Male Dwur (Dwarf) Cleric 10
"Coffie, iz gotz brandies, coffys bedder wiz barndies. I knew a Brandiz once, HAR HAR HAR, ifen yaz kowz what I mean" nudge nudge wink wink.
Male Dwur (Dwarf) Cleric 10
"I'll distract the manager while you guy's look around, just don't cause any property damage or take any thing that don't balong ta us". Acting drunk and loud "Who's in cgarge her , I wnat ta see the one who makes the disicions here...I need ta pick up ma horse-n-saddle..."
Male Dwur (Dwarf) Cleric 10
To Twitch and Korren: "Afore tha disturbance ye mentioned ye might know where some Dwurs hid some heirlooms. I'd be very interesred in helping ye find it, provided I be getting me kins axe if'en its there". To everyone: "I sugest ye take care of ye personal bussiness' an meet at the Gyrfon on the morn ta find the cause of the curse".
Male Dwur (Dwarf) Cleric 10
Garyd Bladebolt wrote:
“Well I have no desire to murder any of you yet, so it does appear new arrivals may not be immediately affected. If we are unaffected it is our duty to find out what is causing this insanity. We should start looking for clues at places that should provide some protection from this madness like the consecrated ground of a temple or the magical wards of arcane collage“.
Male Dwur (Dwarf) Cleric 10
Garedo 'Twitch' Twittershill wrote:
"Aye, I try ta stay away from all old ladies just in case there the real thing. I only see two of ya, guess the rumors of the disaster that happened in that last tomb ya robbed was true".
Male Dwur (Dwarf) Cleric 10
"I have heard tales of these 'storm riders', they where cursed by a god of storms and now wherever they ride they're followed by storm clouds and bad luck". Do I know anything more about the storm riders? History check=20 "Are ye suggesting the gloom o'er the city is caused by a group of cursed mercenaries that ain't even here yet, not likely. Tis more likely something was left here in the city when the giants left. Istivin wasn’t retaken by force the giants and their masters just left letting the kings troops have the city. Lots of nasty things could’ve been left ta vex the humans.” I push out the empty chairs at the table with my foot indicating to the others to join us.
Male Dwur (Dwarf) Cleric 10
Aerflae Windwaker wrote:
"Aye they twas possessed by somth'un, spell or creature I dina know. I spect that it's going on all o're the city fer a awhile. Perhaps the local temple would have a room safe from prying eyes where we kin talk".
Male Dwur (Dwarf) Cleric 10
Magnus kneels over Olaf and begins a healing prayer. Pulling the chisel from Olaf's arm and staunch the flow of blood until bone and flesh are healed. "by M's grace I mend the wounds inflicted upon you, praise by the maiden of valor". I throw a couple lg cures on Olaf to bring him around. "Now can anyone tell me what going on?"
Male Dwur (Dwarf) Cleric 10
DM Jester wrote:
smack down on Olaf the tanner (punch Olaf twice)
Male Dwur (Dwarf) Cleric 10
"They'er possesed, knock them out before they kill each other". Subdual attack on the closest one, first attack=28 damage=6; second attack=19 damage=7
Male Dwur (Dwarf) Cleric 10
Magnus will get and try to interpose himself between the two fighiting, "Gents thar ain't noe reason ta be fighting o'er a spilt beer, now I sugest ya stop yer brawling afor my vows force me to stop the both of ya. Now sit on down and have the barkeep pour ya another round".
Male Dwur (Dwarf) Cleric 10
"Family business, an uncle sent me ta find sumpthin he left when the giants (spits on the floor) overran the city bout a decade ago". I shift my shield so the symbol of Mayaheine can be seen. "What you an your shifty friend doing in town? If yer up ta no good be warned that my vows will make me your foe if ya are ,not saying ya are but just saying". to Mitzi, "Thankyamuch, how much I owe ya Doll".
Male Dwur (Dwarf) Cleric 10
Garedo 'Twitch' Twittershill wrote:
"Getcher own, ya mooch. I'm just saying this ain't the way a taverns suposed to be".
Male Dwur (Dwarf) Cleric 10
DM Jester wrote:
Brandishing my holy symbol,"I am Magnus Shalefist War-Preist of Mayaheine, protector of the downtrodden, enforcer of justice, and bastain of valor. In Mayaheine's name I have fought with your fathers to hold this land and fought with you to reclaim it".
Male Dwur (Dwarf) Cleric 10
Aerflae Windwaker wrote:
Thats humans for ya, no work ethic, no sense of pride in the quality of their buildings. The city looks the same as when it was reclaimed from the giants. I think I remember a few good pubs from the last time I was here, all of them far from this damm river.
Male Dwur (Dwarf) Cleric 10
DM Jester wrote: Seems like we are only waiting for one character. Does everyone feel ok with me adding a few things for backgrounds, such as who you know when and why? I'm ok with it. In Magnus' backstory he traveled with the dwarves that warned Istivin of the giants army and stayed to fight with the kings armies.
