Vikings and Vampires pbp - seeking one to two new players


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Hello all, we're looking for one to two new players to join an existing pbp as one of the players has dropped. Feel free to take a look at the current thread or the discussion thread

A brief description of the concept. The campaign is low-magic set on an island nation in the North akin to Viking Iceland. The island is in the midst of a civil war following the argued succession of the king. The party had started in the frontier town of Raudurfoss threatened by an unknown pestilence (they've just finished a modified version of Hollow's Last Hope). The party consists of a cleric, barbarian and knight. (druid dropped out). I'm hoping to move the campaign to a little more improv, sand-box style than premade adventures (ie bouncing off player's ideas/goals than any preset campaign arc). The setting is fairly low-magic though supernatural forces are strong influences on the land. The flavour is a bit inspired from REH, Bernard Cornwell (particularly the Uhtred novels) and of course the Icelandic Sagas. Other than that the name says it all Vikings and Vampires together at last.

The game is 3.5 with a few elements from Iron Heroes thrown in.

If you're interest is piqued let me know.

The setting writeup is as follows: (if you like I can email you the version with fancy pictures)

The Island of Norvanbard

At the edge of the world high in the northern waters of the Scouring Seas lays the bleak island nation of Norvanbard.
It is a harsh and unforgiving land. The northern winters and the long darkness can test even the hardiest man’s will. During these days of darkness the eerie lights of the aurora borealis shimmer in the wind-tossed sky. The settlers of Norvanbard believe these ‘witchlights’ to be ravenous spirits on the prowl for souls. In the warm season the sun provides nearly constant illumination and the land suddenly blooms to life.

The vast island has been forged by fire and ice. Deep under the earth powerful forces sometimes shake the foundations of the island by tremors and churning plumes of ashen smoke rise from the snow-wreathed peaks of the Twin volcanoes, Valka and Jotur. The landscape is littered by strange twisted shapes of black volcanic rock that rise from the grassy plains or jut like teeth from the jagged coastline.

INCLUDEPICTURE "http://photos.si.edu/earthquakes/krafla500.jpg" \* MERGEFORMATINET

While the fires rage below, the heights are ruled by frost and ice. The centre of the island is dominated by the Blackstone Mountains, a vast tract of mountain ranges riven by deep wide trenches. From these high peaks, immense glaciers and crevasse-filled icefields snake their way down into the deep mountain valleys. The mountains and ice form a formidable maze. Stretching out from the mountain ranges lays a rolling landscape of taiga forests or barren tundra criss-crossed by plummeting white rivers and lakes.

Human settlement is sparse and nearly completely confined to two coastal regions or fiefs. The oldest settlements are on the northwestern peninsula of Vesturmark and the more recently established are found in the forested lands near the southwestern bay of Mosfell. The Vesturmark peninsula is low arable farmland with many sheltered bays and inlets ideal for making port. It boasts the largest city, Stromsund, of the island.
The settlements that line the bay of Mosfell are varied and largely independent of each other. The lands near the coast are densely forested providing ready lumber and many of the hills are rich in iron and even gold.

The interior is bereft of human settlement but it is not uninhabited. Deep in the mountains are said to be the halls of the mysterious Frost Giants and their icy servitors. Prowling the barrens and the forests of the taiga are said to be all manner of beasts and monsters. Tales tell of savage goblins, cunning trolls and capricious fey that lurk in these empty places. Old moss-covered megaliths dot the island from an unimagined eldritch epoch. Folk speak in whispers of the men that lived on the island in ages past; they were known as the sceadugenga , shadow-walkers or sometimes referred to as the Shadow Kings. Their kingdom, Symorga sank below the waves, in ages past and mercifully little remains of their baneful influence. The folk of the isle fervently shun these ruins believing all such places to be cursed.
INCLUDEPICTURE "http://www.skiraware.de/Wandern/Schottland/CallanishStandingStones.jpg" \* MERGEFORMATINET

