Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jun 16, 2015 14:07:54 GMT -7
For those of you who I was talking to about this, the following details are for you - Lamentations of the Flame Princess is effectively a retroclone of early D&D with a few notable changes, such as Fighter being the only one to ever get better at hitting people and a few other tweaks. The rules are available for free through here - www.lotfp.com/RPG/ on the top rightmost link "Free No-Art LotFP Rules & Magic PDF". Furthermore I like using the following House Rules from Last Gasp (a blog) as detailed here - www.lastgaspgrimoire.com/library/the-house-of-rules/ In addition, Elves, Dwarves and Halflings are all available, but are refleshed out to be The Emaciated, Duergar and Half-souled.- The Emaciated are mortals who have lived too close to the darkness, and too close to wild magic. They're whipcord-thin and have an inherent taint of the primordial. They have no eyes, but can see.- Duergar live predominantly underground, their mole-like snouts and whiskers, coupled with their leathery hides, allowing them to tunnel and find their way in the darkness with ease. They twitch and sniff often.- Half-souled are the poor unfortunates born with but half a soul - stunted and malformed, covered with deformities and misshapen extremities, their lack in presence and body is made up for with their tenacity and loathing for the world around them. A miscarriage given life.15 Pathfinder point buy for stats and 110sp starting silver. Starting level 1. Firearms exist, but unless you have a cavalier disregard for your own limbs, aren't usually a good choice. The most notable House Rule chages are there are no Magic-User or Cleric classes. Instead there are Maleficar and Mystics respectively - The Emaciated (elves) cast as per Maleficar and follow much the same rules for getting themselves killed using magic. Example Religions are here but if you want to come up with something else if you're a Mystic then come up with a concept and talk to me about it. Also, very important points for those who'd like to take part -This campaign is not going to be kind. You'll likely screw up and die, and that's ok - everyone is very, very squishy. You are likely to die to things you don't understand. To be honest, you should expect it. If it seems like you can't find a specific mechanic for something, be descriptive. It's a retroclone. Player skill matters. When in doubt, have someone else test it first. Have backup characters ready. I'm not joking - fastest death I've GM'd in Lamentations was 2 and a half minutes in to the first session. In Labyrinth Lord, it was about 30 seconds. If you feel something was unfair, it just may well have been. There is no CL. There is no appropriate encounters. Fighting is bloody dangerous. You can, and probably will, get ambushed, mugged and left for dead, if not already dead. You will want friends you can trust. You are unlikely to have any. Above all else, lots of the fun comes from seeing how everyone else dies, then trying not to. If you'd like to take part, feel free to post up and what times during the week you'd like to play. I generally prefer running something like this on a Tuesday evening (so midnight as it turns to Wednesday for me) since I always have Wednesdays off, but I'm open to suggestions. I'm interested in running for 5 to 6 people at most and it's not first come, first served. I will actively pick players I expect will get on with the game type since it can be quite unforgiving.
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xemadus
Leadership Council
Sure
5000
Posts: 798
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Post by xemadus on Jun 16, 2015 14:09:46 GMT -7
I can shift my schedule with a relatively limitless freedom so I can play nearly whenever.
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diskelemental
Lich
Banned
A better world, whether you want it or not.
Posts: 781
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Post by diskelemental on Jun 16, 2015 14:55:05 GMT -7
I'd definitely be interested. I've started working a few hours earlier, so I'm usually home sometime around ~22:30 your time. Saturdays don't work for me, and I have another commitment on the 2nd and 4th Tuesday through the 2nd week in August. Other than that, I'm fairly open.
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Post by SaintYin on Jun 17, 2015 0:45:29 GMT -7
As the IRC messages may have tipped off, I'm definitely interested in playing this. I'm available all the time except for when I'm not. It really depends on what my next job has me doing and when, but I'm fairly certain weekends will be more or less open to me regardless of the job taken.
Since no one else has mentioned it, I'm totally playing a mystic. Everyone better be prepared to get the heals.
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Post by dragonus45 on Jun 17, 2015 2:21:52 GMT -7
This seems amazing, sadly with my schedule like it is I can't even make it to my home games let alone commit to it.
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jun 17, 2015 3:50:42 GMT -7
Well you can rustle up a character and join sessions when you can Dragonus, you'd be more than welcome.
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Kimarah
Players
Esré and Salisandra. <3
Posts: 69
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Post by Kimarah on Jun 17, 2015 5:07:36 GMT -7
This looks like awesome fun and a real challenge.
I'll stay out of it until I learn the aspects of pathfinder better and play a few different characters. But once I've got some experience and wouldn't be a hindrance to a group you bet your ass I'd be ready to get my face bashed in.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jun 17, 2015 7:15:47 GMT -7
I'd be down to give it a try. Tuesday would work for me, only time I'm not free is during the day my time (8-6ish EDT) and Saturday evening
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jun 18, 2015 12:30:06 GMT -7
First session is pencilled in for Tuesday 23rd at midnight my time (so as it changes to the Wednesday 24th) - my usual game time start.
So far players are - Xemadus (character made - fighter) SaintYin (character made - mystic) Disk Tkul
Once you've made your character feel free to post up the details here or link to the googlesheet/whatever with it on so everyone has a good idea of who they're adventuring as. Feel free to discuss here or irc/vent as to how you guys started adventuring together a couple of months ago. No need to trust eachother in the slightest, but you should be acquainted.
Base setting is vaguely stereotypical fantasy 'Dark Ages' - magic is untrusted, as are the Emaciated thanks to them being infused with the stuff. Witch hunters are a fairly lucrative profession, and most places stamp down on magic hard, though mostly stamp down on charlatans looking to make some quick cash with 'magical remedies'. However weird people are dime a dozen, so unless you go around throwing magic everywhere you're unlikely to get hunted - merely mugged as a matter of course.
You're all starting in the city of Freygate, a relatively dingy city that never the less likes to believe itself prosperous and thus acts accordingly. Recent rumours from some of the local bar hounds, in return for drinks, detail the small community of Morcliff to the north, unsurprisingly situated at the base of a mountain. Talk of vast riches buried in ancient tombs beneath the earth gets them going but alas, they're not as sprightly as they used to be and climbing the snowy mountain would be the death of them. Maybe younger more hardy travelers could succeed where they would likely fail?
