Monday Wilderlands, The Slavelords.
Re: Monday Wilderlands, The Slavelords.
You can also request races, but I can tell you right now, if they are part demon/devil/angel or are a race that lives under ground, my answer will likely be "no". I'll also open this up to the 2E book with all the playable races in it, so Wemics, Centaurs, etc... are possibilities, all subject to final approval by me, of course. So some rewriting may be required.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Wow....This promises to be an eclectic group of PCs...
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Also, I will be enforcing racial prejudices, so there will be a number of cities you will simply not be allowed in, depending on the race you select. Plus it can also mean any number of people will refuse to have anything to do with your character, so keep that in mind as well.
Like, if you select a "lizard-like" race, you will be allowed in most Cities, but once inside, you will still deal with a lot of prejudice on a person by person basis. If your a Centaur, you will be similarly treated, if your a Wemic, your more likely to be outlawed, and if not, deal with considerably more prejudice than even a Lizard or Centaur type will.
Like, if you select a "lizard-like" race, you will be allowed in most Cities, but once inside, you will still deal with a lot of prejudice on a person by person basis. If your a Centaur, you will be similarly treated, if your a Wemic, your more likely to be outlawed, and if not, deal with considerably more prejudice than even a Lizard or Centaur type will.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
It can be, but the more "different" they are from looking like half orcs, gnomes, and dwarves, the more and more prejudice they will deal with, to the point that I will not be surprised if they regret choosing to play such a character.rom90125 wrote:Wow....This promises to be an eclectic group of PCs...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Ah, but that is the allure of 'role' playing, isn't it?Treebore wrote:It can be, but the more "different" they are from looking like half orcs, gnomes, and dwarves, the more and more prejudice they will deal with, to the point that I will not be surprised if they regret choosing to play such a character.rom90125 wrote:Wow....This promises to be an eclectic group of PCs...
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Yep, one of my all time favorite characters was one that got reincarnated into a Kobold.rom90125 wrote:Ah, but that is the allure of 'role' playing, isn't it?Treebore wrote:It can be, but the more "different" they are from looking like half orcs, gnomes, and dwarves, the more and more prejudice they will deal with, to the point that I will not be surprised if they regret choosing to play such a character.rom90125 wrote:Wow....This promises to be an eclectic group of PCs...
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
What do you guys think, in order to give the Cleric and Wizard some diversity of choices, about adapting 2E D&D Specialty Priests and the Specialist Wizard rules to our C&C game? Meaning for the next campaign, not the current one.
Also, do you guys still want to use Tomb of Horrors as our climactic end game module for the current campaign? So it would be after Tegal Manor and Expedition to Barrier Peaks.
One House Rule I will get rid of for that module, if we do it, is there will be no Luck Rules. Its the only way to do proper homage to its lethality.
Also, do you guys still want to use Tomb of Horrors as our climactic end game module for the current campaign? So it would be after Tegal Manor and Expedition to Barrier Peaks.
One House Rule I will get rid of for that module, if we do it, is there will be no Luck Rules. Its the only way to do proper homage to its lethality.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Sweet. Totally onboard with the adjustment for clerics and wizards. Tomb of Horrors... That would be a nostalgic blast from the past.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Let's get in on.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
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House Rules & Whatnots
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House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Monday Wilderlands, The Slavelords.
I'll be 15 to 20 mins late.
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Monday Wilderlands, The Slavelords.
Gents, I'm sorry to say that daddy-duty calls tonight and I will be unable to play.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Things you found out this session:
You met the Priestess of the Lady of Light at the Temple, Arnthora. You asked if you could stay there, she said you could, if you decide not to stay in the town once you get there. Zask offered his sword arm towards defending the Temple. Dathain doanted 50 GP.
In town, you went to the Flying Flop Inn. Owned by a Halef Fec, but you have yet to actually meet him. You found out once inside its divided into 3 areas, the central area is dedicated to just drinking the drinks. To the left is the "restaurant", called "Bark and Byte", the side to the right is a Boardinghouse, boarders can also eat there, in their rooms, for 15 SP a day.
All of you ate at the "Bark and Byte", taking the 10 GP deal, where you could have 5 drinks of your choice, along with all the food you can eat, but you cannot leave with any of it.
While there you engaged a number of the locals, they told you about the Ghouls, Skeletons, Zombies, Pirates, Highwaymen, etc...
