Conchobhar Shortstone

Pekk Carndellvyn's page

36 posts. Alias of Black Dow.




"Oh, Superman, where are you now
When everything's gone wrong somehow?
The men of steel, the men of power
Are losing control by the hour!"
- Land of Confusion, Genesis


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Hi Folks

I just set up a new PBP game: Black Dow's Golden Heroes but after dotting and deleting in the Game Play Thread think I may have messed with its protocols as I can no longer post (or at least see any posts/content).

I vaguely recall doing this once before and it being resolved... but any help or steer on this one is greatly appreciated :)

Cheers

BD


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The year is 1985. The location… The United Kingdom & Commonwealth of Great Britain. Civil unrest is rife, the economic & political divide is widening as corporations clash with unions, and supernormal crime is on the rise as the authorities struggle to cope.

The press and media tread an uneasy balance between popularism, sensationalism and sleaze verses in-depth reporting and meaningful news, with public opinion easily swayed.

The Prime Minister has just returned to her seat at the head of the Tory Government after recovering from an assassination attempt by a Supernormal Terrorist. No longer just PM Margaret Thatcher, now she is augmented by pioneering cybernetics and truly is… The Iron Lady!

However its not all bad news: The Cold War seems to be thawing, the Home Computer revolution is underway, with Amiga, Atari, and Sinclair all entering the market. Bond is back on the big screen with A View to a Kill and Duran Duran are #1!

And while Tina sings "We Don’t Need Another Hero”… The UK most definitely does! And so it is that this Land of Confusion sees a new wave of so-called “superheroes” arise... Ready (and willing?) to bring justice to an unjust world!

Congrats and welcome to our Golden Heroes game - Phase 2. Here we'll thrash out the backstories a little more, refine the powers and discuss overlap/power levels etc.

With 7 of you I'm mulling having everyone limited to 7 Power Rolls, but we can discuss that one as a group.

Best idea is to get some aliases pulled together and we can look at everyone's Powers & any WIP etc.


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Oh, Superman, where are you now
When everything's gone wrong somehow?
The men of steel, the men of power
Are losing control by the hour
- Land of Confusion, Genesis

So this is a thread to gauge interest on playing a rather niche Superheroes game from my halcyon days of gaming: Golden Heroes.

Bit of background - Golden Heroes was published by Games Workshop back in 1984 in a time when the Warhammer juggernaut hadn’t crushed all before it. GW produced a bunch of roleplaying and board games and White Dwarf supported them admirably.

As a comics fan (2000AD and 70s/80s Marvel were my escapes pre-roleplaying) I was naturally drawn to Golden Heroes, and its kept a special place in my Grognard heart ever since.

Recently I’ve moved home and been dusting off long forgotten boxes of old roleplaying material, notes and games of yesteryear. Golden Heroes once again piqued my interest - given I’d barely scratched the creative surface in my storytelling some 4 decades (yikes) ago…

So here we are. I’m battle tested upon these boards - I’ve had the privilege to play under some amazing GMs and alongside numerous creators and players of the highest calibre. So thought I would test the superheroic waters with an interest gauge on a Golden Heroes game (could be I’m one of a dwindling few who played it and even rated it lol).

I’ve hyperlinked a copy of the Player's Rulebook in the spoiler below:

Golden Heroes:

Right now I’m not looking for any character concepts (as much of the fun of GH was the randomness and creative jigsawery of building a hero). Plan would be if there’s enough interest for players to roll up a bunch of characters, see what piques the interest then take it from there.

The game would be set in the 1980s and in the UK. Hometown will either be London or Granite City (a comic book version of my hometown of Aberdeen, Scotland). Leaning toward the latter as Aberdeen is a oil city so attracted workers and families from across the globe. Americans and Commonwealth personnel were (and still are) a familiar sight in the city. Will give any prospective players plenty of rationale to why they are in the UK (homegrown or otherwise).

Am envisaging the game to have a real Bronze Age feel - we’re not in Dark Knight or Watchmen or Antiheroics (…yet…) but it’ll have some dark veins of storytelling as we will be playing in a Cold War world where civil and social unrest prevalent in British society (jeez could be 2025..! however I digress)

I have all the published scenarios - both GH and from White Dwarf and have earmarked some 80s Champions adventures to convert also. More than enough for a full blown campaign.

If I get enough interest I’ll either run a full blown recruitment or turn this thread into one.

Am curious to see if there’s any appetite for this at all to start with at all tho’ - could easily be a dud lol.

If you’re still with me then please indulge me in the following:

Have a read of the Wiki and Player’s Rulebook if your not familiar (or reacquaint yourself if its been a while)

Feel free to ask any questions regards the rules and aspects of the game.
Again GH isn’t a game where you can peg a archetype and build that character.

Your character will start with 2d6 (halved) +4 Power Rolls. You can use these power rolls in 1 of 4 ways:
- Roll for a Superpower (random, d100)
- Upgrade an already rolled Superpower
- Select (or Roll) an Advantageous Background (d10)
- Enhance a Superpower (a gimmick or improvement)

So depending on your first batch of rolls you will get an idea on who or what you might end up with. In the true spirit of the game, typically discarded concepts become supervillains for us to use :)

Like I said at the outset this is really an interest gauger - I’ve no set idea on number of players… (as I might get none!) - but if I have one it’ll be a solo game… any more it'll be a dynamic duo, terrific trio or fantastic foursome, 5+ will be simple Excelsior!

Cheers BD


Hey Folks

I started a campaign and put up a placeholder post in the gameplay thread just to get things started, and then deleted said placeholder post which has now caused the gameplay thread to essentially "disappear"...

Checked the site and now understand that this totally noodles the system - my bad, so needing one of you helpful tech goblins to assist me in getting the campaign live again if possible...

NIGHT BELOW - Black Dow's C&C Underdark Campaign

Thanks in advance

BD


“Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it.” ― Terry Pratchett, Reaper Man


"The enemy is within the gates; it is with our own luxury, our own folly, our own criminality that we have to contend." - Marcus Tullius Cicero


"Reaching an Inn after dark is the difference between life and death! Plain an' simple..." - Roadwarden, Otto Trevestein

"My lad I shan't tell you not to go gallivanting off to the Empire seeking brave adventure... No far from it... However my only advice would be to always seek out an inn rather than camping the forest. Inns are warm and safe... and ensure your bloody companions will not badger you into thinking it is your duty to cook for them!" - Retired Halfling Adventurer, Golo Shandymug

"I spent 'alf a day travelling a paltry six miles! I 'ad to personally push my coach on three separate occasions because ze road was so rutted zhat ze wheels kept getting stuck! My coat has been ruined an' my favourite wig was lost in a puddelle ze size of my own grande bath! After all of zhis out pops some boiled faced peasant who informs me I am to be sharged 10 crowns for "road maintenance"! Zut alors! Ez it any wonder I set my man upon 'im eh!?" - Visiting Brettonian Noble, Gaultier de Belloy


Hey Folks

This PBP Game is no longer active - GM ghosted on us.

Could you please deactivate the game for us.

Cheers

BD


Hey There

Could the following PBP Thread Starfinder: On Blade's Edge be shifted to Inactive please?

I dropped out just before GM ghosted and its still showing as active campaign in my (and presumably the other players) Online Campaigns

Cheers in advance

BD


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Just wondering if/when we could expect a drop of new avatar images?

There's been a tonne of Starfinder, PF2 and legacy PF1 art that's not appeared and by my reckoning its been a couple of years since the last big drop of art.

Appreciate other stuff takes priority, but for the pbp community they are like mana from the gods.

Even an ETA on when we some new images could be bestowed would go a long way :)

Thanks ahead of time

BD


D/O/T


Hi Guys

I'll direct you to a post that just appeared in a recruitment thread of a PBP I'm in: FInal Post - game is underway and the post itself is a word snatch from an earlier post from one of our group.

Spliced hyperlinks to stuff I have no intention on clicking mixed throughout. I'm a tech neanderthal so have no notion of what's gone on, other than it looks suspect.

Its the only game I'm in that I've noticed it crop up in - but thought it prudent to both flag and cross reference here.

Cheers

BD


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Hey All

Not sure if this is the right section of the website for this - so please reassign to the correct venue if not...

Sadly I've been involved in two games here on the boards where unfortunately players involved passed away.

Those we lost were: Nick Goodner (aka Thestrongangel) two years ago, and JustinLWarren only last month.

While the games themselves (and others they were involved in) mourned and offered thoughts, prayers and memories of the two gentlemen taken far too soon, I was struck by the notion that this is a fact of life - people do pass, suddenly and shockingly and (sadly) it has likely occurred many times to our online and wider community.

What also stuck me is there was no Paizo-centric thread or section of the website devoted to these sad announcements, or sharing creative memories of those members of the Paizo community we have lost.

Apologies if this has been broached previously - nothing I searched for flagged up (save threads set up in the memory of specific individuals by fellow players/GMs etc).

The announcement of the passing of both above players took me by surprise, and Justin's really shook me to the core, making me reflect on my own life and mortality. From my perspective these are individuals who built uniquely creative events in the games we shared - humour, excitement, pathos and above all else enjoyment.

Just wonder if an "official" corner of the boards to remember these co-creators and fallen friends would have merit?

Cheers

BD/Gary


Testing... Testing...


Hey Folks

Set up a new Starfinder pbp game and did some renaming of the campaign.