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Post by SaintYin on Jun 18, 2015 13:26:39 GMT -7
I'll be playing as Dalthar Carver, Mystic to the Seven Divine Serpents. Sheet LinkDescription:His path is devoted to a subsect focused on the secrets of flame. He believes it is his charge to collect as many of its secrets as possible, either to expand the sect's knowledge or to limit external abuse of such mysteries. While he is loyal to all corporeal serpents, he approaches near-mindless loyalty in the presence of those that can also control fire. His garb isn't terribly reminiscent of a religious man. He wears various baubles and bags across his leather armor, keeping his religious symbols hidden, but within reach. He lacks hair as it is flammable and definitely not very serpentine. Personality:Dalthar sees his fellow man in one of three ways: 1) They are already a part of the cult and thus are worth saving. 2) They could become part of the cult and thus are worth saving. 3) They could be killed in a better ritual praising the serpents, and thus should be saved for later. In simpler terms, Dalthar will always try to keep a person alive, even if they were just swinging to kill him. Beasts mean very little to him beyond possible food sources. He is against magic users at large, as he sees them as trying to play god when there's a perfect god right over here. With that said, he sees them as potentially useful sources of knowledge, if only for their skull. While he is normally very calm and collected, he may become a bit of a pyromaniac in the presence of fire invoked by his god.
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jun 23, 2015 9:22:44 GMT -7
As a reminder, Lamentations will be tonight.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jun 23, 2015 9:37:11 GMT -7
So I didn't really flesh out a lot of background since I don't have a lot of setting but here's the outline - Dominic Valtress Human Specialist Description/Personality: Dominic is a fit young man of average height, which combined with brown hair and eyes makes it so nondescript is really the only way to sum him up. He fancies himself a treasure hunter, though he's not above liberating those treasures from others and as such understands the need to keep a low profile. He normally travels about working as a tinker, fixing pots and sharpening knives being a good way to welcome in villages as he passes and a good way to get a feel for where there may be things he can liberate. He makes sure to space the time between his departure and any work he does so that it won't be particularly obvious that he is cause of it, but as such makes an effort not to revisit any town where he has liberated something if he can help it. He's not foolish enough to discount magic or religion but doesn't see the value in pursuing either himself, as the risk/reward ratio seems skewed a bit too far on the risk side. Generally more interested in getting the job done and moving along Dominic prefers to avoid confrontations when he can help it since violence and distrust only makes his work harder. As a note, I'm kind of assuming the tinkering skill on top of being the rogue skill set also handled being generally handy since there didn't really appear to be a skill for those sorts of things.
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Post by SaintYin on Jun 30, 2015 22:10:32 GMT -7
At Geck's behest, I'll be writing out the Lamentations session reports here. If anyone would like to join in on the madness, he's willing to write anyone in, up to a maximum of 6 players to a given session. We've only got 4 signed up and Disk isn't always guaranteed to be around, so you really should consider trying it out if you're on the fence.
Session 1: Poo Monster OP
Our story starts with the four following heroes: Dominic Valtrese: The specialist of the group, he's self-serving and something of a penny-pincher. Party face and treasure hound by necessity. Played by Tkul. Rogrit: A duergar simply trying to live a life free of the monotonous toil usually delegated to members of his race. Uses a blunderbuss to get his point across to most folks. Played by Disk. Jerico Svali: Fighter that's simply looking to make it to tomorrow. Does not focus on attack or defense, instead preferring a solid blend of both to maximize his life. Played by Xemadus. Dalthar Carver: Highly devoted Mystic to the Seven Divine Serpents. Moves through life attempting to heal the wounded and learn secrets for and from his gods. Played by Saint Yin.
The session begins with this group having spent a few weeks among the company of each other, if only for the benefits of having allies to keep an eye on your back. They made their way to Freygate, a metropolis compared to the lands surrounding it. It was a pit-stop since the city itself had little to offer to scavengers and treasure hunters, but it was where convoys leading to their true destination: Morcliff.
Knowing of the large quantity of destitute and thieving sorts, Dominic wasted no time to head for the merchant's quarters to seek a convoy. Along the way, Dalthar noticed a man with a wound in his side from a recent shanking, and offered to heal him, temporarily stopping the party to do so. This failed, causing the man to become quite indignant, though he did walk away with a brand new snake tongue. Some nearby uncouth sorts noticed Dalthar's act and the strange outcome, and started stalking the party afterward.
This stalking continued well into the merchant's quarters, but the party allowed them since there was no active aggression. Dominic found a relevant merchant, and smooth-talked his way into getting the group hired for guard duty on the man's convoy to Morcliff. After some debate, they settled on 20 silver coins per guard, which was still below average for four days of duty, but high enough to be of worth to the party. He was told the caravan would set out the morning after tomorrow, so Dominic began to search for relevant odd jobs for the group.
He failed spectacularly, but Rogrit nevertheless found work in a blacksmith's shop after Dominic was denied. Using Rogrit's coattails, Jerico also found temporary work for the blacksmith, but was clearly the third wheel in the relationship as the amount of pay was not increased. They were told to spend the day as a body guard, mostly glaring at individuals to keep the shop from looking like an easy target. Dalthar found a nearby apothecary, and was allowed to set up outside to give those that would enter the option to have their afflictions removed through divine intervention. This failed somewhat on the first day, as a man with a shot kneecap was his first customer. While Dalthar technically removed the injury (by turning the man's leg into a large snake tail), the man generally panicked and was still shaken once his leg returned to its still-injured state.
Dominic, still failing to find work, instead set to finding a cheap inn that would allow bouncer work to reduce the inn's cost. Rogrit instead remained at the blacksmith's, using an offered room for free. Dalthar convinced two drunk youth to seek the local branch of his cult by performing a minor miracle, netting him some favour. Dominic and Jerico played bouncer for the night, after which all members slept using a bedroll at their door, not trusting the innkeeper after seeing him pull out a mighty cleaver and telling them to sleep.
The next day was similar to the last, except Dalthar was met by a woman with a missing foot. This time, he successfully returned her foot as good as new, and she asked to see if he would allow her to accompany him on his travels. The day was otherwise uneventful, at least until the night before the caravan was slated to head out.
Rogrit was awakened by a strange bump in the night, and upon lighting a lantern, he found an eyeless creature that had stolen his axe, and was somehow focused on him without needing sight. This Emaciated attacked, failing with a terribly placed strike and lodging the axe into the wall. He stepped back, chanting what Rogrit knew was foul magic. After failing his attacks, the creature began to have vicious red worms crawl their way from his flesh, immediately turning to rot and congealing into what could best be described as a demonic bug made entirely of fecal matter. The summon complete, Rogrit made a wise life choice and dove through the window to avoid fighting such a horrific creature.
