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You are here: Home --> Forum Home --> Recent posts by Nomad D2
Topic: Blacktooth Ridge Q&A
Subject: Post Coming and a few things


A post is coming.  It seems that I can never find this site over the weekend, so I Monday is more likely to be my posting day.  Sometimes tonight (Monday) I hope to get it in. 


Nimu - what sort of alarm do you intend to set up for camps?  I'm perfectly fine with the spells being cast as a ritual.  However, Unseen Servant has a duration of 1 hour.  Are you going to go an hour, stop and take time for a ritual spell, then go an hour, then stop and do the ritual.  Repeat.  That is doable, but it would certainly slow down your day.  Just let me know.


Darkvision - yes, goblins and many other creatures have darkvision.  So do elves and dwarves.  So they wouldn't be at much of a disadvantage at night. 


This next post will have you going back to town.  I don't think I have a direction for after that yet in a post, although maybe I need to reread Soledad's post.  But it seems 2-2 on going South to the bridge vs. North to the caravan site at this moment. 


**Correction - posted as go to the caravan site.**



Posted on 2020-07-27 at 22:18:48.
Edited on 2020-07-27 at 23:42:16 by Nomad D2

Topic: Blacktooth Ridge Q&A
Subject:


I assume you would usually do something like before this last post to figure out a plan as a group.  It is just sometimes easier if one person is the designated "post the plan" person.  It allows others to post earlier if they have the time.  I also am willing to post off a discussion as well if you want me to, but I'm hesitant to make assumptions.  Really, the key is just to keep everyone involved and make enough of a decision that I have a direction with which to work.


I gotta know what direction you run when you see the dragon.



Posted on 2020-07-22 at 15:37:45.

Topic: Flesh & Blood - A Night City Adventure
Subject: A bar fight, a truck, some Chinese take-out and a plan


Fixer was glad to see Ghlan come back into the bar and even happier to hear his message - sharply delivered as it was.  It wasn't a hard choice to make. He grabbed what little was left of his meal, gave the two idiots a meaningful look and headed to the van.  He nodded at Blossom when he got there and simply said "thanks."  He then sat back in his chair and shut his eyes until they got closer to Charlie's place.  He needed the nap.


Charlie's truck was a bit of a surprise.  It was always nice to have your skills needed and it seemed there might actually be some movable wheels available.  The vehicle worked.  Someone had done the boy a favor.  Fixer couldn't help but wonder about the cost.


As the rest of the group sat around eating Chinese take-out and waiting for Charlie to finish his class Fixer considered their next move.  "I assume we are going to meet this Akagi guy.  There may be some payout availble - some information or even some help.  Unless we get some more info somewhere else, we need it, right?  Dangerous, but so is everything.  So, three go.  Casino is one.  Who else?"



Posted on 2020-07-21 at 16:51:44.

Topic: Blacktooth Ridge Q&A
Subject: The Game is afoot!


You have now left Botkinburg and headed out into the woods.  I wanted to get something posted and start to move things along so I made a few assumptions from what you said above.  There were multiple votes for following the goblin path, but that essentially leads nowhere.  It is a dead end as far as your (Or Erhardt's) tracking ability indicates.  After that I had you move forward a ways as that seemed reasonable.  But I don't want to take you too far.  So consider what you have read and maybe the options I noted above.  Discuss this as a group and make sure that by next time I have a specific plan indicated.  I encourage you to discuss things here or via messages.  In addition, there are a few details I want to get from you.  Most of these are things that, once established, I won't need again.


1.  Is there a group leader?  There probably needs to be one character who gets to say "the group will do X."  This will allow the game to keep moving.  This is intended for big movements like which direction you go in the woods or which hallway in a dungeon you go down.  Each character will obviously make more basic decisions for themselves.  This might be, but does not have to be, the person who is the charismatic "voice of the party" to NPCs.  There was some talk about Soledad in this role, but I'd like to know if there is a group leader.


2.  What is your marching order.  Do you typically march two abreast?  I'd also like a single file order as well since much of the time in woods that will likely be the reality of your movement.


3.  If you spend much time outside, what is your plan for camp?  I don't need great detail, but some groups light a campfire while others decide that their characters will always rough-it and go without.  The order of guard duty would be good to know as well.  Or I can always determine those things by a random roll of the dice.


4.  If there is any other "standard opporating procedure" that I should know now is the time to speak up.  For example, in the last table-top campaign I was in my warlock always opened every door or chest using mage hand.  We never just went up to a door and opened it.  Maybe there is nothing we need to worry about.  But you can't complain later if you "wouldn't have done it that way" if you don't say so.