Male Dwur (Dwarf) Cleric 10
Almost finished, I just need to double check my skills , pick magic items and come up with a background story. Couple of questions though:
Is it possible that Magnus was with the pary from Deepholm and stayed to whitness the capture and recovery of the city? Any limits on magical buffing Items other than gold?
Male Dwur (Dwarf) Cleric 10
DM Jester wrote:
Not a problen, converting to Mayahene now. The underwear the Mayahenes make you wear feels funny though (less room in the crotch).
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Sanity (Current, Threshhold/Edge/Total Score): Rivas (1, 4/21/43) | Ember (3, 3/20/40) | Gladiola (5, 3/19/39) | Eponine (1, 4/22/44) | Pasiune (1, 3/22/44)
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Epigraph:
”Song of my soul, my voice is dead,
Die though, unsung, as tears unshed Shall dry and die in Lost Carcosa” - Robert W. Chambers, The King in Yellow Prologue Introduction: This dim city had a strange, disturbing serenity to it. Peach-orange clouds hung stagnant in the enduring twilight. Black stars twinkled in an otherwise motionless sky. This forgotten city had a merciless silence, marred only by the sounds of footsteps.
Five men and women marched mutely over the cracked cobblestone streets that carved through buildings abandoned by all but time. None lead the march, all knew the way. They’d all been here before, they all swore it, yet walked aimless, allowing vague memories to return with each passing step. First was a handsome man. He nervously spun a dagger in his fingers, a practiced motion. He looked at the others, though his gaze fell elsewhere when they tried to meet his eyes. The second was a scrawny, ragged man with unpolished charm. He was Varisian, with tan skin and brown locks. He kept looking over his shoulders, avoiding eye contact, monitoring those that walked with him. A strong woman walked rather triumphantly. She had dark skin, black hair, and gripped a Lucerne Hammer. The weapon seems well used, blade somewhat bent, hammer worn and dented. She wielded it with an unsettling comfort. The second woman had pale skin and short, blonde hair. She seemed almost starved, yet maintained a frail beauty. Her left eye had a black tattoo over it, and she knew the others were staring at it. Lastly, a brunette woman. The only among them who wasn't human. The Changeling had striking eyes, green and blue. She wrapped both arms around a starknife, as if it was all that held her together. The two men attempted to speak, breaking the group’s silence. Despite their best efforts, Rivas and Ember couldn’t communicate. They’d forget what they were saying a word into their speech, and would trail off before attempting once more to say something they couldn’t remember. The three women were quiet, either mystified by this strange place, or seeing no value in a conversation they could not maintain. The five of them walked together, and though paused at the same moment. Their hearts beat, quick and thunderous, tugged at by forces unknown. Their blood pounded, their hands trembled with each raging beat. Their minds ached with each deafening throb. But the throbs were not just within their minds, as louder and louder, footsteps echoed the forgotten city. A fear, a choking fear, crawled up their throats, palpable and thick as the sickly yellow fog that curled into the alley. The cloud tumbled through the street, swelling towards them, quickened as it was funneled by the towering, gray brick buildings. The footsteps grew louder, keeping pace with the careening, hungry wave.
Sanity (Current, Threshhold/Edge/Total Score): Rivas (1, 4/21/43) | Ember (3, 3/20/40) | Gladiola (5, 3/19/39) | Eponine (1, 4/22/44) | Pasiune (1, 3/22/44)
Information to be announced. Thinking about using Horror Adventure's Sanity Rules, tell me what you think of them. Won't be starting for a little bit, my In Search of Sanity book isn't arriving until the 16th. Feel free to use this space to discuss what kind of characters you might want to play, the vague recollections of past memories you might have, what you'd like to see in this adventure.
Party Warehouse Map | Second Warehouse Map
Congratulations to everyone. As soon as we are ready, this will host the game. Make a post to add yourself to everything, and lets move the conversation to the Discussion Thread to talk about things. I am a first time PbP DM, so tell me any conventions, info to bring me + others up to speed! Lets get this noble-ball Roland (Rolling, I am sorry) !!!