He left for the convoy's gathering point, waiting for the rest of the party to arrive. Once they did, Rogrit regaled them with a story of the great poo monster, and together, the group decided the best plan was to loot the blacksmith's store now that the chaos has probably dissipated. At least, they all chose to sans Dalthar, whom thought looting the home of a man who'd just offered one food and a room was in poor taste. They arrived to see the monster was indeed filled with rage, and had dissipated shortly after leaving the smith's home. Most of his goods were smashed, and the room smelled horrendous. It nauseated Dominic to the point of regurgitation, but it otherwise caused no ill effects. The group looted a leaden deposit box located behind the counter, and Rogrit found a damaged set of plate armor along with his axe, which had been left lodged into a wall.
Dominic tinkered with the lockbox, accidentally pricking himself with a poisoned needle near the lock specifically designed to bring potential thieves a swift death. Without Dalthar nearby and Dominic in no state to move without getting himself killed, Jerico was ordered to lug the poisoned man back to the healer. This was done just in time, and Dalthar healed him without any grave consequences. Rogrit packed the chest and his slightly broken armor, then headed back to the cart.
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Post by SaintYin on Jul 1, 2015 0:30:31 GMT -7
Session 2: Why you don't want to get healed
Picking up from where we last left off, the convoy prepared for departure after the party's face nearly died to poison. Dalthar asked for a few more minutes, dragging Dominic along to a nearby exotic pet shop. The woman offered an adult Hognose after learning he wished for one of her poisonous snakes that was of little value to her, as the snake had provided her with a fresh batch of young to replace itself. Dalthar needed to mooch a few silver from his compatriot to afford the snake, but it otherwise went off without a hitch. Quickly returning, the convoy set off for its four-day excursion,
The first day was largely uneventful for the crew of 14 individuals. On the first night, Dalthar removed the snake from its small enclosure whilst it was lethargic from the cold, then profusely apologized to it as he swallowed the snake whole to please his gods. While the snake spoke of betrayal, the gods appeared sated.
On the second day, the axle to one of the two wagons broke from overuse. One of the leads sent Dominic and a group of two woodsmen to find a solid branch of wood that could serve as a replacement. While on their excursion, Dominic heard the sounds of nature abruptly stop, and immediately took it as a sign of danger. The woodsmen agreed, choosing to double back toward the convoy, but stopping to grab a branch that could serve as a temporary replacement. This slowed them down, resulting in them getting within vision of a large, wild boar. They booked it back to the convoy, leading the boar to everyone else, and there was a bit of a scuffle. The boar horrifically gored one of the loggers, killing him outright. It then gracefully pirouetted onto the wagon containing Jerico, bludgeoning him across his upper torso with its massive frame. The tide turned after Dalthar managed to blind the creature with an invocation, and the other crew members of the convoy started tossing various scent bombs and sharp objects from a safe distance. Unable to see, the boar was unable to strike Jerico further, and Dominic jumped from the other wagon and onto the boar's back, using a bladed Garrote to start slicing into the animal's throat. Jerico thrust his short sword into the exposed gut of the boar using his lower position to his advantage, killing it almost instantly.
After the fight settled, Jerico was restored to health by Dalthar, but an unfamiliar lump grew in his throat as a side effect. After some attempted coughing and hurling, a stream of clear, acidic-looking fluid sprayed from his mouth, and the pressure of his throat lessened. Dalthar informed him that this is probably a Belcher's Gland, and that no matter what, Jerico should not touch that poison unless he's nearby to get healed as it's unlikely he's immune to it.
Due to the amount of blood from the fight and the fear of wolves setting upon the wagons if they stayed, Dominic and the remaining woodsman used the inferior axle to hold the cart together, since it would hopefully last long enough to reach Morcliff and they couldn't waste time remaining here.
The third day proved that this was a load of crap, since wolves still managed to find and stalk the convoy, getting uncomfortably close when it came to dusk. Instead of stopping, the horses were ordered to push faster, which created something of a chase scene as 12 wolves made themselves known. Dominic began cleaving and hurling chunks of the slain boar at nearby wolves, but his aim was far from true and he distracted singular wolves instead of many. Dalthar attempted to cast a thing, but instead had his skin warp and ripple into a plethora of colorful scales. The wolves began attacking the horses, and a lead stated that if the horses went, the convoy was in true trouble. Taking the hint, Dalthar cast a spell to conceal the horses from the wolves, but first needed to pull out a shovel and carve away a strip of his arm to create a snake. While both the invocation and the sacrifice were successful, the horses apparently began to panic more when large, nightmarish shadow-serpents flowed and coiled around their bodies. The wolves, also seeing nightmarish serpents of unusual size, decided to back off.
It was at this time that through sheer power of unluck, a single wolf managed to jump into the caravan containing Jerico and tore into his arm, leaving it maimed and in bad condition, then almost as if it were trained by the boar, somersaulted back off the wagon and into the shrubs in the same turn, retaining its full speed. The lead began to worry for the horses as they continued to panic, saying horses died from this kind of fear. Taking the hint once again, Dalthar called upon his god to stop the horses, to which the serpents congealed into reality, then started constricting them into rest by asphyxiation. The wagons unfortunately did not slow down to a kind stop at the same rate of the horses, causing the two to crash in a rather fantastic display of terrified whinnies and people getting thrown about every which way. The destruction was so horrendous, the remaining 4 wolves chose to wait on the sidelines instead of blindly attacking.
With so many injured, Dalthar first began healing the two not-dead horses since he was told injuries like this can also kill them, but failed on the first and the second attempt caused everyone's eyes to explode as tiny golden snakes spawned from their eyeballs as if they were eggs, leaving most of the convoy blind. What's more, the snakes spawned from these eggs were fantastically poisonous, killing both of the leads and one of the others employed by the merchant. Hearing screams and word of snakes, Dalthar politely asked all of the newly-formed snakes to please disperse, because they are not necessary at this time. After seeing this further spiral of weird snake-related stuff, the wolves decided to regroup instead of attack.