Activated the OOC thread for character development (its a closed recruitment) and gameplay thread to allow dotting and deleting.

One of my players flagged up that they tried to post in the gameplay thread and the post got eaten. Tried it as well and getting no preview and no visible post.

Could someone have a look and see what the issue/possible fix is?

Gameplay thread: GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH


Right here’s the OOC thread for my forthcoming PBP take on the Dead Suns AP. Game launch will likely be toward mid September, so we have plenty of time to prep characters and digest the rules.

For the meantime we’ll utilise this thread to discuss character creation, concepts, backgrounds and the AP itself.

From my pov I’ve always been a fan of sci-fi as much as fantasy, both in terms of gaming and as a broader genre. 2000AD and Starlord were my weekly fare for decades with strips like Judge Dredd, The VCs, Nemesis the Warlock, Strontium Dog and Ace Trucking & Co shaping my imagination for decades. Traveller, SpaceMaster, Shadowrun & Judge Dredd RPG were all staples of my halcyon days rolling the bones. Dune is, to me, the zenith of sci-fi writing, but I’ve been inspired by Neuromancer and Ready Player One to name but two. Everything from Space 1999 through to Firefly and The Expanse have ticked my box on the box, and movies like Blade Runner, Outland and Alien(s) to the more recent Rogue One, Dredd and Guardians of the Galaxy have all driven this decision to run Dead Suns.

While I can’t say if this game will be my typical grimdark[star] fare yet - I will be striving to make the feel of the game come alive. From post styles, to use of languages to maps et al… I’m aiming to give the setting a futuristic feel and vibe.

There’s already been some verbal interest given from my freebooting shipmates;

Mark ▸ Ysoki Mechanic
Voodoo ▸ Ysoki [pilot] Mechanic or Android [Merc] Soldier
Scran▸ ????
JW▸ ????

Won't hold you to the above concepts folks as I know reading into SF and the plethora of other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game] and I'll up-recruit from other games I'm in.

CHARACTER CREATION▸
Okay now onto the nitty-gritty [will reprint most of this is under my Galactic Master Black Dow profile for ease of reference]:

Classes▸ All classes from the Core StarFinder rules. This game will not be a mass bug-hunt, so character roles covering all types will be highly desirable. You will ultimately get access to ship[s] as the AP develops, but those can be covered and developed upon as you see fit.

Races▸ Core races only please. Appreciate dropping the legacy races into the mix would be fun, but with a tonne of new racial options and flavours I’d prefer to go with the new over the familiar.

Starting Level▸ 1st.

Ability Scores▸ Standard 10 point buy. Flaws are allowed [HouseRule #1: For every 2 points you drop in one ability, you may raise another by 1]

Feats▸ Core.

Languages▸ All characters start off with Common, Racial Tongue and Planetary Language regardless of any additional from INT or Skill picks. Fair warning here I’ve been looking at some of the more colourful and odd language options in Google translate. Some of these may well be attributed to Pact World tongues [but I’m open to discussion on which - would we agreed on a default for Akitonian or Vesk than me imposing it].

Alignment▸ No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Credits▸ 1000CR

Background▸ The Adventure Path starts on Absalom Station - which is the massive space station that is the epicentre of the Pact Worlds, and now system’s primary home of humanity. The PCs have come to Absalom Station for any number of reasons, but they should have a connection of some kind [be it professional/personal/vague/familiar/convenient/desperate] with a Dwarven Starfinder named Duravor Kreel.

Through data transmissions you have arranged to meet Duravor on Absalom Station (Docking Bay 94) where he has promised to show you round the station, assist in your assimilation to your new home and hopefully recruit you to the Starfinder Society…


Some flavour by Mr Kipling... draw from it what you will... ;)

The King's Pilgrimage - Kipling (1922)

Our King went forth on pilgrimage
His prayers and vows to pay
To them that saved our heritage
And cast their own away.

And there was little show of pride,
Or prows of belted steel,
For the clean-swept oceans every side
Lay free to every keel.

And the first land he found, it was shoal and banky ground -
Where the broader seas begin,
And a pale tide grieving at the broken harbour-mouth
Where they worked the death-ships in.

And there was neither gull on the wing,
Nor wave that could not tell
Of the bodies that were buckled in the life-buoy's ring
That slid from swell to swell.

All that they had they gave - they gave; and they shall not return,
For these are those that have no grave where any heart may mourn.

And the next land he found, it was low and hollow ground -
Where once the cities stood,
But the man-high thistle had been master of it all,
Or the bulrush by the flood.

And there was neither blade of grass,
Nor lone star in the sky
But shook to see some spirit pass
And took its agony.

And the next land be found, it was bare and hilly round -
Where once the bread-corn grew,
But the fields were cankered and the water was defiled,
And the trees were riven through.

there was neither paved highway,
Nor secret path in the wood,
But had borne its weight of the broken clay
And darkened 'neath the blood.

Father and mother they put aside, and the nearer love also -
An hundred thousand men who died whose graves shall no man
know.

And the last land he found, it was fair and level ground
About a carven stone,
And a stark Sword brooding on the bosom of the Cross
Where high and low are one.

And there was grass and the living trees,
And the flowers of the spring,
And there lay gentlemen from out of all the seas
That ever called him King.

'Twixt Nieuport sands and the eastward lands where the Four Red Rivers spring,
Five hundred thousand gentlemen of those that served their King.

All that they had they gave - they gave -
In sure and single faith.
There can no knowledge reach the grave
To make them grudge their death
Save only if they understood
That, after all was done,
We they redeemed denied their blood
And mocked the gains it won...

KRALJOTVORAC ACT 1: SKROMNI POČECI (HUMBLE BEGINNINGS)

1st Calistril, 4713 AR

In contrast to the bleak late winter that hangs, pall-like o’er the nation of Brevoy, the meeting chamber deep within the Lord Mayor of Restov’s mansion is warm and opulent. Tapestries drape the walls, their stories of the Rostland region’s history retold in rich colour and thread.

In the corner a fire glows bright, its heat providing welcome warmth to bones and spirits, while torch light makes shadow’s dance to a flickering jig. Underfoot the room’s lacquered timber floor bears detailed carvings of beasts and fey, each hallmarks of Brevic craftsmanship and tradition.

A finely wrought oaken desk finishes the room; each of its four stout legs a carved vista of snapping wolves chasing dancing fey. Atop its surface sit five pewter drinking mugs, each steaming in the room’s low light. Their unmistakeable bouquet confirms their content as Grzaniec – a potent mulled wine of Restov. A calm subtle voice cuts through the eve’s silence;

“Please, please do not stand on ceremony my friends... drink... drink... Let the grzaniec warm your bones.”

Leaning forward into the lamplight reveals the owner of the rich, crisp voice as a woman, lean and angular; perhaps some thirty winters old. Her night black hair frames a face noteworthy for the two pale scars that run from lip to crown; mementos to her martial profession. You notice she is dressed in fine russet robes of imported Tian silk and wears a fine cloak of ermine; all declarations of her status.

At her hip sits an icon of Brevic culture; the signature razor edged duelling blade of the famed Aldori Swordlords.

Idly the woman plays with a silvered letter opener; a miniature doppelganger of the sword she wears, as her eyes scrutinize each of you in deliberate measurement. Whether her gaze is one of the experienced soldier weighing up new recruits, or that a Katapeshie lioness weighing up its next meal you cannot yet distinguish...

Nodding as if the solution to a silent question had revealed itself, she finally speaks:

“Dobrý...Good... Anando seems to have picked adeptly for this particular endeavour we all embark upon.”

Her eyes glance to the leather journal open before her; the self-same journal in which the aforementioned Halfling scrivener “Anando” had judiciously noted names, professions and finer particulars during your initial selection regarding the venture. A venture that many had answered when Restov’s petition requesting “Privateers and Pioneers of a discerning nature, who seek expansionist profit and intrepid adventure” had been first issued to guilds, churches, taverns and upon placards. Yet now only you five stand...

“Ladies and Gentlemen, for those of you who do not know me - I am Swordlord Jasna Aldori, and will act today on behalf of my blade brethren and of course the City of Restov’s Lord Mayor Sellumius, to whom we all owe a debt for the warm hospitality on this cold winter eve”.

Those of you familiar with the nation’s language note the woman’s first name. In Old Brevic “Jasna” meant “clear or sharp”, an apt forename for a Swordlord; men and woman renowned throughout the Inner Sea for their duelling prowess in both the political arena and upon the battlefield.

“To business then, let us see what our astute Anando made of you all...”


Here’s the OOC/placeholder thread for all would be adventurer’s in my Kingmaker Adventure Path PBP. Game will be looking to begin in say a couple of weeks [want plenty of time to prep characters and intro scenes].

For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself.

As this is an AP I'm hoping it'll run slightly quicker than my Iobarian Saga game, but I'll be flexible to the party's needs.

Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously. That being said my version of Kingmaker will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Old Slavic and fey materials and mythos and also Tales of Old Malgreve sourcebook.

Recap of those interested in answering Restov's call:

Mark Sweetman: ????????
Drayen: Human Aldori Sword Lord?
Thanos Maximo: Elf Wizard (Diviner#?

Have a party of 4-5 in mind, and currently no-one is nailed down to any classes or concepts #hence the ?#.

May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here.

CHARACTER CREATION

Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]:

Classes: All classes/archetypes from Paizo sources.*/**

* Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this AP too well.

