Korbin doesn't reply to the questioning, these strangers had not earned the trust or gained the respect necessary for them to be included in their plans. Discussing feelings was futile. Korbin had long ago pushed aside emotion for logic and his faith was unshakable. The fearless Raven payed little attention to the question and kept focused on their new friends and their surroundings.
Bored with the idle chat, Korbin looks for a system to access and begins to catch himself up with whatever is available on the local cogitators.
They will most likely be a disadvantage to our current mission, I need to manage their roles if possible... he thinks to himself,but I need to know more than they are willing to tell... delving deeper into the system, even if not allowed, searching for any info he can of his new "friends."
Korbin attempts to access what he can with his MIU while drawing as little attention to himself as possible. The crew themselves were of interest, but also the Daemon down the hall was more pressing, he looked for files on both and attempted to leave a backdoor in case his current attempts were noticed or scrutinized. Also the nature of the ship loomed in the back of his mind, the outward appearane and inside didn't really match up and that was a mystery that puzzled Korbin and would later be addressed if possible.
Korbin seemed rather uninterested in the confrontation and took comfort in the fact that the end results would have been the same, no matter the obstacle or size in this case. Satisfied with the resolution, he notices just long enough to give concern to the pause in movement, the interruption of his own thoughts on the task at hand. Finally able to continue, he resume his silent steps and enters the facility, paying attention to the equipment and gathering an idea of what they could possibly be doing and less concerned with what they say they are. His usual distrust of others and constant questioning didn't make him the most polite, but he was always well informed, even if he never shared his thoughts like a true Raven.
If there is one thing that has been impressed upon Korbin, it is the value of teamwork and sharing ideas that enable them to work more efficiently, and so he has found himself sharing more with this brothers in the Deathwatch than among his own Raven company. The fluctuating seed of command shifting and placing the burden of command among others puts people in different roles, forcing the squad to become better. The option of command having been presented to Korbin, he knew it to be too soon, but realized the benefits such a task could have on repairing and making up for past mistakes.
Enough distraction, what is going on here...he reminds himself, regaining focus and evaluating what lies before him with full attention.
I believe you are better suited to lead than I. I do not desire the burden of leadership and the responsibility for others under my command. I will be happy to be a forward scout and assist you in your plans for our approach.
INT 65 Tactics (recon and stealth) vs 1d100 ⇒ 68 Failure
Korbin isn't able to offer much help, frustrated at his previous attempts on their last mission to guide the transports stealthily, his inability to see a clear way are most unlike him. Sardus' suggestion that Korbin might be suited to lead reminding him to much of his past. He becomes anxious and can no longer sit idly by.
Excuse me brothers, I need to make some final preparations for my own armor and equipment. He finds comfort in the rituals and blessings of his armor, it helps to clear and focus his thoughts. While in the armory he then considers what he shall bring for the mission and chooses wisely.
Korbin doesn't have much for words that can calm the burning fires within Uriel, but he knows from personal experience the loss of a squad can have mentally. Upon hearing his choice to become a GraveKnight, Korbin assures Uriel that in time he will find purpose and meaning again.
May your great Hunt be redeeming my friend. You will find out what you are truly made of without a squad, but not everything can be accomplished alone. Do not let your mistakes of the past prevent you from doing what is necessary now. I wish you well Uriel. he says raising his glass to him, celebrating his survival, believing that every Marine is invaluable to their chapter. The limited number of RavenGuard marines placed significant importance on every marine and their ability to support the whole. Excess numbers and the freedom to hunt alone were foreign concepts to Korbin, but none the less realities of other Chapters.
During the briefing:
We will not go unnoticed in the Hive City in our full armor, even I have my limits...Do we have any actual intel or suspicions on who may be responsible for the disappearances. Does it appear to be of Xenos, Daemonic, or Word Bearer doing? Any reports of those factions having a presence in the sector on in that Hive?
After looking to his men to confirm what he is saying he then addresses the Inquisitor directly.
What are your orders? Do you have a plan for infiltration? Will your presence or ours be known to many? I do not know how we will arrive or announce ourselves, but depending on how you wish to carry out this mission Inquisitor, we must prepare accordingly...While combat is always a possibility, is there anything more you might speak of to prepare us more readily? What are these recent disappearances of Inquisitors you speak of? Do you believe them linked to our recent encounters?
Just wondering how he wants to approach it, either under the radar or for all to know as we approach officially.
Korbin tries his best to mingle, but interest in idle conversation and back slapping is short. He mostly keeps to himself, answering if asked, trying to be polite, but just merely supporting his brothers and the occasion.
As his brother's go on, he listens to their stories and genuinely enjoys some, but his mind is elsewhere. Trying to sift through all the intel he had gathered and make sense of the mysteries and phenomena surrounding the research, equipment, Tyranid, and traitor marines.
After a while, before anyone else most likely, Korbin slips out unnoticed and returns to his own tasks. When he gets a message for the mission brief, he is excited, ready to continue and learn more of the universe and its many dark secrets to be uncovered.
Upon arriving at the meeting, Korbin doesn't reply with words, but a simple nod, and his body language clearly showing his interest, as he pays attention and listens closely.
Korbin was far too analytical, judging the direction and they way people looked at them, as if knowing something they didn't. It certainly wasn't a normal meeting, not with Matteus escorting them in a place they hadn't been yet. Upon entering the large chamber Korbin felt proud, prouder than he had for a long time. His armor reminding him of a "hero's shame" Korbin had worked to make up for his past mistakes and bring honor to the Raven Guard.
His efforts and knowledge were able to save lives and valuable research. While it will never be the lives he lost under his own command, they are significant none the less. Such public service was rare the tasks were perhaps worthy.
Our actions were more important than we know he says to himself, considering what would warrant such ceremony. Korbin hadn't prepared himself for such an occasion physically, but mentally he was focused. When the time came and silence filled the void between each member of Squad Thanatos' introduction, Korbin steps forward without a sound:
Matteus found Korbin in the ships forges, working tirelessly on Othair's armor, racing against some invisible clock, eager to provide the dexterity he desired in his armor. Additionally, in his down time he took stock of what they had brought and what was available within the fleet, keeping a list so he could assist his brothers in requisition should the mission deploy before returning to a major world for resupply.
As he finishes the touches on a section of armor, he assures Matteus that he will be on his way shortly. After finishing up and removing his tools, he heads to the meeting and tries to refocus his thoughts.
In the days prior, Korbin had begun repairing himself and removing flesh that he no longer desired, further covering himself in steel and bionic augments. Through ancient ritual, he was infused with a great deal of knowledge from the Tech-priests, helping him to access archives of data he managed to extract from the Inquisition outpost.
Korbin steps off the teleportation pad full of delight. He had took pleasure in the workings of the facility and learning all he could of the devices and their mechanics. While still more data to be sifted through and absorbed, Korbin was protective of his knowledge, much like any Priest of Mars, or the Inquisition, in this instance. He would learn all he could and the forbidden fruits of the Warp would be that much closer to his grasp.
Any readings from the facility or planet?eager to know if his adjustments had worked as planned or foiled the destruction of the facility. Was the destruct sequence activated and successful? I made a few adjustments and additions, which should have increased the blast yield significantly.
In reply to Sardus' comment, Korbin replies to him and his brothers:
You all held the line and gave me and the other personnel time to succeed, your courage and actions were most admirable. You all worked well and cooperated as if already part of our squad. I can think of no finer men I would rather serve beside in the future. As Forgemaster I will make sure your weapons and armor are ready for our next mission.
Korbin works tirelessly in the teleportation chamber, maintaining optimal output and efficiancy, trying to pump every last ounce of effort from the machine spirits in an attempt to save as many people possible.
Already withdrawn into the confines of the facility, the men had bought themselves a short break by setting the Traitors between them and the invading Tyranid, whatever the fate of either, it would be well deserved. None of that mattered anyways, for as soon as they were all clear this whole installation and everything within and near it would be destroyed in the blink of an eye.
As the ranks of men waiting to teleport become thinner and thinner, with now only a few groups left, Korbin informs his team that their departure time is near.
We have only a short time before we teleport out, we should be able to leave together, the last to survive this doomed rock. The perimeter is holding, make sure you got everything you need.
Korbin collects a few dataslates cogitators, things he wanted to personally review and learn more of.
Korbin gets warning through his systems helmet that the base security has been compromised. He takes a few moments to see what the alarms are about and immediately recognizes the traitor marines.
So that is why you fled...cowards! he thinks to himself.
Korbin immediately begins accessing the networks and attempts to slow the marines down, shutting down power and sealing doors with the access the Inquisitor provided to him before her departure. He calls forth what little remaining automated defenses that are still intact and directs them to attack the intruders without prejudice. In a few sections he notices his brothers taking on marines and leading other marines against the enemy forces. He trusts they will be enough and that they can hold the lines while he returns to the teleportation room and attempts to ready it for defence. They could not afford to let them take control of the device and leave the planet to attack their unsuspecting crew on the other side. I issues orders and messages the the next group of staff to depart by teleport to advise the Inquisitor of what is happening and prepare for possible enemy infiltration.
All staff must be checked and verified, we can not allow the traitors to leave, their only reward shall be meeting the Tyranid in their final hours
Korbin finds a squad that nearly infiltrates the bases interior and control room, and luckily catches them off guard as they didn't even hear him coming. Korbin suprises them all with a blind Grenade before moving in with his Executioner axe and cleaving through half a dozen soldiers before they know what is even attacking them. By the time the traitors regain their awareness, Korbin is no where to be seen, the last thing they see is a flash from a ball of plasma before it detonates on the center soldier and the blast rips through their armor burning every last cell in their bodies, leaving little more than scorched metal and cauterized body parts.