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
Greetings travelers, and allow me to take you to the nation of Durendal, a place once home to proud warriors who conquered and claimed all they could. Four hundred and eighty three years ago (and soon to be 484!), heroes of the nation fell a great dragon, freeing the people of Durendal, allowing it to spread its borders over the next few hundred years. Unable to claim Tizona, a northern island nation, for its harsh environment and fickle magical dead zones, and unable to conquer The western Kingdom of Greater Galatine, for its wealth of sorcerers, Durendal has entered an age of peace and prosperity. For the last one hundred and fifty years, the denizens of the nations have focuses on creating grand cities, making its lands safe for travellers, and trying to maintain its relations with Galatine and Tizona. But an entire nation is too big of a scale for this story. No, this story takes place in the city of Roland, where the only thing grander than the city itself are the dreams and ambitions of its denizens. A city whose main trade is politics, and oh boy does it trade. But who does this story star? Four, maybe five cutthroats, on their way to the top? Perhaps those with a promise to make the city a better place? Do they strive to keep peace, or do they see returning to war as the way to advancing their nation? Maybe of these sorts, or maybe something entirely different. What is certain is that this is a story about the rise, and perhaps the fall, of several aristocrats. A tale of men and women without heroics but dreams and a drive to see them to reality. An adventurer’s battlefield is a place of honor and legend. Among combatants you risk your life with, among those that you trust. A sword in one hand, a spell in another. But for the civilized Aristocracy of Roland, the battlefield is something entirely different. Wars take place at the extravagant parties of “friends” and acquaintances, their silver tongues clash like steel. Holy altars are defiled with marriages built for wealth, lust and power. Favors are asked, but what you may have to do to repay the favor could topple everything you have worked for. Everyone has a secret that everyone else wants to know, and wants to exploit. A man with a sword can change a battle, but a noble of Roland can change the world. Tales from Roland One:
“The carriage comes to a stop outside the city gates. Reyes looks worried, though partially in wonder. Augustine shoots him a glance and smiles. 'Everything is grand in Roland, you will love it, I promise.' Reyes sticks his head out of the carriage, looking at the wall that ascends hundreds of feet into the air, a scale unlike anything he has seen before. 'It is its own little world, your troubles won’t follow you. Though it is a bit more…,' Augustine thinks for a moment, giving a twist to his hair, 'civilized than what you are used to.' Reyes withdraws back into the carriage, puzzled. 'There are just more rules I suppose.' The carriage begins to roll once more, gently wobbling through the laid bricks, passing through the city gate. 'Don’t get me wrong, there is no shortage of savagery, it is just different. Conflict is fought with words here, no swords or sorcery.' Reyes remains silent. 'It’ll come off as a bit of a shock, how you’ll be living I mean. But its just like I said, everything is just grander in Roland, there is no other way to put it.' Light flickers through the veil of the carriage, dancing across Augustine. 'Just take a look out the window, you’ll know what I mean when you see it' Reyes opens the veil, and take a peek out. His eyes go wide, and a smile cracks. Before Reyes was silent, but now he is speechless.”
'Tales from Roland Two:
“'Everyone has a secret' Ariel starts, 'do you want to know mine?' Lambert seems annoyed. He lights a cigarette, coughs, and blows smoke into the air, off the pier, carried on the winter wind. 'You said this was important, damn it Ariel. I am tiring of your games, it is cold and late.' Lambert takes another drag, turning back towards Ariel. 'And can you stop your damn grinning?' 'One more time, just humor me,' Ariel tells him, trying to hold back a smile,and a chuckle. Lambert sighs. 'Alright Ariel, what is your f*$@ing secret.' 'I,' he starts, whimsically tapping his chest with one of his fingers, 'collect other people’s secrets...' Ariel lets out the laugh he has been holding, '...and then,' another laugh, 'I blackmail them.' The laughter is cut, but the smile remains wide. Lambert doesn’t find it as funny, letting out a small curse. Ariel extends his hand, gesturing to the cigarette, and Lambert passes it to him, taking out a second one for himself. 'So Lamby, I think we both know where this is going next.' Ariel breathes in the cigarette, letting the smoke trickle out of his mouth as he returns to laughter.”
Themes of the Campaign:
As in the title, the main themes to the game are intrigue, aspirations and betrayal. Other themes include racism, classism, and social injustice. A previous incarnation of the game dealt with the dangers of magic to society, ideals of self vs. the world, and terrorism. The game may get into dark territory, but never overly so. PG-13, maybe rated R for language at times. ”Character Creation”:
Below are the basics for character creation, with more elaborate rules in the Design Document. The campaign is not battle focused.
About Me:
Campaign Running Info:
Notable Homebrew Game Rules:
The following is taken from the Design Document.
Maps, resources, et cetera:
The Design Document, give it a read. I am hoping to have the campaign start sometime in Early January, with preparation for it going on until then. Looking for 4 to 5 players, leave comments, message me with any questions or if you want in.
Does the Visionary Researcher Alchemist archetype's Experimental Mutagen give your buddies the bonuses of Feral Mutagens or Elemental mutagens, or just the ability score increase of the mutagen/greater if the alchemist has the discoveries? Only reason I ask is that discoveries such as the Feral mutagen state when the alchemist imbibes the mutagen, and I am not sure if this is to exclude others, or just didn't include the visionary researcher's experimental mutagen ability as it is kind of a unique circumstance. If so, does the damage of the extra attacks get halved? Not quite sure how to rule this one. Anyway, thank you kindly. |