** Gunslingers... Am torn here. Not typically a fan, but the "frontier" nature of the class and the prospect of "cold iron bullers" may make me a believer lol###

#b#Races#/b#: Core ideally, but any fey/slavic flavoured would be considered#

#b#Starting Level#/b#: 1st

#b#Ability Scores#/b#: 20 point buy#

#b#Feats#/b#: Paizo materials are sound# Other sources must be approved by me#

#b#Traits#/b#: 3 traits #one of which must be a Campaign Trait - see below, other sources as above## Please ensure the Campaign Trait selected is reflected in/of your character's background# As with my Iobarian Saga I'll be awarding traits as part of advancement rewards #although unlike the Saga will choose those that fit individual characters particular in-game achievements##

Kingmaker Campaign Traits

Languages: All characters start off with Common and regional language.

Experience Track: Standard.

Hit Points: Max at first level, rolled or class average [PC choice] from their-on in.

Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Gold: Maximum for class.

Background: For those of you familiar with Kingmaker AP, you will probably begin the AP in Brevoy as prospective trailblazers selected to forge a realm in the wild uncharted area of the River Kingdoms. Consider a rationale why your character answered the call or was indentured into the venture #by guild, parent, punishment for crime, political alliance, divine inspiration - whatever#.

Part of the introduction will be the roleplay of the final stage of the selection process, so also give me a short self-summary that your character would have given describing their skills, background, heritage #whatever they would provide#; can be as succinct or verbose as your character would wish :)


Wee question regards pbp generally and my game specifically...

One of my players (Marcus Mayes/Drayen) has recently re-joined my Iobarian Saga pbp game. However his character Dísa Valbjörndóttir is not showing up as an active character...

Will this naturally happen after a number of posts or do you guys have a fix for us?

Cheers

BD


As a long time fan of Celtic mythos, wonder if anyone's came across rules/archtypes/rage powers for a Warped Warrior style barbarian?

Fundamentally thinking someone who "hulks up/warps" becoming a Large sized "warped" form (with all the bonuses/penalties that come with it)

Cheers ahead o' time

BD


Alright folks,

Am currently running a pbp set in Iobaria which is my Pathfinderised version of TSR's classic UK 2 & 3 series The Sentinel & The Gauntlet rebadged as northern saga.

The game has peppered swathes of Olde English/Dark Ages feel both in terms of language and setting. Its my first as a DM and a love-letter to the classic adventures of my youth and the legends and tales of the Norse and British Isles.

The party were recruited (pressed into service) from other games I'm lucky enough to be part of here on the boards. Currently we have a dwarven (dweorg) priest and human alchemist, barbarian, ranger and fighter.

Would really like a rogue or bard to fill out the ranks and join this saga...

Here's the link to the Campaign Info to give anyone interested a feel of what the games about.

From there check out the game play for an idea of how I GM and how the rest of the group play.

Pretty open to concepts and ideas. Start at 3rd level.

As its a Dark Ages style campaign, I'm keeping the black powder out of the snowy tundra :)

Queries, Questions and Characters welcome...


Hi Guys

Just moved house and trying to clear the decks a little coin-wise. Reluctantly could I ask you cancel my AP subscription until further notice.

I'm hoping to start again with the next AP, so is it easier to suspend by sub or just create a new one when I'm ready?

Cheers

BD


Hi Folks

Just a longshot here but are there any lawyers on the boards? (I can see the potential one-liners already) Particularly one with experience in employment law...

If your willing (and able) to offer some advice PM me please on:

dmblackdow@gmail.com

Cheers


Wealday 10th Lamashan (Late Autumn)
Late eve in village of Kustir

Weather Conditions: Deep lake haar punctuated with light sleet

The spectral glow from the numerous fishoil lamps does little to ease the eerie feel of Kustnir. And their stink does little to endear you further to this isolated place…

This small Iobarian fishing village, perched on the bank of the Lake of Mist & Dreams, is home to around 90 souls. Though the thick lake haar, and graveyard silence makes you wonder if that the number is wholly accurate…

Barring those villagers who greeted you at the gate or who now sit, morose in their cups within the drinking lodge of The Kelpie’s Net, there has been scant signs of life. Or indeed of death… as the murderous curse the village has apparently endured has also failed to materialise since your arrival.

You have of course seen little of the village since arriving, having been hastily installed in The Net as the village council argue the best course of action. Klenna Fiscsdohtor, the eolder’s daughter has checked on you once or twice, but for the main you’ve sat and waited for a decision and to be formally received in the longhouse. Until this eve. The council have made a decision and on the morrow you will be petitioned by the eolder Pater Fisc on behalf of the beleaguered village. For what purpose or reason remains unclear… as muttered gossip and rumour clouds the place more than the haar that enshrouds the place.

The Kelpie’s Net is one of the few stone buildings in the village. Most fisherfolk live in single storey wooden dwellings with turf roofs. A few of the buildings (including the village longhouse and the drinking lodge) have stone walls with blackened thatch roofs.

The Net offers food and drink, but scant else in terms of hospitality. The cots at the far end of the building are wooden stuffed with straw, whilst the longtables host but a sprinkle of locals.

The lodge is run by Wym Wínmann, a short, rotund man rumoured to have hin blood. Wym appreciates the custom, but like all those in Kustnir is as wary of outlanders as they are their own shadows.

As you enter he hails you in thick Auld Iobarian;

”Welcome… welcome to our gisthus. I shall be over presently with æfengiefl and drinc. Please sit and talk. Aye talk… Would be nice to hear men talk for a change…”

Okay , Kelpie’s Net, yourselves and 4 villagers (including Wym). The eolder will see you in the morning, so use the eve/night to meet, greet, RP… Game on :)

Haar = mist/fog
Wín = wine
Hin = halfling
Gisthus = place to hostel strangers
Æfengiefl= evening food/supper
Drinc = drink, draught


Okay as promised here’s the OOC thread for all would be adventurer’s in my Iobarian Saga (UK2/3: Sentinel & Gauntlet PFRPG Conversion)PBP. Game will be looking to begin late August [want plenty of time to prep characters and digest UC/Inner Sea Magic].

For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself.

This is my first time GM’ing a pbp, so they’ll no doubt be a feeling out process as we kick off. I’m a pretty regular poster as well so will hopefully keep the game ticking over nicely too.

Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously [see Kaul’s exploits for an example ;)]. That being said the Iobarian Saga will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Beowulf, Old Slavic, Old Norse and Old English mythos, horror and languages to create a feel of Iobaria as a place with an old, cold legacy.

This has been a labour of love for me for some time – finally coming to fruition, but I’m not going to be precious about it – if there’s something you don’t like or want me to address feel free to comment. Know there are at least two of you who are running pbp games, so all input is much appreciated [with that in mind any advice on combat map generation will be most welcome].

Recap of those interested in writing their names into this Saga:

Mark Sweetman: Ulfen Berserker?
Filios: Native Iobarian Ranger (Guide) or Ranger (Battle Scout); dependent on contents of UC.
Meowzebub: Native Iobarian; Knife Fighter Rogue (from UC), a Metal Oracle blacksmith, or a Lore Sorcerer (expert in Runes and Cyclopes ruins).
Randall793: Thinking of filling in as healer, either druid, cleric, or oracle (depending also on UC content)
Drayen: Aldori Sword Lord?

Won't hold you to the above concepts folks as I know UC & other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game].

May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here.

Character Creation

Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]:

Classes: All classes/archetypes from Core, APG, UM, Inner Sea World Guide, UC* & Inner Sea Magic. The only party proviso is that it would be hugely beneficial (hint-hint) to have an arcane spell-caster in the group.

* Gunslingers, Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this mini-campaign too well.

Races: Standard only please.

Starting Level: 1st [may bump to 2nd, but I’ll let you know as I fine tune the adventure, for time being presume 1st]

Ability Scores: 20 point buy.

Feats: Core, APG, UM, UC, ISMagic & ISWG. Other sources must be approved by me.

Traits: 2 traits [one of which must be a Campaign Trait - see below,other sources as above]. May well be awarding traits as part of advancement rewards [will choose those that fit characters particular in-game achievements].

Iobarian Saga Campaign Traits:

Campaign Traits

These character background traits for the Iobarian Saga campaign are available at first level and seek to add an Iobarian flavour to the characters involved:

1. Comfortably Numb
2. Conqueror’s Heart
3. Friend o’ Nomen
4. Hearth Wisdom
5. Ken of the Kodlok
6. Kodlak-blōd
7. Lochfolk of Lodovka
8. Proud & Free
9. Survival of the Fittest
10. Touch of Frost

Comfortably Numb: You have grown up in the harsh cold lands of the north and barely notice the chill of winter.

Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of cold environments. You also acquire energy resistance 1 against cold.
Drawback: Your senses are dulled also and you suffer a -1 penalty to Perception checks.

Conqueror’s Heart: The barbarians of Old Iobaria were renowned expansionists and subjugators. Their spirit still runs strong in your veins, granting in you a lust for battle and an air of intimidation.

Benefit: You gain a +2 bonus to Initiative when you personally instigate combat. Combat started by an ally does not count. You also gain a +1 bonus to Intimidate checks and Intimidate is always a class skill for you.
Drawback: In your eagerness to engage in combat you fail to fight as savvy as normal and suffer a -1 AC penalty in combats where the above initiative bonus is in effect.

