Brother Fen wrote: This section is a tad confusing. The PCs should pretty much be able to stroll right in, but once inside they find NPCs that are limited in movement and then there is a cave-in and then all of the traps reset and monsters appear. I posted several observations from my run through in the GM thread for Assault on Longshadow. You might be able to get some pointers by taking a look at it. Thanks for your reply. I did read your accounts, but it didn't help clear things up. In your game, the druid used wild shape to investigate I7. But she could just as easily have cast _stone shape_ or a similar spell to create a passage large enough for the entire party. Or they could just spend an hour excavating. These options would provide both ingress and egress. Is there supposed to be a second cave-in? Maybe I missed that bit.
Hi! I'm prepping Assault on Longshadow, and I'm confused about a sidebar concerning Radya's Hollow. Spoiler:
On p.34, "The Monkey-Trap Dungeon" sidebar explains that PCs should have no trouble getting into the mine, to rescue the NPCs and recover treasure, but getting back out will be difficult because the quarrygeists have reset the traps. This makes sense on its own. But on p.13, the I2: Assembly Area description states "the tunnel leading east to I7 leaves only enough room for a Small creature to squeeze through" and would take "at least an hour" to enlarge for Medium creatures. This doesn't pose much of an obstacle for 8th level creatures, so I'm wondering why the trap re-set described in the sidebar matters at all when there is such a simple shortcut to the heart of the dungeon? What have I missed? Thanks!
Hello, Because I am a generous fellow, I'm buying four-day passes for my penniless friends. I successfully transferred the first two, but I'm having trouble transferring the third (to user bonafide@martica.org). When I click on "Transfer," the only option that comes up is my other friend's username. I can't seem to remove that option or add a new one. Any chance you can help out? Thanks! P.S. If you experience deja vu while reading this message, it's because I had this problem once before.
Hello, Because I am a generous fellow, I've bought four-day passes for a couple of my friends (plus one for myself). I successfully transferred the first (to username LairdH), but I'm having trouble transferring the second (to user rprach@gmail.com). When I click on "Transfer," the only option that comes up is my first friend's name. I can't seem to remove that option or add a new one. Any chance you can help out? Thanks!
Since the Wild Hunt were responsible for capturing Azure in the first place, they know a great deal about the gnome's history. However, the hunters' tendency to bicker makes them unreliable informants. An imaginative GM could invent one or two alternate backstories for Azure, so that different members of the Wild Hunt could offer details from both or all of the versions. Alternatively, when asked nicely, Azure can provide their own true account, amid sobs and sniffles (or more joyously, once they have been reunited with their colours). I hope that helps!
Stephen Trone wrote: 1) How did Jamila use plane shift to arrive before the party? The spell drops you off an average of 257 miles from your target. Unless she just spent several days doing it and/or got EXTREMELY lucky that seems like a very dangerous/inefficient way to travel. She enjoys gambling. She got lucky. Stephen Trone wrote: 2) Reading through the briefing the venture captain simply asked them to explore the phenomenon, not to actually stop it. What motivation does the party have to intervene when the alternative is to study the situation? The phenomenon is spreading, and threatens to overtake Bellis within the next few days. These stakes are not terribly clear in the scenario, but Jamila or Falbin can point them out if the PCs seem disinclined to help. Stephen Trone wrote: 3) Azure states that the rift will remain so long as they remain bleached. What happens if the players go full murder hobo and just kill them? Have to be honest that does seem like the easiest solution to the problem, especially when the gnome was cursed by what is essentially a demi-god and helping them requires you to steal from said demi-god. I can easily see players balking at this prospect. Murdering Azure won't seal the breach. Reuniting them with their colours will. Stephen Trone wrote: 4) Are the other hunters not upset that the players may have killed their friend? I understand that death is not permanent in the first world but the negative levels they take are (and don't tell me that every fey creature has sacks full of gold to pay high level casters for a restoration every time they die) so at the very least the players have permanently crippled their friend. Due to their curse, the hunters generally hate each other. And yes, death in the First World is an inconvenience, like breaking a leg. Stephen Trone wrote: 5) Lastly, how are players collecting frozen samples? As soon as they leave the frozen area they should simply thaw out. And if the area makes things permanently frozen even after being removed, wouldn't access to that be more important than closing the portal? Good question. The frozen items do thaw out over time, but they retain a residue of elemental magic which Ashasar would like to study.
