet your pa made sure you could too, eh Kris? Anyways, you guys don't worry- I've prepared my own little care package for us. Just, uh, gimme some privacy." Badger hobbles around a tree trunk that seems large enough to provide privacy. There's a zip from the Vault-Tec jumper, followed by a peeling sound and a sharp inhale of breath. "Okay... here's the big one.. crapcrap CRAP!" After several deep breaths, Badger zips up again and comes strolling out from behind the tree.
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Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage
![]() The one-eyed knight clasps Kekkle's shoulder.
Ulrich nods when Moritat offers him the leather armor.
He trails off for a moment, then abruptly regains focus.
I will pull on the leather armor, time permitting. ![]()
Male(s) 27 Ducks in a James suit Duck 27/ Expert 5
![]() Hey Patrick and crew. I'm really sorry for my absence on and off for so long: to be honest, I'm not on the boards that much anymore- things have just gotten too busy and I'm down to two games (which ultimately was the only reason I was posting at all for a while). At this point, I think I'm going to have to leave the game for good. Haven't been able to keep up while we're on and I don't think anyone should have to wait for me to get my act together in the future. Thanks very much for having me, Pat, over all these years- you're an excellent DM and it's been a truly excellent experience playing with you all. Thank you! ![]()
Male Half-elf Paladin 4/Champion Tier 1
![]() Auric stares at Magnus/Tuboo for a second before mutter,"Baal's breath, that's creepy." "My suggestion is that we present ourselves and our mule as an expeditionary force from the Thane. Magnus is the merchant given tentative permission to cross the border to seek resources and trade routes. Stilgar is his minder from the church, making sure the faithful have a hand in whatever he digs up. Myself, Jon and Kalaya are your servants to lift heavy stuff, tend to the mule and provide translation services. If they ask for a formal writ, I'll pretend I lost it to the wind and Magnus or Stilgar can give me a public dressing-down while you two avert your eyes. That's my suggestion."
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