They told you about Sir Runic the Rump, current Lord of Tegal Manor, a Paladin, and a bit "daft". He is also trying to sell the Manor for a "steal" at 5,000 GP. They also told you about the "curse" and how people who go inside the Manor are never seen again, at least not alive. They may be the skeletons that run around.
They told you about Roughneck Rump, brother to Sir Runic, and how he is evil and leader of the Highwaymen to the North. Usually attack with 12 or more, also has Goblins in his group. Sir Runic kicked him out of the Manor "years ago", once the "daft" Lord realized his brother was behind the Highwaymen.
You also realized that not only does everyone carry a weapon of some type, usually daggers, swords, and occasionally Maces, but that EVERYONE has a good idea on how to use their weapons. (IE no one is Zero level).
So far you have seen mainly humans, but a few Dwarves as well, about 1 out of every 10 seems to be a Dwarf, at least so far.
You also heard of the Acolytes of "the Faceless One", Nivatopredi, who like to mutilate themselves and others in the name of their Goddess.
You met the Priestess of the Lady of Light at the Temple, Arnthora. You asked if you could stay there, she said you could, if you decide not to stay in the town once you get there. Zask offered his sword arm towards defending the Temple. Dathain doanted 50 GP.
In town, you went to the Flying Flop Inn. Owned by a Halef Fec, but you have yet to actually meet him. You found out once inside its divided into 3 areas, the central area is dedicated to just drinking the drinks. To the left is the "restaurant", called "Bark and Byte", the side to the right is a Boardinghouse, boarders can also eat there, in their rooms, for 15 SP a day.
All of you ate at the "Bark and Byte", taking the 10 GP deal, where you could have 5 drinks of your choice, along with all the food you can eat, but you cannot leave with any of it.
While there you engaged a number of the locals, they told you about the Ghouls, Skeletons, Zombies, Pirates, Highwaymen, etc...
They told you about Sir Runic the Rump, current Lord of Tegal Manor, a Paladin, and a bit "daft". He is also trying to sell the Manor for a "steal" at 5,000 GP. They also told you about the "curse" and how people who go inside the Manor are never seen again, at least not alive. They may be the skeletons that run around.
They told you about Roughneck Rump, brother to Sir Runic, and how he is evil and leader of the Highwaymen to the North. Usually attack with 12 or more, also has Goblins in his group. Sir Runic kicked him out of the Manor "years ago", once the "daft" Lord realized his brother was behind the Highwaymen.
You also realized that not only does everyone carry a weapon of some type, usually daggers, swords, and occasionally Maces, but that EVERYONE has a good idea on how to use their weapons. (IE no one is Zero level).
So far you have seen mainly humans, but a few Dwarves as well, about 1 out of every 10 seems to be a Dwarf, at least so far.
You also heard of the Acolytes of "the Faceless One", Nivatopredi, who like to mutilate themselves and others in the name of their Goddess.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
The following are my new rules to replace the mess that are the rules in the M&T for enchanting magic items. Please let me know if you think it reads clearly, point out what is confusing, and let me know of any situation/issue I have forgotten to address, thanks!
Here is the revised version, with the two changes, in costs and I added CL penalties for wearing enchanted items, instead of simply not allowing it to be done.
Magic item Creation.
First off, two spells are required.
The first is called "Enchant an Item", it too is a 5th level spell, just like Permanency. All spell casters can have access to it via research (Arcane or Runemark Classes) or prayer (Divine Classes).
Simply put this spell makes an item receptive to accepting and holding magic. On its own, it enables items to hold "charges", such as Wands, Staves and Rods.
For such items to permanently hold the spells imbued requires the Permanency Spell, and for purposes of creating magic items ONLY, all classes can obtain and use the Permanency spell. All other aspects of the spell only work for Wizards and Runemarks, as written.
The whole process takes a month for any item. "Any item" being anything magically enchanted aside from Scrolls and Potions, which have their own rules.
During this time the items are treated with a range of things, such as various bodily fluids, plants, etc... to establish and strengthen the proper magical resonances within the item. Key words within the "Enchant Item" spell itself are also repeated on a schedule spelled out within the spell throughout the month. The item being enchanted must be kept within 1 foot of the enchanter throughout the whole month, or the process is ruined, instantly. Also, the Enchanter themselves should not be wearing magic of any kind, or be enchanted themselves, except with spells of the same "school" as the enchantment being put into the item. IF you want/need to do so, every item of a different school, and spell on those items of a different school add a CL penalty of 1.
