I can't update at work (we have monitoring software and my boss can see my screen D:) so I normally wont be able to update before 6 oclock (I finish early on friday's). Anyway just thought I'd explain the delay Trien stood there with his arms stretched out in front of him. This wasn't strictly essential but he found it helped him keep his focus. He vaguely heard Silyas in the background, but it was a few minutes before he could disentangle himself from the warp. He wasn't sure what it felt like for other navigators, he never had much formal training, but to him it felt like extracting himself from a thick rubber tube (which he unfortunately had real life experience of). As he pulled away from the warp, he felt it push around him, threatening to suck his mind off into the endless expanse never to return. He kept himself together through sheer force of will, and suddenly the uncomfortable sensation was over, his third eye was closed. He looked back to the rogue trader, "It shouldn't be too much longer sir" his voice came out in an unnaturally even tone "we had to make a slight change of course to avoid a warp storm, but it was a small one so it won't be more than 3 or 4 hours till we arrive". In the quick respite, his hand shot out to the plate on his right, piled high with raw meat, and quickly made several of the large slices disappear. He wasn't entirely sure if what he did constituted as chewing, but he didn't choke so that was good enough for him. He stood there for a moment, gathering his will, and slowly lowered the mental sheild that protected him from the warp, back into the abyss, he opened his third eye. Sorry for the short length, I'm catching a train to London soon, I'll have a better post tomorrow so you can get to know the disgusting Navigator a bit more ;)
Hi guys :), lots of active people so I reckon this might be a pretty fun campaign! I won't be contributing much on the ship front because I don't have a whole lot of experience with rogue trader, and pretty much 0 on the ship front. So I will trust you guys to make us a ship worthy of our dynasty. I'll get my profile sorted later this evening, hopefully I can find a profile picture grisly enough for him.
Ok here's the finished character, The rolls for stats can be found in the previous post. I had to modify my origin path a bit as it didn't work and I have changed my back story to reflect. Career: Navigator
Current Statistics
Background:
Navigators come from the navigator quater, from the family of navigators. If you fall out of favour with the navigators, then you'll never have someone to guide you through the warp. This is what they want you to think, this isn't quite true. See sometimes when the navigators produce a child, and he is too malformed to even be considered human, they discard them and leave them to die...and sometimes...they dont.
Trien was one of those, left to die with on a huge ship going on a journey through a dangerous part of the warp. It wasn't expected for the ship to survive, much less him. But survive he did. Since he was old enough to walk he needed meat, and lots of it. Sometimes he could get enough from stealing and capturing rats. Sometimes it wasn't enough....there were thousands of children like him, lost and abandoned, stealing to survive, no-one missed them... After 10 years of this, he came into his talents, now he was finally of use, he was whisked away, and apprenticed under the old and wizened navigator of the ship. Well it wasn't long before his insatiable hunger for meat was discovered. But instead of the execution he was expecting, the Older navigator made sure he had all the meat he needed, after all who was going to miss those children? Trien tried to end it a few times, but his body was too tough and he didn't have the resolve. Instead he left the ship at the first opportunity, trying to get as far away from his past as he could. He drifted between ships for many years, never settling in one place too long. There wasn't enough danger, there wasn't enough he could do to help. Well now, this ship to the Damris looked interesting, and he had no other contracts going at the moment.. Stats:
WS: 34
Final stats: WS: 59
Origin Path:
Void Born, Scavenger (Resistance (Fear), +3 WP, 1d5 insanity Lure of the Void, Mutant Trians and Travails, Press ganged, skills Ciphers, Common lore underworld Motivation, Fear Mutations:
Navigator mutations (+1 for rogue house)
Mutation from lure of the void 75 Necrophage Gear:
Starting Gear: Best-Craftsman Hellpisto, Best-Craftmanship Metal Staff, Best-Craftsmanship xeno-mesh armour, Empoeror's tarot deck, silk headscarf, Nobilite robes, charm, micro-bead. Aquisition: Good quality navis prima XP:
300xp = Fear origin path
Talents: Charmed, Dark soul, Flagellant, Frenzy, ill-omwned, Jealous Freedom, Renegade, Regeneration, Resistance (Fear), The fruits of corrupted blood, unchecked mutation, void accustomed, warp eye.