Alex Wreschnig wrote:
Yep, it's one of Ashasar's four elemental familiars. It shrinks to small size. Kwinten Koëter wrote:
I'm sorry, I really don't understand what you're asking. Maybe if Linda swings by this thread (or if you post your question with spoiler tags on the product discussion thread), she'll be able to help you. Kwinten Koëter wrote: Ah, one more question: does the Wild Hunt know that they're guarding their own bag? I'm sure the PCs will figure it out somehow, but how should they react to it? Weary understanding about the situation, and explain how to retrieve it? Surprise and joy to find it, but frustration when they can't retrieve their cooperation? I'm inclined to go with the former, it seems like a fun thing to do, but any suggestions are welcome. It's a more insidious punishment if the Wild Hunt know their bindle bag is within reach, yet cannot use it because they lack cooperation. But my general answer to all Wild Hunt RP questions is: they disagree, and nothing ever adds up. These guys are Tweedledum and Tweedledee times two, so all the responses you've suggested could easily come from different hunters, all at the same time. Kwinten Koëter wrote: Also, follow-up question: the Wild Hunt "ran afoul" of the Lantern King, and he gave them contradicting memories of the event. I haven't really given it some thought yet because I need to prep other stuff, but any idea what those memories could be? Since the Lantern King is the Eldest of mischief and transformation, maybe something like they (accidentally) spoiled a joke or told the victim it was the Lantern King, they pranked the Lantern King back and he took it badly, or they did something transformation-related I can't really think of right now. I could tell you, but then I'd have to scramble your memories! :)
Alex Wreschnig wrote:
Yeah, I obviously failed my Knowledge (geography) check here. My original distances differed from the edited version, so Linda is the final authority on this. But if you need an answer in a hurry, I'd say change the last distance (when Fall Turns to Summer) to "5 miles south of Bellis." This would line up with the next statement ("1 mile closer than Falbin expected"), which serves to establish the rate of the verdant zone's expansion. I hope that helps!
Jonathan Carroll wrote: I will be running this this weekend and I have a question on the Remnant of the First World boon: As a Gm can I select what ever item of the character I am assigning this to and also selct the property? It would be cool to have set of armor change color with your emotion or a cloak with tiny blinking eyes on it! That boon is in reference to the "offering" items which the PCs use when crossing over to the First World (see p.10 and p.21). It's unlikely to be armour, since each PC is asked to hold their item aloft while jumping into the well. It's also supposed to be "some trifle you're not too attached to" (Azure says this as a hint that the items will be inaccessible during their time in the First World). The "First World Mutations" table on p.21 is meant to assign random characteristics, although it does give the GM the option to ignore any result that "renders the item useless or simply doesn't make sense." So, according to the rules as written, the answer is no, GMs choose neither the items nor the specific properties. I'd recommend letting the PCs roll their own d10s, because it gives them more ownership over the results.
Alex Wreschnig wrote: Hey Scott, do you happen to have a motivation in mind for Falbin's apparent change in scenery? It seemed like he had a pretty good situation in Wispil--unless it's canon that his garden burned down? (Heck, it has almost every time I've run it.) Falbin still resides in Wispil, but each season he makes at least one trip to a different part of the Verduran, to collect herbs that only grow in particular regions. He is well-known in Bellis because he stays there every autumn while gathering pokeroot (he alludes to this on p.5).
Kwinten Koëter wrote: How does the betting work? As you say, it's more likely that the outcome of the betting will favour Jamila (and anyone betting with her against Falbin), because she happens to be correct. However, I wanted to create a balanced system that allowed for the possibility of either side winning. Note on p.10: "If the PCs found all three clues supporting Falbin’s theory first and have already settled bets, the NPCs agree it best to honor those payments, even after learning the truth from Azure." Kwinten Koëter wrote: ...are the rewards supposed to be used in this scenario only, or are they permanent, and can be used in later adventures? All the items which the PCs can obtain through betting appear on the chronicle sheet, so they can be reused. Kwinten Koëter wrote: The weather effects on page 14. Is that supposed to happen during all combats in the First World? Good question. The Whirlwood seasonal effects do NOT apply to encounters in Area B (Frozen Lake), but they DO apply to Area C (Heartgrove) encounters. My hope is that PCs who struggle against the first Heartgrove encounter (vs. the assassin vine or basidirond) will factor the environmental hazards into their response when the wild hunt approaches. In other words, if the plant nearly kicked your butts, maybe slow down and talk to the hunters, instead of attacking them on their favoured ground. Kwinten Koëter wrote: ...the checks to influence the Wild Hunt seem disconnected from their results. At least, at first glance. This was intentional. The wild hunt are otherworldly creatures from a capricious, unpredictable environment, so their reactions to tactics like diplomacy or intimidation won't be predictable. I hope most players find this unorthodox roleplaying fresh and enjoyable, not frustrating, but as with so many things about our favourite hobby, YMMV. Good luck with your prep and your game, Kwinten! Let me know how it goes!