He checks the remaining cameras, satisfied the immediate area is secure he prepares some men to defend the interior and recalls some squads from the front lines. Time was drawing near and the personel of the base were diminishing faster and faster. Now with the Tyranid threat and Traitor legions closing in, the required time for teleportation was quickly decreasing, reminding Korbin of his earlier thoughts and ice cold logic.
Korbin then opens a comm channel to his men and the squad leaders in defense of the base:
Our teleportation window is shrinking as more men are lost and overwhelmed from exterior and interior threats, I recommend we fall back inside and hold out until all are nearly gone. Anyone left outside will be caught between traitors and Tyranids, we should fall back and consolidate based on Sardus' evac plan. I have secured the teleportarium and devising some defense, the Traitors are heading here and are cutting through the base personnel with ease and haste. By my calculations they will arrive here before everyone has exited, suggest falling back and counter attacking the intruders while I seal the outside and buy time from the Tyranids. By the time they breach, it will be the Traitors caught between us and them.
Korbin maintains his position near the Russ and weakened portion of the wall. The teleportation is going according to plan and thus far has not begun to show signs of failure. As the horde swarms the walls and the hole is weakened, Korbin stands his ground and unleashes the Omnissiah’s fury with his plasma cannon, eviscerating enemies in groups with its blast radius. While his weapon recharged between shots and close quarter combat was called for he lashed out in every direction with his executioner axe and mechandrite attachments, his strength crushing Tyranid and slicing through their hide with precise blows and widening swings, sometimes cleaving multiple targets at once as he swings his axe in an arc wider than himself.
In the few instances the tank took damage, Korbin was always nearby to soothe the machine spirits and hold the line of the weakened portion of the wall. Oh how he wished more dearly than anything else for a conversion beamer rifle, but that was not available. He made do and remained true to the codex. Nearly every foe he engaged didn’t see or hear him coming until it was too late, often the creatures never even knew how or why they fell as Korbin moved with a grace unbecoming his size.
I'm spent now, if the GM wants to move things forward before I can do more thats fine, I'm willing to accept less xp if it means moving things forward, don't wanna hold it up longer than I have. Nice writing everyone, I'll try to do better when I have time.
Korbin's success and work on the teleporter was worthy of praise, but there would be time later for pats on the back. Upon success and double checking his work he comms his team to inform them of his status and then continues working the simulations until they are complete. Upon which time he moves towards the weakened wall and takes up position ready to defend the wall, but close enough to return should the device malfuntion or the spirits faulter.
I have increased the teleportation capacity by 60% and decreased recharge time by 2/3rds. We may yet rescue everyone from this facility. I will make sure the weakened portion of the wall is held and make sure the telportation device remains at full capacity and 100% efficiancy.
Korbin examines and takes a minute to get to know who he is working with and assess their abilities. His plan surely couldn't work alone and if he were to achieve optimal efficiency he would need the other tech priests and lab personal to assist him willingly. He needed to see what could be done to improve the recharge or push the capacity to transport more at a time. Even if it were pushing the equipment they didn't need to worry about long term usage or repairs. How can I increase the power during recharge and widen the teleportation field?
Korbin observes their actions and begins accessing data he was just given codes too. Looking carefully at the available equipment the STC design and usable spare parts from the labs as well as any additional information that may not of been handed over. He takes a note of the armory and quickly does the match to see how many of the forces could be armed, after which he pushes those numbers and conclusion by VOX to his team, including the best ammo count he could calculate roughly. Later he would devote some time into doing the numbers and calculating a possible number of Tyranids vs our forces taking into consideration the types and likely frequency of the larger xenos versus our munitions and ammo supplies and quality of our own troopers, with a small added percentage to the lab workers with a constantly diminishing pool of personal that are leaving and dying.To factor in the death rates would deduce or time needed, that is logic that his hard to followhe says idly to himself, seemingly unaware of how cold his logic really was.
When and if they were able to begin improvements or tweaking the machine Korbin would keep a close watch Just a reminder to keep i mind my Distinction: Watcher. Notice things others don't, especially with danger and gives a re-roll to ally nearby on INT or PER skill tests. So just using it to catch a mistake another could make, something to consider on the people around him, ever mindful of mistakes that could be made, meaning damaging the machine or upsetting of the machine spirits.
For the task of analyzing the numbers and measuring their odds and constantly diminishing time frame to return all the people left would help him determine how far to push the equipment and for how long it could be sustained and repeated. It would be a delicate task but he was confident the cogitators available here would make short work of the task once fed the correct data to run simulations and numbers on.
1d100 ⇒ 83 4 DOS
1d100 ⇒ 56 6 DOS
1d100 ⇒ 15 11 DOS
Korbin's fine manipulation of the machines and constant stream of data flowing from his MIU to multiple cogitators, his "Jaws of Intellect" Distinction reminderguide his body with agile and his strength nearly limitless as he makes use of every shortcut he could, transporting and arranging equipment, connecting additional power and wires, soothing machine spirits as he awakened them and spoke to them to make a final glorious stand in the name of the Ommnisiah. Born and bred for this exact task and moment his skills as Forgemaster Techmarine of the Raven Guard would mean the difference in the life and death of the base and his and his squad's gene-seed. While they had officially succeeded in their main objective, Korbin had no plans to die on this rock. Motivated with a selfishness to preserve his own uniqueness and that of his battle brothers he readied himself for the eventuality that he made need to use the detonation codes, but only as a last resort and final sacrifice. He had brought this question and concern up at the beginning of the mission and knew the basic math beforehand. Not everyone would make it off this rock, logic dictated the most valuable be transported first. I will not be among the lasthe says to himself with such conviction that he dare not speak it to his brothers, but nearly more to convince himself his logic is just and sometimes honor and brotherhood must be put aside for the greater good.
The Inquisitor should make those decisions before she departs with the limiter in the first teleport. We will make sure to defend the facility for as long as possible and then extract ourselves as time and circumstances allow. I will attempt to increase the efficiency and frequency of the teleporter. I should get to work and see what is possible.
Korbin accesses what information he can of the teleporter and takes a look to see what can be improved, even if only temporary.
As he listens to Sardus' orders he takes a moment to provide his assessment of the defenses and incoming Tyranids.
The Tyranid swarm will be upon us within the hour, the defenses look strong, but I worry about the breach and the Russ defending it. We are running out of time and the lack of vox comms worries me as well...We may need to consider other options Inquisitor, perhaps I can be of use when we access the device chamber.....I will try to patch into any video feeds I can, but witout authorization codes the encryption could be difficult to break...Inquisitor, do you mind? he says, hoping she would provide the codes necessary or have them patched in manually by a technician in the facility.
Afterwards, he follows Sardus to the lower levels, trying his best not to get left behind.
Korbin takes the time to assess what he sees outside the gates and above. More concerned with what is outside than inside he takes stock of the defenses remaining and assess any imminent threats posed by the outside forces gathering.
Attempting to patch into the local vox network now, re-routing signal to our squad, trying to establish a stable connection.
Korbin is in deep thought as he contemplates the nature of the devices he just encountered. The Daemonhost and possessed flyer are not easily forgotten as he feels the machine spirits distress all over the planet. He comes to in an instant as Sardus and the others take notice of the horde and begin to react.
Not one to retreat or shy away from a battle, he nearly forgot their objective and what they had sacrificed to make it this far. He reluctantly agreed with the decision to pull away, for his anger now turned to revenge. He knew it would be pointless and wouldn't hurt the enemies enough, but he thirsted for atonement.
Copy that, taking aim as he readies his plasma cannon and attempts to get a line of sight on the carifex. If need be he would open the doors or an access panel to take aim. He would have is pound of flesh one way or another.
Korbin looks for anything that could be of use on the way out, anything that could be helpful in combating the enemy, always looking for any tool necessary to overcome his advesaries.
Understood, I will take point. If there any machine spirits worth saving, we should get them on our way out. While I understand it is inevitable, I am bound by Oath to do what I can and recover anything of significance.
As he moves he considers the armory and anything else he might not understand that could be needed in the coming battles. Cogitators, weapons, relics, and anything else that the Universal Laws required him to preserve were a thought that took effort to supress. Even knowing the future of this world, the inevitability of the destruction of much more than the machine spirits of this outpost....The world was ending and he couldn't save them all. His duties to his brothers, the Deathwatch, and his Oaths as a marine, all weighed heavily on him in the face of such destruction.
You will be the second daemon I banish this day. he says as he charges the host with his ax in hand. I know your weakness
Activating Attack Pattern of Korbin: Free Action
Exploit Weakness:
Half Action(Free at Rank 5), Cost 4, Sustained No.
Effects: The Raven Guard use precise application of force to cripple their enemy. The squad works in concert to exploit the foe’s weaknesses and deliver potent, strategic blows. As a Half Action, any Battle-Brother in Support Range may single out an enemy. Until the beginning of that Battle-Brother’s next turn, all members of the Kill-team may re-roll damage rolls against that target (the second result must be taken). Only one target may be singled out at a time. Improvement: At Rank 5, singling out a target becomes a Free Action
Shoud've done this before Sardus attacked, but I'll let him apply this next turn and Korbin won't be able too. Cool? Last until beginning of "his" next turn.