Dominic, unaffected by the eye-snakes, pulled those slain by the turn of events to a location outside the convoy, which the wolves happily consumed and kindly dispersed to re-converge for every new corpse that was brought. Sated, they left the convoy in peace for the night
On the dawn of the fourth day, Dalthar healed himself and the remaining crew members that lacked eyes. One member's tongue grew to prodigious proportion and the other's eyes took on a reptilian hue, but those conditions cleared up after a measly hour or so. Jerico, on the other hand, had his eyes healed in a rather detrimental way, as his eye-eggs birthed two more golden snakes, which stayed within his sockets instead of slithering away. Jerico found that he could see the world through these two snakes. These snake-eyes greatly increased Jerico's risk of being seen as a horrific abomination that must be destroyed, and so he opted to wear a blindfold while around Morcliff. People agreed, and after cannibalizing one wagon to get the other in working condition and shifting the goods, the remaining members hooked themselves up and started to pull the last convoy to town. It took most of the fourth day where it would've normally taken a few hours, but the group successfully made it.
The group gave their story to the merchant expecting the goods (excluding the parts which might cause them to not get paid), and were paid for their work. He offered food to all the adventurers, and Jerico immediately accepted. For the strangest reason, he decided to take the soup and feed it into the snake-eye divinely fused to his brain to grant sight. This caused some moderate to severe brain trauma, which he immediately regretted and sought Dalthar to heal him once more.
After seeing all of the snake-based madness conjured by Dalthar, his groupie from Freygate proclaimed him a prophet and asked to be taught in the ways of the Divine Serpents. It was at this time Jerico approached him and was successfully healed once again, this time causing unknown changes inside Jerico's head as 12 golden snake tails began to push their way out of his skull, focused around the ears. Quickly handing Jerico his cowl, Dalthar continued to aid in teaching his groupie, with Jerico notably more interested in the cult now that his visage was otherwise unthinkably malformed to those that do not praise the seven divine serpents.
Dominic managed to pop the lead chest taken from the armorsmith, divvying out 2000 silver amongst the four of them, including Dalthar's groupie, then took part of his share and purchased some alcohol after seeing Jerico's worsened condition. Rogrit somehow managed to sleep through all of the events in this session, and thus was more or less forgotten when it came to rewards.
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Post by SaintYin on Jul 9, 2015 15:46:07 GMT -7
Session 3: What's The Worst That Could Happen?With Rogrit still comatose, the group chose to purchase some upgraded equipment and bare necessities, then start their way up the mountain on the following day. With fancier armor and winter gear, they started up the path to find what treasures lay at the summit. Toward the evening of the first day's travel, they found a small cabin, which was inhabited by a woodsman by the name of Zeb. His front porch was littered with animal pelts and rough attempts at taxonomy, and while Dalthar was suspicious, he turned out to be a rather kind individual. Dominic and Jerico spoke with him to learn more of the mountain, since the people of Morcliff despised speaking of the crypt that lie there. Supposedly, an old cult had performed some sort of rituals at the summit, and it had taken many lives in the process. Zeb had devoted his life to making a headstone for each name claimed by the crypt and its cult, since there was a positively massive tome containing all the names within the graveyard, and not nearly enough graves to mirror the tome. Once every week or so, he would traverse to the summit and collect a few more names, an act which he had done for at least 40 years. The rest of each week was spent surviving and carving headstones for the names he has taken. He had some words to say about the current mayor, and praised the previous one even though he alluded to him being less than loved, then recommended the party did not go to the summit. Dominic split some alcohol with him, then stated that the entire point was to go there, and thus we set off. The group set up camp a few hours from Zeb's home, and found the night to be extremely cold. While each member had a night shift, nothing of importance occurred as the wolves didn't attempt to invade the small camp. The second day was spent moving through the forest and scaling to the summit. Dominic noticed the trees and wildlife in general abruptly ceased partway up the mountain. At the summit was a decently-sized cabin situated in the middle of a graveyard, along with a well and a pretty conspicuous tree. Dalthar immediately invoked holy fire on the tree, then sat for several minutes to watch it burn. He was partially correct in doing so, for the tree began to give an unearthly wail, which continued for the entirety of its burning. Dominic found the corpse of the last person to adventure up the mountain: an artist of some kind that wanted to paint what he saw from the summit that had reached the peak some 3 weeks before the party. He was frozen solid with a look of terror on his face, which was apparently the result of him having slept in, then left the cabin without putting any gear on. The group assumed something scared him during the night, and made a mental note to not sleep in the cabin. After Dominic snapped Dalthar out of his trance, the fire ceased and the heavily charred tree stopped being such a crybaby. They turned their attention to the house, which at its front had a solid stone block in place of a door, and there were various runic symbols carved on its wall. Dalthar invoked the power of his gods once more, this time to learn the secrets of this unknown language. After promising his gods to fast for 3 days, he was granted knowledge of the language used: Duvan'Ku. Across the front were a bunch of formalities about who was buried here, claiming each to be important, and more notably, proclaiming one to be a god by virtue of him transcending death. It also made mention of a black tunnel in the cabin and people's souls being turned into liquid. Taking this knowledge, Dalthar returned to the group (whom had moved to the back of the structure to find a way in that didn't include moving a big rock), and warned the group to not mess with any fluids. They found a still-open back door, then entered what was assumed to be the dead man's sleeping quarters, as there was a good deal of equipment laying about. After outfitting Yselle (Dalthar's follower) with the stuff, they decided to head down the mountain for now as it was getting close to dusk. The group went about 2 hours down and into the woods once more, but the night was bitterly cold compared to the previous. Even bundled and within windbreaking tents near a fire, the night was horrendously chilling. No one wished to post a watch, for they were uncertain anyone could survive in such weather, even in appropriate attire. The next morning, two wolves were found near the camp's edge, dead from the cold after trying to reach the fire. The group ate those, with Dominic skinning the both of them for more coverage. After briefly looking through the artist's journal/diary, Dominic decided it would be best to learn his course to traverse down the mountain, for it was safer and faster. Jerico, too, wished to leave after hearing stories of how the crypt was for a creature that conquered death. However, Dalthar was intrigued by the strange goings-on and insisted the group return to at least search the rest of the cabin, what with being treasure hunters and all. Since it was to take a couple hours to read through the diary, Dominic grudgingly accepted and they set off to once again see the summit. Upon returning, the tree had somehow returned to the state as it was before Dalthar had set it alight, including ropes that had previously burnt away. Unnerved by this turn of events, the group immediately went back into the cabin, this time searching other rooms. Jerico found a room that played a strange tune whenever he looked away from a harpsichord situated inside