Posted on 2020-07-20 at 23:49:30.

Topic: Blacktooth Ridge
Subject: A Path Taken


     The group woke up the next morning, some in a bed at the Bent Hook and some under a wagon, to a new day.  Your contract with the caravan was now complete and you are free agents able to explore new options.  The town of Botkinburg seems to offer opportunity for adventure.  News of the missing twins and goblin raids can be heard around town and from many voices.  This is a town in need of heroes.  Or, perhaps, in the minds of some, it is a town willing to pay mercenaries.  But whether the group saw need or potential profit, they all saw a need for your services.


               The group met at the Bent Hook for breakfast and shared their stories.  There wasn’t much new to add, although Dok seemed to have gathered the most information.  He shared the rumors he had come across at the Swilling Swan and news of the search by the sheriff’s assistant, Erhardt.  Erhardt’s story got the most attention as it included two things of note.  The first was money – a bounty on goblins and a reward for finding the twins.  The second was information about the twin’s disappearance and possible signs of a goblin raiding party. 


               Unsure of the best path to follow, but needing to start somewhere, the group decided to head to the pasture where the twins disappeared.  Although the sheriff had been unable to follow their track very far, it was the best lead they had.  The mother of the missing twins lived just a scant 2 blocks from the tavern – the group had little trouble getting a young barmaid named Elaida to show them to her home – a simple peasant cottage with a small barn behind it. The entire way there she told of a grieving mother and the devastation of such a loss only stopping when they reached the door.  In response to a brief knock you met the worried mother and her friend who was caring for her.  Both seemed exhausted and grateful for any hope the group might offer.  In this case, Dok spoke up and offered the blessings of the God of Protection and promised to do his best to discover what had happened to the poor woman’s two children.  The woman didn’t quite seem to know what to make of a dwarven cleric in the middle of her home, but hope was hope and she clung to it tightly. 


               The woman’s friend led them out to the barn and from there to the pasture – it was a short walk of less than a quarter mile.  There really wasn’t much to see.  It was a cow pasture.  The old cliché “If you’ve seen one you’ve seen them all” seemed to made for cow pastures.  Especially this one.  It was as cow pasturey as you could get, as Soledad discovered when she accidently stepped in one of it’s numerous cow pies.  As the elf attempted to scrape the pie from her boots the rest of the group surveyed the grounds.


               The field was several hundred yards from end to end with a half-dozen cows in the field.   To the North was the path back towards town down which the missing twins should have returned with the cattle and from which the group had emerged into the field.  To the East (riverward) there was another pasture.  To the West there was a thin line of trees and then more meadows.  Judging from the animals grazing there it seemed additional pasturage had been carved from the wood in that direction as well.  Straight ahead from where the group entered (South) was a solid line of woods.  It seemed this was the extent to which the village of Botkinburg had intruded upon the Barren Woods. 


It was on this southern end of the pasture that the group found the traces of goblin tracks that Erhardt had mentioned.  In fact, it was doubtful that you would have even noticed the disturbances if you had not been told to look for them.  But when your attention was drawn to it you found several small boot tracks.  The creatures making them were probably around 5’ in height and wearing, obviously, boots.  Goblins certainly seemed a reasonable guess. Multiple goblins likely, but no real guess could be made of numbers.  No other discernable tracks were visible.  This meant there was no obvious sign of the twins, who were both fairly good-sized young lads from what you have heard.  But this was no great surprise – there were few tracks at all.


It was still not yet noon as the group set out after the goblins.  None in the group were really expert trackers, but Hornet and Silver led the way.  It was not an easy track to follow, but the group began moving into the woods – not directly South, but also moving a bit westward, veering slightly away from the river.  Or maybe it veered.  The trail ran out so quickly that it was hard to decide where it was headed.  Dok thought that Erhardt had claimed to have followed the trail for a couple of hundred yards, but the group seemed to lose track of it after only 50 yards or so.  No doubt, as they all agreed, because the trail was now several days old. 


But whether the trail was old or new, the group found themselves with nothing specific to follow while they could still look back and see the pasture.  As a place to start, the pasture hadn’t led them very far.  Lacking other great options, the group pressed on hoping to find some further sign farther in the woods that would allow them to pick up the trail again.  At first you continued to veer a little bit to the west and away from the river trying to follow the direction the path seemed to have been going, but trees, rocks and undergrowth soon proved that no path would be straight.  At this point you spread out a bit to cover more ground looking for signs and moving generally southward.  You didn’t know exactly where to go, but if everyone was so sure that the goblins and twins had ended up on the other side of the river it stood to reason that at some point they would have to head back towards the river.  So you tended that way, but without any real conviction that your path was the correct one.