That's exciting news! But your link leads back to this thread, for some reason. Here's an article about the "news" (still mostly rumour, alas):
I'm a big fan of all things fey, but I agree that by Volumes 4 or 5, a lot of parties are starting to suffer campaign fatigue. It's a particular risk in this AP, since the PCs will be reaching power levels high enough to make them think they can charge right in and defeat their adversary. Volumes 5 and 6: I don't have the modules in front of me, but I believe Vol. 5 is a fetch-quest to obtain the Sardonyx Shard, which PCs will need in order to access the Vault in Volume 6.
You might need to modify the end of Volume 4 to give them something equivalent to the Shard. Make sure they still need to return to Phaendar before they access the Vault, though -- it's immensely satisfying for PCs to return to their hometown after all this time. Maybe then all you need to do is drop them into the Vault at a much more distant point, and have their "Volume 5" experience involve fighting their way up to the Onyx Citadel? Or else -- as you suggest -- just adjust the CRs in the Citadel down a few levels, so they stand a chance of winning at 15th level.
Hi! I recently received a shipment which included my subscription AP volume plus a number of sidecarted items. However, I notice that one of the items in my sidecart (the Ironfang Invasion Pawns Collection) didn't get shipped. It's still listed in my sidecart. Any idea why this would have happened? If I wait till next month, will it get sent? Or should I extract it from the sidecart and get it shipped separately? Thanks!
Hello all, I just started running an AP with four players. Three of them are able to join me in meatspace, which is our preferred approach to gaming. The fourth player lives in another country, but he's an old, dear friend and I really want him in the game. For the first session, he Skyped in, and it wasn't bad...but it could be a lot better. The two main problems: 1) Audio loss -- we both had to repeat ourselves often because Skype cut in and out; 2) Camera position -- even with a plug-in webcam, we found it hard to find camera positions that are useful for my online player. It was especially hard for him to see the battlemat. I'm investigating other audio options (so far, Discord seems promising). But I'm not sure what to do about video. I'd prefer not to go the rolld20 route, because uploading and modifying maps online can slow a game down even more. Has anyone faced a similar challenge, in trying to graft tabletop and online gaming? Any suggestions for programs or tricks to try?
Hi all! I'm currently beta testing a new CR 17 monster. I ran it against a party of 17th level characters, but now I'm wondering what the next playtest should be. 1) Run it against 15th (or 14th?) level characters, to see how they fare against a potential boss? 2) Run 3 of them against a 20th level party? 3) Run 12 of them against a 20th level party, for a truly epic encounter? Okay, probably not the last one. But you get the idea...what do you think is the best test of a monster's utility? Cheers!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Hello all, sorry I have been so long in posting. I bear sad tidings: I don't think it's practical for me to continue running the campaign right now. I just endured a major move, and I have a new job starting shortly. Plus -- not that I don't love you all very much, and enjoy gaming with you online -- I now have some opportunities for live, tabletop campaigns with old friends which I would be remiss not to pursue. Sorry to have kept you on the hook. I hate to cut it short just when we were gaining some momentum. If the occasion for another online campaign arises, I'll be sure to track you down and give you first right of refusal. Cheers and best wishes!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
That's everyone heard from except Esdras, who unfortunately has to withdraw from the game for the time being. It sounds like most of the remaining players are on board, though many are struggling with issues related to time and/or to the format. I'm going to recommend a break -- this seems like a narratively suitable point, so I'd rather do it now than wait till we're in the middle of combat or something. I'll spend some time reading other PbPs, to pick up ideas about how to streamline and compartmentalize information. How would it suit the rest of you to try again in May? I'd suggest earlier, but I know that I'm going to get extremely busy in April. Shortly I'll post a wrap-up/teaser over on the Gameplay thread.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Thanks for your feedback; just waiting for one or two other participants to comment. I have one suggestion to help with Magdalen's difficulties. In addition to putting our characters' speeches in boldface, perhaps we can try to put any internal monologuing in italics? That should make it clearer what info is clear and apparent to other characters, vs info that, while not immediately visible or relevant, may bubble up to the surface later on. The other suggestion, and one with which I can help, is using this Discussion thread as a cross-posting site anytime Important Plot Info comes up. If it's VERY IMPORTANT PLOT INFO, I'll add it to the static Campaign Info tab, so it's readily available at any time. For example: let's say the PC-X finds evidence revealing that Professor Lorrimor was murdered by a one-legged man. You can help keep the plot clear by cross-posting on Discussion: "Keep an eye out for suspicious-looking one-legged men." Whereas if, a little bit later, the identity of the one-legged man is revealed, I can update the Campaign Info page to read: "The Lorrimor Inheritants are currently hot on the trail of the Professor's killer, a one-legged fishmonger named Lutz." Basically, the Discussion thread can be for collecting plot seeds, while the Campaign Info thread can be the current mission or statement of purpose. Does that make sense?