WS 65, +10 Master Craft, +20 Charge (95) vs 1d100 ⇒ 47 4 DOS
Korbin addresses the inquisitor with respect and makes sure Sardus can hear them. The traitors have entered the caverns beneath the outpost. They have yet to breach the limiters defenses. Is it possible they could penetrate the defenses from below? I can not easily access more without proper codes, is there anything else you have neglected to mention about this outpost?
As Korbin moves through the outpost it seems empty and abandoned thus far. When he finds the cogitator he comms his Sardus and the squad.
It is clear to move up, I have found a central cogitator and will attempt to access for more information regarding the status of the outpost. Move cautiously, it feels too empty. Approach cautiously and cover me while I access what I can.
INT 65+ Tech-Use +20, Talented (+10) ,+10 Electro Graft or +10 MIU, +10 Combi-tool? (125).
1d100 ⇒ 36 7-8 DOS depending on allowed equipment.
Afterwards Korbin begins work on the cogitator and attempts to connect with his MIU if possible, but always knowing his electro-grafts should suffice if an access port is unavailable or damaged. He begins to gleam all he can, beginning with security access, vox communications, security footage, and access logs. If possible he will rewrite the security commands granting himself admin privelages and deleting other user accounts.
Korbin sees the foul beast banished back to the warp and prides himself on having done it. He's only glad none of his brothers from the Mechanicus were here to witness it, for they surely would've made things more difficult.
After the destruction, Korbin takes position at the door and readies to enter on point. While Sardus prepares the men and shares what intel and plan he's developed thus far, Korbin makes sure his equipment is ready and everyone else is a go before entering.
We need to know a route Inquisitor. We might be able to establish connections with the main cogitators or will we head straight for the device? Once inside I will scout ahead within support range and we can assess the enemy presence and capacity.
INT 65, +20 solo mode, +20 Conceal/silent move (105)vs 1d100 ⇒ 1Ninja success (10 DOS)
Korbin hears the Inquisitors orders and is surprised by her assertiveness. While contradicting Sardus' orders, she technically was in charge and certainly knew best when it came to Daemons. With the beast powered down, he begins to damage critical systems beyond mortal repair and weaken it for an explosion. He tries to expose critical components but is careful not to touch it with his own flesh, just with his Breaching Auger and axe. While perhaps cruder, he wasn't trying to salvage it and didn't want any contact with the Daemon if possible so he needed to destroy with his Plasma cannon from a safe distance.
The blast on maximal mode and well aimed, should be enough to critically disable and destroy it.
After weaken it and exposing what parts necessary to ensure critical failure and possibly an explosion, he steps back to a safe distance, behind the best cover he can find, aims, then fires his plasma cannon on its most powerful setting.
BS 65, +10 Red dot, Accurate +10, Aim +20, +10 Size bonus, +10 Short range(125) 1d100 ⇒ 63 6 DOS
Astartes Plasma Cannon (Maximal Mode)
Heavy 160m S/ 3d10+11E, Pen 12, Blast (3), +Recharge, Overheat, 3x ammo
Accurate adds 2d10dmg
As the Thunderhawk slowly whines down Korbin doesn't feel any relief until its powered off completely. Sure that it wasn't going anywhere, he replies to Sardus' hail on the squad comms for all to hear.
Thunderhawk is grounded, but still possessed. If it can be cleansed then we might have a ride home, after I repair it. Sounds like you are nearly finished down there. What of the third squad? I shall remain here until the Inquisitor arrives and together we shall purge this Thunderhawk of its Daemon.
Korbin them moves to open the side door of the Thunderhawk, but is careful not to enter until the Inquisitor arrives.
Korbin had believed one shot would suffice, but the Daemon must be sustaining it somehow is all he could imagine for failure. With no time to spare, this would be the last chance he had before the Thunderhawk spun to life and bolters began firing. That would make completion and retreat nearly impossible and Korbin didn't feel he was destined to die this day. He raises the Plasma cannon once again, carefully taking aim, and fires into the turbines, leaving the rest to the Emperor.
BS 65, +10 Red dot, Accurate +10, Aim +10, +30 Point blank, +10 Size bonus(135) vs 1d100 ⇒ 63 7 DOS
Astartes Plasma Cannon with Red Dot (+10 BS)
Heavy 150m S/–/– 2d10+11E Pen 10 (backpack ammo 100 shots) no reload, Blast (1),Volatile (Auto RF w/ 10), Accurate (+10 w/ Aim, +1d10 dmg per 2DOS, max 2)
In the background beloww, Korbin hears the traitor marines begin to move towards his squad as the space between them explodes with fire, surely from DragonFire rounds, their sound easily distinguishable by Korbin. He lifts his Plasma cannon up and takes aim at the engine, hoping to overload the power to the ship and force it to shut down before it can take off and power its reserves. He needed to support his squad but couldn't with the Thunderhawk possessed.
WS 65, +10 Red dot, Accurate +10, Aim +10, +30 Point blank, +10 Size bonus(95) vs 1d100 ⇒ 90 4 DOS
Astartes Plasma Cannon
Heavy 150m S/–/– 2d10+11E Pen 10 (backpack ammo 100 shots) no reload, Blast (1),Volatile (Auto RF w/ 10), Accurate (+10 w/ Aim, +1d10 dmg per 2DOS, max 2)
Accurate adds 2d10 dmg.If there is no point blank and/or size bonus, then remove the extra accurate dmg dice. (7 points)
Korbin's understanding of Daemons is little and fears the worst for the machine spirits of this Thunderhawk. While he would normally be inclined to soothe and calm such spirits, he determines the taint is too great and he can't risk boarding and entering the belly of the beast. At the same time, he knows this craft can't leave this roof and so he quickly decides disabling will be the only chance his squad has of surviving.
I must disable this abomination before it takes flight, do not lose the Chimera.
Not sure if a possessed vehicle, which I don't know where the rules for are(would be nice to know) can be "cleansed" or does it have to be destroyed? Not sure if there's any options for taking it over and piloting it...Korbin might know little of such things with this knowledge of the machines of war...If its something we can actually maybe use later, then I won't destroy or disable it beyond a point I, and not others, could repair it. If its truly lost, then I'll destroy it. Most likely throwing my grenades into the side door and running for it..If I know that blast wouldn't be enough, then I'll have to think of something I could blow up igniting the rest of the ship or atleast disabling main power. I've got the breaching augur and tech use at my disposal, Plasma cannon to turbines possible, just let me know how I can best achieve what I want and I'll roll something.
End of previous round, going to spend my reaction to attack with Servo Harness
Korbin's advance wasn't as clean as he'd hoped, and as the Thunderhawk began spinning to life, he knew things would turn from bad to worse if he wasn't quick to react.
The Champion parried his attack and the sting of the promethium threw off his aim, even if momentarily, causing him to swing wild and in haste. When the timing is just right, his breaching auger spins to life and strikes from the side, seeking to impale the distracted marine through his armored sides as he swings wildly.
Use my reaction for that round to attack with Servo harness, eqquiped with Breaching Augur Installed on Servo Harness
Melee 4d10+3R, Pen 7, Tearing, Unwieldy, Power Field, SB + 16
Korbin comms his squad:
Thunderhawk powering up, I may have to take out our ride, take care of the remaining marines up here. If it takes off, get the inquisitor to safety. Don't worry about me.
Korbin then thinks about what he could do to disable the power on the ship from the outside, something he would be able to repair quickly, but enough to keep her down and unpowered.
INT 65 + Trade (Armourer) +20 vs 1d100 ⇒ 10 7 DOS
Then as calculating as he can be, he considers boarding it and using it against the ground troops, but not sure if his flying ability would suffice. However, if the Inquisitor could warp inside, then he could man guns and support his squad with more firepower than he currently wielded.
Could that be the inquisitor now? How else could it of powered up, unless there were men already aboard that he missed in his initial observations.
He ignores the lascannon marine on the otherside, hoping his brothers could cover him long enough while he focused on the task before him. He keeps as much between them as he can, even using the Thunderhawk as a shield, hoping the marine wouldn't dare use his gun in such close proximity to it.[/ooc]
That might take a half action to think of something, may even consider using my reaction if it meant still having a full action to do something, like with my Logis Implant? It might give me some enhanced targeting information or critical power system lines.. If necessary I'll spend a FP to keep that thing on the ground somehow.
It's got 2 rounds after this to power up right? Can't believe I missed a crew, do the guns looked manned? Korbin will try and stay inside the firing radius of the Thunderhawk, maybe even enter it if it can't be disabled from the outside.
Korbin leaps over the side and sprays two of the traitor marines in fire, catching them off guard and unaware. As their flesh burns Korbin leaves them for the moment and charges the remaining soldier with his axe in hand.
Total: 10 E, Pen 7, (-20 test to dodge) **Added +2 Pen from Solo mode, same dmg rolls as before.
WS 65, +10 Master Wpn, +10 Charge, (85) vs 1d100 ⇒ 65 2 DOS
That's the second time I've missed a guy in combat, I was just in a hurry and thought I was right, too lazy to re-read original post. I'm sorry and I won't let that happen again, I'm usually right, but got so many games and numbers to keep track of I need to find a better way of organizing combats for myself. I like the PC narrative focus that your comabt has, I'd be a lot of time and rolling for every NPC, I agree its not always necessary in every situation.
I believed there were only 4 men on the roof, maybe one wasn't visible before? If the Eagles dropped 2, and I'm fighting one, that leaves the champion, but if there are actually 2 left, then I'll definately use the FP to drop the grenade and charge the closest one with my Axe.
If there is only the Champion left and the guy I'm facing, then keep my post above, flame and then moving towards the Champion 5m (my half move)
Didn't even roll damage for the last attack. oops, long day, just got home from work.