By midafternoon you had spent several hours traversing the woods slowly and carefully looking for signs with no success.  The most you had found was a small deer path and a couple of deer that might have been responsible for the tracks upon it.  At this point you were a couple of miles away from your starting point and any chance of finding a trail would be pure luck.  You needed a new plan. 


It is around 3 in the afternoon and you are several miles South of Botkinburg in the Barren Wood.  At a guess you have moved roughly parallel to the Hreusen River which might be anywhere from ½ to 2 miles to your left.  (East.)  The Barren Woods extends around you, especially to the South and West.   You could make it back to town for the night or continue on . . . somewhere.  The weather is fair.


(You will need to identify a specific direction to go before the next posting.  In addition there is some information about making camp and marching that I will need clarified in the Q&A section.)



Posted on 2020-07-20 at 23:34:36.

Topic: Blacktooth Ridge Q&A
Subject: the woods it is.


Ok, post coming.  That path will come to an end after about 100 yards.  Then . . . .?


I'm guessing you forgot that the path went nowhere.  But we will head there and see what happens. 



Posted on 2020-07-20 at 12:28:18.
Edited on 2020-07-20 at 22:35:20 by Nomad D2

Topic: Blacktooth Ridge Q&A
Subject: Options


I hope to get things posted later tonight, but some options if any of you get back to me before posting time.


There is a road that runs parallel to the river, so assuming your plan is to head for the ridge, you have two options - North or South.


1.  North - It is several days travel to reach Ludenshiem, a bigger city to the North.  That is the closest bridge.  There had been a goblin raid on a cravan to the North only a couple of days ago.


2.  South - About a days walk to the South there is a bridge over the river - which leads to a pass over the Ridge.  It is the closest way to cross the river without a boat.


Other options you might consider:


3.  The Barren Wood is behind you - the goblin trail from the place the twins disappeared heads into the woods although most people assume they eventually crossed the river.


4.  Find some other method of traversing the river - you know, a boat or something like that.  Such things can be found in town.


*If nobody says anything I would likely start you on the road South because the one thing people have said is "to the Ridge" and that is the most direct way to get there.  However, any directions is 100% acceptable and I am not trying to force you anywhere.  That is only to keep things moving based on what I have been given.



Posted on 2020-07-19 at 20:50:25.

Topic: Blacktooth Ridge Q&A
Subject: What next


As noted, I will get a post up shortly, but the truth is that you haven't given me much to work with.  I got good character development, but not much action.  If there is something else in town that you want to do, let me know.  A couple of you seem ready to head for the Ridge.  Ok.  Is that where I should start - with you leaving town?  If so, in what direction?  I'll double check the map and maybe give something a bit larger.  There is a road parallelling the river - North or South.  Or maybe some other direction?  Or you are welcome to ask about things more in town.  But I need to know what and where.


Essentially, my next post will be sort of vanilla town stuff unless I hear otherwise.  Then form a plan and let me know where you are going.



Posted on 2020-07-19 at 15:48:11.

Topic: Blacktooth Ridge Q&A
Subject: Post coming!


The Inn has also been down for me.  I've had a very busy week and the few times I had time the Inn wasn't opening right.  I will get a post up within 24 hours. 



Posted on 2020-07-19 at 15:15:36.

Topic: Blacktooth Ridge Q&A
Subject: Site issues


I wasn't able to get the site to load for the last few days so nothing is updated.  Judging from the number of posts I suspect I wasn't the only one.  We shall move on shortly.



Posted on 2020-07-13 at 11:09:20.

Topic: Blacktooth Ridge Q&A
Subject:


There is some felxibility with gods.  The site below contains a good description.  Corellon Larethion is the main elvish god, but there are others. Take your pick.  It is possible to make one up as well, but that might take some work.  I'd suggest using one of these.


https://forgottenrealms.fandom.com/wiki/Seldarine


 


If you want a conversation between characters players sometimes send pms back and forth with each person responding as their player - then one of them eventually posts.  Do what you want.  I exect to try and post again next Satruday or Sunday.  Saturday if everyone gets posts in and I have the time.  Sunday is my "should be done by then" day.  Also, remember that if you have questions you want answers to before making your post you can always ask.  For example, I added a bit of info about Lord Botkin and the twins after a couple of posts last time.  I don't think we want the part in the town to take 10 weeks, so I'll try to get you info if you ask.