it, and there was a miraculous painting depicting every member of the party traversing into the hands of a floating skeleton that hung above a black tunnel. The miraculous portion was that it appeared to be hundreds of years old, yet it had every aspect of the party down exactly as they were, down to Jerico's golden head-tentacles that he'd acquired a few days ago. Disturbed by this, Jerico once again wanted to leave, but Dalthar chose to take the lead instead. He found a bag of powder, which ended up being a highly-addictive drug that maleficar love to have, as it makes them feel godlike. Dalthar attempted to see what was causing the harpsichord to play, and after being shown a large mechanism, he profusely praised his gods for proving it wasn't ghosts. He then moved into the main room, which had 3 chairs all facing toward him, an extremely thick tome on a desk, a large trapdoor in the middle of the floor, and a body mirror of some sort sitting next to two of the chairs. Once again, Dalthar invoked to learn more of this room. This time, however, Dalthar received a divine decree that he is the one to seek the secret of this cult of Duvan'Ku. With divine decree, Dalthar immediately began opening the trapdoor, with Jerico and Dominic helping after hearing of his divine charge. They were met by a staircase, which eventually led to a large door. Heads, mounted like trophies and made of stone, were jutting from this large door, and each was covered in a film-like casing of an unknown material. A gargoyle head with a lock in its mouth was situated and doorknob-height, and there was already a large key stuck in it. After some jimmying, Dominic jarred the key free, unlocking the door and opening into another room. This one held several skeletons, each of which appeared to be frozen in a writing position. On each of their hands were the Duvan-Ku symbols for "transcribe" and [can't remember]. Apart from that, there was only one other door, and it had a large symbol for "death" on it. It caused those that looked upon the symbol to grow nauseous. Dominic and Jerico decided the best plan was to let the int-dumped Dalthar do as he pleases. Need I remind the reader that this is the same guy that single-handedly killed half the convoy, broke one of the vehicles, and made all his allies' eyes explode just a few days prior. So what essentially happened is that Dalthar was taking no heathen crap from some death cult, and immediately opened the door with "death" on it and breaking the symbol/seal it had. The group has been informed out-of-character that this has far-reaching consequences for the world and could have been avoided in multiple ways. To put it simply, this is by no means the fault of Dalthar alone. Anyways, the area opened into a large sanctum of sorts, with an altar, pews, and a fancy ice-skull chandelier that was slowly melting, or at least dripping. The large organ Dalthar had seen in his vision was situated near the back, and there were two basins in front of a door-like stone indentation. Furthermore, there were a couple murals and a second door near the back. Reading the murals, Dalthar learned the tome was symbolically important to whatever ritual was performed in this place, by keeping only the victims' names, and giving none a monument. Furthermore, the entity they had transcended appeared to be another innocent, converted into what they called a "soul eater." Dalthar then moved to the basins, finding many teeth and a single, gold locket. It was beneath the surface of a yet-unknown fluid. Recognizing it as a collection plate of sorts, he sent Dominic back to the hiker's body to collect some teeth to see if that could work. Whilst he was off, Dalthar attempted to get Jerico to go through the other door, but he was unwilling to move further without Dominic immediately nearby. The session ended shortly thereafter, so who knows what'll happen next? NEXT SESSION
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Post by SaintYin on Jul 9, 2015 17:23:21 GMT -7
Would you like to join this campaign? Post in this thread so Geck knows you're interested. If you feel creating a character sheet is too daunting, you can use this sheet to hasten the character creation process. To use it, simply follow these steps: 1) Open the sheet linked above. 2) Select "File." If you have Google Drive, then you can use the following steps: 3) Go to "Make a copy..." 4) Open your own drive, you should now have a saved version of the document that you can use to create a character of your own! If you do not have Google Drive: 3b) Mouse over "Download as" 4b) Select a medium that your computer can use that does not eliminate functionality of the sheet. This may be challenging, since I have no idea what does or does not work. For character creation in Geck's campaign, all you need to do is fill out the document's colored sections as appropriate. Use the Item Purchase sheet to generate character belongings, and most class-specific changes in mechanics are taken care of through the sheet.
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jul 14, 2015 3:02:58 GMT -7
Happy reminder, game will be on tonight likely around 1am my time.
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Post by SaintYin on Jul 16, 2015 2:27:53 GMT -7
Session 4: Timed Out
Rogrit finally woke up to find the group had left him behind. He quickly gathered some materials, then started his hike up the mountain. He arrived to find Dominic with an axe in hand, bashing out the teeth of a corpse partially hidden by the snow. After some catching up. Yselle arrives to drag Dominic down at Dalthar's behest. They move down to the underground section, and almost immediately Rogrit begins complaining about how things happen to be dangerous, and therefore not worth doing.
Dalthar speaks over Rogrit's crying with his newest god-given vision of what must be done with this temple: it shall be turned on its head. Since the magic in place is far too strong for a cultist of his rank to unmake, the current plan was to instead twist the world's perspective of this place to be a monument to those slain. He wished the others to hear this in case he died while on his divine quest, so he'd know for sure that at least someone would perpetuate the misinformation. Rogrit gave no sign of understanding language as he continued to cry about how spooky things were, so Dalthar attempted to get the others to begin exploring.
Since Dominic was in the same pansy-boat as Rogrit, he was also out of commission. Dalthar took the teeth collected by him, then used the basin to see if the donations would work. It was successful, with the large stone block moving to create a doorway. Jerico took a step in, noticed how there were more doors, then took a step out. When the door closed upon his departure, he entered the too-spooky squad, refusing to be at the front for reasons.
With no one to lead, Dalthar once again became the party leader, now opting to search the northern, normal door so at least one of the cowards he was leading would have less of a reason to break down. The hallway contained on the other side held 3 doors on the right, 2 on the left, and a single door at the end of the hallway. Dalthar opened the first door on the right, which revealed a shared living quarters for what he could best guess was once a room for initiates. In there, he found a macabre mask that had pinholes for eyes and several rows of teeth, which left the mouth and lower face more or less uncovered. The teeth held the same brackish color as the ones found in the dark waters of the basin. Leaving it there, he returned to the main area.
The other three group members were empowered by Dalthar's immense courage in the face of spooky crypts, and they themselves became so brave that they walked into the hallway. However, they continued to sit on their thumbs because walking into an empty hallway was a really big step for them.
Dalthar continued into the second room on the right. Kicking the door open, his torch flashed into a bright light, causing him to fall backwards. It turned out this room was a latrine, and over the years a sufficiently large quantity of methane had concentrated into the room. With lightly singed eyebrows, Dalthar rose again and opened the final door on the right. There, he ascertained slaves were once held within. Finding it unlikely that slaves had anything of worth, he continued to another door.