So if you are wearing 3 items with a total of 5 spells not of the same school as that being put on the item, you will add a penalty of 5 to your INT CL check.
It is the spells that matter, not the item.
The daily rituals take place over an 8 hour period, the remaining 16 hours of the day can be spent sleeping or meditating, as well as eating, etc...However, the enchanter cannot focus on other intensive tasks. The spell is also cast in conjunction with the cycle of the moon, preferably as the Moon transitions from being a "New Moon" to a "Full Moon". On the nights of the Full Moon are when the magic resonances are strongest, in particular as the Full Moon "sets", and the Sun is about to rise, which is why the rituals conclude at this time. For permanent items, this is when the Permanency Spell is cast as the final part of the ritual.
Only spells that the enchanter can personally cast can be put into the item. Wands, scrolls, etc... can not be used to do any of the casting.
Enchanters can work as pairs to create items with spells only one of the enchanters knows. Both will have to follow all the requirements over the course of the month, including remaining within 1 foot of the item. Two checks need to be made upon the items completion. First, and INT or WIS check to determine if all the steps were properly followed throughout. Failure can mean failure, or an outcome minimally or even wildly different from that which was desired, or result in a Cursed item. CK decides. The CL is equal to the highest level spell put into the item, so for a Wand of Fireballs, the CL will be a 3. The second check is a CON save, which is spelled out in the Permanency spell description itself.
For charged items, the enchanter must be able to cast the required number of charges to fully charge the item within the month time frame. So during the initial enchanting process, 2 or more spells can be cast into the item each day. However, when it comes time to recharge, only one charge can be restored per day. During the recharging process the Enchant Item Spell must be cast once again, and all the Enchanting requirements must be performed and met again, however, this time, the enchanter can stop the process whenever they wish, which is usually when the item is fully recharged.
Since the recharging process can potentially take up to 50 days in the case of Wands, enchanters usually stop at 30 days and resume the recharging rituals at a later date. However, a determined Enchanter can continue until the wand is fully recharged. Recharging is different in cost. The Component cost is simply 10 GP per Spell Level x Charges needed. So to recharge a Wand of Fireballs will cost 30 x 49 GP, so 1,450 GP. Recharging should be done inside of an "Enchanting Chamber" as well.
Determining components:
The process is critical, because it is absolutely necessary to establish the correct magical energies, or resonances, within the item being enchanted.
To determine what components are needed is based upon common belief. It is hypothesized that in many instances it is the common belief's that actually imbue the non-magical components with the magical energies/resonances that they contain (or at least are believed to contain). Spell Casters have written many tomes on what they believe numerous items have as "magical properties", so if you have such tomes, use them as your guide lines. Otherwise use what you know, such as Blue gemstones are often attributed with powers related to water, wind, and purity. Red Gemstones are often associated with powers of Fire, renewal, etc... Work with your CK to determine what the appropriate components will be.
Use of components from magical creatures are far more obvious. If you use remains from a Fire based being, they can obviously be used in the creation of any fire related magic item. Components from a Displacer Beast will work for items invoking Displacement powers. Components from various Giants aid in creating items that enhance STR and/or Constitution, and so on.
All components must be of the greatest "purity" possible, so always must be of the "Best Quality". Expert Quality for Weapons and Armors. Lesser components can be used, but add a CL penalty of 5 to your final INT check if you do so. Truly inferior components add a penalty of 10 instead of the 5. In general, "formula" for creating specific magic items are usually comprised of at least 6 non magical components and at least one component from some magical beast or living creature that embody the "power" desired, such as Giants giving superior Strength and Constitution. Getting components from the magical Giants, Fire, Frost, Storm, are obviously the best to obtain. For a "Bane" power you will need blood or some other acceptable component from the "enemy" of whatever the "Bane" is against. For example, against creatures of evil, you would collect blood from a Paladin, or good Cleric.
Determining cost:
Base cost for just casting Enchant an Item is averaged out to be 3,000 GP. If you obtain the components yourself, which must all be fresh, (IE less than 30 days since collected from living creatures or harvested plants), you can work with your CK to lower these costs down to 350 gold. You must also have an enchanting room/chamber or similar type of location. This is critical because such locations are set up to eliminate undesirable magical energies.