Posted on 2020-07-09 at 22:32:32.

Topic: Flesh & Blood - A CyberPunk Game
Subject: Techie Help


Just to be clear - cyberpunk is way out of my normal gaming mode.   I really know very little about what these characters can do.  So if any of you think Fixer can/should do something with his various abilities - please let me know.  There is a very good chance that I would miss it on my own.  But I am trying to learn.  As for the current situation, he is willing to help out with whatever.  He is in this deeper then he wants to be, but he is in. 



Posted on 2020-07-08 at 18:02:12.

Topic: Blacktooth Ridge Q&A
Subject:


"Oh and I loved how you used the Hellhound/plate in your post good job"


I try. 


 



Posted on 2020-07-08 at 17:23:11.

Topic: Blacktooth Ridge
Subject: At the signs of the Bent Hook, Swilling Swan and Shefiff's Office


               The group settled into their seats and enjoyed a good meal and rest.  The trip to Botkinburg, while uneventful, had been long.  The owner of the Bent Hook, presumably the big man sitting at a table in the middle of the tavern going over books was Ortolf himself, had a couple of puppies playing energetically around the room.  As they wrestled, Steel suddenly perked up as the eyes of the larger one flashed in the firelight and for just a brief moment the construct thought that it might be a Hell Hound pup.  But it was just the reflection of the light and the pup was just that – a gangly, long-legged, young hound eager to get at the Plate of scraps the barmaid was putting down for the animals.  It was a scene that could be found in many small towns in the world and spoke of a peaceful life.


               But that peace was apparently a façade at the moment, with goblin raids undercutting what should have been a peaceful existence.  Any member of the group that spoke to the others in the tavern found them friendly, but also filled with stories of goblin raids and missing twins.  Ewyn discovered that the mother of the twins lived a couple of blocks away near the edge of the town and that the twins had disappeared a few days prior when going out to bring the cows in for the evening.  The cows were still in the pasture, but . . . no twins.  They had been young men.  Had been.  People made presumptions about goblins and their fate. 


               Such questions easily brought up the local ruler – Lord Clement Botkin.  He was generally considered a wise ruler.  He had taken this small town, a new outpost in a wild region and only about 100 years old, and had helped it to grow.  He had built the keep and provided for the area.  Was he really a Lord?  Well, most of the locals seemed to think “lording” was more about what you did than about some title, so they figured he must be.  He was liked and admired.  But he was also old.  His grandson was a young man named Volkmer who seemed to be doing most of the lording now.  Nobody said anything directly negative about the lad, but neither did they seem to use the same affectionate language his grandfather received.  You had little doubt who was preferred.  And the question that had brought you here and that had many in the tavern curious about your group – what was being done about the goblins?  Not much, it seemed.  But the Lord had spoken of hiring adventurers.  The locals wondered if that was you?  


               While others chatted with the locals, the elf Thaoran approached the bar and the barkeep and asked the questions that had pushed him out of his elvish homeland.  Where was his father?  Had anyone heard anything?  The barkeep had looked him up and down when he asked, and shook his head.  “Sorry, we have missing people of our own.  It’s hard to notice other peoples’.  And elves?  I think you are the first I’ve seen in a few years.  They’d be welcome mind, but were mostly humans and the little people here.  None of your kin.”  He set down the mug he was wiping out.  “Though you’ve an odd way of putting it.  If your father was hunting creatures to slay them, well, it hardly seems like you need to search for a reason why they would want to stop him, now does it?  I’d be set for capturing him what was trying to slay me.” He shook his head.  “But that doesn’t help you any, does it?  That ridge across the river has plenty o’ things in it that might be in need of slaying or be interested in taking, but I can’t say as I have information to point you anywhere particular.”  He picked up the mug again and started rubbing.  “But I do wish you the best.  Sons and fathers gone missing – none of it is good or would be happening in good days.  Something is wrong on that Ridge.  I wish you luck.”