Dominic suddenly grew a pair upon seeing Dalthar open a door and not explore it, and thus went about searching the room. He found a crudely-scraped map of the immediate vicinity. The door at the end of the hallway had a large skull etched into it, but what caught his fancy more was the large number of rooms hidden behind the first door on the left, which was locked. After informing Dalthar of the skull-room, he went back down the hallway to try getting in to the locked door.
Ignoring the door at the end of the hallway, Dalthar opened the second door on the left, which opened into a large, dilapidated kitchen. On the far counter, there were some immensely evil cutlery, which was nauseating to even look upon. Taking the hint, Dalthar chose to meander over to the sharp objects alone, and start pouring holy water on them. This immensely weakened the aura, but did not purge it entirely. Still sensing it, Dalthar invoked to purge what little remained. This almost ended horribly as he rolled a total of 6 on his invocation dice, but was fortunate enough to have used a point of favour before invoking. His reroll pushed it into not-kill-party range, instead causing him to lose 4 inches of width from his frame. Since his gods can do no wrong, Dalthar took this as a blessing to show he had done well enough. He returned to the group to see how they'd been doing.
Rogrit and Jerico were still sitting on their thumbs, with Rogrit still being extra-vocal about how he was using a gun to compensate for his immense cowardice. Beyond the locked door was a cell with nothing of real value, a small library with piles of books of varying quality, and a third, still-locked room. Dalthar went to searching the library, being the only one that could read Du'Van Ku. With a fortunate roll, he found a book listing the correct actions to promote respect from the warrior-guardians and the eye of fate, along with their titles. Dominic unlocked the final door during this time, which opened into a high priest's quarters. There, he performed an exhaustive search, revealing a false wall that opened into layers upon layers of drawers, all filled with glass spheres that depict the mountaintop. Through sheer luck, Tkul immediately realized these were all parallel universes of the crypt, each variant a possible occurrence foreseen by the cult. He even found Geck's alternate group sphere, as it had a giant dog hanging around the cabin.
This exhaustive search gave Dalthar time to read several more books along with find a piece of sheet music by the name of "The Empyreal Hymn." Jerico temporarily tried to help, but only got a piece of sheet music named "Devour Me." Rogrit, having a couple hours to talk himself hoarse, decided to try searching the library as well, finding a fairly valuable book on the other group of individuals found within the crypt. While it's not certain who exactly they were to the cult, they were of some importance as they were etched across the cabin's front at the surface level.
Dalthar saw the orbs, and immediately invoked his gods to see the strange secret that had been found. He was rewarded with a more snake-like face, such as losing the lips and nose. This, of course, wasn't mentioned to him whatsoever by his party even after they saw it. Instead, Rogrit decided to start blithering on about how he was ready to kill Dalthar if he became "too inhuman," because he's a godless coward. Probably.
Returning to the main area, Yselle had spent her time searching this main area, and had found several cool things, such as a necklace in the organ and another necklace and a fancy dagger atop the altar. 9 of the 12 skulls had melted at this point, which caused Dalthar to grow wary. After the group spent some more time gathering the treasures, Dalthar went to push the group toward delving into the actual crypts. Being consistent cowards through it all, he gave Yselle the remaining teeth, asked her to place one in the basin if he knocked, and gave a distinctive knock to prove that it was him. He then walked into the dungeon completely alone.
To the south was a simple embalming room, with four vials labeled "Liquid Time" and a book. Not taking his time for granted, he grabbed the stuff and went to the remaining two paths, both of which were locked behind vault-like brass doors. Opening the northern one first, he found immense catacombs of entombed priests. The walls appeared nearly melted, and he could hear every sound echo as he moved. Deciding this would be a bad place to get caught, he returned, closing the door behind him, and went to the other. Past this door, the path split into what was called the civilian quarters and the warrior's quarters.
He briefly explored the warrior's quarters, since he knew something of the guardians, and found a door with thousands of eyes at the end of several mirrored rooms. Silently cursing his allies' cowardice, he returned and attempted the Empyreal's Hymn upon the organ. He was given a short vision of having taken control of undead from below, which was sign enough that there may be much more undead and thus was impossible to complete without at least one other ally trying to play. Without any hope of returning the ice skulls and with it reaching its last, Dalthar decided to try again later after resealing the "Death" door, in the hopes that it was tied in some way to the melting skulls.
The group traveled through the day and into the night using Dominic's improved path, reaching Morcliff in the early hours of the following morning. After some rest, they sold off most of the goods they'd come across, putting Dominic into second level and giving the group a significant boost in silver. Little did they know, but the door meant nothing; the skulls were totally melted and whatever was held back, no longer would be if and when they return.
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Post by SaintYin on Jul 22, 2015 3:22:56 GMT -7
Session 5: A Series of Unfortunate Event(s)A new member to the team has been added: Saren: Also goes by the name of "Cooter." He's a country-style sort that's a tad slow in the head, but is supposed to be pretty good in a fight with a bow. Played by Pantera. The session begins with Rogrit being stolen by large birds, thus making him unavailable for the remaining segment. Dalthat took this time to speak with the mayor about the future of the crypt upon the summit, telling him of a potential method of undoing part of what was done by giving every innocent a monument. The mayor was interested in it, but found the ordeal to be prohibitively expensive and it would take too much time. He thanked Dalthar for the information and went back to business as usual. Leaving the structure, Dalthar noticed a slack-jawed yokel staring at him from afar, and thus was compelled to approach the man and ask if he required aid. This turned out to be Saren, a bowman of some (no) repute whom was interested in also seeing the crypt that lie atop the mountain. Dalthar, seeing the potential for a partner that might actually do things rather than stand around and complain, was more than happy to hire this new blood. He even went out of the way to purchase the base necessities for Saren to trek safely up the mountain, including rations and winter gear. It was during this time that Dominic made his presence known, having followed Dalthar after seeing him interact with the new guy in a friendly manner. After some discussion on the weather and whatever else adventurers speak of to create blood-sealed oaths of loyalty, Dominic became fast friends with Saren. The group waited once more for a clear day, then set forth back up the mountain in search of riches. The met back up with Zeke at his hut, only to briefly inform him of how his work is a great deed that flies in the face of what the Du'Van Ku cultists wanted to have accomplished. He took the praise in stride, and they continued up the mountain after setting up camp for the first evening. Using the faster trail to the summit, they made it to nearly the peak before setting camp for the evening so there was no chance they'd be caught on the summit at night. While Dominic was overseeing the new guy for wood-chopping purposes to make a fire, he felt a disturbing presence start to surround him. Frost began to rapidly