Recent History

The island of Norvanbard has only recently been settled in the past two centuries. The earliest inhabitants in recent times were ascetic monks and a few hermits that had braved the cold waters of the sea to find solitude here at the western edge of the world. Some conclaves still remain hidden in the wilderness. After some decades they were followed by sailors in search of walrus tusks, whales or the horns of the narwhal. The ivory trade was so successful that colonists began to arrive to settle. Others were attracted by the means of escaping debts or past crimes back home and thus came to Norvanbard seeking a new life.
The populaces of the island were governed by their individual lords who were typically renowned war-chiefs or wise elders that had the greatest influence over their own town or villages. An althing was convened once a year in the spring to discuss political matters or redress grievances. Over time however the lord of the largest city Stromsund came to exercise greater and greater influence until the lord of Stromsund came to be considered the King of Norvanbard.
The most recent ruler was King Thorvann Haraldson who ruled the island for the last ten years. Thorvann was a renowned warrior and feared raider but he mellowed in his latter years. His rule was tough but fair and even his foes gave him grudging respect as an honest and honourable king. He was supported by his two lieutenants, his old friend and comrade in arms, Halfdeane and Sihtric, a young ambitious warrior and reckoned to be the greatest swordsman of the island.
Three winters ago Thorvann died on the Winter’s Solstice or the Night of the Dead. Reports vary but most agree that he was in his great hall when a shadow descended from the ceiling and engulfed him. He was found stone dead covered with an icy black frost. Following Thorvann’s mysterious death, his two lieutenants fell to bickering and their animosities that had long festered under the surface broke out. Inevitably open conflict erupted between the two factions.
Many battles followed but eventually Sihtric emerged as the victor seizing control of Stromsund and the fiefs of Vesturmark. He also captured Thorvann’s only son and his two daughters whom he now holds under lock and key. Halfdeane’s ships were routed on the ocean and his forces beat a retreat to the fiefs of Mosfell. For two winters despite many skirmishes and raids a bitter stalemate exists between the two sworn enemies.

Vesturmark

Strömsund, the largest and oldest city of the island lies sheltered on the western end of the isle in the deep bay of Krakenvik. It is a small city compared to those on the mainland in the south. A great wooden palisade hewn of the thick and sturdy trunks of the Waleska trees rings the city. The avenues are earthen avenues are often muddy and heaps of midden choke the alleyways. The buildings are typically simple wood and thatch affairs though a few locations such as the temples and keep are splendid wooden buildings marked with ornate carvings and fantastic arches.
It is a rowdy city where a hasty word or the wrong look will be quickly followed by the clash of iron. The rule of law was once firmer but since the passing of King Thorvann and the rise of Lord Sihtric the character of the city has become increasingly lawless and violent. However, any perceived offense to Sihtric’s men is met with a heavy steel fist from his army.
In addition to his warriors Sihtric is assisted by Carloman a mysterious foreigner who acts as his adviser. Little is known about this man save rumour and gossip. Many believe the man is a warlock and he is known for an ill temper and the raspy tones of his speech the result of an injury to his throat. Rumour holds that Carloman commands a cabal of sorcerors and spies. His connection to Sihtric remains a mystery but some believe that Thorvann’s death was a result of this wizard’s treachery.

Outside of Stromsund, a network of fishing and farming communities stretch out around the city along the shores of the bay. Sihtric has placed his followers as vassal lords in these communities and executed or banished any loyal to Halfdeane. The towns struggle under their new lord’s harsh levies of supplies and men but none dare oppose the Lord’s Men.

INCLUDEPICTURE "http://upload.wikimedia.org/wikipedia/commons/thumb/3/37/Godafoss_Iceland_ 2005.JPG/800px-Godafoss_Iceland_2005.JPG" \* MERGEFORMATINET

Mosfell

The southwestern bay of the island is dotted with the villages and towns that comprise the fiefs of Mosfell. The lords of Mosfell are a varied lot and are only held together by their opposition to the usurper Sihtric. Halfdeane boasts the greatest following but many lords have little care to see him as King either.
The settlements of the south are similar to those in the west. They are supported by the abundant fisheries, walrus tusks and farming. In addition, the lands are heavily forested providing a ready source of lumber including the doughty trunks of the great Waleska trees that are much sought after by shipwrights.
Numerous villages and hamlets dot the coast but most of the populace reside in the Three Sisters; the three largest towns of Mosfell. At the mouth of the great Anjor fjord lies Brattahlid, the stronghold of Halfdeane. Brattahlid is more of a fortress than a town. It is the only settlement that boasts stone battlements. As a fortress it is reckoned impregnable. The town boasts a substantial mine and is renowned for its skillful metalsmiths.
To the east lies the whaling town of Hvalursund, a windswept port but home to some of the finest sailors in Norvanbard. The last major town is Raudurfoss located inland near the foot of an immense waterfall and at the edge of the great Waleska forests. Raudurfoss is the settlement furthest in the interior of the island. The lumber is greatly sought after but the town must be on guard for goblin attacks and other threats.