Friend o’ Nomen: The centaurs of the Noman Hills recognise you as an ally and you are familiar with their ways and traditions. In addition you share their affinity with horses.

Benefit: You gain a +2 trait bonus on Diplomacy checks when dealing with centaurs. Ride is always a class skill to you and in the event that Ride is already a class skill you then receive a +1 trait bonus to Ride checks.
Drawback: Your admiration for these creatures makes it difficult for you to battle them. Anytime you engage a centaur in combat you take a -2 penalty on your attack rolls.

Hearth Wisdom: In the cold winter evenings your people would gather round the hearth to recount the tales and myths of Old Iobaria. These sagas fired your imagination and spirit of adventure, and continue to drive you to this day.

Benefit: You gain a +1 trait bonus to any two of Knowledge (History), Knowledge (Nature) and Knowledge (Religion). The two chosen skills are always class skills to you.
Drawback: Your hasty impatience in seeking to experience the old legends for yourself means you suffer a -1 penalty on one Dexterity-based skill check chosen from Ride, Sleight of Hand or Stealth.

Ken of the Kodlok: You possess a supernatural or scholarly understanding into what the Iobarian people call the Kodlok; humanlike creatures that possess animalistic qualities. Your proficient insight relates to both their behaviour and ecology.

Benefit: You gain a +2 bonus to Initiative, Knowledge (Nature) and Sense Motive checks with regards to any creatures of the Monstrous Humanoid type.
Drawback: Hostile creatures with the Monstrous Humanoid type encountered in Iobaria instinctively sense your keen acumen regarding them and target you in combat, gaining a +1 morale bonus on attack rolls whilst fighting you.

Kodlak-blōd: Someone in your distant family tree was a lycanthrope or an animalistic shape-shifter and you still carry their legacy in your veins.

Benefit: Animals have a strange reticence when they attack you, and as a result suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability you receive a +1 trait bonus to any wild empathy checks.
Drawback: Due to your legacy you suffer a -1 penalty to saving throws resisting lycanthropy, and take +1 point of damage from attacks with silvered weapons.

Lochfolk of Lodovka: Your kin has made a living off the Lake of Mist and Veil’s coasts since before Brevoy existed. Your family’s apt motto is “The Waters, Our Fields”.

Benefit: You gain a +1 trait bonus to Profession (Fisherman), Survival and Swim checks. Swim is always treated as a class skill for you.
Drawback: A proverbial “fish out of water” you struggle socially in areas devoid of a large body of water. As such you take a -2 penalty on any Knowledge (Local) checks in non coastal and lakeside locales.

Proud & Free: You are a descendent of the free folk who populate much of Iobaria’s hinterlands and you share their fierce and stubborn spirit of independence.

Benefit: Pride for your lineage fortifies your mind and soul. You gain a +1 morale bonus on attempts to intimidate you, saving throws against fear and mind affecting powers, spells and effects.
Drawback: You abjectly refuse to bend knee to any nobles that you encounter, and as a result suffer a -2 penalty to Diplomacy checks when dealing with them.

Survival of the Fittest: One of your ancestors was a survivor of the last great plague that swept Iobaria. Like them you are especially resistant to diseases, but are cautious when dealing with creatures that can spread sickness and pestilence.

Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of disease.
Drawback: You suffer a -2 penalty on initiative when in combat with creatures that are diseased or can inflict disease with a supernatural ability or extraordinary ability.

Touch of Frost: The cold fey of the North infused some of their essence into one of your forebear’s centuries past, but you still carry their boon, albeit now greatly diminished.

Benefit: You may cast the 0-level spell Ray of Frost once per day as a spell-like ability. This ability is cast at your highest arcane caster level gained; if you have no caster level, it functions at CL: 1st. The frost spell-like ability’s save DC is Charisma-based. Additionally any cold based damage you deliver by spell or spell like abilities does bonus +1 damage.
Drawback: Like the fey that empowered you, cold iron weapons are your bane and deliver an additional +1 damage to you in successful attacks.

Languages: All characters start off with Common and regional language. Auld Iobarian [a blend of Skald, Sylvan & Hallit] is also an optional regional tongue.

Experience Track: TBC, will be either Standard or Fast.

Hit Points: Max at first level, rolled or class average [PC choice] from their-on in.

Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol.

Starting Gold: Maximum for class. If we’re starting @ 2nd level you’ll get a bonus cache to reflect your experience.

Background: For those of you familiar with Kingmaker AP, you will probably begin the Saga in Brevoy as a group not selected to forge a realm in the wild Stolen Lands of the River Kingdoms. However another opportunity to slake your wanderlust will soon present itself ;) If you’re not I’ll provide an overview here to aid character background.

Missed anything? Let me know :)


Scratch the above - have just bumped it from my sidecart to "ship as soon as"...

All is good in the north again :)

BD


Hi Cos

You might remember me posting around Thanksgiving that my discount wasn't kicking in when I order something. You advised me that it wasn't a Thanksgiving glitch, and if I ordered something and it didn't apply to give you heads up... well...

Ordered the pdf for Cities supplement [thought it would be a good tester] - and no discount kicked in...

Hoping this can fixed [not just for this order but future ones too :)]

Cheers


Hi Guys

Just received my print copy of Pathfinder #11—Curse of the Crimson Throne Chapter 5: "Skeletons of Scarwall", but with an added bonus: a copy of Pathfinder Module LB1: Tower of the Last Baron :)

I already have got a copy of said module from a previous order, and as excellent as it is, it just wouldn't be honest to hang onto it...
[it was a freebie as I wasn't mistakingly charged of it or anything]

Figured you guys have been nothing but exemplar with me - so as a loyal piazite i thought it important to do the same and flag this "honest mistake" up.

What do you want me to do - send it back in the robust cardboard envelope that it came in? Don't mind paying postage - tis no biggie...

Gary


Just noticed that we're moving into Hook Mountain Massacre for the PF minis range - and we got ogres and plenty of em...

Based on the other minis i know they're gonna look great, but wonder when we might see pics? Anyone got any links to greens, concept art etc [outwith the interior art in Hook Mountain]

I for one can't wait to order these brutes, although the omission of a Mammy Graul diorama is disturbingly disappointing ;)


It didn't fit through the letterbox due to the quality standard of card envelope you guys sent it out in [which was excellent by the way]

I had to pick it up from my post office 48 hrs later [which is a 40 minute round trip on my way to work]

Any chance you can put a "if occupant not in delivery address, please leave by door or with neighbour" instruction or disclaimer on the envelope - or am I just gonna have to put a note to that effect on my door?

Tis ok if you can't do this - will adapt, but thought I'd ask anyways. Great service though - very impressed folks!

Cheers


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A note on Diplomacy:

While I do use the RAW for Diplomacy, I will also, in certain instances that seem to require more of a "Bargaining/Negotiation" roll, use the Diplomacy skill as outlined in this post by Rich Berlew of Order of the Stick fame. I find it an interesting and useful system addition to the game.


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Myself as a gm, I am a big fan of turning high damage builds back on my party. Frankly, I think shooting back at the party is considerably more mature and effective than trying to nerf their guns. (With that principle being applicable in a broader sense as well).

If your PCs are mauling your monsters and NPCs with something, don't get bent out of shape about it, COPY IT!

People (myself included) can be pretty myopic sometimes.


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houstonderek wrote:

I'm writing America off as a bad idea. Stupid people voting for criminals. System's broken, but people keep voting for the same idiots with the hammers breaking the machine.

I have three and a half years before I can bail. I already have a place to go. I'll watch it go up in flames from a safe distance.

We never should have left the trees. Frankly, this whole leaving the ocean idea was rotten from the beginning.


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JOHN JACKSON: I say your three cent titanium tax goes too far!

JACK JOHNSON: And I say your three cent titanium tax doesn't go too far enough!

</futurama>


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Sean's Guide to GMing

Introduction

This is a quick and dirty guide to pass along some tips that I've found helpful as a GM. A lot of people here have and will offer some excellent tips on understanding and mastering game mechanics, as well as tips and advice on organizing your materials and managing combat, and I'll probably touch on some of that as well, but what I'd like to focus on is more of the creative/artistic side of it. The storytelling side. As you suggested, the "improvisational" side. I hope any of this helps. Ignore everything that doesn't.

A first piece of advice before we begin, I actually don't like full on "improvisation" as a GM. Even an hour or two of thought and preparation before you begin will make all the difference in the world. Even with all the preparation in the world, there is still plenty of "improv" involved in running a game, but as with everything else, good preparation is key to good output. All the best professional stand up comedians and improv artists, who make it look easy, prepare like crazy. It's not a bad idea to follow their example.

The Five Most Important Questions EVAR

Who? Where? Why? What? When?

Basic journalism is just as important for a GM as it is for a reporter. Those five questions define literally everything you'll ever need to know, ever. Plus, they are super-easy to remember. The first three in particular are vital to every story you'll ever tell.

"Who?" starts with your PCs, includes their primary rivals and adversaries, and ultimately everybody in the world. But, you know, take it one step at a time.

"Where?" starts with the town, village, inn or convoy where the PCs meet, and eventually leads to everywhere and anywhere. Every cave, dungeon, castle, windswept cliffside, frozen mountaintop, sun-beaten desert and sandy tropical beach.

"Why?" is probably the most important question of all. The better you understand why anybody does anything, and why very frequently people do very surprising and unexpected things, the better your game will be.