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Hi folks! I've been chatting privately with a couple of participants for whom the rigours of real life have made it hard for them to commit as much as they'd hoped to the game. I had intended to check in at each chapter break anyhow, so before we begin Chapter 3/Level 2, let me ask for honest feedback: Who feels that they are still enjoying the game?
Narratively, this is as good a time as any to write some characters out, or phase them over to NPC status. However, if enough players admit that they are finding it hard to enjoy the process, then I'm also willing to put the story on hiatus for awhile. Maybe we'll be in better headspace to play closer to summer, for example. Please be honest and do not worry about offending me. Thanks!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
I have no trouble with that strategy for Esdras, and I won't make you roll to bluff the other PCs. To me, it's more dramatically interesting for Esdras to reach a point where he chooses to let the other PCs in on his "condition" so they can help him to diagnose or cure it. But that can be a long-game storyline -- there's more than enough going on in the short term -- so your suggestion works as a good placeholder for now.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Let me know if anyone has questions about leveling up. Bear in mind that the Automatic Bonus & Progression benefits do not start taking effect until 3rd level. When you're leveled up, join us back in the Gameplay thread to decide the party's next move.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Alec du Chevrou wrote:
I'll have to think about it, but I suspect the solution will involve some carefully placed stashes of loot or materials, along with an increased discount when you get an Aid Another from somebody with alchemical resources (eg. Jominda or Esdras).
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Behind the Screen: yes, Harrowstone is very important. Tomorrow, you are all obliged to visit the Town Hall for interviews with the Sheriff -- assuming you want to stay on good terms with the law in Ravengro. But otherwise, any interest in Lorrimor's death, or in the strange goings-on in town, should involve a foray to the abandoned prison.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Alec du Chevrou wrote: Quick question about my gift from Lorrimor: the box was described as containing six cartridges and six doses of powder. Since cartridges are their own ammo type and have a crunch effect (faster to reload), should I be treating those cartridges as bullets instead? To be honest, I have trouble sorting out the details of gunslingery, despite having run several games featuring members of the class. I'm mostly going to trust you to stay on top of the details, and in this case, yes, that can mean reading "cartridges" as "bullets." Cheers!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
I'm down with most of that, but mostly I'm flexible. I think that losing half your hit points can be described in just about any terms you like -- gut wound, broken ribs, concussion, or just feeling like your luck is running out. Since it often falls to the GM to describe the wounds that PCs sustain, I suppose I should ask for your preferences in advance. But I'm also not adverse to a bit of quick retconning. So, for instance, if I were to describe a centipede bite as "cutting your ankle almost to the bone," you could respond in your next post with an ooc comment like "I'd rather not have to describe myself limping for the rest of the adventure; can we change that to a deep bruise instead?" I'd be fine with that. I probably won't keep careful track of the various AC bonuses when describing near-misses. So, again, feel free to tweak my flavour text to suit your own idea of how your character defends themselves. I'll pick up on your patterns and adapt to make the narrative more satisfying for you. Cheers! Keep the ideas coming! As I mentioned in the game thread, I'm traveling with family (Amsterdam and Bruges) until Dec. 30. Feel free to post in the meantime, and I'll catch up when I get back. Have a safe and happy holiday, everyone. And thanks for your continued commitment to our game -- it's great to have more RP to look forward to in the new year.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Briefly:
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