Other Locales

The northern coast of Norvarbard is a cold inhospitable place. It is nearly completely devoid of inhabitants. The Albtraum is a great stretch of tidal marshes shunned by most. It is believed to be a haunted place ruled by an ancient hag known to most as the Marsh-Queen. Those few sailors that have been washed into the marshes and return have spoken of peculiar feelings and impressions in the Albtraum. A feeling that the marsh moved around them and a constant feeling of being watched by the very plants themselves. A few have spoken of catching glimpses of a high castle shrouded in the marsh-mist. Most dismiss such tales as mere fancy yet no one disputes the strange feelings of foreboding near the Albtraum.
Along the northeast coast lie a few remote settlements. The peoples that inhabit these places are known as the keleva. They are dour and xenophobic group that have little or no contact with the other settlements. Most reports tell of an unsettling appearance and unnvering mannerisms. Their largest community known as Dagov is a fishing and whaling village. They only accept outsiders for short periods for trade or if the sailors are in dire need. Little is known about them save that most believe they do not worship Odin or the other gods but rather stranger beings that live deep below the waters.

Religion and Myth

The peoples of Norvanbard share a deep connection to the land and the sea. Their gods are ever present forces in their life; giving boons to courageous warriors or sending doom to the prideful. The most worshipped gods of these people are wise Odin, powerful Thor, and courageous Tyr. Frigga, Odin’s consort and goddess of life is the most well respected of the female deities.
Other darker gods though less respected are nonetheless feared include Hel, the queen of the underworld or cunning Loki and the various giant-gods.
The warriors of Norvanbard believe their mettle is constantly tested by the gods so as to earn their place in Valhalla or the Corpse-Hall. The greatest fear for many is to die without their sword in hand for then they will be cast into the underworld to serve Hel.
Other forces also play a role in the lives of the Norvenbard. The Norn or the Wyrd are the spinners of fate that live in the base of the earth. Their threads determine the course and shape of those who live in Midgard. All mortals must eagerly hope for the kindness of these sisters.
The world of men is but one of many worlds. The wilderness and the sea have spirits of their own that must be respected or at least placated. The world of the fey lies very close in some places of Norvanbard and some who tread the shady groves or swim in the cold waters never return to this world. The Fey are associated with light and darkness. The Dark Fey grow string in the cold, sunless winter months. Their hatred for warm life and light drives them from the snowy wastes to hunt for men.
In the summer the Sun Fey roam the green hills of the tundra. Some give blessings others are found horribly burned that have given insult to these mercurial spirits.
Below the earth live many old spirits and the Dvergar or Dökkálfar (dark elves) inhabit the kingdom hidden away in the deep tunnels that twist and turn underneath the island. The Dvergar are master metalworkers but distrust the race of men. Others are said to hunt those who enter their kingdom for sport.

The Outside World

Many believe the island of Norvanbard lies at the end of the world. The veteran sailors of the great longships know otherwise.
Further west lies the mysterious land of Thule. Only a few intrepid explorers or unlucky sailors blown off course have seen its icy shores. The waters are inhabited by fierce serpents, spawn of the Jormungand or World-Serpent. Great mountains of ice flow past its cliff-ridden coast. Legends tell that even the Shadow Kings of sunken Symorga feared the alien rulers of Thule that lived in the blasted wastes beyond the mountains that ring the coast of this land. It is said that the sorcerers knew that rulers of Thule were not of the earth but denizens from the furthest realms of space and that they were old beyond measure.

Amongst the islands near Thule are reports of giants but unlike the aloof and haughty frost giants are savage, deformed creatures that cry in gibbous tones and attack in frenzied bloodthirst.
To the southeast of Norvanbard lies the mainland and the rich kingdoms of civilized man. The old homelands of Jutland and Geatland dominate the north. The strife-ridden islands of Albion or the rich pastures and villages of Frankia invite raiders in search of loot and plunder or rich trade. The eastern lands of the continent are dominated by the kingdoms of the Rus, feuding warlords that wage battle for control of the forests and steppes of the vast land. In the far south are the luxuriant kingdoms of the Inner Sea that beckon with their alluring wealth and the soft decadence of crumbling empires.

Raudurfoss

The adventure begins in the small inland town of Raudurfoss, one of the Mosfell Fiefs. The town is situated on the banks of the twisting River Wend and is a day’s journey by boat to the coast. It is governed by Earl Thorolf, an old man who had once sailed on many great raids in far southern lands but after an injury lamed his leg he came to this town to retire. He has governed for the past ten years and is a highly respected leader despite his brash manners and quick temper. His age is telling though and his health has been wracked by pains and ague in the past year. His son Egil despite a strong skill in combat and courage is not well regarded due to his over weaning pride and high-handed manner.
The town primarily relies on the lumber garnered from the Waleska Forests that dominate the outlying countryside. 


CHARACTER GENERATION

1st level start
Abilities 
Ability scores would be via a 24 point buy system save that scores start at 10 and that each point above 15 costs 2. For each point above 17 it costs 4. Scores cannot exceed 18 at 1st level. 
Alternatively, you can pick one score as a weakness which drops to 8 and cannot be improved at the beginning. In return you gain 2 bonus points to spend.
Races: The setting is almost entirely human. Half-orcs are known and grudgingly accepted in Norvanbard society due to their warrior nature. In other lands half-orcs would be regarded with much more fear.
The other races dwarves, elves, half-elves are available though these would be almost entirely unique in the realms of man. Those that did could pass themselves off as a bit strange but still human if they took care to conceal their true nature. In Norvanbard their presence would not necessarily elicit violence but would inspire awe, reverence and possibly fear. A member of this race could have been exiled by her kindred or somehow got lost in the realms of Midgard and uncertain how to return. Dwarves and elves are part of a magical world that is for the most part veiled to humanity.
I would prefer to simply keep Halflings and gnomes out of the mix but I am amenable to suggestions if you wish to play any of these races.
Classes: All core are available. No multi-classing xp penalties (though acquiring a new class should make some logical sense; training, experience gained in last adventures etc.).Outside that let me know your idea.
Re spellcasting classes, as the original idea was to use either Conan or Iron Heroes as I think the notion was to emulate a more ‘sword and sorcery’ style or a historical with a dash of fantasy. Magical items are essentially unique creations. Potions and scrolls may exist but are still quite rare things. I’m inclined to make only Brew Potion and Scribe Scroll available as regular feats. Other item creation feats could be earned but through story goals rather than feat progression.
Also note the use of magic openly is likely to get a response from the locals. Again like the demihuman races this may not necessarily be a violent ‘burn the witch’ response but it is certainly going to raise your profile (and if you’re animating dead bodies it is likely to obtain the burn the witch response).

Skills: Essentially add 2 per level (so a Barbarian would instead of 4+Int be 6+Int per level). All skills are considered class skills. 
At 1st level characters gain 4 bonus skill points that can be used for the Craft, Profession and Knowledge skills. The peoples of Norvanbard have learned the need to be self-sufficient and thus acquire numerous skills (ie sailor, smith, navigator, fletcher etc.).
Equipment: Max gp per class.
Feats: One extra background feat (will post list in the evening). Feats are gained on even levels (2,4,6,8)
Background Feat List
Pick 1 from any of the +2 to 2 skill feats (e.g. Self-Sufficient, Diligent, Investigator etc.) in the PHB.
Ability Score increases: standard
hp: max 1st level. Additional levels 1d4=1d2+2, 1d6=1d3+3, 1d8=1d4+4, 1d10=1d4+6, 1d12=1d6+6.
Reserve Point System (from Iron Heroes)
Reserve points represent your resiliency, toughness and willpower. You can rally your strength quickly if you have time to rest. Reserve points represent your capacity to shrug off injuries and keep going.
You have reserve points equal to your maximum hit points. Whenever you engage in nonstrenuos activity you may choose to convert 1 reserve point to heal 1 hit point per minute. During this time you catch your breath, the pain from a twisted ankle fades, or blood starts to coagulate. You do not gain reserve-point healing while engaged in combat or other strenuous activities (climbing, running etc.). If you have suffered nonlethal damage 1 reserve point will heal 4 nonlethal points of damage per minute.
A successful Heal skill check to treat wounds as described in Chapter Four restores a number of reserve points to your pool equal to the healer’s number of ranks in Heal. After a successful Heal check to offer long-term care, you recover reserve points at twice the normal rate.
You may regain reserve points via rest. If you rest eight hours straight during a day you regain reserve points equal to your Con score + level. If you spend a full day doing nothing but convalescing this amount becomes your Con score x2 + level.


I would like to give it a shot. I've never done a pbp. I dont know anything about the Iron Heroes rules tho. I have no problem palying a druid to fill in for the last player. (a few questions pending).


Well, I'm interested. I'm leaning towards making a bard.

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NecroticBanana wrote:
I would like to give it a shot. I've never done a pbp. I dont know anything about the Iron Heroes rules tho. I have no problem palying a druid to fill in for the last player. (a few questions pending).

Hey there, good to hear your interested. This pbp is fairly casual (some of the ones on this board pretty dedicated). Basically, as long as people are having fun we'll keep rolling.

Re Iron Heroes other than the stuff laid out in the Char Gen notes the game is 3.5 (couldn't get enough players for just Iron Heroes). That said, the emphasis flavour wise is much more about the abilities of the character than hordes of magic do-dads. Skill points, hp and feats are boosted. Humans are the de facto race but if you're particularly keen on a demi-human just pitch me a concept (I don't think I'll shock any of the players by saying there is one in the party already. He obviously didn't eat his vegetables when he was young) Pretty flexible. If you are interested in playing a druid go for it either building your own or you should be able to do a Search to find Hrafn's profile (the old player) pretty easily.

As for questions fire away.

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Davi The Eccentric wrote:
Well, I'm interested. I'm leaning towards making a bard.

Hey there Davi, a bard surely you mean a skald? Yeah that would be great if that's what your leaning towards. Like with the other poster any questions (setting, tweaked rules etc.) go ahead.


well you mentioned that magic is a bit more rare, does that mean the druids spells and such are limited? or is that rule just concerning items and the overall avalability of "despensable magic"?

Also, i'm just now reading and trying to catch up on the story, but so far the existing druid (Hrafn i think) seems simiar to what i was planning. I'm toying with a concept that was inspired by a mini i have called "Kromac the Ravenous" from privateer press, i doubt you'll allow the lycanthropic aspect of him, but i just think he looks bad ass.

Also (assuming i'm in) what level?

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I was wondering if you have found your replacements for your game yet? I'd be very interested. I'm Asatruar IRL by practice and have a fair amount of knowledge on the viking era of Skandinavia. I'm unfamiliar with iron heroes rules but would be willing to work with you over e-mail thru character creation. e-mail me at alkir@hometowncellars.com with campain background info and char creation info if you have space available. I'm an active poster that checks the boards at least 2x a day.

Val Tru!

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NecroticBanana wrote:

well you mentioned that magic is a bit more rare, does that mean the druids spells and such are limited? or is that rule just concerning items and the overall avalability of "despensable magic"?

Also, i'm just now reading and trying to catch up on the story, but so far the existing druid (Hrafn i think) seems simiar to what i was planning. I'm toying with a concept that was inspired by a mini i have called "Kromac the Ravenous" from privateer press, i doubt you'll allow the lycanthropic aspect of him, but i just think he looks bad ass.

Also (assuming i'm in) what level?

Level is 3, the low-magic refers only to the availability of magical goods/services. It does not affect any of the class' spell lists. Druid definitely fits (probably not a lyncathropic one. Well not at first.. heh..heh). Let me know if you have any other queries/want to come onboard for this one.

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AlKir wrote:

I was wondering if you have found your replacements for your game yet? I'd be very interested. I'm Asatruar IRL by practice and have a fair amount of knowledge on the viking era of Skandinavia. I'm unfamiliar with iron heroes rules but would be willing to work with you over e-mail thru character creation. e-mail me at alkir@hometowncellars.com with campain background info and char creation info if you have space available. I'm an active poster that checks the boards at least 2x a day.

Val Tru!

Hi Alkir. I just had to google Asatruar to look it up. Neat. Yeah if you're interested, I've got two maybes so far and even if all three sign on that would make a six person party which is manageable.

As posted earlier, the game is pretty well 3.5 with just a few tweaks. All of which are provided under the char gen section at the bottom of the campaign writeup. For the most part it boils down to increased skill points, hp, feat progression. The only real new rule are Reserve Points (see above). I'll email you the file (its the same as posted at the head of thread but w fancy pictures).
As for posting we've gone up and down in frequency. Once a day is nice (weekends if you have time/inclination).

Any notions as to class/concept?


B_Wiklund wrote:
Davi The Eccentric wrote:
Well, I'm interested. I'm leaning towards making a bard.
Hey there Davi, a bard surely you mean a skald? Yeah that would be great if that's what your leaning towards. Like with the other poster any questions (setting, tweaked rules etc.) go ahead.