The "What?" is, of course, treasure. When you get right down to it, it's always a game about killing other people and taking all their stuff.

"When?" might seem the least of all questions, but you'd be surprise. Start with the year, the month, the date, and the day of the week, but time marches ever onward, my friend. Things change, seasons change, day moves into night, and so on, and so on. Que sera, sera.

Character is Everything

This actually goes for both your NPCs and your players. In stories, character is everything. It's what we all relate to, and it's how we identify with a game or any story. What motivates us? What moves us? What basic wants and needs do we have?

Above all, remember that everybody, from the lowliest homeless urchin to the most vile demonic overlord, is the hero of his own story. In his head, he's the good guy. Understand why and how any given goblin, bandit, dragon or paladin views themselves as the hero of their story.

The best place to start understanding this is with your PCs. Each of your players will have their own vision of the game, STARRING! <their character>!

Start by discussing each character with your player. It doesn't need to be a long conversation, but get a feel of who they are, what they want, and who they want to be. Where are they from? What is their family? What does their family do for a living? Are they from here <wherever your game is set>? If not, where are they from, and how and why did they come here? Why did they become an adventurer?

Finally, is there anything they might want out of adventuring? This might be a magic weapon, or other magic item, or it might be a particular place the character wants to go, or it might be some motivation like revenge for some past wrong, or finding a lost love. Getting a grip on this for each PC will help both you and the players better visualize the main characters of the game.

Once you've done this, you'll have an idea how to do it for any and all NPCs you dream up, no matter how sudden. Even if you're making a character up on the fly, take a quick moment to think about who that character is, where she's from, and what she wants. You'll thank yourself for it.

In many cases, just asking a few of these motivational questions about your NPCs will be all the information you'll ever need. No need to write up a detailed character sheet for every character you make. Just a few questions and you've got your character portrait, enough for most any role playing situation.

Conflict, Conflict, Conflict

To really run great games and tell great stories, you need conflict. Conflict at every turn. This doesn't need to always lead to a fight, but it's as simple as "For everything anybody wants, there is someone else who wants the opposite." If the players are going after something, they should never be allowed to go after it unopposed. Somebody else wants that thing too, or wants to stop the players from getting it, or wants to destroy it instead.

Even just buying supplies and equipment can offer opportunity for conflict -- the merchant wants the players to pay more, the players want to pay less (although don't overdo this one too much). Over the long run, you'll ultimately want to give your players the things the want, but always make them work for it.

For any given scene, ask yourself if there is some kind of twist or complication you can throw in. And again for the next. Even in a fight, throw some kind of obstacle or difficulty in with it. If it increase conflict for all sides, even better.

Twist the Knife and Bring the Pain

One of the better favors you'll do for yourself is to get in touch with your cruel side. Whenever possible, make your characters feel pain. All the things that they want and like? Take it away from them. Steal it. Smash it. Destroy it. Kill it. Make them watch it wither and die. Make their loved ones and friends suffer. If they have a puppy, kick it. If they have a happy, squish it. In fact, give them happies and puppies, just so you can squish them and kick them.

You must make your players happy on a regular basis, and make sure to make them very happy. But always, always, always remember that player happiness exists only for you to take it away and destroy it, thus forcing your players to overcome/revenge/recover it and making them happy again, just so you can ruin it all over again. Pain is your best friend and your constant companion.

Pain is your happiness.

Ratchet Up the Stakes

Closely related to the last point, for a truly memorable game, ratchet up the stakes every chance you get. Start with what's at stake in the first place -- sure, when the adventurers start out, maybe all they want is to find a treasure in a dungeon, or root out a band of orcs in the nearby forest. But once they're in there, what if a trap locks them in the dungeon? Now the stakes are more than just money, the characters have to get out if they want to live! Not to speak of spending the treasure.

While rooting the band of orcs out of the forest, what if they're kidnapped? By the orcs? Or maybe a nearby dryad who wants help with the orcs? Or maybe the dryad wants something else entirely, and the players have to do that first? Or what if the band of orcs is actually an advance scout troop for an invading army? Now the whole town is at risk!

For homework in this arena, watch Buffy, Angel and Battlestar, and read Game of Thrones.

General Advice

Keep it punchy. Brevity is the soul of wit and GMing. Read Ernest Hemingway and Harlan Ellison. Read them aloud (to get used to speaking aloud). For Hemingway, Old Man and the Sea. For Ellison, Repent Harlequin, Said the TickTock Man, or I Have No Mouth and I Must Scream.

Go to museums and look at art. Get in touch with how people relate to themselves and their religion and history.

Take some hikes and keep track of how long the distance is and how long it takes you to walk it. Now you have a much better idea what it's like for adventurers to go walking around everywhere (until they get horses/flight/teleport). While you're at it, go horseback riding sometime. Now you know what that's like. If you're really feeling adventurous, learn some archery or swordfighting.

As you go about your day, look at the things around you, and try to look at them from new angles if you can. Look up and out, don't always look just straight ahead. Look at architecture and geography. Get a feel for how cities and towns are laid out, and how things like rivers and hills affect that.

While you're at it, start collecting maps. Not just gaming maps, but real maps as well. I'm an avid collector of maps. Old National Geographic maps sometimes be found at Goodwill or used bookstores. Maps and drawings of old castles and forts are good too.

Try holding multiple competing, conflicting, contradictory thoughts in your head at the same time. This will help you get used to keeping track of multiple things at once. Or drive you insane. Either one being useful for running large, interesting, exciting combats and doing it smoothly and quickly. For example, try believing that you love ice cream, hate ice cream, and are ambivalent about ice cream. Believe all three at once. For a more blasphemous example, try believing fervently and with all your heart that there are no gods, all gods are true, and you are god. Believe them all at once.

Practice thinking in three dimensions. Any time you get around any kind of multi-level environment, even if it's just standing inside or outside a house, or next to a tree, imagine a battle in that area, with combatants positioned in different positions around the area.

Make sure you work constantly to give everybody equal time to shine around the table.

What's in a Name?

Names can be one of the trickiest parts of winging it. I've been writing and GMing for a very long time now, so names have (with quite a bit of practice) started to come naturally to me. But it takes plenty of work. Carry a notebook and jot down names when they come to you (or that you see, or whatever). Once you've got a name, maybe add a quick description, and ask some of the questions from earlier. Keep adding to the notebook all the time, and bring it with you to your games. If you use a character from your list, make a note of it.

KEEP NOTES! Stand ups keep notes, improvers keep notes, actors, lawyers, singers, dancers and performers all take notes. Not just to guide them and help them remember what they're doing, but also to study, critique and improve themselves and their performances. KEEP NOTES!

Thanks for reading, I know this was seriously TL;DR, but if anybody reads this and finds anything helpful from it, I really hope you enjoy it.


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Some reference points to think about when trying to stat yourself out:

D&D: Calibrating Your Expectations


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Character Introductions:

Gallows: Katapeshi half-orc Inquisitor of Saranrae. Born to an orc mother, Gallows was raised among the savage humanoid tribes of Katapesh, learning early that cruelty and violence were coin of the realm. Then one day a burning vision of Saranrae led him to forsake his ways and convert. He joined the church and eventually realized his aptitude with applied cruelty was a tool that even the Dawnflower had need of on occasion, and joined the ranks of the inquisitors. He has been completing his acolyte training at the Temple of the Shining Star in Absalom, just prior to the start of the campaign.

Gaspar: Varisian human "carpenter/stonemason/wheelright/locksmith/dockhand" (rogue). Raised in an extended Varisian family by his meme Esmerelda, Gaspar and his clan plied their "trade" in and around Korvosa, carefully avoiding the harsh arm of Korvosan law, and the cruel machinations of the Sczarni. His uncle Shemmi was an adventurer who eventually settled in Absalom in Beldrin's Bluff. Shemmi was there durring the earthquake, and the tumultuous time after, and even served as a juror on a bizarre trial before the district was abandoned altogether. He died a few years back, and Gaspar, having finally come of age, has been sent to ensure that any outstanding affairs Shemmi may have had are taken care of, and ultimately find his own fortune. He has just arrived in Absalom.

Kerrethel Shoanti half-elf sorcerer (half-elven mother, Shoanti father). Raised by his parents in Kaer Maga, Kerrethel lived the mostly uneventful life his parents were hoping to give him when they retired from adventuring and settled down to start a family. Eventually he began showing signs of Arcane ability and draconic heritage. Wanting to give him the best training they could give him, his parents scraped together every loose coin they could find and packed him off to the Arcanimirum in Absalom. They had imagined their fortune would cover his tuition, room and board, but Kerrethel discovered to his horror that it barely covered the cost of books. After considerable wrangling, he managed to snatch a work study waiver, only to find himself practically a slave to the third-term student to whom he'd been assigned. Kerrethel has been in Absalom for a number of months, but has seen little of the city beyond the walls of his classrooms and dorm.

Flezmo Absalom native half-elf bard. Suave, charming, handsome and talented, Flezmo was raised by his rather well-to-do parent in the City at the Center of the World. And since the world revolves around him anyway, where else could he possibly want to be? His every whim catered to, he remained carefree, even after his father died a few years back. Having always shown a natural talent for music and song, he eventually enrolled in the White Grotto, and moved into an expensive townhouse, above a music store, just off campus in the Ivy District. A hit with fan and the ladies alike, he has reveled through his first term at the Grotto, and celebrated his graduation with an epic bender, of which many great songs will be sung.