You can do Enchanting without such a location, but it will add 10 to your INT CL check, greatly reducing the likelihood of a desired outcome, and be far more likely to totally fail or result in a Cursed item. If you have to create such a location yourself it will cost 10,000 GP, and to "purify" it after every item is completed will cost an additional 200 GP each time. These places are usually desired to be as secure as possible, since the caster should not wear or bring any magic item into the area, or be enchanted themselves. So typically the areas exterior to the chamber are heavily defended, and may add additional costs.
Additional cost is determined by the spells/powers imbued. A "level" must be determined. For spells, this is already done. For other desired powers, that do not have a spell, the CK will have to decide. Each decided upon level adds Spell Level Squared, times 250 GP. So for imbuing Fireball, it will add the cost of 2,250 GP over the duration of the enchanting ritual, typically 5,250 GP total. 2,250 GP if components are gathered by the Enchanter. For a +1 Sword, it will cost a total of 3,100 GP, plus the cost of constructing the Sword itself, or as little as 450 GP, if the components are collected by the Enchanter. The cost formula for calculating costs of the "Bonus" Enchantment (+1, +2, +3, and so on) is the Bonus Squared times 250 GP. So 250 GP, 1,000 GP, 2,250 GP, 4,000 GP, and finally 6,250 GP for Armor.
Double these numbers for weapons, since they get +1/+1, plus the cost of manufacturing Expert Weapons or Armor of that type.
Here is the revised version, with the two changes, in costs and I added CL penalties for wearing enchanted items, instead of simply not allowing it to be done.
Magic item Creation.
First off, two spells are required.
The first is called "Enchant an Item", it too is a 5th level spell, just like Permanency. All spell casters can have access to it via research (Arcane or Runemark Classes) or prayer (Divine Classes).
Simply put this spell makes an item receptive to accepting and holding magic. On its own, it enables items to hold "charges", such as Wands, Staves and Rods.
For such items to permanently hold the spells imbued requires the Permanency Spell, and for purposes of creating magic items ONLY, all classes can obtain and use the Permanency spell. All other aspects of the spell only work for Wizards and Runemarks, as written.
The whole process takes a month for any item. "Any item" being anything magically enchanted aside from Scrolls and Potions, which have their own rules.
During this time the items are treated with a range of things, such as various bodily fluids, plants, etc... to establish and strengthen the proper magical resonances within the item. Key words within the "Enchant Item" spell itself are also repeated on a schedule spelled out within the spell throughout the month. The item being enchanted must be kept within 1 foot of the enchanter throughout the whole month, or the process is ruined, instantly. Also, the Enchanter themselves should not be wearing magic of any kind, or be enchanted themselves, except with spells of the same "school" as the enchantment being put into the item. IF you want/need to do so, every item of a different school, and spell on those items of a different school add a CL penalty of 1.
So if you are wearing 3 items with a total of 5 spells not of the same school as that being put on the item, you will add a penalty of 5 to your INT CL check.
It is the spells that matter, not the item.
The daily rituals take place over an 8 hour period, the remaining 16 hours of the day can be spent sleeping or meditating, as well as eating, etc...However, the enchanter cannot focus on other intensive tasks. The spell is also cast in conjunction with the cycle of the moon, preferably as the Moon transitions from being a "New Moon" to a "Full Moon". On the nights of the Full Moon are when the magic resonances are strongest, in particular as the Full Moon "sets", and the Sun is about to rise, which is why the rituals conclude at this time. For permanent items, this is when the Permanency Spell is cast as the final part of the ritual.
Only spells that the enchanter can personally cast can be put into the item. Wands, scrolls, etc... can not be used to do any of the casting.
Enchanters can work as pairs to create items with spells only one of the enchanters knows. Both will have to follow all the requirements over the course of the month, including remaining within 1 foot of the item. Two checks need to be made upon the items completion. First, and INT or WIS check to determine if all the steps were properly followed throughout. Failure can mean failure, or an outcome minimally or even wildly different from that which was desired, or result in a Cursed item. CK decides. The CL is equal to the highest level spell put into the item, so for a Wand of Fireballs, the CL will be a 3. The second check is a CON save, which is spelled out in the Permanency spell description itself.
For charged items, the enchanter must be able to cast the required number of charges to fully charge the item within the month time frame. So during the initial enchanting process, 2 or more spells can be cast into the item each day. However, when it comes time to recharge, only one charge can be restored per day. During the recharging process the Enchant Item Spell must be cast once again, and all the Enchanting requirements must be performed and met again, however, this time, the enchanter can stop the process whenever they wish, which is usually when the item is fully recharged.