               The Dwarven healer, Dok, meanwhile sought his information outside of the Bent Hook.  He went first to the Halfling Tavern.  A place known as the Swilling Swan, it was clearly built for and served primarily halflings.  Even the dwarf found himself to be too tall for the small interior.  But when he arrived, he found several tables scattered across the lawn in front of it seating numerous halflings and a half dozen humans as well.  It seems the owner and vintner, Megarin Paracook, had recently harvested a large batch of sunberries and black berries and made a batch of wine.  This was the beverage of choice at the swan – a very different flavor then Orltolf’s sludge at the Bent Hook.  Dok found the people friendly and willing to talk with the strange flavor of the week – a dwarf at the Swilling Swan!  One young halfling, a lad named Mose who Dok later discovered was the son of the owner, added a few little rumors noting the presence of “pixies and nixies that needed their food!”  He strongly suggested that the dwarf leave out a bit of food for the tiny fey when he went to bed.  “Don’t forget to feed ‘em!”  Another noted that “The Blacktooth place, it be home to evil sorcerers and the living dead!”  he halfling shuddered and ordered another wine as he spoke.  It certainly hadn’t been the man’s first of the evening. 


               The other stop Dok made was to the Sheriff’s office.  The sheriff was Aaron von Beddering, whom Dok quickly discovered was appointed by the Botkin’s to deal with issues.  He seemed like a solid local man who knew full well which end of the sword to hold, but didn’t look like he had done so in some time.  When asked for information about the situation, he noted a few raids on caravans recently – including one a few days past coming down from Ludensheim to the North.  A sad business with most of the merchants killed.  Until recently the goblins had stayed on the other side of the Hruesen, but something seemed to be pushing them.  At this point he looked at Dok and noted that if the dwarf and his friends wanted to find some adventure Lord Volkmer would likely pay them a bounty for goblins.  The going rate was 2 gp for each goblin ear – it had to be the right ear, no double dipping!  And a solid 50 gp for each of the twins.  “Keep whatever else you find.  Volkmer just wants peace in his lands.”


               When the topic shifted to the missing twins, the sheriff passed the conversation to one of his militiamen, named Erhardt.  Erhardt was one of two men that the sheriff kept on semi-permanent hire for dealing with stuff and he had investigated the twin’s disappearance.  “This was a few days ago, I went the next morning out to the field where the lads, Aaron and Dmitri, were supposed to have collected their mother’s cows.  The cows were there, but no sign of the boys.  Nor was there really and sign of a struggle.  They just weren’t there.  I walked the perimeter of the field looking for something and found some signs of a group entering and exiting the field.  Smaller feet, but not tiny.  Booted.  Goblins boots, I’d wager, especially since we know there are goblins about.  Goblins had been there.  They lead back into the woods – away from the community.  But they seemed to know what they were doing and clearly didn’t want to be tracked.  I’ve spent enough time in the woods in my time.  There are times I’d have said I could track a breeze over solid rock.  The goblins clearly didn’t want to be followed.  The tracks disappeared quickly.  Those boys are on the other side of the river by now, although whether there is enough of them left to be aware of the fact is another matter.”  The sheriff’s assistant shook his head a bit.  “I know it isn’t much to go on, but if you are able to find the lads, their mother would certainly be grateful.  As would the whole town, actually.”  He smiled as Dok rose to leave.  “And we all need to know what is going on over the river.  I’d be much obliged if you’d let me know whatever you find over there. 



Posted on 2020-07-08 at 16:24:48.

Topic: Blacktooth Ridge Q&A
Subject: Updated


I updated the game - not sure why on my machine it doesn't show up in the "Latest Updated" lists.



Posted on 2020-07-08 at 16:23:17.

Topic: Blacktooth Ridge Q&A
Subject:


I'll be updating shortly - hopefully today.  (Wednesday) Had a little delay since my wife needed a minor surgery (Frozen shoulder, nothing life-threatening, just painful.)  My plan is to update each weekend. 


Dragon-Soul - Everyone can speak "common" - so there is no language issue.  Plus, you will get a couple of languages to know - that is one of those details I'll be workign out with you in the next day.



Posted on 2020-07-08 at 14:38:48.

Topic: Flesh & Blood - A CyberPunk Game
Subject: Roll


Persuasion check for Fixer has been rolled on r20.  A 14 with no modifiers added in.


**As for the group, I have one main thought.  I have seen this happen before.  People develop a character and that character tends to revolve around one or two main ideas.  It become the character.  But staying in character doesn't mean you have to be stupid.  People in real life adjust to real-life situations all the time.  Jerks act nice in front of the boss.  Business people work with others even when they irritate them.  Someone who thinks basketball is for wimps isn't going to say that to the manager of arena when they are about to sign a big deal to sell concessions there.  They might even say "I love this hoops, game, bouncy-ball, thing!"  So Casino has enough brains to know he needs us to get to Vegas.  All of us have enough brains to know we are in trouble.  Charlie is supposed to be a diplomat of sorts, well, for cripes sake then he should have enough brains to look around the group and realize that he needs to adjust his mouth a bit before it all falls apart.  Fixer isn't in love with you idiots - in fact, right now he very definitely thinks the rest of you are going to get everyone killed because you can't think beyond the end of your nose.  But he also knows that together you accomplished a difficult task and separate you are all likely to die.  So despite his belief that you are all a bunch of short-sighted fools with a death-wish, he is going to stick with this as long as he can.  Because he wants to live.  And, God help him, this groups seems like the best chance of that he has.  So, remember that your character isn't just one personality trait and has a brain. 



Posted on 2020-07-05 at 21:32:38.

Topic: Blacktooth Ridge Q&A
Subject: A few brief answers


A few details from the two posts up.  (Hammer's are a bit more open ended and will get more treatment later.)   This is just so you can respond to it if you want before my next post.


Clement Botkin is the Lord.  His grandson is Volkmer Botkin.


The Lord (Clement in name, but likely Volkmer in deed.) isn't putting together a militia, but seems to be willing to hire people to look into the raids.  But no town militia going.  But yeah, they have a town militia in these parts!  Of course they do!


The twins mother lives in town.  The boys disappeared from a pasture when they were supposed to be bringing the cows in for the evening. 


There is a sheriff - named Erhardt.  He lives in and has an office in the town, not in the keep.



Posted on 2020-07-02 at 22:51:42.

Topic: Flesh & Blood - A Night City Adventure
Subject: Skilled but stupid


Fixer sat at the table and ate his meal.  He was a techie.  He'd help them figure out how to do things once a plan had been settled on.  But now wasn't his time. 


And then they started fighting.  Charlie was as arogant as ever.  And Casino as . . . whatever the hell Casino always was.  Damn near dead is what he usually seemed to be.  And then Blossom . . . Fixer watched her start to storm out with his mouth hangin open.  What was wrong with this group of idiots?  One moment they were the best team he had ever been a part of - a good mix of talents that was able to find a teenaged needle in the middle of the haystack that was this city and the next they were about to kill each other.  He fealt like if he stayed with them he'd onluy get killed, but considering how Casino's earlier actions had put them all in danger he was likely to end up dead anyway if they couldn't find some way to solve this mess.  Dead ends everywhere you looked and all of it at the end of a path of macho stupidity. 


He started to rise to follow Blossom - to try and stop her from leaving.  They needed her.  But before he was half standing Ghlan was already following her and even Echo had moved to chase her down.  But he found himself standing at the table and staring at the others.  Damn!  Stupid, stupid, idiots! 


He shook he head and then he spoke quietly, there had been enough yelling and he didn't need the rest of the bar to listen in since they were already making a scene.  "Stupid.  All of us.  Not a team, but a bunch of stupid individuals who have probably managed to get each other killed.  But I'm not ready to give up and laydown in a coffin.  And Bank over here," nodding at Bloodbank, "doesn't deserve a box either.  And I don't want to leave Vegas in one.  So you two figure out what leadership means and start praying to whatever sort of god you pray to that either Ghlan or Echo can patch together the team you were supposed to be leading."  He glanced at where the other three had gone and added, "And for that god's sake, do your praying quietly for the first time in your life.  You need someone else to save your precious little asses now."


He stood for a second longer then looked down at the device on his wrist and sat down.   He sent Blossom a quick message.  "Please.  More than 2 lives at risk.  We need you.  We are all on the hook here."



Posted on 2020-07-02 at 22:39:46.

Topic: Flesh & Blood - A CyberPunk Game
Subject: What the . . .


This did get ugly.


And James "Fixer" is really kind of stuck at the moment.  Somebody put their head on straight.


 


**Had Fixer send Blossom a message.  I'm assuming we can do that with our tech, but dang if I know which of the gadgets he has listed allows him to do that.  But since we have been doing it throughout the game I'm assuming he can.  I can make a persuasion roll if you want.



Posted on 2020-07-02 at 22:16:35.
Edited on 2020-07-02 at 22:41:51 by Nomad D2

Topic: Blacktooth Ridge Q&A
Subject: Map details


FYI - the numbers on the map aren't a big deal.  Most buildings in the town are identified and frequently don't consist of much more than "Farmer Jones lives here."  But other things are the keep, the chancel, the sherriffs office, a small halfling tavern, and such. 



Posted on 2020-06-28 at 13:20:38.

Topic: Blacktooth Ridge
Subject: Arrival in Botkinburg.


               The caravan approached the town of Botkinburg from the South along a road that passed through the Barren Wood.  In some ways you can easily see how the woods earned their dour name – for over 100 miles the small road you followed encountered only a few small settlements and even those were new.  In terms of civilization, the woods were indeed barren.  But in other ways the name seemed misapplied – while lacking in settlements it was not lacking in life.  The birds and beasts of the woods had clearly come back and the woods were alive with creatures.  You saw game and heard predators.  But barren or not, your trip through the woods was uneventful and you encountered none of the dangers you had heard might lurk in these woods.  You were getting paid to protect the caravan at least as far as Botkinburg, although it was likely headed past that village to Ludensheim and beyond.  So far it had been easy money.


               After days of walking your caravan neared Botkinburg.  The caravan’s route brought you here, but you had personal reasons as well.  You had heard that the town was experiencing dangers such as goblin raids and might be hiring adventurers to deal with the threat.  Plus, the whole region of the Blacktooth Ridge was a known target for adventurers – an old stronghold of the Horned One’s minions and rumored to be filled with ruins and the gold that people always believed could be found in ruins.  Adventure was something you were seeking.  It seemed that the seven of you were all seeking something and had a personal reason to seek out the Blacktooth Ridge – for some of you it was just that adventure, for others it was more.  But as the caravan wound northward you had discovered that you had a lot in common and formed a bond.  You became something of a group, and as a group decided to see what challenges awaited on the Ridge.  Botkinburg was your first attempt to put that unity to the test. 


               The woods as you traveled were thick and frequently dark.  Not usually a gloomy dark or foul, but just lacking in light as in many places the light from the sun had to fight its way through many layers of vegetation to reach the ground and it was often not up to the task.  Because of this there was little warning that you were near your destination – you simply rounded a corner and a little way ahead saw that the tunnel that was the road on which you travelled seemed to emerge into a well-lit clearing.  You had seen these before, although rarely, and were not certain that you had reached your destination.  But when you reached the opening you saw before you the towers of a keep atop a hill and surrounded by an agricultural community.  You sensed, but could not yet see, the Hruesen River which you knew must be on the other side of the town.


               Your first impression of the town was of a thriving community.  You saw many houses scattered around and beyond them fields filled with alternately crops and herds.  To the left as you approached rose another hill that was a bit smaller than the one the keep topped that was filled with what appeared to be halfling holes.  It was early evening when you arrived at the end of a fine day.  The locals seemed to be bringing their herds in for the day and heading for the local tavern.  It wasn’t hard to find.  Near the center of the village was a large, square, two-story establishment with a stone facing on the lower story and wooden planking facing the upper floor.  The roof was made of red slate, steeply pitched as if to spill winter snows, and had a cluster of chimneys and heating pipes poking out of it.  Behind the tavern you saw a stout stone wall surrounding what appeared to be a barn, stable and residence.  The sign hanging from the front showed a twisted fishing hook and proudly claimed the name as the ‘Bent Hook’ in freshly painted lettering.  You had previously been told that the tavern in town was known as ‘Ortolf’s House of Sludge,’ but there could be no doubt that this was a tavern and a quick glance around raised doubts that there could be another.  (#1 on the map when it gets posted)


               Before going into the Bent Hook and enjoying its legendary sludge, however, the group needed to finish their job.  The carvan wound its way through the village and set up on the far side.  There was an open area centered on a small hill with a huge oak tree atop of it.  (#4 on the map)  It was obviously what passed for the village green in Botkinburg.  The Hreusen River flowed past on the other side of the grassy area.  A small cluster of three Tinker’s wagons were already circled here, but they didn’t take up much space.  Your caravan filled much of what remained and set up for the night.  As you were technically still in the employ of the caravan you could sleep under a wagon as you had done for the previous nights, but the Bent Hook also offered the promise of beds – at a price.  The two merchants in charge were clearly interested in beds.  Whatever your ultimate choice for a place to lay your head, the tavern offered warm food and news of the area, so the group headed there once the caravan was settled. 


Returning to the tavern, a few steps up brought you to a small porch with double doors open on the warm evening.  As you stood and looked around you saw several young local men walk up the stairs and disappear into the interior.  Following them you saw a typical tavern – there was a large fire in the fireplace and various tables and chairs scattered around the room.  In the back near the fireplace a set of stairs led up to the second floor and on the other side of the room two large oaken doors likely opened on the kitchens.  You saw a pair of young women wander out carrying food and beverages to the rooms inhabitants.  On the whole the place seems quite pleasant, although it is rather dark and stained from years of smoke.                


               A few moments after you enter your presence is noted – it is a small town and your eclectic group easily stands out as visitors.  The room is filled with humans.  The only other race to be seen are halflings – a small group of the little folk are sitting at a table near the front windows.  You sense no hostility, just curiosity.  Steel, in particular seems to draws some looks.  You are quickly approached by a middle-aged woman with an apron.  “Welcome to Botkinburg and to the Bent Hook.  We have food, drink and rooms to suit your needs.  What can I help you with?” 


               You quickly find yourself seated at a large table and provided with a better meal then you had seen in weeks.  It seems that the “Sludge” for which the place gets its second name is a thick, dark, viscous brew officially called Kaiseren Bock.  (Think Guinness if any of you have had the misfortune to ever taste that sludge from a tap.)   A chatty barmaid and friendly locals quickly provide a few basic pieces of information.


*The keep is ruled by Lord Clement Botkin, but he has grown old and most of the actual “ruling” seems to be done by his grandson.


*Goblin raids from the Ridge have been growing more frequent lately.


*Recently two young men, the Molkin twins, had disappeared.


(You are welcome to ask questions, seek out various people or do whatever you want.  These are the basics that anyone would learn in the first 5 minutes in the tavern.  And . . . Huzzah!  I got a map posted on both the Q&A page and the campaign notes on D&D Beyond.  Thanks to Tann for getting me the information that finally allowed me to get over this hurdle.)



Posted on 2020-06-28 at 12:45:48.
Edited on 2020-06-28 at 13:13:50 by Nomad D2

Topic: 5e D&D Campaign
Subject: Character list


Keeper of Dragons – High Elf Thief Assassin - Hornet


Tann – Warforged Fighter - Steel


Nimu – Elven Wizard - Soledad


Hammer – Hill Dwarf Cleric – Dok


Mischief – ½ elf Rogue - Silver


Ayrn – Human Warlock (Hexblade)  - Ewyn Donnelly


Dragon-Sould92 – Elvish Eldritch Knight - Thaoran


 


I believe this what the party looks like.  Ayrn's and Dragon-Soul's characters aren't in D&D Beyond yet, but they or I will get them there fairly soon.  I also need to do a minor update on Hammer's character - probably within the next hour or so.  But the party is set and ready to go.  I am going to start working on the first post, well technically I guess, the second.  It will get all of you to Botkinburg to discover the trouble that has been affecting the town.  I'll probably make use of the caravan Dok is in to get most (or all, I have to check) of you there as it seems easiest.  This first part is just to get you into the town and start moving.  I'll tend to move through this quickly otherwise back and forth discussion could take weeks.  But feel free to ask whatever questions you want - and you can always PM me with a question for an NPC if you want an answer back to work into your posts.  I will also move this sort of discussion to the Q&A thread and we will be leaving this recruitment thread behind.



Posted on 2020-06-28 at 11:35:17.

Topic: 5e D&D Campaign
Subject: Looks good


For the last day+ each time I tried to get on the site it wouldn't load.  So a bit slow to respond.


The warlock looks good - I have never run a hexblade so I will have to read a bit about that to be sure, but beyond that it looks right.


Coming in with the caravan is one option - it would work for some or all.  



Posted on 2020-06-25 at 18:01:12.

Topic: 5e D&D Campaign
Subject: Timeline


At this point the timeline is up to you guys - when do we have the characters done?


Hammer's Dok is almost done.  Most of those on D&D Beyond are done or close to it.  I guess my thought is this:


1.  I will make the first real post this weekend.  But it is just getting you guys into Botkinburg and, unless you decide to attack the town, doesn't require major action or character details.  But it allows us to start with the slightly slow intro and get things moving.


2.  Characters - if they can be done by this weekend, great.  But if not, that is fine.  Lets set a deadline of the following Saturday for the final details to be in. (July 4th, the birthday of our campaign!) 


The first posts you make will be some intro stuff and finding out about the town.  Not to worry if every details isn't worked out.  I am far more concerned about making sure your questions are answered and getting a good start then I am about hitting a specific dealine at this point.


 



Posted on 2020-06-23 at 15:59:18.

 


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