Tomorrow: The curtain rises as the sun sets, and our players find themselves introduced under curious and deadly circumstances. Stay tuned!


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Everyone sleeps until past noon. Some fitfully, some like stone. Eventually all rise, perhaps ealier than you would have prefered -- you all wake feeling as if you could go back to sleep for another three days, but the world calls...

Kinmorn and Ruano wake in acolyte sleeping chambers in the new cathedral hearing voices from elsewhere in the building. You wander out into the main chapel area to find Father Zathus confering quietly with the mayor and the sheriff over by the open air courtyard of the stones. A pale gray light filters in from above.

The pepper-tang smell of wood smoke is still strong in the air here, accompanied by the cold, earthy smell of autumn.

The high priest and his guests are speaking quietly, and you strain to make out their words.

"...how many?" "...between sixty and a hundred..." "...how many dead?" "...fourteen souls, several dogs, four horses..." "...can only imagine how much worse..." "...how many of them?" "...at least forty of the blighters... Ah! Your friends are awake at last."

The mayor has noticed you two.

"Please, come and join us. We were just about to wake you, and send a runner for your friends. Kinmorn, you wouldn't know where to find the Shoanti basketweaver, would you?"


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Jeslara 'Jessa' Eventide wrote:
"Not exactly," Jessa replies, her lips set in a grim line of determination to hold herself together, "Everyone's been fighting for their lives tonight." Her hands shake from an inability to cope with the adrenaline still coursing through her.

"But you..." he says. His focus seems to wander for a moment, as the horrors of the attack start to sink in. He looks back at you.

"You're shaking." He says. Something catches his eye. "Your... your blood... You're hurt." He reaches out for you tentatively, as if to comfort you, but is interrupted by Kinmorn's arrival.

Jessa wrote:
Once Kinmorn arrives, she gives him a quick hug of relief...both for herself and him. "Is everyone okay? Where did these goblins come from...?"

The sun has now fully sunk below the horizon. Gloom has descended upon Sandpoint. Lit by firelight.

Most people seem to have fled, leaving few behind to deal with the aftermath, but some people remain, and have already begun forming a bucket line to try and put out the conflagration behind the cathedral.

Elsewhere about the town, you all think you can still hear some sounds of fighting -- the clash of steel, a chatter that might be goblins -- but the sounds are faint and distant.


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Jeslara 'Jessa' Eventide wrote:

"A-are you injured, good sir?" she loudly asks.

Jessa can hardly stay focused on the man, still unnerved by how close she came to core of the fray...and the stinging pain of her own considerable wound. Above their heads, Blackwing continues to circle, keeping an eye out for any new foes so he can warn her and the rest of the group.

"I... You... I... You saved me."

The noble seems to be stunned. Or possibly in shock. His eyes are wide, and fixed on you.


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Jessa finishes her brief incantation and one of the goblins attacking Spot stops his assault and gets a confused look on his face.

Shantare tries to run the confused goblin through, but he fends off her attack. Though he's ceased fighting, he's not letting his defenses down. He still knows he's in a fight, even if it's a losing one.

Spot snaps her jaws around the other goblin attacking her and flings its limp corpse to the ground.

Sheriff Hemlock steps forward and tries to put an end to the remaining goblin, but even he is unable to penetrate the goblins defenses.

Hemlock's attack: (1d20+10=13)

Kinmorn's spear attack fares no better.

The goblin, on his turn, takes no actions, but seems ready to flee the field of battle, if only he could remember how to flee.


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Battlefield positions updated from last round.

Mitnal sends another dead goblin sailing out into the evening gloom with a hammer blow, then turns and gives the one in front of Gengar a good rake with his klar.

Gengar, seeing opportunity in his wounded opponent's defenses, takes the advantage and cuts the wounded goblin down with an axe strike.

Ruano slings another bullet into the fray. This one passing close enough to Kinmorn's head for him to hear the stone sail past.

Jessa's intended target was cut down by the dwarf, but she redirects at one of the goblins attacking Spot.

(To be continued...)


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Jessa's heart pounds in her chest as she starts to think about what she just did. Her eyes widen again as she realizes there are still goblins coming, and two of them are making a beeline for her.

Screaming a war chant in goblin that amounts to "KILL, KILL, KILL! STAB, STAB, STAB! BITE, BITE, BITE! CHEW, CHEW, CHEW!" they charge and attack. Their attacks interfere with each other, causing one to miss, but the other connects.

Goblin attacks on Jessa: (1d20+2=6, 1d20+2=13) Damage: (1d4=4)

A goblin charges Shantare and gets a strike with his dogslicer through her defences.

Attack: (1d20+2=15) Damage: (1d4=4)

Another charges Mitnal, but its attack turns off of Mitnal's Klar.

Attack: (1d20+2=8)

A goblin charges the sheriff and gets a lucky blow in, just nicking him.

Attack (1d20+2=16) Damage: (1d4=1)

Two more fling themselves at Spot in an orgy of battle fury and dog hatred, but neither of them manage to land a blow.

Goblin attacks on Spot: (1d20+2=4, 1d20+2=14)


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Without thinking, without hesitation, the group leaps into action to protect the fallen noble. Mitnal tosses his fishcakes in a high arc, landing them precisely where he wanted. Gengar flings an axe at the nearest goblin rider, catching him in the chest. Ruano orders Spot into combat and casts his spell.

Jessa, heedless of the danger to herself runs right up in front of the farthest charging rider and casts her spell. In fact, as she completes the arcane ritual, her eyes get big as the goblin aims its cruel halberd right at her chest and she can feel the hot breath of the goblin dog on her face. Then a brilliant burst of harsh, colored light blasts out in a fan in front of her, causing the goblin, his mount, and the three goblins behind him to collapse to the ground.

She even has to take a small step back to avoid the limp mass of the goblin's mount as it slides to a stop at her feet, carried by the momentum of its charge.

Shantare Steps up beside Mitnal to strike at the remaining goblin dog, piercing it in the shoulder, but failing to bring it down. The unexpected arrival of blockers causes the goblin to pull his mount's charge up short.

Spot charges in to attack the goblin's ugly mount, grabbing it by the leg. The rat dog struggles to resist, but ultimately succumbs to Spot's viscious tug and tumbles over, spilling his rider to the ground.

Goblin dog trip resistance: (1d20+6=18)

Hemlock runs up to the fallen rider and cuts the prone figure down.

Kinmorn casts his spell and looks up to find the calvalry riders have been taken down, but the remaining phalanx of goblins is still charging in to attack.

Hemlock's attack: (1d20+10=25) Damage: (1d8+7=10)


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Ruano Hallif wrote:

Ruano spins in place, trying to bring his shield between himself and the onrushing Goblin. He's much too slow, and still disoriented from leaping from Spot's back, receiving a bloody gash across his shoulder and upper arm above the shield.

He calls, "Spot!" to get the dog to cover his back. He still needs to help the sheriff. The momentum of his spin carries him back around, and he makes another attempt on the Goblin's back.

You give the goblin another nasty crack to the head, this time dropping him.

Ruano Hallif wrote:
Spot, defending as much by instinct as command, turns to face Ruano's new attacker, leaping at the bobble-headed cretin.

Spot clamps her fangs around the goblin behind you. She gives it a shake and a toss with her head, sending the lifeless goblin flopping up into the air to drop back to earth in a crumpled heap.

The sheriff swings his longsword at the goblin in front of him, cutting it in half.

Hemlock's attack: (1d20+11=23)
Damage: (1d8+7=15)

Kinmorn Erastilson wrote:
Kinmorn, deciding to whittle down the goblin numbers before attempting anything with his bow, lowers his longspear and charges at the goblin that the halfling and his dog are fighting. With his spears reach, he thrust past Ruano to skewer the goblin.

Before you can begin your charge, you watch the goblin you had intended to attack fall beneath Ruano's club. Another one attacking Ruano is mauled by his riding dog, while one of the two facing the sheriff is cut down by longsword.

One remains fighting the sheriff, however, and feeling the blood rush of combat upon you, you charge that one instead, spitting him through the chest.

The goblin warchanter with the whip takes stock of the fight and realizes that she is the only one left standing on her side. Spitting a curse in the goblin tongue, she drops her whip and flees the battlefield.

The three of you (plus spot) stand for a moment catching your breath, covered in the blood of your enemies, as Mitnal (and probably Jessa and Gengar) come running up to join you.

"We're going to lose those church buildings," says Sheriff Hemlock. "We need to get a bucket brigade going."

Before he can say another word, however, a cry for help from over by the North Gate pierces the gathering gloom.

"Help! HELP ME!" A noble and his hunting dog come running down Church Street from the direction of the White Deer, chased by two goblins riding ugly, rat-like dog creatures, and almost a dozen more on foot.

"HELP! HEL--" He stumbles in the mud of the street and plunges face first to the ground, as one of the goblins rides up and cuts down the hunting dog with a blow from a large, cruel sword.


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Over at the bonfire:

Mitnal and Jessa both watch helplessly as the wounded Gengar makes a valiant attack against the goblin tormenting him, and then falls over from his wounds.

Mitnal wrote:
Mitnal strives to control his breathing as he swings the warhammer around and down attempting to pound a goblin into the ground like the fenceposts he once hammered down for a Chelaxian homesteader.