form on the trees and the snow began to harden at an astonishing rate, causing Dominic to worry that something may be awry. Taking a small amount of firewood for himself and ordering Saren to carry the rest, he made his way back to camp. He realized while returning that the frozen presence was trailing him specifically, and none of the environment within 10 feet of him seemed to freeze over at nearly the same rate. Concerned, Dominic attempted to build a fire, but any spark he created almost immediately fell away without catching. Even after dropping a large quantity of gunpowder into the pile of sticks as kindling, it did not succeed in the least as the kindling had begun to frost over and the gunpowder had already started to grow wet. He lost feeling in his feet as the presence began to work on him through the winter clothing. Dalthar attempted to invoke to force the presence to become visible to all, but instead toppled to the ground as his right arm schlurped into his body, leaving an empty sleeve in its place. Saren began lobbing lit torches at Dominic, but every attempt either resulted in the flame licking out or the torch falling woefully off-target. Jerico decided this made for decent entertainment, and felt watching his friend freeze to death was the best plan. Dalthar invoked once more, this time calling for the presence that had now crept up to Dominic's knees to be consumed by divine flame. This was apparently successful as Dominic's legs burst into otherworldly flames that charred away his boots and pants and boiled away his flesh, leaving golden scales in its wake up to his knees. Saren, recognizing that Dominic was covered in black powder, immediately threw himself on Dominic to aid in rolling out the flames. With some lucky dexterity checks by both of them, the flames were snuffed and no one exploded, After the fiasco finished, Dalthar recognized they had forgotten to purchase Saren a tent of his own, and thus opted to rest with Yselle to keep each other warm whilst Saren used his. Resting the night, they awoke the next morning to find Saren had either not placed the tent near enough to the fire or left the flap open, as he was dying of severe hypothermia in the morning. Dalthar cracked his knuckles, then successfully malpracticed, causing Saren to heal, but also vomit on Dalthar and knock him into a state of near-death. While it was not enough to push him out of the realm of consciouness, Dalthar still asked Yselle to aid him. She did so with flying colors, though her invoking was more whispered than proudly displayed, causing it to be more likely for something terrible to happen. Her first try was a resounding success, so such imperfections were downplayed/not noticed for the most part. The group, now repaired and ready to delve again, wandered their way back to the cabin. The first notable difference was the hanging tree, which had somehow managed to double in size since they'd last checked it. Taking this as a foreboding sign, the group carefully made their way back to the underground crypt, carefully checking every room along the way for who knows what. It was Dominic leading this tour since Dalthar no longer had two arms. After leaving Yselle once more at the basins with some teeth and telling her to open the door if they knock, Dalthar and the group dove in, perhaps because Rogrit was not around to sit back and cry about it. The embalming room was still unchanged, and Dalthar led the way northward to ignore the priests' communal crypt. Trying the door on the right, he found the warrior crypts to be more of the same as the priests, but with what he assumed were warriors instead. At the entrance to this crypt was a Duergar corpse, which Dalthar discerned was something Dominic would love to strip-search. Whilst he did that, Dalthar waited to check the door across the hall. After opening it and getting some light, Dalthar realized this room contained 18 tomes on pedestals, each bound in human flesh and each described as a volume of the history of the most successful Du'Van Ku cult. Not liking this one bit, Dalthar borrowed the torch and burnt every book in the room to cinders, if only to deny the opposing cult its supposedly grand history. The party then headed further north to the wall of eyes. Not wanting to deal with more donation basins, Dalthar traversed down the only remaining hallway leading west. As he stepped forward, his path was cut short by a truly gargantuan abomination. A skeleton floated within a translucent pile of flesh that spanned beyond the light and into darkness. It was filled to the brim with yet more snow-globes, varying in size from a child's head to marbles, all haphazardly floating within its bulk. The skeleton looked more or less placated, which was more than sufficient for Dalthar to consider not messing with the thing much larger than himself. Going into the small room south of this four-way junction, Dalthar found unknown stuff because he didn't have a light with him. Getting tired of waiting for Dominic to move around, Dalthar began to finagle with a torch in an attempt to light it with only one hand. One good dexterity check later, and Dalthar could search on his own. The room was filled with various prayer plates, but what caught his eye most was a bronze stand that spoke of the gift being the opposite. It appeared odd, as the same phrase of gift had been used on previous basins. He then returned to the party, which had taken the northern end of the junction after seeing the gelatinous monstrosity. There lay two fountains that were constantly puking vile fluid into twin basins, which had more copper coins and the word "gift" inscribed. Dalthar informed the group that the opposite may need to be done, and thus Dominic took the initiative to fish out every single copper coin from those pools. Bored of watching a guy tweak a crowbar around to avoid touching the liquid, Dalthar instead went to start searching the Commoner's burial area. After getting the final coin, Dominic waited for something to happen, but nothing did. He looked to the door, and realized it was made of normal material like all other doors, and thus he opened it. This revealed a room full of dead children on pedestals, and thus it was closed. He then moved over to the eye wall's basins, and tossed a coin in from nearly 15 feet away. He suddenly felt slightly more charismatic by doing so, but was too paranoid to do it more. During this time, Dalthar found a few silver and a musical piece by the name of "The Core Remains" Due to being relatively close to a veritable army of corpses, Dalthar found this music to potentially be in place to mislead people into summoning forth some serious undead problems. With no other visible pathway and no further explanation or direction, The group decided to search the last likely spot to have some kind of lead. The group spent roughly 50 minutes within the Priest's quarters, finding various bits of jewelry while Dalthar searched for exits or other areas that the quaters might connect to. There were none, but it did provide a good source of wealth and another sheet of music, this one going by the name of Dismissal Fugue. Due to dismissing being another thing that could either be the removal or a desirable thing or the removal of a undesirable thing, it was also packed away under "do not play." With no other paths available, the group decided to head back and reconsider their efforts to delve into a dungeon that has no entrance. Yselle easily opened the door and Dominic hauled out all the loot that was collected from the rooms. Desperate to get a decent reason to return, Dalthar invoked his gods to grant him a vision of where to go next, but was instead wracked by pain as his prehensile tail bored into his right leg, melting the flesh and contorting the bone until he had a leg-sized tail in place of it. He hobbled back to his foot and tried to invoke again, but was thrown to the ground and temporarily had his other leg deform into a second tail, though it reverted after a few moments. Taking the hint that his gods did not see him as sufficiently prepared, Dalthar hobbled his way back to the group. However, Dominic collapsed to the floor after leaving the final room, each of the 37ish coins giving an agonizing pain in his side that crippled him from moving forward. Seeing this, Saren took the initiative and pulled off the bag of apparently magic copper coins, and set about placing them back in the pools outside the hall of dead children. This greatly lessened the pain for Dominic, but he could still feel the piercing pain of the single coin he'd left next to the wall of eyes. He moved back and pulled the coin out using his trusty crowbar, but something was particularly vicious about this fluid and he took some constitution damage upon removing it. After guessing correctly, he shoved the last coin back into the correct fountain and his final penalty was removed, though he was now 1 con lower for all the effort spent. The group quickly made its way back down once more, but had one final night of rest upon the mountain. Once again, it was Saren that poorly prepared his living space, this time getting attacked by the divinely-manifested serpent that Dalthar had carved from his flesh way back from the convoy. It had slipped from Yselle's packs and was attempting to poison Saren, but he'd managed to resist the attempt. Dalthar was the first to arrive on-scene, and after recognizing his divine observer had attacked the relatively-unknown Saren, he got into a conversation to figure out what the snake's goals were. It turned out the snake needed to eat, and it could eat nothing less than a man. When asked if it could be anything else, Dalthar was denied, having it clarified further that it must be a human being. Being a manifestation of his gods, Dalthar saw no better alternative than to sacrifice the relatively slow-witted and unknown individual, of the people within the camp and nearby. When the conversation began to drag, the serpent even began to show aggression toward Dalthar, which told him of the urgency that it needed to be fed now. He therefore began to invoke, which apparently every person in the camp could both hear and fully understand exactly what Dalthar's invocation was targeting and planned to do, because Saren jumped out of bed, unslung his sword, and immediately aimed to remove Dalthar's head. This was after sitting around for a good 2 minutes not attacking the poisonous snake that had just attacked him. This attack was unsuccessful, but Dominic flew from his tent, and with almost laser-guided accuracy used the Du Van'Ku sacrificial dagger to drop Dalthar from full health to 1 point from death by stabbing him in the back before the invocation could complete. The snake then proceeded to kick both of their arses, successfully dodging the lethality of both of their attacks and poisoning both over the next round. Realizing he was also a character in this, Jerico got up, meandered over to the snake, then lopped off its head like any normal person with a blade can do (Saren and Dominic rolled really badly on attack, defense, and saves, it was rather funny). He called over Yselle to heal Dominic, but after she saw the condition of her hero she was compelled to heal him first. Jerico attempted to "dissuade" her from healing Dalthar for who knows why, but was terribly unsuccessful. With a minor malpractice, Dalthar was restored to full life once more, but was now covered in the same iridescent scales the poisonous snake once had. She attempted to purge the poison from Dominic, but was unable to, and malpracticed once again with Saren, and much like his previous time, he regurgitated on his healer, knocking her out. Dalthar was rather bitter of Dominic literally stabbing him in the back, but to prove he still had the group's best intentions at heart, healed him anyways. Dominic is now pregnant with a lot of snakes, but he's otherwise alive and no one actually knows that yet. As Dalthar turned to start healing Yselle, Dominic decided that a certain mystic directly saving his life 3 times in 2 days was still worthy of murdering, and pulled a pistol to shoot him in the back of the head before he could heal the nice woman. The pistol misfired, but the damage wasn't severe enough to take off any digits. Still overflowing with salt, Dominic vehemently refused Dalthar access to any of the loot, and has declared that he refuses to play with Dalthar since the snake cultist chose a divine snake over a same-session ally. There is currently discussion on what kind of compromises need to be made to allow a mystic/maleficar to participate with Dominic's and Rogrit's character design decisions. NEXT SESSION
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jul 22, 2015 18:15:02 GMT -7
Once thing I'd like to ask everyone is what level of fantasy they'd like for the campaign. Currently it's generally fairly high fantasy, with death cults, sleeping gods and so on being present which can seriously mess up the campaign world. However, some characters were built expecting a lower fantasy setting - still bleak and grim, but in the sense of normal people doing terrible things, rather than terrible things existing.
As such, what are all your preferences as to the tone of the campaign? The temple underground on this mountain peak can easily be walked away from so no issue there if you would like to chase after other avenues of profit, but currently magic, through dangerous and unpredictable, is still very much a part of the world. Your thoughts guys?
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diskelemental
Lich
Banned
A better world, whether you want it or not.
Posts: 781
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Post by diskelemental on Jul 22, 2015 18:31:41 GMT -7
I'm fine with either; but have a slight preference for low-fantasy.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jul 22, 2015 18:37:33 GMT -7
My only real issue with how things stand right now is that there doesn't appear to be anything in the temple to motivate my character. I did make him on the assumption that with magic being super dangerous it'd be pretty rare and generally shunned. Since it's now clear that wealth we find in the temple could be cursed there's even less motivation for him to go back up there. If we decide to stay with the current storyline it may be best to have Dominic shuffle off to greener pastures.
That being said, despite what Saint keeps writing Dominic does actually coexist with magic alright, he doesn't like it and he's cautious around it which pretty much as it should be. The current issues are mostly that the magic is all either openly hostile or specifically designed to be creepy and socially unacceptable, I can't think of many people that would be ok dealing with death magic, or magic that turns everything into snakes, particularly if they had no real tools to deal with those types of things. I am putting together a Mystic as a backup character that should be a better fit for the temple story if we keep on with that, and will be a little more flexible that my current character, but do really enjoy Dominic
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Post by SaintYin on Jul 22, 2015 19:11:56 GMT -7
I'm putting my vote in for high fantasy. I enjoy playing Dalthar and strongly believe Rogrit and Dominic were not meant for the adventuring life based on all story options and events displayed thus far.
I can deal with going to low-fantasy, but I request that the campaign's events thus far and all current characters get scrapped and rerolled. I can remake a snake cultist more appropriate for low-fantasy, and feel it would be best if no one felt singled out by the campaign dynamic undergoing this major shift.
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xemadus
Leadership Council
Sure
5000
Posts: 798
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Post by xemadus on Jul 22, 2015 19:39:12 GMT -7
Magic users can self destruct... which is a preferred option to the amount of things that can go poorly for them, and clerics can cause horrible plagues and TPKs with a single bad roll. If that isn't a recipe for a low fantasy preference I don't know what is.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jul 22, 2015 20:35:11 GMT -7
I don't see any reason to reset the game, it sounds like the majority of our characters can easily transfer into a low fantasy path, or even stay on the current path with a little tweaking.
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