Since the recharging process can potentially take up to 50 days in the case of Wands, enchanters usually stop at 30 days and resume the recharging rituals at a later date. However, a determined Enchanter can continue until the wand is fully recharged. Recharging is different in cost. The Component cost is simply 10 GP per Spell Level x Charges needed. So to recharge a Wand of Fireballs will cost 30 x 49 GP, so 1,450 GP. Recharging should be done inside of an "Enchanting Chamber" as well.
Determining components:
The process is critical, because it is absolutely necessary to establish the correct magical energies, or resonances, within the item being enchanted.
To determine what components are needed is based upon common belief. It is hypothesized that in many instances it is the common belief's that actually imbue the non-magical components with the magical energies/resonances that they contain (or at least are believed to contain). Spell Casters have written many tomes on what they believe numerous items have as "magical properties", so if you have such tomes, use them as your guide lines. Otherwise use what you know, such as Blue gemstones are often attributed with powers related to water, wind, and purity. Red Gemstones are often associated with powers of Fire, renewal, etc... Work with your CK to determine what the appropriate components will be.
Use of components from magical creatures are far more obvious. If you use remains from a Fire based being, they can obviously be used in the creation of any fire related magic item. Components from a Displacer Beast will work for items invoking Displacement powers. Components from various Giants aid in creating items that enhance STR and/or Constitution, and so on.
All components must be of the greatest "purity" possible, so always must be of the "Best Quality". Expert Quality for Weapons and Armors. Lesser components can be used, but add a CL penalty of 5 to your final INT check if you do so. Truly inferior components add a penalty of 10 instead of the 5. In general, "formula" for creating specific magic items are usually comprised of at least 6 non magical components and at least one component from some magical beast or living creature that embody the "power" desired, such as Giants giving superior Strength and Constitution. Getting components from the magical Giants, Fire, Frost, Storm, are obviously the best to obtain. For a "Bane" power you will need blood or some other acceptable component from the "enemy" of whatever the "Bane" is against. For example, against creatures of evil, you would collect blood from a Paladin, or good Cleric.
Determining cost:
Base cost for just casting Enchant an Item is averaged out to be 3,000 GP. If you obtain the components yourself, which must all be fresh, (IE less than 30 days since collected from living creatures or harvested plants), you can work with your CK to lower these costs down to 350 gold. You must also have an enchanting room/chamber or similar type of location. This is critical because such locations are set up to eliminate undesirable magical energies.
You can do Enchanting without such a location, but it will add 10 to your INT CL check, greatly reducing the likelihood of a desired outcome, and be far more likely to totally fail or result in a Cursed item. If you have to create such a location yourself it will cost 10,000 GP, and to "purify" it after every item is completed will cost an additional 200 GP each time. These places are usually desired to be as secure as possible, since the caster should not wear or bring any magic item into the area, or be enchanted themselves. So typically the areas exterior to the chamber are heavily defended, and may add additional costs.
Additional cost is determined by the spells/powers imbued. A "level" must be determined. For spells, this is already done. For other desired powers, that do not have a spell, the CK will have to decide. Each decided upon level adds Spell Level Squared, times 250 GP. So for imbuing Fireball, it will add the cost of 2,250 GP over the duration of the enchanting ritual, typically 5,250 GP total. 2,250 GP if components are gathered by the Enchanter. For a +1 Sword, it will cost a total of 3,100 GP, plus the cost of constructing the Sword itself, or as little as 450 GP, if the components are collected by the Enchanter. The cost formula for calculating costs of the "Bonus" Enchantment (+1, +2, +3, and so on) is the Bonus Squared times 250 GP. So 250 GP, 1,000 GP, 2,250 GP, 4,000 GP, and finally 6,250 GP for Armor.
Double these numbers for weapons, since they get +1/+1, plus the cost of manufacturing Expert Weapons or Armor of that type.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Aergraith wrote:This game tonight?
Should be Rigon's. Mine was last week.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
We on for tonight?
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Monday Wilderlands, The Slavelords.
Rigon wrote:We on for tonight?
R-
Yep, with the usual caveat, "Unless crap happens..."
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Well Roughneck Rump has been captured, a dozen of his Bandits have been killed, and Roughneck gets to try to live his life better a second time around.