Your hammer smashes the shield of one of the goblins in front of you, leaving nothing but a crumbling leather strap in its hand. Unfortunately, the shield took the hit, and the thing looks unharmed, and no less afraid of you without his shield.

Jeslara 'Jessa' Eventide wrote:

Adrenaline surging from the fright the goblin gave her, Jessa quickly steps forward to attack the disadvantaged creature.

Her dagger bites much more deeply this time.

You drive your dagger right into the thing's face, pinning it to the ground. It quivers for a moment, then stops moving.


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At the Bonfire:

Mitnal

You charge forward to engage the goblins bent on harming bystanders, but your hammer swing misses due to table interference. Food and dishes go flying as you knock one of the legs out from under the table.

Both goblins turn to you with a gleam in their eye and attack.

Goblin attacks on Mitnal (1d20+3=7, 1d20+3=8)

However, both goblins seem to be overly excited at the prospect of a fight, and flail wildly, failing to land a strike.

Just to refresh my memory, you are not actually wearing your hide shirt or carrying your klar at the moment, correct? Not that it made a difference in these attacks, but it might later.

Gengar

Your axe glances off the goblin's armor of scavenged leather strips. You take a small step away to get a little breathing room and move toward Mitnal and those goblins. You can't quite get in striking range of one of those two, but you've moved in that direction.

Your goblin spies an opportunity as you shift about, and lunges at you again, landing another blow against you. His grin seems to widen and his eyes sparkle with hateful glee at his success against you.

Gengar's goblin attack (1d20+3=17)
Damage (1d4+1=5)

Um, ouch! That attack, and the one previous put you to zero, do they not? Gengar's in trouble, folks....

Jessa

As the goblin scrabbles for secure footing on your back, you manage to swing your dagger up behind your head and stab the little guy right in the side of the head, knocking him to the ground (though he takes a small handful of your hair with him). You obviously hurt him, but it clearly wasn't enough to kill him.

However, now the thing is just lying there on the ground, somewhat dazed from his fall.

JESSA! You can attack the goblin again! Your last posted attack was your AoO for his grapple attempt. You now get an actual turn. I will include an attack roll for the goblin, in case he survives anything you do to him. Which he may not, because first he'll have to stand up, which will provoke another AoO. So, go ahead and include that AoO in your next post, in addition to anything else you do on your turn:

If the goblin lives that long, he stands, and slashes at you with his dog slicer, leaving a bright red line of pain across your abdomen.

Jessa's goblin's attack: 1d20+3=15
Jessa's goblin's damage (1d4+1=4)

Blackwing

As you circle over the fray, a stray goblin has fixated on you. He's throwing rocks at you. So far, he can't get enough height to really nail you, but he's decided to start climbing things to try and get closer to you. He's climbed on top of a wagon beside a building, and loooks like he'll try climbing the building next.

Shantare

Your rapier strike nearly ran the goblin through at the shoulder, and hurt him badly, you think, but he's still up, and now quite angry. He swings at you with the dog slicer and gives you a nasty cut in return. See my previous post on the subject for the actual rolls, but I believe you take 4 points of damage.

Everyone by the bonfire

Under the shadow of the large pile of lumber inteded for use as a bonfire tonight, you all find yourselves desperately struggling for your lives. Three of you have been wounded. One quite badly. The sun, already setting as the fight began, is slowly sinking below the horizon. The cathedral square is getting darker by the second. Most of you are beginning to worry about how the fight will turn once the sun has set completely.

It gets a little brighter, however, when a large plume of flame erupts from one of the wodden temporary structures behind the cathedral. The invaders, it seems have brought fire.

The group of you, by the way, are no more than fifty feet from the stage and podium at the edge of the square. The chaos has partially cleared the path through the crowd. Those of you glancing over think you can see Kinmorn and a halfling speaking urgently to the mayor and the sheriff.


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Over at the podium:

Ruano Hallif wrote:

He flails back with his club, left with few other options, but the pain leaves him off-balance and stunned.

Spot, however, is angry, and hears her master in pain. She bounds back toward him, tackling Ruano's assailant from behind.

Kinmorn Erastilson wrote:

Kinmorn, seeing the goblin attack the short druid, rushes in behind the dog to try and assist.

Unfortunately, the dog seems to have remained too much in the way...

The goblin deftly dodges and weaves around Ruano's cudgel and Kinmorn's spearpoint...

...and is completely blindsided by Spot. It goes limp as her jaws snap shut around his neck, and is helpless as she she gives it a nasty shake.

You look over and see the sheriff, helping the mayor and Father Zantus to their feet, with two more dead goblins nearby. And a dead acolyte beside them.

"Kinmorn, Ruano, are you harmed," asks Father Zantus. "Mayor Deverin!"

The mayor seems to have sustained a wound in the fight.

"I'm fine. This fight's not over yet." She looks down at the dead boy beside her. "Damn. Belor, get out there and find the rest of those things and kill them."

The sheriff looks over at the two of you. "You two, get over here. I need you out there, and I need you ready to fight. I..."

He trails off as something else catches his attention.

And then you smell it too.

Smoke.


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Kinmorn Erastilson wrote:

Kinmorn, heart thumping in his chest, jumps back five feet and lashes out at the goblin that attacked him with the longspear in his hand.

'Goblins here?' thinks Kinmorn, 'In my town!'

Startled by the sudden appearance of an attacking goblin in front of you, something inside takes over. For a moment you feel as if you are floating outside yourself, watching as your arm lunges out, almost of its own accord, and shoves the spear point into the goblin's throat, running him through at the neck.

The spurt of hot blood that slaps you in the face draws you back into the moment, though, and the spear feels heavy in your hand.

As you look around, you see that Sheriff Hemlock has killed one goblin, and moved to help Father Zantus and the mayor deal with the goblins attacking them. Closer at hand, the halfling druid Zantus had invited to participate in the dedication is still fighting a wounded goblin, though his dog has dealt with the goblin at the end of the stage.


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Ruano Hallif wrote:
He reaches back with one hand to pull a short, heavy ended bit of wood from its place on his pack. A proper braining-stick, its end lightly bloodstained from various rabbits and squirrels that have made Ruano's dinners. He's bloodied the goblin's nose already, time to split its skull.

You draw your club from your pack and swing another strike at the goblin's head, but he gets his shield up in time to block your blow. You do knock a small chunk out of the shield, which looks like it can only take another hit or two like that before it's gone.

Ruano Hallif wrote:
Spot's howl turns into an angry snarl as rage overtakes her pain. She lunges at the goblin that made the mistake of hurting her, jaws snapping at its neck.

Spot's jaws clamp shut around the goblins neck and she gives it a vicious shake, turning the goblin into a limp ragdoll in an instant.


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First Full Round

At the Podium:

I fear all three of you have may have been hit for damage (please confirm):

Goblin attack rolls:
1st roll v Ruano, 2nd v Kinmorn, 3rd v. Spot (1d20 3=15, 1d20 3=19, 1d20 3=13)

Damage:
Ruano (1d4 1=2)
Kinmorn (1d4 1=4)
Spot (1d4 1=4)

Ruano is up, followed by Spot and Kinmorn.

Over by the Bonfire

Mitnal, presented with an attacking goblin, draws his warhammer and swings it out and low in an almost ideal arc to connect solidly with the freakish little thing. With a sickening cruch, he hits the goblin hard enough to send it sailing well over the heads of the bystanders to land with a limp thud some distance away.

Gengar is up, followed by Shantare, Jessa and Blacking (in any particular order).


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Above the sound of rising chaos, the giggling, cackling voices coalesce into a song:

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby and catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!


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Ruano Hallif wrote:
Given that there is Goblin within immediate reach, Ruano will try to crack the blighter in the face with his staff, then he'll take a 5-foot step away.

You do exactly that, smashing the bulging-eyed freak in his bulbous head, bloodying his face. It's not smiling any more.

'Ruano Hallif" wrote:
Spot will charge at the goblin that seems to be afraid of her.

She closes the distance to the terrified goblin, but it throws its shield up and spins away as she strikes. It is then that you notice the shields this group is armed with seem to in fact be bits of broken wagon wheel, broken door, or other found piece of useful trash.


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Gengar:

You yell out your warning and draw your axe, only to see five more goblins appear out of nowhere, coming from the south end of the square. There are two carts of straw fuel and lumber for the bonfire nearby. One about twenty feet away that the first goblin you spotted is hiding under, and one right behind you.

Four of the five goblins have moved generally toward your vicinity, and are menacing you, Mitnal and Jessa, as well as other bystanders. The fifth goblin simply appears on top of the fuel wagon behind you and jumps on to Jessa's back, brandishing his cruel knife and wildly trying to grab a fistful of her hair to hang to (though he hasn't succeeded yet).

Shantare:

You are actually within thirty feet of Gengar's location, and you hear his shouted warning to Mitnal, but you have spotted neither him nor any goblins, so while I'll let you draw your rapier during the surprise round, you don't know where the action is yet, so you stand around trying to figure out how to get in the fight.

Jessa:

SURPRISE!


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As the sun sinks toward the horizon, acolytes and watch members begin building the bonfire, and Father Zanthus and the other church leaders begin to congregate by the podium to start the dedication. Kinmorn and Ruano make their way to that side of the square as well. The crowds gather in the square in anticipation, among them Jessa, Mitnal and Gengar, and somewhere in there, Shantare.

Then, as the lower limb of the sun first kisses the sea, Father Zanthus steps to the podium and tosses a thunderstone to the ground to gather everyone's attention. As the roll of thunder quiets the crowd and diminishes into the crystal clear evening sky, Zanthus clears his throat and begins to speak, when a frightened shriek echoes out over the square. It followed by another, then another, and soon the air is filled with the sounds of screams and chaos. Above that comes the sound of dozens of inhuman voices cackling, chattering and singing.

Another scream peals through the air, this time quite close to where Jessa, Mitnal and Gengar are standing. The crowd parts and something low to the ground races by, chasing a stray dog under a nearby cart and giggling maniacally. The dog gives a pained yelp from under the cart, followed by a low gurgle, and a small river of blood begins to flow out into the street.

Everybody make spot checks, please.


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Ruano Hallif wrote:

"Hold, girl," Ruano cautions Spot.

He looks the Wolverine in the eye as best he can, and begins to speak in soothing tones. "Calm down, there. Nobody's going to hurt you." [...]

The soothing voice shifts to Druidic. <Let this beast of the land know that I mean it no harm.>
Casting charm animal at the obvious target.

As you finish your spell, the wolverine bursts from the cow's chest and charges at you, its tail and back fur standing straight up. It closes about half the distance in an odd sideways hop before it gets a strange look in its eyes and stops in its tracks. It cocks its head at you, then spins around in a slow circle, looking for the threat that was present just a moment ago. Finally convinced the threat is gone, it lowers its blood matted hackles and walks over to you.

As it gets close to you, you realize the animal stands at least two inches taller than you and probably outweighs you by at least fifty pounds. It nuzzles up against your chest, leaving a broad, dark stain across your jerkin and almost knocking you to the ground. It gives you three quick licks to the face, soaking your head in a thick coating of slobber and giving you a good solid blast of reeking carrion breath in the process. Then the wolverine turns and waddles away across the far pasture.

Ruano Hallif wrote:
He wonders what would make a wolverine attack three beef cattle. Knowledge (Nature) check = 1d20+7 = 5 + 7 = 12.

You've known wolverines to attack cattle before. You've known them to take on bears five times their size. But something here isn't right. You're not entirely convinced it was the wolverine that killed the cattle.


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Ruano Hallif wrote:

Ruano sighs. It seems unlikely that he had been led into a trap, but the human had disappeared. Maybe he was just cowardly: a lot of humans seem that way. For now, his problem is dealing with whatever attacked the cattle.

I'm going to resume the 'poke it with a stick' plan.

Your staff poke to the cow carcass provokes a definite response. The sound changes to a snarling, high pitched growl and the cow's skin begins to bulge and split at the neck, closest to you, as if something were trying to punch its way out from inside. You and Spot both back away instinctively as a stout animal muzzle, slick with blood and saliva, chews its way out from inside the cow, its sharp teeth snapping and biting wildly.

Once it has pushed its head through the side of the cow, the wolverine - easily as big as you are - begins to push and claw its way through the hole it has created. It is, for the moment, stuck halfway out of the cow, but it doesn't look to be stuck long.

It also doesn't look too happy about being poked with a stick, even through a side of beef, but that's a wolverine for you.


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Ruano Hallif wrote:

"Looks like I'll have to go take a look. Might be whatever attacked them is still down there." Ruano dismounts, readying his gear. The sling is returned to his pocket, and the bullet to its pouch. His quarterstaff (all 4 feet of it) is unlimbered. "Spot, stay behind me.", he orders, then begins creeping toward the oak.

Ruano is going to walk down as quietly as he can (+2 move silently bonus, if it matters [+3 dex, +2 racial, -3 armor]. Spot has the same bonus, but probably isn't trying to be quiet). If nothing leaps out at him, and none of the cattle appear to be breathing, he's going to prod one of the bodies with his staff.

As Ruano and Spot approach the tree, something feels... off. By the time you are close enough to get a good view of the cattle carcasses under the tree, the smell of blood and death is unmistakable.

Although Ruano can see the four corpses, it is still difficult to make out details. Perhaps it is just the brightness of the day, but the shade under the tree seems darker, somehow, than the boughs should allow. Just as Ruano thinks the farmer must have been imagining it, one of the four cows moves, it's side rising and falling in an uneven pattern. The cow emits strange, wet, raspy sounds, not normal for a cow.

Ruano looks back up the rise for the farmer, but the farmer is gone.

The shady area under the tree is about twenty feet in diameter or so, and Ruano is still ten feet away from the shade. I figured I'd err on the side of Ruano's caution until he got a better look at the situation.


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Ruano Hallif wrote:
A Farmer wrote:


"I do not know what kind of beast did this," says the farmer, as he leads you a half mile across a nearby field. "I think one of the cows is sick or wounded. It was lying on its side, but still moving and making some kind of noise. And not a normal sound for a cow, neither."

I relax my grip on my sling. It doesn't sound like there's an immediate attack after all. What about the wounded cow? Wounded animals can make all kinds of noises, and if they were attacked, there would certainly be wounds.

Do I see the cattle yet?

The farmer leads you across his field to the top of a small hill and points to a large oak at the bottom.

"They's down there. Under the tree. They like to hang out there in the shade during the day, but they din't come when rang the bell for morning feeding. I thought they was just being lazy when I saw 'em still under the tree, but when I got close, I saw the blood, and smelled the smell, and I just knew they was dead. That's when one of 'em moved and made that sound. Like a snarl or something. I think it's having trouble breathing. Normally I don't fret this much over blood or a dead cow, but something's not right down there."

He seems reluctant to go any further.


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Jeslara 'Jessa' Eventide wrote:


Jessa's hand subconciously reached into her spell component pouch, her fingers tightening into a fist around a miniature archer's target. Before she realized it, the soft words to a spell tumbled from her lips as she followed after Torrick.

Jessa casts true strike as unobtrusively as she can.

Vey is too self absorbed to notice your spellcasting.

Jeslara 'Jessa' Eventide wrote:
If I need to roll any dice through Invisible Castle, let me know. This is my first time playing PbP here. So now's as good a time to learn the ropes as any.

Not really necessary for this encounter, but if you or anyone else needs an Invisible Castle link or tutorial, let's cover that in the discussion thread.

Jeslara 'Jessa' Eventide wrote:

Once she finished the spell, she called out to him. "Wait. Vorrick. Don't leave like that." She relaxed her cloak just enough to show off the charms presented by her corset-vest and draw his attention again when he turned around.

"I guess... I mean you... You shouldn't go without a proper goodbye. You and the Society have already offered me so much."

She continued to close the distance between them until within arm's reach. And then her demeanor hardened once again. "But apparently someone forgot to teach you some manners. So here's lesson number one..."

She then launched a vicious punch straight for his face.

Jessa makes an unarmed, non-lethal strike...hopefully at +20 from the true strike...intending to give Vorrick a black eye to send a clear message this time. And, she also secretly hopes it'll make for a perfectly roguish accent when he seeks out company for the evening.

Jessa's punch lands solidly on Torrick's left eye, sending him crashing to the ground.

As he lies in the mud of the town square, cradling his bruised face, his expression of shock and amazement turns to one of seething rage. Wordlessly he rises, towering over Jessa for a moment, as if to return her attack. Before anyone can say anything, however, he turns and storms off in the direction of the inn.


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Moff Rimmer wrote:
You have in your mind some concept of God. Match it up with other religions. How does it match up?

Actually, I'd say it matches up very closely with your concept of God, I think. We've both matched our concept of God up to many of the religions of the world, and found those religions wanting.

The only difference between you and me is that after looking at most of the main religions, I have decided that they all offer glimpses of whatever true divine there may be, but that none of them are complete and exact enough for me to consider following them.

You think one of them has the right of it, where all the others do not.

I worry the following analogy will come across as offensive, but it's really not meant to be:

We talked earlier about ice cream, and arguing over religion being like arguing over a favorite flavor. And we used chocolate and vanilla as the flavors.

Well, to me, the religion thing is more like you and I have walked into a wonderous fantasy ice cream parlor, that smells delicious. The only problem is that instead of chocolate and vanilla, all of the flavors are things like "dog poop and peach ambrosia," or "ground glass and mint chocolate chip," or "fine dark chocolate with fresh berries and rancid whale puke."

I look at all the flavors -- they all have some of my favorite flavors, and it's clear the ingredients are of the finest possible quality, but they all come with something vile -- and I say "No thanks.". To me, it really seems like devoutly religious people have picked one, say the dog poop and peach ambrosia, and tasted it, and said "Wow! The dog poop realy brings out the deliciousness of the peach ambrosia, and is therefore not intolerable."

Meanwhile, I'm left looking at those people saying "Yeah, okay, whatever, I think I'm going to pass on the ice cream."

Except that once you do that, all the people who have picked an ice cream flavor get very upset with you and try to physically force you to eat some ice cream, preferably the flavor they like.


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My all-time favorite NPC name was one a friend of mine came up with for a GURPS Supers game.

The character/villain, named Srf (Serf), was utterly nondescript, and constantly wore a gray tee shirt with the letters SRF on it in black. His power was a sort of immortality in that, if he was wounded, he could take body parts from other background NPCs (sometimes killing them in the process) to replace bits of himself he'd lost.

The letters SRF (source of his name, of course)?

Stood for "Some Random F*@%".