Career: Navigator
Current Statistics
Background:
Navigators come from the navigator quater, from the family of navigators. If you fall out of favour with the navigators, then you'll never have someone to guide you through the warp. This is what they want you to think, this isn't quite true. See sometimes when the navigators produce a child, and he is too malformed to even be considered human, they discard them and leave them to die...and sometimes...they dont.
Trien was one of those, left to die with only half the limbs he needed to function, and a facial deformity so severe that even his parents couldn't bare to look at him. Picked up and sold into slavery before he could die of starvation, he clawed and battled his way out of the pit, with only his will to survive keeping him going. After many years he finally came into his talents, the third eye, and one that could be bought by any scum with enough resources to get a warp capable ship. It wasn't long before he became a smuggler, with many years and many coins under his belt, he was looking for more, and this rogue trader who was heading to the rich planet of damris...now this looked profitable Stats:
2d10 + 25 ⇒ (3, 7) + 25 = 35 2d10 + 25 ⇒ (5, 3) + 25 = 33 2d10 + 25 ⇒ (4, 5) + 25 = 34 2d10 + 25 ⇒ (10, 1) + 25 = 36 2d10 + 25 ⇒ (5, 10) + 25 = 40 2d10 + 25 ⇒ (4, 8) + 25 = 37 2d10 + 25 ⇒ (2, 9) + 25 = 36 2d10 + 25 ⇒ (9, 6) + 25 = 40 2d10 + 25 ⇒ (7, 5) + 25 = 37 lets re-roll that 33 2d10 + 25 ⇒ (2, 2) + 25 = 29 or you know lets keep the 33.... ok so: WS: 34
Origin Path:
Void Born, Scavenger (Resistance (Fear), +3 WP, 1d5 insanity Lure of the Void, Mutant Trians and Travails, Press ganged, skills Ciphers, Common lore underworld Motivation, Fortune Mutations:
Navigator mutations (+1 for rogue house)
Mutation from lure of the void 1d100 ⇒ 75 Necrophage Skills:
Common Lore (Navvis Nobilite, Underworld), Forbidden Lore (Navigators, the warp), Literacy, Navigation (Stellar, Warp), Psyniscience, Scholastic Lore (Astromancy), Speak Language (High Gothic, Low Gothic, Ship Dialect) Talents:
Navigator powers:
Resistance (Fear) Not gunna have time to finish this tonight guys, I'll leave the post here so it keeps the rolls and edit it tomorrow
Turnage wrote:
Nicolae:
You determine that the seal is not local Bilnerk: You scan the room with your magical tinted vision, looking for glowing items. Oddly you find nothing, it would be quite rare for mercinaries for hire to have no magical things, normally they would have at least one ring, but it looks like they have made particular effort to make sure they have nothing with any magical taint on it
Seila:
You leap upon the sat man, your hair wraps itself around him and repeatedly strikes his flesh. After a few seconds he goes limp, the multiple wounds taking their toll on his body. Dm:
1d20 + 2 ⇒ (18) + 2 = 20
The room is mostly bare, with a few packs with spare clothes and rations in the corner. On the table sits a recently written letter, the hot wax still burning from where the seal was about to be made. The letter reads: We have almost penetrated their ranks, after much bribery and brown nosing in the right places we have gained a meeting with the recruiters. If this goes well we should be high enough in their ranks in a few weeks to get a look at their leader. If it's who we think it is then we shall be left with no choice but to remove Iron Bull despite the asset he provides. We shall be in contact again with you soon. If anyone wants to try and identify the seal, roll any knowledge checks you think relevant.
Selia:
You stride into the room, hair wafting around you as if some invisible strings were pulling at it. You slowly stride up to the man sat at the desk, starting at him intently the entire way Nicolae:
After the quick throw of the shuriken last time, you spend a few seconds lining up your shot, the tactic works and you strike the man directly between the shoulder blades, he lets out a gasp of pain as it strikes just to the side of his spine. Bilnerk:
You hunker down emotionally, bringing up the memories of your fireborn heritage, as your emotions peak you cry out and hurl a bolt of fire out of your hand, right at where the shuriken has already penetrated, giving you a chance of superheating and melting the metal to cause severe injury. Unfortunately he is still recoiling from the blow and you strike him in the left shoulder instead, his clothes still look thoroughly singed however and you can see a flash of seared flesh beneath his clothes. Ok selia you have your full turn now
He's not woken up, he's dead, but sure. Selia walks up to the man that has had his throat slashed by talmanes, she stares into his eyes as he gasps for air and just chokes on his own blood. After several moments his thrashing finishes and he stops moving. Initiative! Selia: 1d20 + 3 ⇒ (12) + 3 = 15
Bilnerk:
The man turns as he hears the commotion behind him and the thud of a projectile strike his shoulder. As he is completing his turn, he is smashed by an invisible fist right between the shoulder blades causing his head to slam against his desk, drawing a bead of blood from his forehead. Waiting on you Selia
Nicolae:
You slam open the heavy wooden door and dive sideways into the room. You flick your wrist and send a shuriken in the direction of the man sitting at the table. Unfortunately you misjudge the aim slightly and rather than going into the base of his skull as you'd hoped, it instead buries itself into his padded leather shoulder. Talmanes: You stride confidently into the room, sword in hand and slash at the sleeping mans throat. You cleave straight through his main artery, blood gushes out and covers the wall, the man gurgles to his death.
Well I gave you a marching order because its a fairly unimportant encounter and I went on who was most likely to go in first, since it's a small door way and only one person can get through at a time, I'm taking your marching order as initiative for the surprise round, since you can't act untill you're in the room, so Nicolae goes first, followed by Talmanes, then you, then Bilnerk, if you want to change your action before your turn that's fine.
I'm going to start assuming things to speed stuff up as of now, if you want me to stop then just ask You all walk up the stairs, a few patrons give you concerned looks but no-one says anything to you. As you reach the upstairs corridor, you see it is quite dark, with a lone candle lighting the bare wooden interior of the corridor. Clearly there has been no effort been made to make this place look lavish. As you get to the room that Nicolae informed you of, you hear a very quiet scratching sound, and a low snore. Clearly neither of them have moved position. The door is unlocked, you swing it open quickly and the two men barely have time to react. Surprise round! Rather than do initiative, I'm doing it by who can get through the door first, marching order is, Nicolae-Talmanes-Seila-Bilnerk. I'll allow you to have drawn your weapons and readied any spells before you opened the door, as you knew what was on the other side. Nicolae
Awesome, I was worried you'd gone awol. You all arrive at the inn roughly 10 minutes later (it's not far away). You can hear the sounds of merryment and drinking from coming inside the inn, but not as loudly as might once have been heard. As you enter through the front door, quite a few people look round at you and then hastily look away, a few quite drunk large men try to give you stony eyes, attempting to impress their fellow drinking buddies. Of the four men you need to "deal with", you see one standing at the bar ordering drinks, another sat at a table with a few people, talking in hushed whispers. And from what Nicolae has told you, there are two more upstairs in the third bedrooom along the corridor.
Climb check: 1d20 + 8 ⇒ (12) + 8 = 20
You successfully climb across the balconies, crouching low and ducking out of the way to remain hidden. The third window along you see two men, both of which match the descriptions given to you, one of them is fast asleep and the other is sat at a writing desk looking into space.
You successfully climb up to the window ledge and silently push the window open. You see a man asleep and snoring quietly, he doesn't match the description of the men told to you by the urchin before his unfortunate demise. From here you can easily climb across to other windows on the same level and judging from the noise outside there doesn't seem to be anyone in the corridor outside of the room either.
Nicolae: Your perception test:
You can see the front door and 5 windows leading up into various second floor rooms. With your extremely keen senses you notice through the glass that the latch is off on one of the windows, and the room looks dark. You also notice a door to a wine cellar, but there is a rather large lock on it.
Oh god, the poor urchin. The barman lay in his bed, eyes closed, trying to sleep. He knew it wouldn't come, not with that group just a few paces down the corridor. he pushed his pillows over his ears, he'd been an adventurer many years ago, but that was a different time. He rarely had to kill people, even then it was bandits and the deaths were quick and relatively painless. Just a quick knock on the head with his trusty mace. The blood curdling scream followed by the horrible sound of bones moving in ways that could not leave a man alive. He shut his eyes and hoped they'd be gone by morning, he knew the urchin would have given the information they wanted, whatever it was. He just wanted to spend his gold and pretend that this whole ordeal never happened, he was too old for all this stuff.
Sorry for the slow posting guys, this has been for several reasons, but the one that concerns you guys is that I have been reworking the campaign. I am going to make this a lot more linear, it won't be a led by the nose dungeon crawl but I'm going to try and give you guys a lot more direction. If you want me to revert to how it was and have the campaign massively open up when you finish this first mission, I'm happy to do that, but this campaign was originally designed for RL play which is much faster. Let me know what you guys think.
The barman nods and leaves the room, a few seconds later you hear a shuffling of the feet and a small timid man enters the room. Found them I did mistress, perfect, you'll easily kill them and take their place. No-one from the underground has met em yet, I've sabotaged all their previous meetings, rat infestations, burnt down houses, must think the devils after them, though not far from the truth is it He tries a weak smile and then quickly looks at the floor again. They're meeting tomorrow night, just after sundown, and the people you want to impersonate, they are staying in the inn just round the corner from here, the blue hazel. They were real drunk and just headed to bed, shouldn't be hard for you to handle miss. Can...can I go? Please, I don't need the payment, just just don't take my bones miss.
After some thought, Beohawk comes to a conclusion. I was not made aware that we would be working with witches, therefore my quest ends here. I do not trust your intentions, nor whatever intel you may be privy to. The captains reward shall not profit me in death. He then bows his head and leaves the room, making sure his half cocked arrow is always aimed in the direction of Seila.
There IS a whole defined world but I am yet to throw you guys into it because it is going to be a mainly open world campaign and I wanted you to get familiar with a few main characters and with eachother before I let you guys loose. This is MY home made campaign, I made it, this is not something out of a book, I have put a lot of work into it. Your colour that you have added has required me to change a few things around, there was one particularly large quest line that I am now having to completely change due to the fact that magic users in the north would completely nullify an element of it. All I am asking is for you to PM me to ask if you can add world things to do with your background before you brazenly do it, it's not a huge request.
You hear the footsteps approaching from upstairs and after a few seconds you see the barman emerge in the doorway. He beckons for you to follow him and disappears back through the doorway. As you follow him up the stairs, he waits just at the top, and points to the second door along the right hand side. He then walks off right to the end of the corridor and disappears into the final door on the left, shutting the door loudly so it can clearly be heard. You enter the room, as you do you struggle to see due to there being no artificial light being provided, the lamp has been put out. As your eyes begin to adjust you see a young looking girl sat on the window sill, staring pensively out of the window, her white hair seeming to move of its own accord. She gives off a very eerie aura. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaannd go
Seila: It's a fairly small room, it has a normal sized wooden bed with an extremely hard mattress and pillow. There is a desk with a stool on the opposite wall with many scratches on, clearly quite a few writers have come in here as the ink well also looks very well used. There is a lantern hung above your door and a window on the far wall but the rest of the room is fairly featureless.
The barman looks around and nods
As he is saying this, he is idly fondling the mace he has put on the bar, the grip looks well worn. Right, so I'm going to set up a meetin, you ain't the first people to arrive looking to infiltrate the ranks, got a woman who turned up a few days ago who is apparently waiting for the people she's supposed to sneak in. Think we should get to introducing ya, she's upstairs, I'll take ya once I've gone upstairs to make sure she's willing to see ya, wouldn't want to get on the wrong side of her, no sir. He puts his mace back into its holding below the bar and hobbles upstairs. Seila: You hear a few footsteps approaching and then a knock on your door. Those people you've been waiting for, they're downstairs. I've emptied the bar like you requested. Just make sure to let captain raichus know I did good so I get me payment You then hear the footsteps fade as he keeps walking down the corridor to his room, obviously making sure you know he isn't trying to overhear your meeting with your soon to be companions [/b]
The barman palms the coin, does a series of quick mental calculations in his head and then makes up his mind. He picks up a large mace from under the bar and slams it down on the bar and shouts
After everyone has left, the barman walks up to the door, locks it, and turns to your group. Right, so, why do you want to meet these undergrounders. I'll take you there regardless, I just want to know what I'm getting myself into, and I don't 'preciate lies. Sign in to create or edit a product review. |