2d10 ⇒ (2, 4) = 6.
Total: 10 E, Pen 5, (-20 test to dodge)
One other thought, with the other guy there 10m away, couldn't I not move myself around, putting the marine between me and the Champion and blast them both with promithium? That is my first choice, and I can still deal with the last guy (if hes really there) afterwards.
Korbin sees the tide turning and has to decide quickly what to do. He knows that one other marine remains and this one blinded, but he can't get to a ranged weapon fast enough and is left little choice but to finish off the blinded marine with less finesse in a last second gambit. As he hears explosions below, sounding like Vengeance rounds from a heavy bolter, Korbin understands his focus should be up here. While the traitor marine is momentarily blinded he releases the executioner ax with his left hand and breaks for the other marine, leaving his arm pointed and firing a concentrated blast of promethium from his deathwatch relic engulfing the marine and hopefully not ending his pain too slowly.
Don't know if cover is available or if the other guy can see me...not sure if I can just move towards him unseen or he knows where I am and need to take cover. What is the distance, might charge. Is Korbin dealing with the Champion here or the other?
He would ideally create some distance before doing it if possible, not sure if he needs to "disengage" the enemy as an action and/or what penalties/bonuses would apply for being blinded...I had also considered dropping a grenade at his feet, but not sure how that would've been done, if a BS test would be necessary to simply "drop" a grenade..also, not sure if I'm "engaged" so didn't want to drag it out...if possible, for future ref, please let me know how you'd handle/allow such things.
PS. What happened to the third marine firing without a spotter? I guess he missed? just keep him in mind for the next rounds, as it might be essential vs this overwhelming force.
As Korbin swings at the Marine and the damage isn't enough, his scream gives way to warning and Korbin knows the element of surprise is lost. Take the shot. is the only thing he says, hoping his brother can act fast enough and their aim true.
Korbin climbs onto the roof quietly and expertly, considering his size and mass,choosing not to risk slaying the devestator from below.
INT 65, +20 solo mode, +20 Conceal/silent move (105)1d100 ⇒ 96 straight success. Might fail test if there is one, here's the re-roll. Or you count it as my silent move with same stats as above…Didn’t know if I’d need that too. 1d100 ⇒ 53 5 DOS
Korbin signals his brothers, knowing where they should approximately be, he's confident Sardus' command of the Eagles in his Chapter's way will work and Korbin moves to take out the devastator with his Axe in a surprise attack, taking a moment to aim for the head before striking. With luck he could quietly take him out and then move to another devestator without giving away his Squads positions just yet.
WS 65, +10 Master Wpn, +30 Surp Bonus, Aim +20, Half Action Attack (105) vs 1d100 ⇒ 56 6 DOS
Master Crafted Astartes Executioner Axe
2d10+8E, Pen 6, Power Field, Unwieldy, Felling(1), +2 Penetration Solo mode, SB 13 Swap 6 DOS for 3 on Dmg. dice 2d10 ⇒ (7, 3) = 10 34 E Pen 8, Felling (1)
Korbin moves closer, looking for an opening in the squads and how he could best access the roof unseen. He needed to find the right access point to ascend the roof with his grapnel and climb. It wouldn't be an easy task, but he had faced worse odds in his past. He needed to use his mind more than relying on agility, his size larger and heavier, he had to wait for the right moments to move when the sounds of the jungle and shadows could aid him. When his team was in position, Korbin made his move:
INT 65, +20 solo mode, +20 Conceal/silent move (105)vs 1d100 ⇒ 83 Failure with -30, solo allow re-roll of failed:
Korbin takes just a few moments to consider what to do. I am confident I can reach the rooftops and facility unseen, but was unsure of your abilities. If you can teleport and remain concealed, then it looks possible to get you there safely to pilot the Thunderhawk. If you aren not confident you can arrive safely and quietly, then you needn't risk exposing yourself now, remain with Sardus and the Eagles.
He then turns to Sardus, I think your idea is an excellent one with minimal risk and maximum effectiveness. If you can target the the heavy marines in your first couple of shots from the dense jungle, then I can concentrate on taking out the Tank from the rooftops. Once those devestators and tank our down, then your squad can move up while finishing off the remaining marines as they scramble. We mustn't draw their attention to us up top until the last possible moment.......he then considers something else and a light bulb goes off behind the visor of his helmet, once again smiling at his deceit, and deciding to share is plan:
If Sardus and the Divine Eagles can assault two squads at once, taking out their bigger guns, by spreading yourselves out, then the Chimera can move in to assault what remains, if not from a safe distance. Spread out, fire from all directions, it will be confusing and disorienting for a few moments, which is all we need to swing the tide in our favor.
Even if we were able to breach the defenses we have no idea what is inside and if the limiter even remains here or is still protected. This could be one elaborate trap, as they know we are coming. I want to see that daemon banished back to the warp, but not until we can strike with certainty.
If an assault is what you want brother, then we could use the Chimera to charge the door and get under the devastators weapons and slip between the other two squads. If we are too slow, then we will be caught in crossfire from every direction when the other squads move to intercept. Even if we get inside, we are between enemy forces. After retrieval we still need to extract and that might be harder than getting in. I doubt the Thunderhawk is going to sit by and wait for us.
I say we retreat by way of Chimera and detonate the facility as quickly as possible. If the Thunderhawk is your goal, I believe it would take a risky distraction to get us near the landing pad and devastators. If you and the Chimera were to distract them while the inquisitor and I get to the Thunderhawk, then that might work. I have my grapnel and can scale the walls and assist others quietly. Even if we took out the watchtower quietly, then the other squads will know something is off when we begin to take of…Unless it looked like you were taking off in response to the distant assault. Once the watch tower doesn’t open fire or respond, they will know something is wrong and so our window will be small. There is still the tank and a 3 squads that could make quick work of us if they concentrated their fire.
I am sorry brother, no matter what path I can imagine, there is not enough certainty versus risk, and the reward is questionable. Honestly, such sinister things might be better destroyed and not left to the idle hands of man.
Before Korbin looked at what weapons they were carrying, could you give me some ranges? And more detail on how it might be able to get to the watch tower undetected…if impossible, even with a distraction, then nevermind, we’ll just drive back. Is it in a clearing, or is it dense jungle and the base is covered? Might be easier to get into and wondering what cover there is if we did engage at range.
I know this part has taken a long time, both of us have taken a while to post and I worry its slowing or affecting the timing and posting of the installation…Maybe I’m wrong, but if it’s simpler at this point, until your brain isn’t mush, we can return there…Heck, maybe with a Thunderhawk, we go scoop up reinforcements and come back…
How large is a squad? Are they spread out or lined up, dug in? Just standing in open or behind some makeshift cover? Maybe I can't tell from here?
Korbin doesn't need the magnoculars, he scans the squads on the ground and rooftop, the tank and thunderhawk, using his bionic eye, taking note of their weapons and beginning to calculate the risk to himself and his squad. Sardus can't see a way to enter quietly or access the Thunderhawk without drawing attention, so Korbin sets his mind to seeing if he can't find a way.
Activating his Personal Demeanour: Calculating:
The Space Marine’s mind is highly analytical, constantly
aware of the pros and cons of any decisions he faces...I'd like to activate this to provide any bonus (up to +20) to the roll) on Stealth. It ties nicely with his Chapter Demeanour too, but I think I activated that one once, but actually didn't apply an benefit.
Tactics: Recon and Stealth INT 65 vs 1d100 ⇒ 54 1 DOS
If they do have to engage them, he considers the weapons and munitions they are equipped with and the potential danger to himself, the Chimera, his squad, and the Thunderhawk should they get it off and survive long enough to engage the enemy.
PER 53 +Height Senses +10, Auto-senses +10, Watcher +10, Auger +20, Awareness +10..I also have Armorer +20 if an INT roll is more appropriate, feel free to switch the modifiers and make it an INT test.
Per 123 vs 1d100 ⇒ 60 6 DOS
In response to Sardus' questions, Korbin replies: I am not trained on how to fly a Thunderhawk, but if I can connect with my MIU I might be able to get us out of here atleast, with your guidance, my knowledge might be enough. I do not trust myself to pilot and engage the enemy at this base, even a man of my intellect is smart enough to recognize his own limitations. Hopefully one of you knows how to fly. That however is a secondary concern. If we can't get to the limiter quietly, then escape is not worth disussing.
He falls silent, waiting to hear more information of the facility. It could be possible he might retrieve the limiter from under there noses and they could escape by Thunderhawk before they knew what was happening, but that would be doubtful. Nothing would be easy about this mission. For many, it would be their last. Without reasonable chances of success, Korbin wasn't sure how much further he could support attempting to take the limiter. If I am unable to find a way into there, then it is not worth the risk. We destroy everything and escape on the Thunderhawk. If we can not have the limiter no one shall. It should be devoured with this planet and the installations self destruct....Ahh...self destruct codes!.
Korbin perks up, pleased with himself for considering such an alternative. He would need access codes that the inquisitor may or may not have. He waits for Shar Quinn to share her knowledge of the facility and if she doesn't say, he will ask the hard question: Can we destroy this outpost and possible the device without entering or with minimal risk and high probability of success?
Korbin tries to repair the VOX system and relay the comms through another transciever to increase the range and stability. It's a bit bumpy and he wished he had his full harness so he could brace himself. Instead he bears down and makes the best of it with his limited time and resources.
After some fine and delicate manipulation of wires and cogitators, made easier by his bionic arm, he continues to attempt signaling the installation frequency and his squads.
Korbin grabs what ammunition he can that would be of use to him and his squad. He collects the power sword and plasma pistol only because the Chimera pulled in and the need to travel light lessened.
As for the Divine Eagles and their pride, that kind of orthodoxy was foreign to Korbin. He would make use of anything available and get the job done by any means necessary.
Korbin searches the area for anything that could be of use to him or the Eagles in their assault. They would likely need all the firepower they could carry. Perhaps there would still be some intact cogitators or data slates with some intel on the marines. Lastly, if given time, Korbin will take a closer look at the dreadnought and try to recover any plamsa fuel he could to replenish his own supplies.
He turns to the Divine Eagles and motions for them to help while opening a comm channel: Help me search for any intel or weapons that could be of use. We are not heading to the installation and we just lost our ride. It will surely be a dangerous trek, best to make sure you have every weapon at your disposal possible. As he finishes he begins to search the rubble looking for clues or useful equipment.
Awareness Per. 93, (+20 with Augur, but not sure if it would help, so didn't add) 1d100 ⇒ 73 2 DOS
Apologies for fumbling the Daemonhost, I acted as though he were neutralized, sorry. Realized after post, but too late to change.
Korbin moves to the inquisitor to make sure she is ok. I am not an apothecary, but I know a bit about medicine. Do you require attention?
After waiting for a response an depending on her composure, Korbin considers the hosts words and decides the mission and threat are too dangerous not to know.
What is this skull they speak of and what happens if you do not retrieve it? I thought it was not as important as the device?
Why devote so much to protect such a thing? Maybe we are not the only ones interested in it? Too much mystery, not enough answers.
Korbin gets a readout on the HUD that his plasma rifle is recharged and ready. It does little to slow his pace as he continues to pick up speed and moves towards the remaining traitors that killed the Divine Eagle. While he considered charging into the traitors and crushing their skulls with his weakest mechandrite, he maintains his pace not wanting to be in the crossfire of his brother and the Divine Eagles. Divine indeedhe thought to himself when they first appeared, but that notion was quickly fleeting as they fell like any other marine. You shall die slowly for your treachery!He raises his vambrace and fires another conentrated burst at the marines still standing.
If concentrate isn't wide enough to get them all, I can switch to wide mode and then they don't have the penalty to agility, but should cover them all.
Half action move, half action
Triflame Vambrace
Basic 30m S/–/– 2d10+4E, Pen 5, Clip 12, 3Full, Flame
Firing modes:
a) Concentrated (-20 AG test avoid fire)
b) Wide (60 degree Arc, +1d5 dmg to Horde)
Korbin was the first out of the Chimera but began moving immediately to flank the dreadnought. When the Chimera's open fire, Korbin knows their reply had been made. Before he aims and takes fire though he sees the inquisitor vanish. Not having the time to consider the cause or implications, he gives himself over to his armor's targeting spirits, aims, then fires an overcharged plasma ball towards the Dreadnought's core in maximal mode.
Aim +20 (accurate), Enormous +20, Short Range +10, Red-dot +10, BS 65 vs
1d100 ⇒ 54 7 DOS
Heavy 160m S/ 3d10+11E, Pen 12, Blast (3), +Recharge, Overheat, 3x ammo
Accurate adds 2d10.
I guess we came to a hault or are we still driving/moving? I'll just make it up I guess. Also, how many Chimeras and troops are we running with? Is it just us 3 left?
As they move along in silence, the talk of the marines past run ins with Chaos leave the compartment eerily quiet for the ride. That is soon violently disrupted as an explosion is heard outside and whats left of one of the escort Chimeras tumbles away in a fiery mass. The human driver's first instinct is to hault and they are soon greeted by the presence of a squad of soldiers, an ancient dreadnought, and daemon-host.
The message fills their minds and as it does, Korbin barely makes sense of the words, his mind racing through options and weighing possible outcomes vs potential actions. While stealth is no longer an option for the group, and it quickly became clear they wouldn't get far without considerable damage and loss, precluding success of the current objective, Korbin concludes a fight is the only solution. Korbin made a move to exit the Chimera discreetly and without being seen. Might be impossible Korbin is already moving by the time the inquisitor asks if they could take them. Korbin's mind made up. Only one way to find out he replies in response. I'm not staying in here while we negotiate.And by negotiate I mean sending Chaos and its daemons back through the warp in pieces.
I will try to flank the dreadnought, we need to take it out first. Get these Chimeras moving and firing once we are out.
I am no stranger to the forces of Chaos. he replies to the inquisitor. Their treachery began with their betrayal of my chapter at Istvaan V many millennia ago. Korbin didn't care much for talking afterwards. He focused on the task ahead and kept a look out for anything suspicious. If possible he would guide the vehicle as best he could on a stealthy approach and make sure they avoided any likely ambush spots.
He's basically just sitting up front if he's not driving and paying attention somehow, keeping a lookout and helping to guide...Unless it seems the guys driving or taking us there know it better than him, then he'll just keep an eye out and remain quiet.
You should order the Chimera crews to be ready to fight , but remain light with less men. Mobility is the key, speed and staying alive to buy us time to get away in our slower, though more heavily armed, transport. Once we are clear, those men should retreat if they encounter overwhelming forces. We will surely need them for later, as our transport will most likely not be intact for extraction.
As he considers his own words, he knows that extraction can be difficult and unpredicatble. He hopes the men follow orders and don't risk themselves unnessecarily, their time for sacrifice would surely come, but not until their duties to the Inquisitor were completed.
Lastly, after some time with maps and the proper information to make a logical decision, Korbin considers a stealthy approach of the Watch Station and how best to mask their route.
Int 65 Tactics (Recon and Stealth) vs 1d100 ⇒ 94...2 DOF
Korbin looks to the colonel. I asked how many transports there are available, not for your advice. We are here to secure the machine and the Inquisitor and we have the authority to use any means at our disposal. It's not suicide, your men can merely test the waters and do some light reconnaissance and maybe slow the enemies ‘ approach. With that he looks to the inquisitor, We should find a ride then turning back to Sardus, Let us see if we can fit you inside a transport. Korbin waits momentarily for the Inquisitor to join, whether or not she lives up to her claims and goes is irrelavent, Korbin would assess the situation and attempt to recover the limiter. The station was sure to be occupied by enemy soldiers, there would be little chance of a stealthy infiltration. When they make there way to the transports he will make sure he has the watch station schematics with access codes. While the protection of the inquisitor had been a priority, he took little comfort in her confidence that she was replaceable. Korbin’s mission was to secure the technology, those components were not replaceable, as Korbin knew all too well in his dealing with rare and ancient archeotech.
Korbin listens to his commanders words but believes there should be more to the plan.
How many Chimeras do we poses? I suggest a distraction. Send as many as we have out in different directions, confuse the enemy and throw off the scent of our true objective. How far is this installation and do we have any intel or communications with the station? If its already overrun or the mission is unlikely to succeed, I don't think we should risk spreading our resources thin and jeopardizing our main objective. We know we do not have enough time, I need to make some calculations and see some maps. If I have to go out on foot, it will be alone. No offense Sardus, but you are dressed for a fight that I want to avoid. I do not want you to be the bait.
It would be a grand trek from The Sword in the southern reaches of Anauroch to Baldur’s Gate. In the Bedine encampment, sitting in his tent, Kiley and Shaggar debate the possible routes.
The northern route was likely safest. North to the Black Road then turn west. The trail between the Graypeak Mountains was littered with villages. They would just follow the river until it met the sea at the Sword Coast. Take the road south and eventually they would arrive… Baldur’s Gate. But it was a long, roundabout course - probably 3000 miles or more. And while Kiley could hide what she was, Shaggar could not. A well-traveled route meant patrols and watchmen… and that could mean trouble for a gnoll even with a ‘human’ companion.
The southern route was more dangerous, wild, and also far, far shorter. Head southwest across the trail-less lands. Avoid the serpent-folk of Najara and skirt the Battle of Bones, Skull Gorge, and the Hill of Lost Souls. Psshh… what’s in a name? Follow the River Reaching toward Elturgard and pass into that land through the hills nestled between the Forest of Wyrms and the Reaching Wood. From there, it was roads and trails to Baldur’s Gate. Elturgard carried its own set of risks for the pair… but it was just a 1700-mile journey instead of 3000 miles or more.
In the end, Shaggar’s trepidation of the more populated route and Kiley’s exuberance to see Baldur’s Gate sooner rather than later compelled them to take the southern route.
DISCO!
Greetings guys, gals, gender-non-binary, f@<k-you-n-yur-labels, and I-self-identify-as-a-wood-nymph folks! We are happy you’ve joined this party and we hope it lasts a very, very long time.
We’ve kept you in the dark on many aspects of the game until now. We are sorry about that but it seemed necessary. Here is where we’ll explain why we did it and openly discuss all matters going forward.
We hid the truth for a few reasons. Mostly, (as we stated) we wanted to gather like-minded players. We also wanted to weed out folks that jump on certain game types to fulfill their gaming fantasies… the ones that want to play a specific game because of build rules, or class options, or beloved 3PP content, or min-maxing opportunities, or love for a particular adventure path. We have no objections to people that are motivated by any of that, but it isn’t our preferred dish.
And here is the factor that would have had those people banging down the doors of this game like a pack of starving wolves… The build parameters for this game are undefined. WE - as a group of five - are going to decide the build parameters for the game, right now. We will debate options and vote, simple majority wins. Hence the reason Eben and I settled on 5 players – no ties are possible. Anyone can offer a build parameter and argue why they’d like to play with it. Counter opinions are also welcome. It ends when everyone has had their say and we all vote. Period. We accept the result and move on. This is a truly democratic process. Eben and I are not colluding behind the scenes, and we are not a ‘voting block’ that will stand together. We vote as individuals based on our differing opinions. Everyone at this table has an equal say and equal vote.
After we decide on the build parameters, we hope you guys will be amenable to discussing character ideas as a group, ping ideas off one another, figure out cool synergies, and get down to building our characters. I will provide more details on the world at that point. I’d like to dive into that as a separate exercise after we settle on the parameters, if you guys don’t mind.
So, the table is set and the banquet laid… you guys ready to dig in?
Hi! We're a couple of old gamers returning to the boards after a few years away... and looking to dust off our e-dice for some PbP hijinks. We were chatting about the kind of game we'd like to play and quickly decided that great campaigns are made by good players (and their interactions in the OOC and as characters) more than the specific character builds, the world, or the challenges. So, here's what we're thinking:
The Game: To keep it simple, we'll be using Pathfinder (1st edition) rules in Golarion. This will be a loosely round-robin GMing rotation of episodic adventures. The GM runs the game for an adventure (homebrew or published) or a set of adventures... as the GM chooses. We will follow the standard PF ruleset but every GM, when they are 'in the chair', can apply the house rules they prefer (with general table agreement). Everyone has a character, including the GM, in every adventure. When your PC becomes a DMPC, your character cannot lead the party or get preferential treatment. You know what I’m saying...
The Pace: We are all busy adults. We are hoping to find a group that agrees to post once per day on weekdays (or every other day when life intrudes) and hopefully drop a post once on the weekends. If you can post more during interesting (likely frequent) RP opportunities – great! If you are able to post multiple times per day during intense encounters to keep things moving – even better.
The Players: We are looking for three solid GM/Players (you've got to be both) to complete our five-handed game. What we bring to the game (in our opinions) and what we are looking for in the other GM/players are:
* Clever RP and laughs
* Collaborative mindset and playstyle
* Creative scenarios
* Players who want every player to shine
* Players who understand that RP and storytelling are best in collaboration
* Players who understand that fantasy combat is a team (not solo) sport
* Solid tactical play in encounters
What we're not looking for are players that have to be in the limelight, think nothing embarrassing should ever happen to their characters, or think that their characters are sacrosanct. We believe that struggles, failures, and embarrassments add flavor, context, nuance, and depth to a good story for every character.
Now, if all that isn't your preferred brand of whiskey, no problem. Our approach isn't for everyone. Good luck on your gaming endeavors and thank you for taking the time to read this pitch.
But if all the above sounds like you and sounds good to you... feel free to stop in, say 'hi', chat with us, and ask some questions. If you could provide links to samples of your favorite moments as a player and a GM, that would be appreciated. By the same token, you are encouraged to look under our aliases for samples of our DMing and playing styles. This is a two-way 'interview'. You should determine if we are a good fit for you as well.
To get the ball rolling, here's a few of our favorite characters/game bits:
Stormraven: DMing Great Southern Islands: High-powered, high fantasy, gestalt, homebrew campaign <-- my first attempt at running a PbP so it started out a bit rough...
Silent Gods: E7 (E6+) gritty, fantasy horror/survival, homebrew campaign
Space Between II: One-off to continue the adventures of a couple characters that we missed playing
Space Between: One-off, co-GM gig, to continue the adventures of a couple characters that we missed playing
Playing Biter & Rav: custom gestalt characters try not to become a meal
Jal Vaduva: a PFS character I had for a good, long run... he meets his team for a mission.
Getting to the root of a mystery: Jak interviews some town elders, making enemies along the way.
Full transparency: Our goal is to find like-minded players which is the reason we are NOT disclosing any details about the build parameters, class restrictions, etc. This is about players not PCs. Further, we are prepared to chat with folks for as long as it takes to find the right people. We have no target date to end this 'recruitment' or start the game. So, we're asking you to carefully consider if the possible 'payoff' is worth your time, effort, and all the 'unknowns'. If you have doubts, walking away is a reasonable choice.
Some would call it 'unethical indoctrination' or 'exploitative marketing'... but I just call it 'good fun'.
The world is now ready for a Pathfinder See n' Say to familiarize a new generation of gamers (cuz who isn't tired of Millennials) with our great hobby. So folks, feel free to offer your See and Say entries that paint a realistic picture of PF!
"Rowr!" says the Gnoll.
"Are you SURE you want to do that?" says the Kindly DM.
Pew! Pew! Pew! go the Magic Missiles.
"This is going to hurt... a lot." says the Vivisectionist
Rattle rattle goes the Crit Confirmation Die
Few people know that the original 1982 Conan film was set for release on Thanksgiving Day. This scene has become iconic from the film, however, the original script was slightly different.
:blows dust off old script:
Mongol Chief: Conan, what is best in life?
Conan: Crush your cranberries... see turkeys driven before you... and hear the lamentation of your dining room chairs!
Water runs like blood in the Wahika river – sluggish and ponderous. A minor tributary at best, its black and turgid waters have spattered and dripped down the mountainsides for eons. Born on the heights, the Wahika, trips through the high forests, staggers through open scree, tumbles off precipices, and crawls blindly among the lowland slopes and brambles before collapsing – exhausted – in the rock strewn wetlands at the mountain’s base.
For long years, the Wahika has worn its plodding path through the forested mountains, carving a deep wound. Along that crevasse, devoid of the dense trees, men have slowly insinuated themselves – finding their way like worms through the broken skin of a bruised fruit. Up they have come over the years, higher and higher up the mountainside, in search of rich and arable lands, stocked waters, rare lumbers, and game animals.
DIES DREAR sits in the treeline, deep in the gorge, hugging an outside bend of the Wahika as it winds and pools before plunging into the valley below. The little thorp sits in a broad gap along the gorge's often narrow seam – a gift of the winding river that overruns the banks here often, cutting away at the rocky walls. Its situation is doubly blessed – as it is free of the encroaching trees, has fertile silty soil (often replenished by spring floods) and gathers what meager sunlight is available from the open sky. When the first families found it three generations ago, it must have seemed a piece of Heaven. But if it was Heaven, the families didn't share that knowledge willingly. Dies Drear has always been a kept secret.
No sense inviting jealousy from others who maybe don’t have such a nice piece of land, right? was how the common thought went.
Just need to work our land and mind our business... let the rest of the world mind theirs, others agreed.
No sense inviting problems to your doorstep, right? argued the superstitious.
And so, to the outside world, Dies Drear was just another small thorp scratching out its existence and occasionally trading goods when a year was particularly good. They just happened to have more good years than others and were very careful to trade with different towns each year so no one caught on. That was the Dies Drear way – quiet and careful. And when someone new wandered in to their thriving, if sleepy, community? And if that someone figured out the town's prosperous secret? Well, they were invited to stay, of course, and appreciate what it offered... provided they were quiet and careful too.
Dies Drear grew. The five First Families became twelve. The few, original stilt houses that stood like grey storks (to stay above the yearly floods) became a modest ‘flock’ surrounded by deep rooted fences, paddocks, and small farming furrows.
This will be an E7 game (characters cap at 7th level but continue to gain feats)
No more than two full casting classes in the party
Starting Cash: POOR - Max Amount/3 (certain weapons costs will be waived based on class)
Traits: 2 - no limitations
All classes gain 2 extra skill points at each level
Hero Points - we're using them, you each get 1 at start
Deities: Golarion standard
Recommendations - Glass cannons will get crunched in this game. You are far better off going with a good 'all around' character with a mix of combat abilities, stats, and a range of skills. Extreme optimization and min/maxing are not needed. If you want a Fighter with a CHA of 14 - go for it. Since Horror/Dread Points will be 'in play' and they require Will and/or Fort saves - depending on the type of horror that confronts you - flat-lining (i.e. minimizing to less than 10) your WIS or CON is not a good idea. You have been warned.
I expect the game to have a large element of RP (conversations, sleuthing, deduction, etc.) - so social skills will not go to waste. Also, you'll want to have a variety of skills covered. I'd suggest that you (as a group) go through the build process and divvy up skills to make sure you have the range covered. Hopefully you’ll have a bit of overlap, so Bob isn't the only guy who can throw out a Know: Religion roll.
Without revealing too much of the broad plotting… you can expect to run into a good number and variety of undead encounters, so Combat Maneuvers will be of reduced use and ‘straight forward’ combatants will probably be more successful. Plan accordingly.
Character Backgrounds:
You are all from the same small thorp (with roughly a dozen families) in Mylhaven called Dies Drear. It is in the forested foothills of one of the innumerable mountain ranges that cross the Demense. Your story can either have you living there all your life or, for characters whose classes require more exposure to the outside world, you have recently returned to the town to settle down, lick your wounds, or the like. We can hash those details out privately. The key points being - you are very familiar with this little community and you have an investment here. You each must have one or more family members in town. No 'orphan' stories please... I've got more than enough tragedy in mind for you. :) Finally, you should pick a local profession that fits your class and or skills and dovetails with the Grimm's fairy tales atmosphere... so a Barbarian or Fighter would likely have a career in logging, a Witch would be the crazy old hag living in a mud and wattle hut away from the village proper, an Archer Ranger would be a skilled hunter, etc. We can work through the details but have something in mind.
Typical professions in Dies Drear: Logging, Hunting, Forest Foraging, Farming.
Sideline professions: Fishing, Crafting (wood & some metal), folk healing.
About the Game...:
This is a 'small sandbox', homespun, Horror-based Campaign. I've always found horror one of the more difficult genres to do well and I want to take another whack at it. As such, I'll be going for atmospheric descriptions, lurking menace, and dread. The choice of an all-human cast and an E7 level cap is to keep the campaign gritty and scary - darkness is very much an enemy when no one is allowed low light or night vision.
The campaign takes place in the land of Mylhaven in my world-in-progress called Miir. For more information on Miir and Mylhaven, check the Miir Guide and Mylhaven Guide (under the Campaign Tab). Mylhaven is an homage to the original Ravenloft and the 2e (or there-about) version when Ravenloft became the Demi-plane of Dread. The atmosphere of Mylhaven is very much in that spirit but the rulership of it and the realities are quite different. Nevertheless, if you are familiar with Ravenloft, you'll feel 'at home' in Mylhaven.
I build my campaigns around my players and their characters. So the more feedback I get from you guys on what you like, don't like, want more of, want less of, etc. the better the experience will be for you and the happier I'll be as a DM. Normally, I'd judge all that based on watching you while we play and listening to your IP OOC chatter. Alas, PbP is a poor medium for that kind of feedback. So please, do me a favor and get as chatty as you like in the OOC thread. Let me know what you liked and how much. If you want to discuss the twists and turns of the game in the OOC instead of via PM, that would be great. It lets me know what you are thinking and I can tweak things... especially if my poor writing has led you down a wrong path.
DM Policies / Quirks:
So a bit about me... I have only one rule, I don't play with anyone I wouldn't have a drink with. My philosophy is that good people make for a good campaign and great fun. Simply put, the right players (and DM) make or break any game - regardless of the actual characters. So you can take it as a compliment that you've been invited to play. In part, my decision was based on your observed play-styles. I think this may be a campaign you guys will enjoy and I hope my DMing style will suit your tastes. The larger part of the equation is that I think you guys have the right personality types for my brand of play - the right blend of tactical acumen, love of challenges, and an appreciation for a healthy mix of RP and flat-out, balls-to-the-wall, fighting.
More about me... I've been playing and DMing a pretty long time but I haven't built up an ego about it. I don't have all the answers and I don't have all the rules memorized. I look to you guys to correct me, or at least speak up when you think I've got something wrong. I'm happy to retcon if I've screwed the pooch and happier to apologize if I've shorted your character in some way. I have an open door policy about my DMing, the campaign, and everything else. So feel free to critique my performance at any time.
Expectations:
So, on to expectations - for me and you. Not to start on a downer but...
To me, trust is the absolute basis of the game. I won't cheat on my rolls and I'll go to great lengths to be above-board in my rolls and to remove any possible appearance of 'fudging'. I expect you to do the same. Player cheating is both an affront to me AND an attempt to gain advantage over your fellow players. I won't tolerate it. I will issue one warning after I see several incidents of cheating. After that, you will be booted from the game.
Nearly all of my rolls will be done 'on the table' but others will be done privately (using the dice-roller on my iTouch or rolled and deleted in thread) to keep 'the mystery' and to prevent certain aspects from being metagamed.
To keep things rolling along, I will proactively roll things like Initiative or general Perception checks. This may include saves if they are required several rounds in a row (like round after round hits with a ghost's corrupting touch attack).
I'll try to post rolls in the same order every time: Characters (in alphabetical order), NPCs, then Monsters (in initiative order). If the narrative flow has to be oddly ordered for clarity, I may post the roll order to match the narrative. I find that makes it easier for me to write up my posts and it makes it easier for you guys to review the dice if there is any question about what the hell happened.
I may audit your characters to ensure they are built correctly and to double-check your math. In general, I won't be looking over your shoulder - we are on the honor system here.
All monsters are equal, but some are more equal than others... While I may put you up against a standard Orc, I will also be taking liberties with their stats and abilities. That includes alignment. You could run into a 12HD LG Harpy or an LE Black Unicorn, if the mood strikes me. Generally, you will receive some warning that creature X may not be quite 'typical'. I won't purposefully sandbag you... but if your trigger fingers are a bit too quick, that is your problem. At this point, we've all got the Bestiary practically memorized. I find changing up creature abilities lets you put your Know: X skills to better use, it also brings back the excitement of the unknown when we all first started playing... when even a Goblin was a mysterious encounter because you didn't know their HP or abilities.
While most NPCs you encounter will be of the standard classes found in the Pathfinder Core materials, a few may be either from 3PP sources or a homespun class.
Good RP and Common Sense trump interpersonal rolls. Your Diplomacy +10 tacked on to a lame argument will draw a serious circumstantial penalty. Conversely, a weak Diplo +2 can be heavily strengthened by a compelling argument. In short, don't rely on your rolls alone to make your case.
I will, periodically, act on obvious suggestions from one or two players without waiting for agreement from everyone to move the plot along. I won't do this in any situation where the choice seems 'questionable' to me. If you disagree with some choice I've made after the fact, I am happy to retcon things.
This is an open world and you are free to roam around - but there are no training wheels. There are challenges and areas that will be well beyond your ability to handle early in the game. I will give warnings about these areas if I think you are walking into a TPK but ultimately the decision is yours.
Spoilers - Please try to respect the DM spoilers to individual characters/players. They will say something like "Bob Only". It is information designed for the characters to reveal or not as they choose. I don't mind you peeking into language-based spoilers, dice spoilers, or anything else.
I do give out DM Hints on request. So if I lose you guys or you feel like you are floundering, ask for a little help. Remember that were we playing IRL, there would be more back-n-forth chatter on which you'd base your decisions. Moreover, I am known for plot twists and convoluted plot-lines, just ask Ben (aka Eben the Quiet).
I believe in a ‘realistic’ world where actions have consequences. As such, Player-vs-Player (PvP) fighting IS acceptable. If you mouth off to another character to an extent that a ‘reasonable’ person would pop your character in the mouth, then you should expect it to happen here. Frankly, I don’t anticipate this happening with this group of players, but better safe than sorry. I do have some expectations on how this will be handled. I expect warning to be given – “Randall looks like his skull is about to explode and he clenches his fists. It seems obvious to Nate that if he doesn’t shut up, he’s going to lose some teeth”. Second, the PvP action should be appropriate to the offense. If Nate falls asleep on watch, Randall douses him with a bucket of piss amid curses… he doesn’t beat him unconscious with a cane. Finally, if the PvP is a result of player not character friction – then you best bring me in before drawing weapons. Player issues are mine to handle and hopefully resolve before they spill over into the game.
Finally, I don't have the rules, spells, or feats committed to memory. Any help you can give me in terms of putting in a link to the spell you are casting, citing the important things I need to know, and keeping your character sheet easy-to-read with *gasp* linked references would be greatly appreciated. I also reward honesty. If I've shorted the damage you will be taking and you let me know - your honesty will not go unnoticed.
I will be making EXTENSIVE use of the Campaign Tab. Chances are, if you don't remember a NPC's name, a village name, an important event, a Map, or a House Rule, you will be able to find it listed in the Campaign Tab.
Just to let you know, I'll be asking you to post a Status spoiler with some basic info in your combat posts and will probably have some format requests regarding your character sheets just to make them easier for me to reference/read. For the moment, you won't need to worry about that.
OK, gentlemen, feel free to post your character concepts here (or link to your character sheets in progress) and we can hash things out.
I doubt there is a DM on this site that hasn't (from time to time) wondered who might be silently sneaking about their game thread(s). Time to stop skulking behind those bushes, my fellow lurkers, and declare yourselves!
Whose game thread do you lurk? Give us a link and (if inclined) tell us why.
Ideally, you'll give us only one delicious lurky link per post... that way other lurkers can 'favorite' it and show their near silent support as well. :)
Between waking and dreaming, there is a moment… and in that moment, that heartbeat, that eternity, is a space. A space between night and day. Between life and death.
A space where the soul isn't quite alive or dead. Where the mind isn't awake or asleep.
It is in this space of shapeless unreality that nightmares roam. It is in this space of fleeting eternity where ghosts and shadows live. The deeps of the subconscious psyche. The playground of deities and demons.
As I scribe these words, I close my 15th year – old for one of my kind. I find my mind often turns to thoughts of the past, of our very earliest days – before Ascension.
In those days, Humans thought that they could not long survive the invocation of the Bright Sky Fire. In this, for once, their wisdom exceeded their folly - for they were correct. Most of them, along with their proud civilizations, did not live through the destruction they brought upon us all… but we did. Though many of our brethren were lost, the rest survived by tooth, claw, skill, heart, and talon. It is to those earliest fore-bearers that we give thanks. Blessings be upon them!
While it is right and proper to venerate these heroes of our past, let us not forget who they truly were, mistakes and all. Their deeds are not lessened by the fact that they were performed by flawed and imperfect creatures. In truth, it was their struggle to rise above their shortcomings and join together for the benefit of all that makes their actions laudable and worthy of our reverence and remembrance. Truly, they made it possible for the lion to lie down with the lamb. And our jobs, as Keepers and Chroniclers, is to maintain the true memory of those earliest of days and the long march of years and decades in between… so that our progeny will know the truth and learn from that dark and glorious past.
And so, I begin with one of our earliest records – and one of my favorite stories - not because of the actors (whether real or fictitious – though I hope they were real) but because of the lesson it carries for all of us about solidarity. So let us put our story in its proper context.