We might as well clear it up now, so everybody's on the same page. As you may have surmised, arcane magic in general is considered "necromancy" or "black magic" by the superstitious peasantry. Among the more educated, various theories compete to explain past reports of magic, but it generally has the same weight as alchemy does for our current scientific beliefs. In that context, a wizard (like Wictor) needs to be cautious about spellcasting in public, and even among friends he will probably have some explaining to do once the more visible spells start flying. But I'm mostly unconcerned about somatic/verbal/material components, which means if there is a flavourful way to cast spells on the sly, I'm happy to run with it. That goes double for Magdalen, who casts psychic magic, which eschews verbal and somatic components, and almost always lacks material components too. Since Shield is, indeed, invisible, it's 100% possible for Magdalen to cast that spell without anyone (including her) noticing. In narrative terms, I love the slow reveal of magical potential, coupled with the ongoing suspicion that such magicks are corrupt and diabolical. Pay close attention to the flavour text and you should have no trouble following along. That said, I'm flexible. If we reach a point when it's much more prudent just to cast fireball, shrug and grin, so be it. As with so many aspects of role-playing, it's only fun until it's not.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
The Van Roeyens were a noble family in Ustalav eight centuries ago. As far as you know, their line died out during the reign of the Whispering Tyrant. The tomb bearing the raven-wolf insignia of the Van Roeyens is therefore likely abandoned. Professor Lorrimor's will asked you to (1) stay with Kendra for two weeks, to protect her from unspecified threats, and (2) thereafter transport the chest of "dangerous tomes" to Lepidstadt. Kendra is clearly emotionally distraught about the desecration of her father's tomb. It takes no skill check to see that her suggestion comes, at least partly, from that. If you suspect she may have some ulterior motive, you can make a Sense Motive check. Oh, and speaking of the dangerous tomes, I want to clarify something behind the screen. The other PCs are not aware of it, and Wictor himself might not have clued in to this yet, but the description of the missing fifth tome (ie. the book that was supposed to be in the chest, but wasn't) matches the spellbook given to you by the spirit hare. Searching for the missing fifth tome is kinda low on the priority list right now, but eventually Wictor will have to decide whether to come clean, or if he's going to try to keep the book for himself.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Hmm, was it something I said? :) I'm going to blame all the radio silence on the American Thanksgiving weekend, and hope that we can get back into the swing of things soon. If there are other reasons why you, in particular, won't be able to post regularly in the foreseeable future, please let me know, either here or in PM.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Behind the Screen: From my perspective as the guiding storyteller, the books in Lorrimor’s chest serve two purposes: first, they provide the story hook necessary to carry you to Lepidstadt after you’ve had some close shaves in Ravengro. Second, they are a sort of gateway drug to the Corruption system. If you’re interested in role-playing a slow, psychosomatic descent into madness or supernatural corruption (with its attendant benefits and drawbacks), then let’s talk about it over here, so we can agree to steer the book plot in the right direction. The books are not intended as shortcuts to your characters’ goals, although we can work to make them dovetail in the long run. Even the most obssessed of these PCs should recognize that ancient tomes don’t tend to offer immediate solutions to pressing personal concerns. :)
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
I'm glad to hear that everybody (so far) is enjoying the game! Alec du Chevrou wrote: A question for you, Scott: for a little while there I was rolling interaction-skill checks to guide my roleplaying a little bit--if I fluffed a Diplomacy check then maybe my temper got the better of me, etc. I stopped doing it because it doesn't seem to be something that any other players do, but I would be interested in your take on the practice. There's no firm rule. If Diplomacy/Intimidate checks help you to decide how to frame your dialogue, feel free to use them. If I need a check (usually to provoke a particular & unlikely reaction from an NPC), I'll ask you for one. Esdras Martalen wrote: The only think I'd like to change is about Esdras's shifting scene... I was imagining Esdras as a common human who was the target of terrible experiments in the past. The skinwalker race was simply the best one to fit this concept. That said, I found it a bit weird for him to change in recognizable animalist features... perhaps if his changes are more monstrous it would fit him better. Generally, as we go forward, I will try not to seize control of your characters, even their appearances. Esdras, if you haven't already done so, maybe you could write up a list of specific changes/features? If you PM it to me, then I can include them in my descriptions -- or else feel free to beat me to the punch. Thanks, everyone! Onwards and darkwards!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