You have now met Sir Runic Rump, and during your conversations with him you learned the the Mayor is "fishy" and his soul is full of evil. You have also realized that while Sir Rump is a bit oblivious and doesn't quickly understand everything, he is capable of eventually "getting it", so isn't by any means an idiot, dullard, etc... like he has been referred to by others.
You have also come to realize that Sir Rump has been very worn down by his efforts to hold back the evil within his manor all by himself, for many, many years. HE is basically a very "beaten Paladin, and your offers of help have began to bring real life back into his eyes.
Zask also found out that a local Ranger, Baladar, has Weasels, and lives just outside of town, off the South row, to the East of the Hedgerow. So he plans to go see him tomorrow.
Meanwhile you spend the evening in the private room you rented for the whole evening in the "Bark and Byte", eating and drinking with Sir Runic Rump, and swapping stories. Most told by Runic are of the scary out terrifying sort.
While Roughneck was in love with Osahar, he spoke about is Great, Great, Great Grandfather. How he is still alive, but not "alive", and was a powerful Wizard in his day. He also told you how he and Runic always stuck to only 8 rooms within the house, because to go further in would have likely meant their death's.
You have now met Sir Runic Rump, and during your conversations with him you learned the the Mayor is "fishy" and his soul is full of evil. You have also realized that while Sir Rump is a bit oblivious and doesn't quickly understand everything, he is capable of eventually "getting it", so isn't by any means an idiot, dullard, etc... like he has been referred to by others.
You have also come to realize that Sir Rump has been very worn down by his efforts to hold back the evil within his manor all by himself, for many, many years. HE is basically a very "beaten Paladin, and your offers of help have began to bring real life back into his eyes.
Zask also found out that a local Ranger, Baladar, has Weasels, and lives just outside of town, off the South row, to the East of the Hedgerow. So he plans to go see him tomorrow.
Meanwhile you spend the evening in the private room you rented for the whole evening in the "Bark and Byte", eating and drinking with Sir Runic Rump, and swapping stories. Most told by Runic are of the scary out terrifying sort.
While Roughneck was in love with Osahar, he spoke about is Great, Great, Great Grandfather. How he is still alive, but not "alive", and was a powerful Wizard in his day. He also told you how he and Runic always stuck to only 8 rooms within the house, because to go further in would have likely meant their death's.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
Osahar’s report to the party:
Met with the Mayor and found out he is a fighter of some skill and helps train the militia. I asked him what he knew of the towns troubles since he would have better contacts and found out that there is an assassin in the area that is killing people on the relative down low. The assassin may be the relative of Sir Runic and Roughneck’s that disappeared 10 years ago known as Ruang the Ripper- so named because he would rip of the heads of his victims with a garrote which seems to be the weapon of choice for the assassin that is around town now (the details about our prime suspect were acquired through Sir Runic).
The Mayor has had the unpleasant experience of coming across the acolytes of the Faceless One in the woods before. He told me he was hunting in the woods at the time and managed to escape, but he believes he knows where they meet in the woods though he does not know the location of their temple. He would be willing to help us find the meeting area so we could track the acolytes back to the temple. He says that the priests that they have come across seem to favor Hold Person spells so they can take their time to scar their victims, so we must be vigilant when facing them.
I found out a rumor about Sir Runic from the Mayor which originated from the ranger Baladar (the one you are seeing with the weasels) accusing him of cowardice and have addressed Sir Runic about it (especially since the act would indicate that he was not a Paladin). Sir Runic did not act with cowardice and Baladar seems to be a rash individual that it would be best to take care when associating with as he is prone to poor decisions and the spreading of slander. I plan to speak with him about his actions if given the opportunity.
Met with the Mayor and found out he is a fighter of some skill and helps train the militia. I asked him what he knew of the towns troubles since he would have better contacts and found out that there is an assassin in the area that is killing people on the relative down low. The assassin may be the relative of Sir Runic and Roughneck’s that disappeared 10 years ago known as Ruang the Ripper- so named because he would rip of the heads of his victims with a garrote which seems to be the weapon of choice for the assassin that is around town now (the details about our prime suspect were acquired through Sir Runic).
The Mayor has had the unpleasant experience of coming across the acolytes of the Faceless One in the woods before. He told me he was hunting in the woods at the time and managed to escape, but he believes he knows where they meet in the woods though he does not know the location of their temple. He would be willing to help us find the meeting area so we could track the acolytes back to the temple. He says that the priests that they have come across seem to favor Hold Person spells so they can take their time to scar their victims, so we must be vigilant when facing them.