Correct you are. EDIT: One question. Are there any other languages that could be learned?


Hello all - seems like you have your "one to two new players"...maybe three. Very intriguing setting - gives me the feel of "old world" horror fantasy. Very nice. IF you have another opening, I'd love to get in. Been playing pbp for about 10 years so your posting schedule seems to work for me.
Anyway, you can PM me here or email me at: yankmychain@gmail.com.
Thanks!
-g-


i'm def. in, i'll post a character as soon as possible.


Ottarr Boddason wrote:
B_Wiklund wrote:
Davi The Eccentric wrote:
Well, I'm interested. I'm leaning towards making a bard.
Hey there Davi, a bard surely you mean a skald? Yeah that would be great if that's what your leaning towards. Like with the other poster any questions (setting, tweaked rules etc.) go ahead.
Correct you are. EDIT: One question. Are there any other languages that could be learned?

Since you ask, (I'll have to incorporate this into the main document)

Languages - Human

Dönsk tunga (oral and written) language of Geatland and Jutland, western and eastern versions noted for differences in accent and inflection but can be understood. In Norvanbard and the Northlands this language is equivalent to common.

Frank (tongue of Frankia, in the south this is primary language of trade)

Gaelic

Rus

Permian (unique language of nomads that live in high mountain forests b/w Geatland and Rus)

Sabean (common tongue of the far south, analogous to Arabic)

Exotic languages

Druidic or Voluspa (language of nature, prophecy, shamanism, Summer fey)

Dvergar (dwarven tongue)

Gobelin (goblin tongue, dark winter fey)

Jotun tunga (tongue of the giants)

Aesir (tongue of Asgard)

Vanir (tongue of Vanaheimr)

Muspell (elemental tongue)

sceada tunga or Black Tongue (tongue of the dead, necromancy, daemons)

Dark Archive

hedgeknight wrote:

Hello all - seems like you have your "one to two new players"...maybe three. Very intriguing setting - gives me the feel of "old world" horror fantasy. Very nice. IF you have another opening, I'd love to get in. Been playing pbp for about 10 years so your posting schedule seems to work for me.

Anyway, you can PM me here or email me at: yankmychain@gmail.com.
Thanks!
-g-

Hey there hedgeknight. Assuming all three are onboard I'm a bit skeptical to go higher than 6 players. Thanks for your interest. If any of the first three back out I'll keep the spot for you. Sorry.


B_Wiklund wrote:
hedgeknight wrote:

Hello all - seems like you have your "one to two new players"...maybe three. Very intriguing setting - gives me the feel of "old world" horror fantasy. Very nice. IF you have another opening, I'd love to get in. Been playing pbp for about 10 years so your posting schedule seems to work for me.

Anyway, you can PM me here or email me at: yankmychain@gmail.com.
Thanks!
-g-

Hey there hedgeknight. Assuming all three are onboard I'm a bit skeptical to go higher than 6 players. Thanks for your interest. If any of the first three back out I'll keep the spot for you. Sorry.

Sounds good, man.


max wealth per level...that's 2,700gp right?

are we allowed to purchase magic weapons to start with?

Dark Archive

Hello all, as I posted in the discussion thread I will be away for the next couple of days and may or may not be posting depending on time/access.
For those building characters go right ahead with generation/background stuff. My only caveat to the background is to give your character some reason as to why/how he/she finds herself in Raudurfoss.

As per starting wealth/gear. Good question. I think 2700 might be a bit much in comparison to the original party. 1400 gp would probably be around the right mark I think. As for magical stuff, let's say max 900 of the starting gp can be made up of scrolls/potions (1-2nd level spells). Mwk gear is OK as is materials such as silver.
Assuredly, you'll come across magical items but I'd prefer them to be found through adventuring/story rather than the local Wiz-Mart. Even the scrolls/potions you possess are rare, wondrous items possibly from southern merchants, raided ships or family tradition.


B_Wiklund wrote:

My only caveat to the background is to give your character some reason as to why/how he/she finds herself in Raudurfoss.

Ok i came up a with a very brief background. as far as including myself, i'm thinking that maybe the sickness that is plaguing the town has spread a bit and the druids need the antidote as well, sending my character to town to retrieve it, but once there i decide they need my help (and my charcter is in need of a good fight) so instead sends his "brother" Hrafn to rush home with the cure.

Dark Archive

As we have our new players any other queries/thoughts please post on the discussion thread so as to consolidate.

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