No worries, Dmitry. Life happens. Here are some thoughts, suggestions, and questions as we wrap up Day One of RavenCrown. It's been an eventful 24 hours or so! I've enjoyed everyone's contributions to the Gothic style so far. The internal monologues have been useful in providing exposition, and in helping PCs to sort out what matters to them, and how they will react in various situations. I especially liked how everyone took seriously Professor Lorrimor's funeral rites, and how you described your horror at seeing his corpse in its current state. That shows great commitment to role-playing, considering you only cared about the Professor because I told you to. :) As we move forward, I'd suggest we all try to ease off the inner lives, flashbacks, and internal monologues a little bit. Don't axe them completely, by any means. But when the action begins to pick up and the narrative needs to move forward, there's a genuine risk that we will all withdraw into six separate stories, instead of working together to build a single strong one. One suggestion to help this transition: here on the Discussion thread, I encourage each of you to post your impressions of the other characters so far. Single-sentence descriptions are fine. Those posts will help the other players to tell if they're playing their traits accurately. But more importantly, it forces you to think about the relationships as they begin to solidify. If you'd rather not do this publicly, that's fine, but maybe do it for yourself. And if your impression of another PC is "???" then it means your character ought to make an effort to engage with that mystery PC sometime during the next chapter. You're stuck in the same house for 2 weeks, after all. Ask each other questions that relate to the current situation (see the lists below for suggestions). Or, keeping your personal goal in mind, suss out the other PCs to see if they are allies or obstacles. Speaking of goals, one last piece of advice: play the long game. I hope that, like me, you're settling in for an epic story. If we get to the end of Volume One of Carrion Crown, there will be plenty of surprises and twists in store -- and that's only Vol. 1 of 6! Your personal goals are not going to get resolved overnight, so pace yourselves. If every single thing you post is an obsessive diatribe on how badly you need X, then even you will get bored of the idea, long before it pays off. Now, to help get everybody on the same page before we start Chapter 2 (not Volume 2 -- like I said, it's a long game), I'm going to provide two lists: What You Know and What You Don't Know. But before I do that, let me put an open question to the rest of you: how do you like the game so far? What would you like to see more/less of? Please be honest -- or, if brutal honesty seems inappropriate here, PM me instead. What You Know So Far:
What You Don't Know Yet (hint, hint):
A couple more points of business: First, I know that some of you are still waiting for prearranged objects or prompts that will clarify your characters' arcs. Wictor just received his spellbook, but if you're asking yourself, "What about MY thing?" then don't panic. They should be coming your way very shortly. Also, I hope I haven't been remiss in handing out Fate Points. I'll distribute another round of them at the start of each chapter, and/or when you go up a level (not just yet for that; sorry). So add a Fate Point to your tally now, and don't forget what they can do for you:
Finally, I realized I accidentally locked the title of our Gameplay thread as "Chapter One: The Last Will etc." Rest assured, despite appearances, we're moving on to... Chapter Two: Dark Days in Ravengro Cheers!
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
CrusaderWolf wrote:
That's the general idea, but feel free to post in response to dreams or whatever.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Sorry to say, but my posting will be more infrequent than I'd like until early next week. I am staying at an airbnb that, it turns out, does not come equipped with wi-fi. I'll try to check in every couple of days. In the meantime, please keep the conversation flowing. It's great exposition, and it helps to lay some of your characters' goals and relationships on the table whilst maintaining the game's atmosphere.
M Post-Human Thespian 8/Wright 13/Academic 7/Geek 12
Ivan:
The silver thread Dmitry shows you is called mercuria, a rare alloy supposedly formed through magic rituals, although some alchemists claim to be able to forge it as well. The fables say it is prized by evil fey, some of whom are also rumoured to abduct children for nefarious reasons.
Mercuria also plays a complex role in werewolf lore. Since it contains silver, stories suggest it can be used to bind or even dominate werewolves; however, local lore around the Shudderwood (in Northern Ustalav) suggests that some werewolf clans use it to convey messages to one another -- marking territory, laying claim to victims, and the like. Of course, this is all drawn from folktales and ballads. You yourself have never seen a faerie nor a werewolf -- at least, not that you know of. Wictor leaves the library in search of privacy, but finds the smoking room even more crowded. There are several unoccupied bedrooms on the upper floor, as well as a locked door which presumably leads to the tower. Otherwise, he can return to the common room downstairs, where the fire still burns. Somewhere in the house, a clock strikes once, signalling the bottom of five. Councilman Hearthmount is due in half an hour. |