This tale begins several moons after the Bright Sky Fire, near the small haven of Restenford, in the midst of the great swathe of what was once called ‘the Midwest’ of the Furthest Continent. What the Fire and Shaking Heavens failed to destroy its partner, the Slow Waste, set about killing by small degrees. It was a desperate time for all creatures as famine, disease, and worse things were set loose to prey upon our once-green world…
~Bertram the Elder, 22nd Keeper of Memories
Ascension Day, 221 PA
GUIDELINES & INFORMATION:
Roadkill is a Round-Robin game with multiple GMs (Chroniclers). We are using the Mini Six game system with some modifications, mostly related to species’ racial packages.
This game is designed to be evolving, episodic, rules light (but present), and is largely a break between our more serious games. As the game progresses, we may add additional characters, players, and GMs. Any such changes will be made by consensus decision and will mostly be by invitation only.
Lurkers: Feel free to post discreet lurk dots. If you have comments or questions, please post them in the OOC thread. I think I speak for all of the guys when I say that we’ll be happy to know if we manage to drawn a small group of twisted admirers. :)
CONVENTIONS:
We are using Hero Points and you each begin with one.
Just to keep rolls simple, please consider the last die you roll in any group as the ‘Wild Card’. So if you roll 5d6 with the results being 1, 3, 5, 2, 4. The ‘4’ is your Wild Card die.
...where you can expect to become the title if you aren’t careful.
Background:
The opening post of the IC thread may have caused a little confusion, so here is a tidbit of explanation. Each episodic adventure is its own independent story or fable. To facilitate that, we needed story-tellers; enter the Chroniclers. The Chroniclers act as both GMs (inside each adventure) as well as ‘players’ in that they exist in a distant future based on those adventures. They are the memory keepers who record and transmit the stories of those tumultuous days to the later generations of animals. The Chroniclers have a more holistic, encompassing, understanding (but not necessarily compassionate), and unbiased knowledge of the events of those distant days and of the fate of humanity. As evidence of this, you will note that Chroniclers refer to their predecessors as ‘Humans’ not by the racially charged term ‘Two Legs’ which was common for the animals of those bygone days.
Also consider that the Chroniclers themselves may be separated in time from each other and each has his or her own personality and quirks. Chroniclers are as individual as the characters from the stories they faithfully relate to their audiences.
To avoid any confusion for possible future lurkers...
This is a relatively strict Pathfinder PbP homespun sandbox game with characters built on 50 points, limited Gestalt.
For additional rules and interesting bits, see the OOC thread.
Right! Paperwork done... on to the game!
Welcome to the Great Southern Islands campaign and thanks for playing!
You dream... You dream of flying or perhaps tumbling through turbulent clouds at the heart of a storm.
Your first waking breath, sucking in the bitter taste of seawater, causes you to choke and rouses you fully. Your head, throbbing with pain, is slow to register the salient fact - you aren't flying, you are drowning! Your body tumbles out of control - spinning through churning, frothy, violent, and black water - the surface nowhere in sight. You strike out in the general direction of what you believe is the surface...
Swim checks with a -2 for disorientation, please.
Perception checks with a -5 for Ushari and Jayse (due to their lack of lowlight vision).
Also, you have all suffered 2 points of non-lethal damage.
Although we've discussed some of these ideas, rules, and brain-fluff off-line, a little repetition may be helpful.
1. This is a Neutral (with good tendencies) to Good game. Alignments are 'real world' flexible in terms of there being shades of grey in which you can play. Good doesn't mean you are a Boy Scout 100% of the time.
2. All monsters are equal, but some are more equal than others... :) While I may put you up against a standard Orc, from time to time I will also be taking liberties with their stats and abilities. That includes alignment. You could run into a 12HD LG Harpy if the mood strikes me. Generally, you will receive some warning that creature X may not be quite 'typical'. I won't purposefully sandbag you... but if your trigger fingers are a bit too quick, that is your problem. :)
3. Spontaneous Casters receive their stat bonus on BOTH the number of spells they can cast and the number they know.
4. Criticals still require confirmation HOWEVER on a critical threat the first die of weapon damage automatically scores its maximum. So, if the threat is 'failed', the damage is still Die Max + additional bonuses. If the threat succeeds, the damage is Die Max + additional bonuses + critical die(ce) + bonuses.
5. After you purchase it the first time, your standard ammo supply is unlimited provided that you are close to a town or other vendor/resource that can reasonably resupply you. I decide what is 'reasonable'. ;)
6. While most NPCs you encounter will be of the standard classes found in the Pathfinder Core materials, a few will be either from 3PP sources or a homespun class.
7. I will, from time to time, make rolls for all characters to keep things moving. In general, I will try to let you guys roll for yourselves.
8. I will, periodically, act on obvious suggestions without waiting for agreement from all characters to move the plot along. I won't do this in any situation where the choice seems 'questionable' to me. If you disagree with some choice I've made after the fact, I am happy to retcon things.
9. Hit Points are gained as the 'averaged' Pathfinder Society method OR by die roll, whichever is HIGHER. So if your roll is less than the 'average' then you get averaged roll.
10. Some of my rolls will be done 'on the table' and others will be done privately (using the dice-roller on my iTouch) to keep certain aspects from being metagamed.
11. We are on the honor system here. I'm not going to be looking over your shoulder or constantly reviewing your character sheets.
12. This is an open world and you are free to roam around - but there are no training wheels. There are challenges and areas that will be well beyond your ability to handle early in the game. I will give warnings about these areas if I think you are walking into a TPK but ultimately the decision is yours. If you don't mind rolling up new characters, who am I to say 'no'? :)
13. Please try to respect the DM spoilers to individual characters/players. It is information designed for the characters to reveal or not as they choose. I don't mind you peeking into language-based spoilers.
14. I do give out DM Hints on request. So if I lose you guys or you feel like you are floundering, ask for a little help.
Other Matters - I have a website built for this campaign and will be sending you invitations shortly.
New Question - How do you guys want to do Experience? I am planning on medium track advancement. Do you want a running total on your XP points? Just updates as you get close to leveling? Would you prefer I just tell you when to level at good points in the story?
Priyya shuts the door to her room, latches it, and sags against it. What did I just do? She looks around the room and recalls that first evening when she discovered Felmor passed out on her bed... and the next morning when he thrashed in his sleep and said 'Armandia'... and then when he was so scared at realising he was in the wrong room.
How did I get from there to here? She doesn't know and she can't think about it. She kicks off her boots and drops her armor, weapons, and belt... every tool of her trade. She dumps her headdress, robes, and everything that identifies her as a cleric.
She pads into the bathroom and draws a very high and hot bath. She throws in a heaping handful of bath salts, trying to get the smell of the damned creatures from their recent adventure out of her nose. She sinks gratefully into the claw-foot tub trying not to think about anything except the soothing effect of the water and the aromatic salts.
Got a iPod Touch for my b-day and now I'm wading through the miles of apps... can you folks recommend some top-notch RPGs that are worth getting (free or paid)? I'd prefer ones that are turn-based not reflex heavy because my fingers are pretty big compared to the screen.
Bonus points for any Strategy game recommendations and/or a really comprehensive solitaire game (my wife loves it).
I'm starting up a Thief campaign. Each of the characters has a different Rogue 'role' to prevent a lot of overlap in their skill-sets and to give each character places to uniquely shine.
So now I'm debating the appropriate amount of XP to hand out for defeating Traps and how to divvy that XP up.
I could just share the experience evenly among all party members regardless of whether or not they actually had a hand in disarming the trap... but is that fair when the 'burglar' handles the lion-share of the work? Of course, that opens the door for all characters to receive solo XP for their particular contributions - in other words - XP accounting Hell.
Conversely, if all of the experience goes to the burglar... are the experience point totals based on Trap CR appropriate? Should defeating a CR1 trap really be worth 400 XP? So conceivably defeating 5 traps gets a Rogue (on the Medium Experience Path) from 1st to 2nd Level.
Do you give 'partial credit' to a rogue that spots the trap but fails to disarm it?
What I'm looking for is your general thoughts on XP for Traps and how you handle them in your own campaigns. I'm not tied to RAW - so feel free to mention your methods even if they are very different than the rules.
So I'm drawing up a Monk and doing the calculation for CMD. I'm using Hero Lab for most of the raw number crunching... but their numbers aren't jiving with mine so I'd like some second opinions to make sure which one of us is in error. The relevent stats:
Human Monk 1st Level
STR: 20
WIS: 18
DEX: 16
Feats - Defense Combat Training, Dodge
CMD = 10 + BAB + STR + DEX + Size + 'Specials'
By my calculation that means 10 + 1 (BAB from DCT) + 5 (STR) + 3 (DEX) + 0 Size + 4 (WIS as Monk) + 1 (Dodge circumstantial Bonus) = ... carry the 2... CMD 24 / 20 Flat-footed.
Is my math correct? Am I missing something?
According to Hero Lab the numbers are 28/24 Flatfooted... I just don't see where I'm missing 4 points.
So you have a Monk (level irrelevant) that is slinging an @ssload of shurikins using Flurry of Blows. He expends a Ki point to tack on one more attack (a-load +1). Can he use the Rapid Shot feat to make it a-load +2?
Please note - I'm aware that the -2 to Hit on every shot due to Rapid Shot might make this an 'iffy' tactic. I'm just wondering if it is possible according to the rules OR (as with Two Weapon Fighting) the feat doesn't work with Flurry of Blows.
I habitually create my own adventures and worlds. As a consequence, I haven't bought an adventure or published world since 1st Edition. But what I would LOVE as a DM, is a compiled list of the new creatures, classes, and templates that appear in the Modules and Adventure Paths. Are there any plans on board to compile these resources into a single volume?