I found out a rumor about Sir Runic from the Mayor which originated from the ranger Baladar (the one you are seeing with the weasels) accusing him of cowardice and have addressed Sir Runic about it (especially since the act would indicate that he was not a Paladin). Sir Runic did not act with cowardice and Baladar seems to be a rash individual that it would be best to take care when associating with as he is prone to poor decisions and the spreading of slander. I plan to speak with him about his actions if given the opportunity.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Monday Wilderlands, The Slavelords.
We on for tonight?
R-
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
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TLG Forum Moderator
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Re: Monday Wilderlands, The Slavelords.
I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
Re: Monday Wilderlands, The Slavelords.
Kayolan wrote:I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
Understandable. Take care, man.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
I just saw you are a man down. I can pinch hit if needed. give me 10 - 15 min to get the little ones tucked in & I'll check backKayolan wrote:I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Monday Wilderlands, The Slavelords.
Lurker wrote:I just saw you are a man down. I can pinch hit if needed. give me 10 - 15 min to get the little ones tucked in & I'll check backKayolan wrote:I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
No sign of Tree yet, so, I fear that the session is probably not going to happen tonight.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
rom90125 wrote:Lurker wrote:I just saw you are a man down. I can pinch hit if needed. give me 10 - 15 min to get the little ones tucked in & I'll check backKayolan wrote:I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
No sign of Tree yet, so, I fear that the session is probably not going to happen tonight.
Rgr, ping me on Skype if you need a pinch hitter. I'll leave Skype open just in case
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Monday Wilderlands, The Slavelords.
Understood.Lurker wrote:rom90125 wrote:Lurker wrote:I just saw you are a man down. I can pinch hit if needed. give me 10 - 15 min to get the little ones tucked in & I'll check backKayolan wrote:I wont be making the game tonight guys, lately I've not been able to get enough sleep and it has caught up with me, so I'm turning in early so I can function at work tomorrow. If it's essential someone can play Zask. I have his character sheet updated on Roll20.
No sign of Tree yet, so, I fear that the session is probably not going to happen tonight.
Rgr, ping me on Skype if you need a pinch hitter. I'll leave Skype open just in case
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Message from Rhiannon on Skype:
Hey guys, my Dad went into the ER on Friday and will be having Surgery tomorrow and will likely be out of gaming for a few weeks. He is doing fine at the moment and he should be out of the woods now. If you could let the boards know, and any other games groups he is in with you guys know that would be great.
Hey guys, my Dad went into the ER on Friday and will be having Surgery tomorrow and will likely be out of gaming for a few weeks. He is doing fine at the moment and he should be out of the woods now. If you could let the boards know, and any other games groups he is in with you guys know that would be great.
Re: Monday Wilderlands, The Slavelords.
Hope he's ok. Looks like we will be running my game for a few weeks in a row. I better get some stuff worked out.Kayolan wrote:Message from Rhiannon on Skype:
Hey guys, my Dad went into the ER on Friday and will be having Surgery tomorrow and will likely be out of gaming for a few weeks. He is doing fine at the moment and he should be out of the woods now. If you could let the boards know, and any other games groups he is in with you guys know that would be great.
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: Monday Wilderlands, The Slavelords.
Please let your Pop know we are keeping him in our thoughts and pulling for a healthy and speedy recovery. If there is anything you or your family needs, and we can assist, please let us know.Kayolan wrote:Message from Rhiannon on Skype:
Hey guys, my Dad went into the ER on Friday and will be having Surgery tomorrow and will likely be out of gaming for a few weeks. He is doing fine at the moment and he should be out of the woods now. If you could let the boards know, and any other games groups he is in with you guys know that would be great.
Achievement is the knowledge that you have studied and worked hard and done the best that is within you. Success is being praised by others. That is nice but not as important or satisfying. Always aim for achievement and forget about success.
Re: Monday Wilderlands, The Slavelords.
Thanks.Kayolan wrote:Message from Rhiannon on Skype:
Hey guys, my Dad went into the ER on Friday and will be having Surgery tomorrow and will likely be out of gaming for a few weeks. He is doing fine at the moment and he should be out of the woods now. If you could let the boards know, and any other games groups he is in with you guys know that would be great.
Best wishes and prayers to Robert and family!!
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth