Skip to main content

The Hydra's Teeth: 1st Level HARP Intro

Posted in

Character creation notes:

1)       Professions:

a.       Any from the main book. If you want something from the other books, check with me.

2)       Races:

a.       Human, part-blood elves, Dwarf is also a possibility if anyone is interested.

3)       Cultures:

a.       Rural (Deep Warrens if Dwarf)

4)       Stats:

a.       Use Option Two in the book (550 build point option)

Background

 

For over a thousand years the Empire known as the Havarian Concordance held sway over all known human lands. This Empire was the result of all human kingdoms uniting to throw off the constant war between the Dark Elves of the North, and the Unsleeping God of the far south. Havarian was a hero, and a king. It was said that he was the only living survivor of his capital city’s destruction when a giant stone from the sky turned the mountain redoubt into a volcanic crater. Havarian and 8 other human kings entered into a pact to bond all their kingdoms together, and bound their souls (and the souls of their people) in a magic ritual called “The Oath.” The Oath had a very real impact on the human kingdoms, merging them into a single society in a way that would otherwise have taken generations. Havaria (the Imperial capital city) was rebuilt – and the Concordance went on the offensive.

 

Having thrown off the Drow and Undead from the continent, the Empire turned to internal pacification. The Goblinoid races were exterminated or driven into the remotest mountains – as were the all but the strongest and/or remotest of the “monsters” of the land. Beings powerful enough, and benign enough, were allowed to co-exist – typically under treaties. Simply put Man was master of the continent – and Imperial armies smashed any known resistance with magic and might.

 

For the next 1000 years the Concordance (now just simply called the Empire) would reign supreme, until the jubilee of the 1000th year of its founding. Something happened at that celebration, and the Empire seemingly vanished overnight – shattering the lands of humanity.

 

PCs

 

All human and human-blooded PCs will be between 16-20 years old. You are all from a small town on the fringe of the Empire. You all know each other – and have pre-existing relationships that may be decided among the players – siblings, rivals, friends; even romantic attachments (past or present). In essence you are the best and the brightest of the young adults of the village. You have all grown up together – and are a tight group.

 

We will work out detailed backgrounds with each of you for trainings, etc. We will deal with the rest of the background at the first game. At this point in time, the empire has been “destroyed” for about 10 years.

 

Anyone who is a Dwarf PC will be from a place called the Silver Hall. All Dwarves will know each other – and have a similar background.

 

GM Notes

Mike J has some thoughts he is going to share on PC creation. As the referee I wanted to throw in some game related thoughts. You all know each other – strengths and weaknesses – I would suggest that you talk when creating characters. Spell casters especially – you can make a stronger group that way. Just a few referee thoughts.

LOL

I can't play 8/11 but that is about it, unless I can get charise to commit to a house warming party day (we keep putting it off in hopes of getting the deck done but geez). 8/6 is a little iffy but would probable still be ok. Other then that I'm good to play. Maybe I'll setup the google calendar add it :)

 

-Griffon

Play Time

Just back from ComicCon. Mel & I had fun although the con is changing. Less comics & traditional games; more movies and computer games.

Anyway, I am pretty available on Sundays. Saturdays I work but can get off early afternoon except for the third Sat of the month when we have our game days at the Vet's Hall.

SK will be leaving for SCA Pensic on 8/1. She will return 8/11 at 1:30A. Other than that she should be available. I will pick her up of course, but I am certain we will be sleeping in that Sunday and could play in the afternoon or evening.

Frank

Next Game

So, when can folks play next?

I am open most weekends until the last weekend in August, but Kirsten will be out the weekend before that as well. It would be cool to get in two games before then.

I propose Sunday, 7/27, and Saturday, 8/9. Will those dates work for folks? If not, please counter with your availability, ASAP.

MJ

Nightfall/Ariande Sig

Ariande Bard 20 • Nightfall Ranger 19
The Avatars, Argonessen Server

July/August Availability

We are not available July 27th or August 9th & 10th.

We are available:

Saturday July 26th

Sunday August 3rd

Sat/Sunday August 16 & 17

Susan & Michael

 

 

"A small leak can sink a great ship."

--Benjamin Franklin

"A small leak can sink a great ship."

--Benjamin Franklin

Play Time

Please respond with your availability if you're not a Jones or a McKay.  Almost any time we play we'll be without one or more of us, so just decide when you want to run, Mike.:

 

7/26:

Unavailable: Mel and Frank.

7/27:

Unavailable: Mike and Susan

 

8/2:

Unavailable: Mike and Susan

8/3:

Unavailable: ???

 

8/9:

Unavailable: Mike and Susan

8/10:

Unavailable: Mike and Susan

 

8/16:

Unavailable: Mike and Kirsten

8/17:

Unavailable: Mike and Kirsten

 

8/23:

Unavailable: Kirsten

8/24:

Unavailable: Kirsten

 

8/30-8/31:

Unavailable: Most of us.

Works for me ATM

Works for me ATM

Arcane Dark Matter Question

Was the God of Magic able to see the clothing and equipment of those who were afflicted/blessed with being cut off from arcane magics? I ask because I'm interested if anything such people carry takes on the same traits, or if only items they had on them at the time do so, or if it's only out to the limits of their skin.

I'm having a hard time deciding whether to have Galvorn remain an arcane void. If anything we hold takes on that trait, then Kara can train and use any weapon to try and take out our enemies. If it affected items we were holding at the time, then Galvorn's spear is the only such weapon in existence. If it only goes out to our skin, then no weapon with the trait exists and it's time for Kara (and possibly Galvorn) to train as a Monk.

You don't really know...

No one asked him if he could precieve the gear of the "voided" characters. Plus, by that time that happened he was not in his right mind - so you really don't know. You only clues were that the Djinn/Kara was asked to cleanse you - and that literally blew any of the arcane connections right out of you. No one tried to see what the effect on mundane items were.

Odd

It would seem more than odd by his behavior if he could see a bunch of gear standing around as though worn by invisible people he could not perceive. He never mentioned it and we did question him on whether he could tell that there were others in the room. He seemed to have no idea. In any case, we have plenty of others who drank the blood who should be able to tell Galvorn whether they can perceive his gear through magical means. Not to mention the elves.

If I need to wait to do this through RP, I should probably not level myself until we play again.

Not Really

You asked if he could sense the others, and he said no. You need to understand that (in case you missed it) the damage to the lay lines had driven him mostly mad. He did not react to living beings (all capable of having PP, and thus in some way connected to lay lines). You have no idea how he precieved non-magical items. It could be that he could ONLY see anything that had a connection to the lines - he was not looking with eyes. He knew how many of you there were - if he were sane he should have known exactly what happened.  

In a nutshell, your items are exaclty as they were. Your connection to the lines of magic that bind the world are severed - your clothing, items, weapons are gear are not impacted.

 

Episode Guide Updated 6/1

The Episode Guide has been updated for 6/1. Please review the notes in the PDF file linked to at the bottom of the HARP page.

PC Level Advancement Notes + LOOT!

Game Follow Ups:

 

As mentioned all of the PCs will be 5th level.

 

Any who drank the blood of Letcius must take at least one level of the following character classes:

  • Elementalist
  • Magician
  • Thamaturge
  • Vivamancer
  • (No, you may not take necromancer).

The training package for this level MUST BE:

Workshop Forged Amateur

Skill Ranks

  • Arcane Lore (Spell Lore) 2
  • Cantrips 2
  • PP Development 4
  • Runes 2
  • Spell Casting (Universal Spells only) 2

Additionally, all casters have an object that serves as a 1.5XPP Multiplier (this is an item on you inventory that was a previously non-magical item. PC choice – let me know what it is and we will not make a card for it).

 

Additional Rules:

  • All PCs present in the forge (all of you) will receive a free Blood Talent up to 10 Dev Points. You need to clear the talent with me. In particular pay attention to the ones that require a skill to use – you will need to buy the skill. The talent should, in some way, reflect who you are as a person or your character class.
  • Tap Ambient Mana now costs 5, a 10 point discount.
  • All present who are not magic users, and did not drink the blood will have an item of their own enchanted – player selection:
    • Weapon or Armor: Level III Bonus. This is a +15 for weapons, and varies for armor.
    • One random magic item (we will roll for them at the next game) Again this is a previously mundane item in your inventory that now is magical.

 

gear

So maybe I missed this but a lot of items in your pack chat but I thought those of us (most of us) that died where recreated in the buff. Did we happen to find our gear along the way out? :)

Only Kara was recreated w/o

Only Kara was recreated w/o gear. The rest of you were "just as you were when you died."

High Magic Arcane Power?

 Hi,

I'd like to take the level in Wizard (Wizards are the ley line magicians), so I'd like to see if we could add that to the list.  Also, I'd like to (pretty please) ask for a discount on the Arcane Power High Magic which is required to use any High Magic spells.  It costs 30.  Ouch.  But since the ley lines are part of him, and so is his blood, I'd like to see if that could be a little cheaper too.

Muchas gracias.

 

Wizards are People Too!

Wizard is a TP, not a profession - and it calls for a little more research than your exposure to the Forge grants. The level you take in one of the above professions needs to be at the above TP, the other two levels can be wizard TP for you if you like - your own research gains clarity with the near innate connection you know have with the lines.

As for the cost, I could not find it! I will apply the same 10 point discount as above.

Arcane Power

Arcane Power is in the regular book (not the magic book) and you have to buy it in order to cast any spell which is outside of your normal sphere.  As far as I can tell that's what they mean under the Wizard training package.  In order to use Ley Lines I have to purchase Arcane Power (which costs 30) - nobody starts out knowing High Magic so this is a basic requirement for anyone who wants to use a High Magic spell of any sort.  I'm already an elementalist, so I'm cool with taking another level of that... 

I will count it as 20 instead, unless you feel extra kind about this particular thing - which gives me *only* the ability to purchase High Magic spells and *nothing else.*  

Episode Guide

 A PDF version of the Episode Guide, with my notes from the previous games, is posted at the bottom left corner of the main HARP page, under attached files.  I just updated it for the 3/22 game.

The Plan for Saturday

Hey folks, last time I checked we are going to play on Saturday starting at around 3PM. The overall plan will be to play, take a break for dinner, and then wrap up when we feel like it.

I will ask folks to update their cards at the game. I am also going to ask the following be added to the back of the cards: Family status (mother, father, # of siblings, etc.)

-M

The Major Concordance Gods

I was asked for a little bit of Info on the Gods of GrenVale (and by extension the rest of the Concordance) so I wanted to post this little primer to understanding your gods!

The temple in GreenVale is a Pantheon, dedicated to many gods. There are 2 main deities that are worshiped in the town, and they have the lion’s share of the worshipers. These are:
 
Demona: Goddess of the Fields.
Description: Demona is a kind and wise goddess, her other attributes are wisdom, strategy, planning and foresight. She is one of the younger deities in the pantheon, but is often seen as the voice of reason in arguments within the pantheon. She is the one that taught humanity to harvest, and is in many ways considered a mother figure to man.
Symbol: A lit torch.
Colors: Greens and Dark Browns.
Common worshipers: Farmers, Household Heads, High Ranking Military Officials. Anyone who thinks a good plan is more important than a frantic response.
 
Fieira:  Goddess of the Hunt.
Description: Fieira is Damona’s twin sister. Where Demona is wise and thoughtful, Fieira is all about action. She is the consummate hunter – of all things. With her it is all about the thrill of the chase. She can be impulsive (not in the hunt, in that she is as patient as the starts, but in what she hunts). To the goddess and her worshipers life without thrill is not worth living.
Symbol: A crossbow, cocked, with a fraying string.
Colors: A tiger-skin pattern.
Common worshipers: Rangers, hunters, thieves, many adventuring types. Any extreme sports enthusiast.
 
Other gods worshiped are:
 
Raithus: God of the Sun
Description: Raithus is the literal golden-boy. He is all about smashing evil and darkness, and looking good while doing it. Many of his chosen adherents (high level clerics) are female, and the god has a reputation of being a bit of a lothario. Most celestial beings (angels) are considered the offspring of Raithus and a human mother. He does have many male followers (usually Paladins, and some warrior clerics) and they typically look to him as a role-model.  
Symbol: The sun, surrounded by Rays.
Colors: Gold
Common worshipers: You need to ask?
 
Ancamna: Goddess of Battle
Description: Ancamna is the unstoppable force. She is waiting destruction, and a million acts of violence, both just and unjust. She has a split personality – one is a just fighter of noble causes, and the other is a bloodthirsty berserker. She is both good and evil. Her dichotomy is the core of her being.  
Symbol: A sword dripping blood.
Colors: Black and Blood Red
Common worshipers: Fighters, berserkers, and anyone in war. Many evil folk worship her dark half (known as The Eclipsed One) and seek to dominate her good half (The Radiant One).
 
Hadad: Father of the Gods
Description: The big Kahuna. Hadad is the originator of all the other gods. He is a being of great power – and has no anthropomorphic identity. He is of a different level than the others. He is power, and mystery, and the unknown. Some believe that his body is the world, magic his blood. It is Hadad who taught humans magic at the city of Kel’Tharas.
Symbol: Lightning
Colors: A starry night.
Common worshipers: Anyone in a position of power and authority. Any seeker of mystery (particularly arcane).  
 
Fatuai: Goddess of Visions
Description: This goddess is blind, and can see into the past, and the future, but can not see the present. She is a tragic figure. She has both knowledge and wisdom, but lacks strength to act. She is a blind witness, and a mute defender.
Symbol: An hourglass
Colors: Deep Blue
Worshipers: Not many - most fear her. Her main temple is at the Oracle.
 
Essus: God of Death
Description: Lord of the dead. Corpses are his soldiers, and spirits his lovers. Essus is the guardian and protector of the dead in this world or the next. His motto is “vampires are people too” and is often considered an evil god. However, his duties also include sending all departed to their final resting place – so many pay homage to him at the funeral.
Symbol: Two silver coins.
Colors: Bright White.
Worshipers: Necromancers.
 
Atecenia: Goddess of Love
Description: Beauty incarnate. This deity has both male and female forms. Atcenia is usually worshipped in the feminine. Fertility, vitality and joy are all in Atcenia. She is not very wise, and is the very definition of thinking with the heart, not the head.
Symbol: Two lovers embraced.
Colors: Shades of Red.
Worshipers: Anyone in love, courtesans, couples, etc.
 
Letcuis: God of Magic
Description: The seeker of knowledge. He is the original master of the Magistirium in Kel’Tharas. It is said that Letcuis has been raised from mortal to god – he is the outsider. Valued, but not always trusted.
Symbol: A staff.
Colors: All
Worshipers: Mages, seekers of power, scholars.

 

I pcked up a female dwarf

I picked up a female dwarf ranger figure for Charise/Solis.  Still looking for a good shrub figure to go with it.

March 1 works for us, I

March 1 works for us, I think.  I'll be back from Princeton Friday night (Happy B-Day, Griffon!)  Kirsten, when do you head out of town?

Can everyone else make March 1?

Game Notes

Hey Folks,

As we head towards our next game (the 1st or 2nd correct?) I wanted to ask folks to do something for me. I am going to want to create index cards for all of the PCs. I need to know:

Weapon Skills (OB), Spells (include Type and what book the are in) DB, and adventure-related skills (Stalk/Hide, Perception, etc).

Also, I want to make combat run a little faster. With so many PCs we are going to bog down with the method as described in the book. We are going to try rolling every round, and announce and act at the same time, at the next game. We’ll see how it goes.

I am also toying with using the HARP hex rules – we will see how I feel about them at the next game.

-M

 

I'm headed to tahoe the 2nd

I'm headed to tahoe the 2nd so have to be the first for us.

I think it might be good to still get a statement of intent before rolling initiatives. just go around and get casting, closing, running, retreating attacking again, that sort of thing. I think it adds to the timing flow and gets rid of the waiting to see what happens then pick which just makes no sense in 2 second rounds.

The combat cards also sounds like a interesting way to go http://shop.ironcrown.com/index.php?main_page=product_info&cPath=62_70&p...

 

Combat Cards

I was just looking at those. May be worth the 5.00.

 

Episode 1 Notes Posted

I added the Episode 1 Hydra's Teeth notes to the bottom of the campaign page.  Please let me know if you have problems reading or downloading it.

Galvorn's Background

Galvorn was among the best and brightest of his generation and the pride of House Vulruhn.  A born warrior, his relentless ferocity, unbridled enthusiasm, generosity of spirit, and hard drinking joviality brought many firend to his banner, even before he graduated from the tutelage of his weapons master.  Gurthos, an aged but famed goblin fighter, taught many of the young turks of Silverhall, including Galvorn's  chief rival, Falbir.  Both loved the  crusty old weaponsmaster and sought his approval, competing for favor with a fierce intensity.

While Galvorn was the very flower of Dwarven intensity and fire, Falbir was his opposite.  Silent, implacable, and precise.  No task could be handed out that they did not compete at, always at the front of the pack.

Near the day of their graduation from trainees to full warrior status (and adulthood), Ambergrain fell under threat of assault by one of the all too frequent goblin raids.  Witht he main bulk of the armies already engaged in a seige to the North, Gurthos volunteered his trainees to head of the raiding party reported to be threatening one of the community's most treasured farming enclaves.

Upon arriving at the enclave, just ahead of the goblin infantry, Gurthos broke the class into two groups, sending Galvorn's group to clear the cliffs above while taking Falbir with him to confront the main body of goblin infantry.  A classic move to prevent the goblins from neutralizing the advantage offered by the enclave's sheer walls on three sides.   No one had reckoned with the Orc warg riders who accompanied the raiders and whom the scouts had missed entirely.  Despite the advantage in numbers, Gurthos' unseasoned troops were hard pressed by the orc and goblin raiders.  The leader of the orcs, fell-handed and screaming his name as a warcry, crashed into battle with Gurthos even as Falbir struggled to keep the line from faltering under the fierce goblin charge.  "Torthaang!" echoed across the battle field to the accompaniment battle axes, hammers and falchions falling on shield or crushing flesh.

Galvorn's force returned from slaughtering the scalers, his numbers shrunken by half from the sentries he'd left to hold the heights.  Even as his squad rushed forward into the faltering lines, Gurthos blew the retreat on his warhorn, the cry bubbling with the blood carried on his last breath, his body pierced by the great weapon.  Falbir had fought through to his teacher's side, but was quickly engaged by Torthaang's body guard.  His heart clenched in grief, he  knew his duty and stood fast in the face of the enemy's elation at the fall of the much hated weaponsmaster.  He called to the remaining student warriors about him to form a shield wall and cover the retreat of the survivors.

Galvorn, though, was of a different cut.  At the fall of his teacher his mind became an inferno of rage.  Ignoring the last orders of his mentor, and Falbir's shouts to fall back and protect the lies of the young trainees, he lead his understrength forces in a charge past Falbir's retreating line and crashed with a vengeance upon the core of the warg riders.  From some perspective, it was a brave, heroic, and romantic charge; but from the more pragmatic view of a Dwarven warrior, the move was fraught with foolishness and an utter disaster.  Galvorn's squad carved a swathe through the warg riders and pushed Torthang's forces back into the supporting raider elements.  They killed many orcs and goblins, and broke their lines sufficiently that Falbir sensed his chance and rallied his own line to drive them from the field.  None of the students from Galvorn's squad lived to see.  To a dwarf, all but Galvorn were slain, and the Galorn that had so inspired and captivated those around him, died on that field as well.

Upon arrival at the center of what had been a great melee, Falbir found that Torthaang had left him a message; Galvorn impaled through the lungs at the center of a burning heap of his fellow students bodies.  Burned and wounded mortally, Galvorn somehow clung to life as Falbir's forces carried him though the long march back to Silverhall.  The Enclave had been saved, but at a price too great to be contemplated.

With the aid of the priests of the Stone Lord, Galvorn lived.  The burns on his body and pneumonia that set in before they could reach His halls broke the young warrior's titanic vitality and stole much of the quicksilver movement that had made him one of Gurthos' greatest students.  Worse, while Falbir was greeted with a hero's accolades, Galvorn' s impetuosity and refusal to follow orders were the obvious source of the disaster.  The brash, fiery pride of House Vulruhn was dead, and the broken young man who remained was so ridden with guilt and remorse that he never returned to his family's halls.

In the long months of his convalescence, Galvorn fell into depths of darkness he had neer before understood in his life.  All who had lauded him before now whispered his name with anger or regret.  Only the priests of the Stone Lord looked at him with as anything o0ther than a tragic figure.  Ironically, it was Falbir, who visited Galvorn's sickbed at every opportunity who first managed to pull the young dwarf out of his hell of self pity and misery.  Falbir had always been a rival, respected for his talents, but certainly no friend.  Now his fellow warrior came and sat silently by his bed for hours every day.  When finally Galvorn looked him in the eye, he saw grief and sadness, but none of the pity or disdain his few previous visitors had inflicted upon him.

"Why do you linger here, Falbir?"  Galvorn's once rich barritone now grated through lungs scraped raw.  "You are the favored son... you followed orders... he chose you to stand at his side.  You have the final victory and will be a great warrior."  A fit of wracking coughs took him for am moment.  "Go and redeem my great tragedy.  It is what Gurthos would have wanted."  For a moment, some of his old fire returned, but it faded under the wave of grief that encompassed Falbir.

"The others judge and seem to know exactly what happened, BUT THEY WEREN'T there!"  The roar of Falbir's voice represented the most passion he had ever seen from his rival.  "You think I wanted to retreat?  We could have won.  We DID WIN!  Because of you.  If I hadn't retreated as ordered, if I'd disobeyed and pressed the enemy with you, we might have been able to rescue Gurthos just as we did you."  Falbir's voice continued to rise in intensity and volume, drawing the penetrating stare of the priests and patients occupying the other beds in the infirmary.  "T'Hell with their judgements and common sense.  Every one of us was ready to die to keep the farmers and the enclave safe, and I was ready to to leave it all to the goblins because Gurthos needed to protect his students more than the innocents we were sent to save."  By the end, Falbir was shouting, his body trembling with the release of anger.

Galvorn could not recall having heard some many words from the young dwarf in all his life.  The two spoke of these matters for many hours, and it was the first time either could see the true value and folly of the things they has done in battle.  Galvorn knew that his actions had been foolish, and that the deaths of so many trainees would threaten Silverhall's ability to meet the ever mounting goblin threat.  He knew that those who condemned him and lauded Falbir were right to do so, and he convinced the young dwarf of this through the hours that followed.  Even so, seeing his actions through Falbir's eyes convinced him that they were not without merit of their own, and a bit of the black despair enwrapping his heart wisped away into nothing.  It was then that they became fast friends.

Galvorn's wounds were too great for a complete recovery and he would never recover the vitality and speed that made him what he was, but still he could have become a great warrior, though never so great as he had aspired to be.  A priestess of the Stone Lord, Nevhani, had heard the many philosophical conversations of the two and determined that the opening of Galvorn's eyes to more than his own duty or glory made him ripe for recruitment to the Stone Lord's service.  No match for the determined Priestess and bedridden for many weeks still, Galvorn began to read and learn the lore of the Stone Lord.

Two years latter, Galvorn was ordained as an acolyte in the church.  His original drive had been to simply live long enough to destroy Torthaag and avenge his teacher, but the eye of the All-Father looks far down the road, and his studies showed that there were many more important worries for the dwarven people that required hands to do His work.  The burgeoning threat of the goblins and the mystery of their great numbers and organization took a much stronger root in his heart than simple vengeance; but Galvorn is a dwarf, his memory is long, and perhaps vengeance can be had along the way.

Falbir - Dwarf Warrior

Still sorting out the training packages, but I'm getting fairly close to completion. Here is the current snapshot.

Hits: +99 Init: +11 DB: +85 BMR: 8
RR Bonuses: Stamina +53 Will +25 Magic +12
St: 96 +12 SD: 51 +5
Co: 91 +14 Qu: 71 +5
Ag: 91 +9 Re: 51 +1
In: 51 +1 Pr: 46 +0
Weapon Skills:
Weapon: Great Blades (Battle Axe) +66/+56
Weapon: Crossbows +56/+46
MA Sweeps +56/+46

Armor: Chain Mail.

Talents: Dark Vision (Greater), Dense Musculature, Stone Sense, Lightning Reflexes, Shield Training

Key Skills: Acrobatics (1) +19/+9, Climbing (1) +26/+16, Contortions (1) +19/+9, CS&M: Double Weapon (ML) (6) +49/+39, Martial Arts Sweeps (6) +56/+46, MA S (Co): Elemental Earth (ML) (6) +54/+44, Weapon: Great Blades (Battle Axe) (6) +66/+56, Weapon: Crossbows (6) +56/+46, Appraisal (1) +7, Crafts: Armoring (3) +25/+15, Healing (4) +22, Language: Racial (S) (6) +32, Language: Racial (W) (5) +27, Language: Common (S) (4) +22, Language: Common (W) (3) +17, Lore: Local Region (2) +12, Perception (6) +36, Resistance: Magic (2) +12, Resistance: Stamina (1) +53, Resistance: Will (1) +25, Rope Mastery (1) +15/+5, Attunement (0) -23, Power Point Development (0) -9, Runes (1) +7, Armor Skills (6) +51, Endurance (6) +99, Jumping (3) +36/+26, Swimming (1) +1/-9, Ambush (1) +19/+9, Locks & Traps (2) +20/+10, Stalking & Hiding (0) -11/-21

Resistance: Magic (2) 12, Stamina (1) 53, Will (1) 25

Languages: Racial (S6/W5): 32/27, Common (S4/W3): 22/17

The name Falbir BTW came from an internet dwarf name generator (http://grey-starr.ca/Tools/random-male-dwarf-name.htm). I got this perfect for my character name on my third try or so, which is supposedly derived from:

* Fal (-Fall) = Strong/Strongest/Strength
* bir (-bin) = Keeper/Warden

Falbir - corrections

Hmmm, DB is about 30 too high - still showing a shield bonus (which I no longer plan to use). He was supposed to be a bit stronger, but I ran out of points :-)

Game Background - Human PCs

Ten years ago your world ended. It was shortly before Jubilee in the capital when it happened. You were all children then, but you remember it as if it was yesterday. You had a childhood friend, Syl. She vanished one night – and before a search could be mounted something worse happened.

The next morning several of the people in town were found turned to stone, posed in horribly frightened positions. Something was loose in the town, and soon Syl was forgotten as the hunt for the beast began.

The monster was hunted, but not found. While most of the local garrison was called back to the capital, a few soldiers remained, and they, with the local trackers could not find any trace of the being. Every night it was worse, with more and more people; mothers, fathers, friends, turned to stone. It took three days for all of the adults to be petrified – leaving the town’s children unprotected. The beast played with you, terrified you. You could see it in the shadows, feel it on the back of your neck. Huddled together for safety it hunted you, and one by one you fell to its predations. When you were finally caught (usually by a creature out of your nightmare – it never looked the same to any of you) you were horrified to discover that you could think, and feel, and fear. You could feel insects crawl over your still open eyes – feel as small cracks would appear in your stone-flesh. Sometimes you were shattered (or saw parents shattered) but you were always able to perceive – in what can only be described as a living hell.
 
After an endless amount of time, you were all able to perceive a group of strangers – they stalked the town. You tried to call out to them, and it seemed at times they could almost hear you. Eventually you all watched in silent hope as the group found, and confronted the beast.
 
In a second the nightmare was over. You were all standing where you were when you found out Syl was missing. She was fine – but everyone seemed to remember the curse on the town – the nightmare was simply too real to be ignored.
 
The next morning was a greater shock still. The fields around the town were overgrown – fallow. All of the livestock was gone, animals either dead or feral. Judging by the growth of trees outside the town’s walls at least 100 years had passed while the town was in nightmare – but barely a night had passed for everyone inside it.
 
All contact with the Empire was cut off. Trackers were sent off, and never returned. The local garrisons were overrun with either monsters or the undead. For all intents and purposes the town of GreenVale was alone.
 
The next 10 years were spent carving out a life in the local area – pushing back the encroaching wilderness. From time to time, people would arrive in the town - mostly they were people who were on the road around the time of the jubilee – other stories were more far fetched – either way, no one was able to reconnect with the Empire.
 
You have all grown up very close-knit. You area all still friends with Syl – who has grown into a powerful mage and one of the leaders of the town. Mostly your time has been spent simply helping the town survive and thrive. Times have been hard – many of the luxuries of the empire (hot and cold running water, imported weapons & armor, to name a few) are but memories.
 
More details on Sunday!
 
-Michael

 

The Plan for Sunday

Hey Folks,

I wanted to spend a moment and talk a little about the plan for Sunday. I hope to be able to start at 5. We will go through the introduction of the setting, and the basic situation. We will then actually take a little break to eat and finish/modify characters (if there are any changes that people want to make - I will not consider characters "settled" until we start). Then we will get going with the game.

So, start at 5 - break from 6-7 to eat and settle characters, 7+ play for a few hours.

 

Mike, please take a look at

Mike, please take a look at p.26 of the Harp Bazaar Annual.  Does that seem like a good map for the Battle Clerics of the Lord of Stone?

Looks Great!

Yep, that looks about perfrect for a Cleric of the Stone Lord.

-M

Michael Mckay's character

Have not come up with all the details or personality yet, but I'm planning to be a dwarf fighter.

Mac - I don't know much about this culture but I imagine being from the deep warrens means most of my experience has been underground, fighting off incursions into our territory. If I were a member of the militia, typically how much experience would I have with the outside world?

There are other backgrounds of course - perhaps learning my skills while part of a foraging party, or guarding miners, etc. Just trying to get an idea of what is typical for this society before I decide how typical I want my character background to be.

Need to Make a Call on College of Magic Please Vote!

Folks, this is important - if we decide to use the College of Magics book, anyone who wants to be a "mage" will need to be one of the 5 magical professions in the book - they replace the mage (to avoid spell bloatage - sounds painful). If we want to stick to the main rules, CoM will go out the window. I'm OK either way. Magic user types sound off!

So, votes? I have not heard from anyone other than Susan, Mike J and Griffon on PC professions.

I'm going to corner charise

I'm going to corner charise this weekend to roll up a character (or try to anyway she can be pretty fast when she want's to be).

What are the available professions?

I tried to download the .pdf and it kept crashing my computer.  What are the available professions and what does the party need. I was thinking of a thief/bard type.

Can I be a pickpocket thief, maybe a bit of a magician (sleight of hand) and bard type? Would that aid the party? I'd like skills with high stats in tracking, pickpocket, pick locks, sleight of hand, disguise, craft stuff, I'd play a mandolin type instrument--small and easy to carry, but still let's me fight if I need to.  I'd fight with a slingshot and maybe a dagger or small thrown weapon.  Also good skills in riding, climbing and hiding.

Just a thouht. Let me know.

 

 

"A small leak can sink a great ship."

--Benjamin Franklin

"A small leak can sink a great ship."

--Benjamin Franklin

We can do the low level

We can do the low level characters for you and Michael tomorrow night when I'm over.  You can be a thief, rogue or harper, but read my notes below.  You won't be good at very many different things, you'll need to specialize.  My Dwarf is good enough with traps that we can probably get by with him doing the locks and traps. but if that's the role you want, I can put those points elsewhere.  We could probably use someone who could sneak up on enemies engaged with our warrior types and Ambush them.

At low level, a harper has some combat ability and crowd control spells like sleep, charm, calm, et. al.

Try saving the file l  ink

Try saving the file l  ink rather then dl'ing into your browser...  Not sure off hand how pdf could crash anything though. you might also make sure you have adobe reader installed.

http://www.adobe.com/products/acrobat/readstep2_allversions.html

You can also get a pretty good feel for it just from the character creation spreadsheet even without the books  handy.

My vote is to stick with the

My vote is to stick with the main book, if I have to choose.  My preference, however, would be to allow both the straight mage and the COM classes.  Not sure why they need to replace the straight up Mage, so why do it?  We have so few DP to go around that the wide variety of base mage spells just means he's got harder choices to make.

Mage vs magician & OB-DB Combat & Skill Gen

I short - CoM states that the magician is the new mage - you can read there for more details.

Also, after runing a mock combat or two - a note - when the book says parry - they mean in. Combats seem to run the best between two evenly matched opponenets when their OB is about half of their respective DB. The closer you are to matching OB-DB the more likely you are to get an incapacitating critical outside of an open-ended roll. 

I suggest STRONGLY that everyone read the combat/skills and casting rules - you can really do a lot more in this game with less. A 1 or greater hits on a % roll, so even if you have a 10 OB, you've got a 50-50 shot of inflicting damage against an opponent with a 60DB. If you go all out in combat it will come down to who rolls higher first and gets the crit.

Just some thoughts.

-M

I'm not sure I follow the

I'm not sure I follow the comment about parry?

No Parry = Death

He means that, just as in Rm, most of the time a significant portion of your OB should be assigned to DB.  Failing to do so means a quick death, all too often.

Character Professions

Folks, ASAP please start posting your desired character races & Professions.

-M

chaacter class

I am planning to play a ranger specializing in the bow,tracking, riding, hunting. She is human,18 years old and somewhat reckless. She has three older brothers and has always tried to keep up with them (mostly, she wishes she was a boy).  More later.    Stephanie

I'm a Theif!

Hi Folks!

D'nardo is a human/elf Thief.  He's got brown hair and startling green eyes. 

My stats are as follows:

Hits: +42 PP: +15 Init: +20 DB: +34 BMR: 12
RR Bonuses: Stamina -11 Will -15 Magic +5

St: 60 +2
SD: 50 +0
Co: 60 +2 Qu: 90 +10
Ag: 90 +10 Re: 60 +4
In: 90 +10 Pr: 50 +0
Weapon Skills:
Weapon: (melee) 1HT +37/+7
Brawling -13/-43
Weapon: (missile) Bow +42/+12 Wrestling -23
Weapon: _____________ -13/-43 MA Strikes -13/-43
Weapon: _____________ -13/-43 MA Sweeps -13/-43
Armor: No armor.
Talents: Bonus Skill Ranks, Skill Specialization, Quiet Stride, Subtle
Key Skills: Mimicry (3) +15, Acrobatics (1) +15/-15, Climbing (1) +17/-13, Contortions (1) +15/-15, Weapon: (melee) 1HT (5) +37/+7, Weapon: (missile) Bow (6) +42/+12, Appraisal (1) +19, Crafts: _______________ (3) +29/-1, Healing (1) +19, Herbcraft (1) +19, Language: Racial (S) (6) +44, Language: Racial (W) (5) +39, Language: Common (S) (4) +34, Language: Common (W) (3) +29, Lore: Local Region (2) +18, Perception (5) +35, Rope Mastery (1) +19/-11, Duping (4) +30, Trading (1) +15, Attunement (0) -5, Power Point Development (0) +15, Animal Handling: ______ (1) +15, Navigation (1) +19, Riding: _______________ (1) +15/-15, Tracking (2) +20, Armor Skills (2) +22, Endurance (2) +42, Jumping (1) +17/-13, Swimming (2) +22/-8, Ambush (1) +25/-5, Dirty Fighting (ML) (1) +35/+5, Disguise (2) +20, Pick Pockets (5) +55/+25, Stalking & Hiding (6) +75/+45, Poisoning (2) +30, Streetwise (4) +40, Trickery (5) +35
Resistance: Magic (0) 5, Stamina (0) -11, Will (0) -15
Languages: Racial (S6/W5): 44/39, Common (S4/W3): 34/29

 

"A small leak can sink a great ship."

--Benjamin Franklin

Optimizing stats

The mini-maxer in me needs to point out that your stats could be better with a tiny bit of tweaking (granted this voice should not _always_ be listened to :-)

The bonuses come in groups of five, and you have a number of stats at the top of the range. So just to take one example, lets say that we subtract 4 points from Pr, which takes it down to 46 (this is the same bonus group, so no change). We now use those four points to raise St, Co, Sd, and Re by 1. Each stat is now in the next group, and it's bonus increases by 1 (more importantly for now - the DP also increases by 4 which gives you 8 more points to spend). By this reasoning stats ending with "1" and "6" are very efficient.

Two additional points. First is simply to point out the rules state that increasing from 90 to 91 takes two points, but is often worthwhile because this is a primary stat.

The second is to point out the drawback if you plan to increase this stat in the future. If you are close to the next break point, you will be able to spend less point to increase the stat. Leaving some of those primary stats at 90 will make it easier to boost them in a future level. YMMV but I wanted to bring up these points.

Here is an example that that increases 5 stats into the next bonus level, while leaving the other 3 with the same bonus. This would increase your DP by 5 (giving 10 additional points to spend at first level). I left Re 1 point away from an increase (obviously you could change this to St or Co depending upon which is most important to you):

St: 61 +3 SD: 46 +0
Co: 61 +3 Qu: 91 +11
Ag: 91 +11 Re: 60 +4
In: 91 +11 Pr: 46 +0

D'nardo...

Cool.  I recommend little or no armor for this character.  Also, your resist skills are very low.  Perhaps you want to pull 3 ranks out of other skills and give yourself at least one rank in each of the three (they're in the same group of general skills as Perception.)

Brother Tellshaw Iron Fist -

Brother Tellshaw Iron Fist - Human,  Rural,  Monk (1)                                                            
Hits:    +60    PP:    +20    Init:    +12    DB:    +12    BMR:    11                        
RR Bonuses:    Stamina -13  Will +3  Magic -3                                                        
    St:    77    +8        SD:    77    +9                                
    Co:    54    +1        Qu:    77    +6                                
    Ag:    91    +12        Re:    56    +2                                
    In:    76    +6        Pr:    46    +0                                
Weapon Skills:                                                            
    Weapon: (melee) Spear                +25/+5            Brawling                    -5/-25        
    Weapon: (missile) Spear                +30/+10            Wrestling                    -8        
    Weapon: _____________                -5/-25            MA Strikes                    +50/+30        
    Weapon: _____________                -5/-25            MA Sweeps                    +50/+30        
Armor:    No armor.                                                        
                                                            
Talents:    Profession Adaptability, Bonus Skill Ranks, Skill Specialization, Hammerhands, Regeneration (Minor), Multiple Foes, Multiple Attacks                                                        
Key Skills:    Climbing (1) +7, Weapon: (melee) ______ (3) +22, Weapon: (missile) _____ (2) +17, Appraisal (1) +5, Crafts: _______________ (3) +15, Language: Racial (S) (6) +30, Language: Racial (W) (5) +25, Language: Common (S) (4) +20, Language: Common (W) (3) +15, Lore: Local Region (1) +15, Perception (1) +19, Power Point Development (0) -11, Runes (1) +5, Armor Skills (2) +12, Endurance (3) +74, Swimming (0) -48, Locks & Traps (2) +10, Stalking & Hiding (0) -21                                                        
 

No Chi Defense

Griffon, any idea how an unarmored martial artist survives in this system?  A fully armored 1st level character can easily have a DB of 40-80.  Many of the low level monsters have similar DBs.  How does a martial artist compensate?  Chi Defense seems like a must, but it's a mostly defensive maneuver these days, as it reduces OB by 20, and it's usable only every 5 min. or so.  Personaly, I'd develop this skill as a specialty.  Monkey style also gives a DB bonus and is the style I'd start with.

I haven't looked at a MA in detail, but it seems like you'll need to wear armor and I see few restrictions that would prevent you from doing so.  Am I missing something?