Wen Histani

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Organized Play Member. 81 posts (100 including aliases). No reviews. No lists. No wishlists. 1 alias.



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Rysky wrote:
You do realize you're responding to a 9 year old thread, right?

Which allowed me to find it and it was interesting, so thanks.


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I think a lot of players develop a "shoot first and ask questions - perhaps" attitude because many monsters are evil and are written as "shoot first from ambush, fight to the death and never ask questions" and most DMs play them as written. The rules don't require this in any game but you may have to modify modules and manage player expectations before starting a game. The orc's greeting has to be "hello human, how are you today?" rather than "12+2=AC14, does that hit?" My last character (D&D 3.0, petered out 2 yrs ago) was Ari1/Ranger12/Wiz1 with total modifiers of Diplomacy 18 and Bluff 17. Between the reactions of the NPCs/Monsters and the other players she almost never got a chance to try to use them - by the time it was her turn the fight was already well under way.

Do be aware, though, that this is going to be harder work emotionally for everyone. Dealing with "people" is different to bashing unimportant pixels. That is precisely why some monsters are intrinsically and irredeemably evil. That enemies can be so easily categorised is perhaps the biggest "fantasy" of the "F" in "FRPG", the biggest difference to the real world.


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Marc Radle wrote:

Yes!!!!

Now to find a copy!

Thanks!!

It is on DriveThruRPG if you don't mind a pdf rather than a physical copy.


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Dire Elf wrote:
But speaking of that, why do the NPCs always know about magic? I'm always disappointed to play a magic-user and every non-magic-user NPC seems to know not only that I'm casting a spell but what spell it is. I'd like to encounter some NPCs who are awed/frightened/intimidated by magic.

Sometimes I would like to play in a campaign more like the middle or dark ages where EVERYONE believes magic is real but virtually NO-ONE has ever actually seen anything that is indisputably magical. It need not prevent players having magic-using PCs but would just make them more special. Of course, the GM's job would be harder as there would be fewer magic-using opponents but on the other hand, when they do turn up, you absolutely plausibly need specialists to deal with them.


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Otherwise, ranged weapons from long range with use of cover, good separation between people, and disappearing up alleys, through houses, dropping things from roofs, and remembering that part of the plan is to spend every other round moving while your fellows cover you (and that movement can be AWAY). Having someone hiding to hit him over the head from behind as he goes past chasing you while you run away (ready an action).

Or invite him for a drink and make it a Micky Finn.


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Or, if he's been really bad, tell St Trinian's third form that he has a bottle of gin? (This probably isn't permitted in a Lawful jurisdiction and certainly not in a Good one).

This is probably not PFS legal either.


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A megaphone, cover (eg just head sticking around a corner), as much range as you can manage, and threaten to revoke his research grant if he doesn't behave?


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GreyWolfLord wrote:


** spoiler omitted **

What did the sister get?

:

Commercial advantage. They are supplying a refined natural product and they are in competition with each other. As I understand it, elder brother is richest, sister is no. 2 and little brother is no. 3. Mother's inheritance comes from big brother's estate. It will seriously reduce his wealth and power. It is greater in value than little brother's entire estate (which is why he wants it and why big brother doesn't want to lose it). By protecting Jupiter and helping her towards her inheritance (through the nice cheap and easy expedient of just handing her over with a smile to the police when they turn up) she reduces the power of her biggest competitor, prevents the strengthening of the competitor below her, and increases the value of her own assets by putting a large resource out of production (because even if Jupiter does decide to go into the family business, which is highly unlikely, she won't be in a position to be a major competitor for a long time). No need to get into a messy fight with her siblings or the law enforcement authorities. Don't worry about grabbing other people's assets, sit back and watch the value of what you already have increase as they destroy each others'.


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290. Someone says Clara is better than Rose.


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... that Impossible Girl!


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The Indescribable wrote:
Fliks wrote:
We are now both falling into the ravine. Oh yeah, I forgot to mention that. The bridge is over a "bottomless" ravine. I roll a few more good dice, and I push myself of one of the falling rock, towards the dragon. Then, of course, I grapple it again. We both fall to our deaths in a writhing, screaming, roaring and glorious ball of death.
While awesomely epic, you realize you can't fall to your death in a bottomless ravine right?

Eventually you will die of dehydration or starvation.


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... a horse-shoe nail.


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"Take that, you fiend!" (My rogue has taken a level of sorcerer that I haven't mentioned to the other players and has True Strike, so when she uses that I use the battle cry to tell the DM to adjust the AC that she has hit accordingly.)

Full Name

Tsadok, "Doctor Strangemeat"

Race

Orc

Classes/Levels

Adept 9

Gender

Male

Size

Medium

Age

50

Special Abilities

Darkvision, Dayrunner, Ferocity, Summon Familiar

Alignment

CN

Deity

The Dark Mother, the Fire God, the Iron God

Location

Holds of Belkzen

Languages

Common, Orc

Occupation

Shaman

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Doctor Strangemeat

CN Male humanoid (Orc) Adept 9

Init +2; Senses Darkvision 60 ft, Perception +4

AC 16

hp 48

Fort +5; Ref +5; Will +10

Speed 30 ft.

Melee
+9 Falchion, 2d4+5, 18-20/x2
+8 Greataxe, 1d12+4
+8 Unarmed strike, 1d4+4

Ranged
+6 Javelin, 1d6+4

Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8

Base Atk +4; CMB +8; CMD 20

Feats
Alertness
Boar Ferocity
Boar Shred
Boar Style
Craft Wand
Improved Unarmed Strike

Skills
Appraise +3
Handle animal +6
Heal +8
Intimidate +8
Knowledge: local (Holds of Belkzen) +8
Perception +4
Spellcraft +5
Survival +10

Traits
Mammoth master
Outcast

Languages
Common, Orc

SQ
Darkvision
Dayrunner
Ferocity
Summon Familiar

Magic
Spells/day
3/4/3/2

Equipment
Amulet of natural armor +4
+1 Falchion
Javelins
Mammoth mount
Raven familiar
Waterskin

Background
There was a time when Doctor Strangemeat was simply Tsadok. He was born into a tribe in the Belkzen Holds, displayed above-average mental faculties and was apprenticed to the tribe's shaman. His apprenticeship was brutal, but that was normal for an Orc. In time, Tsadok grew powerful enough that he believed he could outdo his master -- and he killed him. This, too, was normal for an Orc.

Then the day came. The tribe's scouts spotted a group of intruders, crossing into Orc lands. They were small, pathetic creatures, fit for enslavement and consumption, so the warriors went out to take them. They did not return. Instead, the little creatures followed the warriors' trail back, and laid waste to the camp, slaughtering the young, the old, males and females alike. Tsadok tried to fight them with his magic, but one of the little things had magic to counter his. Tsadok fought as an Orc does, but he was badly injured and his people were... gone.

He fled.

Tsadok cowered in the first cave he could find, hiding himself from the little things and from the light of the sun, which seemed to be mocking him. More than anything, he wished he could hide from the terrible confusion that gripped him. Orcs can overcome bad memories without effort, but not Tsadok; his mind continued to be filled with terrible images and feelings. He was an Orc, his people were the strongest. How could creatures that barely reached to his hip have defeated him, ended his tribe this way?
In the fetid darkness of his cave, alone with his pain, Tsadok came to a conclusion. His people were the strongest, but they had not been strong enough. His people -- all his people -- needed to be stronger. They needed to be put on the anvil and beaten into a new, stronger shape. He needed to help them become stronger.

When next an Orc saw Tsadok, he was different from who he had been before. His hair bleached pale by the terror, his face contorted in a mad, happy grin and his mouth spewing what sounded like nonsense, Tsadok was the very image of a crazed hermit. The first Orcs who saw him drove him away with thrown rocks and insults. When next outsiders came into the Holds of Belkzen, Tsadok guided them to the Orcs who had ridiculed him. There was no malice in this for him. If his people would not listen to his words, he would use other tools to beat them into shape.

Nowadays, Tsadok is a minor celebrity, even a legend in the making.
He makes a point of befriending outsiders, non-Orcs who enter the Holds of Belkzen; his raven familiar receives news from its kind when strangers try to sneak in, and the crazed Adept rushes to meet them, offering healing, self-made wands, information on the Belkzen Holds and its perils, fully-trained megafaunea mounts, and all at extremely reasonable prices. It is the outsiders who gave him his new moniker, "Doctor Strangemeat", and he has happily adopted it.
Even other Orcs know him by this name now, and Tsadok is forgotten. Doctor Strangemeat is the mad Orc who trains mammoths and other megafauna, who accepts apprentices from any tribe and trains them to be Adepts or else instructs them in the ways of the Boar Style martial arts developed by ancestral Orcs. Those who suspect he is also the one to send adventurers into the ways of Orc tribes either fear his madness too much to hurt him, or have learned to appreciate the chance of plunder and battle the mad Orc provides. With Doctor Strangemeat herding outsiders towards them, they do not need to go looking...

Regardless who he deals with, Doctor Strangemeat is a happy, even charming fellow. He is gregarious and garrulous, more than eager to share his knowledge and sell useful equipment, no matter who comes calling. If he meets outsiders, he offers them the hand of friendship and every bit of aid they need. If Orcs approach him, he does the same, but he always tests them first.

Lair
Doctor Strangemeat still inhabits the same cave he originally hid in after the destruction of his tribe, but as apprentices came and went, he put some of them to work on expanding it. Nowadays, 'Casa del Strangemeat', as he calls it to anyone who asks, is a pleasantly spacious cave complex, with several camouflaged escape tunnels in case of hostile visitors.

Outside the cave, the Doctor has built a stable and training ring for the megafauna his Orc customers bring to him to train. A second, smaller stable is reserved for apprentices who come to him to learn magic or martial arts. Doctor Strangemeat makes a reasonably steady living, training living, moving weapons platforms for Orc tribes, not to mention passing on the deadly Boar Style to eager young bloods.
One of his caves is devoted to the art of crafting wands, with commissioned projects waiting for pick-up and wands the mad Orc makes for his own amusement all neatly organized and labelled.
Three of the caves are devoted to the Doctor's harem and his offspring (currently three girls and two boys); females have also come seeking the Doctor's teaching, and some of them stayed on. For all his madness, Doctor Strangemeat is surprisingly considerate of Orc and Half-Orc females. It is possible that he feels they already face a lot of pressure to excel.
Since this is a semi-permanent dwelling, the Doctor demands that his wives keep the place clean. The Orc-women consider this another sign of their mate's madness, but tolerate it for a life that does not involve any beatings, but instead has a regular supply of food and considerable comforts by their standards.
In case of invasion, the Doctor's harem and young know to flee through one of the tunnels and to a second, more carefully hidden cave complex at a fair distance. Everything but his women and his young, the Doctor is ready to abandon at a moment's notice. If outsiders take his things, they will be a better challenge to the Orc nation. If Orcs take his things, it is a sign that they are showing proper Orc aggression and are eager to become stronger.