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You are here: Home --> Forum Home --> Recent posts by Fletch
Topic: Sirrings in Kirkenheim - Realms of Syonia
Subject: Updates / Setting Notes


I'm moving important setting notes here. Keep an eye out.

-------------------

Looking to get the first post of the game up either Monday 2/14 or Wednesday 2/16, depending on if there's any more interest and me being picky about what I'm posting. Of course.

Posted on 2011-02-10 at 08:35:17.
Edited on 2011-02-11 at 00:27:44 by Fletch

Topic: Sirrings in Kirkenheim - Realms of Syonia
Subject: Character Sheets



William Lowing

Player: Darren
Race: Human
Gender: Male
Age: 24

Archetype 1: Hunter ( d12 )
Archetype 2: Alchemist ( d8 )
Archetype 3: Thief ( d6 )

Initiative: ( d10 )

HP: 10
AP: 1
XP: 0

Equipment:
1. Traveler's Kit
2. Small Alchemist kit
3. Quiver and fletcher's pouch (waist) with 8 homemade arrows

Weapon:
1. Father's Longbow
Armor:
1. Simple, brown leather armour

Appearance:

Tall, dark brown haired, brown eyed, skin well tanned from exposure to sunlight.

Background:

Youth spent with his father in the woods. Once he hit sixteen, his father made him a bow and gave him his own arrow-making kit, stored in a shoulder pouch, and told him to seek his fortune. So William went into the wild, and after many a day of exploring and learning, met a scholar. This scholar taught him of the uses for plants and animals in the making of potions, salves, remedies, but also potions.
Many years later he finally visited the nearby village of Kirkenheim. There he met his father again, but in bad circumstances... his father was dead, killed accidentally in a bar brawl.
Taking his father's bow, he began to make his living in the area by selling his various products of alchemy and by turning his hunting skills to thievery and discretion...


--------------------------------------------


Amcaria Anoronelen

Player: Cleste
Race: Elf, Taur’quessir
Gender: Female
Age: 120

Archetype 1: Dervish ( d12 )
Archetype 2: Cloaked Dancer ( d10 )
Archetype 3: Survivalist ( d6 )
Initiative: ( d8 )

HP: 10
AP: 1
XP: 0

Equipment:
1. Traveler's Kit
2. Tool Kit
3. Silver starburst pendant with moonstone setting and chain
Weapon
1. Scimitar
Armor
1. Dancing Outfit

Appearance:

Her dark brown hair falls just below the shoulders. Slightly slanted bright green eyes are set into an angular face with a pale complexion. She stands at almost six foot tall. Her slender body accents the muscles of a dancer.
Amcaria wears a sleeveless beige linen top under a dark green caftan. This caftan has long sleeves that are split to the elbow, the sides come down to mid-thigh and flares away from her body, and it is secured by three buttons under her bosom. Her voluminous tan pants are tucked into soft brown calf-high shoes. She carries a dark green cloak that serves as both protection against the elements and an aide in her dancing.


Background:

At a young age, Amcaria learned the dance of her people. Her natural ability shined through as she began dancing not from the steps she was taught, but from the depths of her heart. Every dance was a tribute to nature, to their ancestors of old, sometimes as a celebration of life. As her talent grew, she began learning the Dance of War. Traveling from place to place always presents risks, and Amcaria has begun to learn how to not only help provide for her clan, but also help protect it.


-------------------------------

If there's anything that needs to be changed, let me know.

Posted on 2011-02-10 at 08:32:00.
Edited on 2011-02-12 at 02:41:49 by Fletch

Topic: Sirrings in Kirkenheim - Realms of Syonia
Subject: Sirrings in Kirkenheim - Realms of Syonia


Table of Contents

1.........................Character Sheets


Note: Finally getting this up. Any questions about the setting/rules/meaning of life are welcome.

And this quote from Tolkien sets the stage, and I think it's fitting for a work-in-progress as well

“The Road goes ever on and on down from the door where it began. Now far ahead the Road has gone, and I must follow, if I can, pursuing it with eager feet, until it joins some larger way where many paths and errands meet. And whither then? I cannot say.”



Posted on 2011-02-10 at 08:25:09.
Edited on 2011-02-10 at 08:25:49 by Fletch

Topic: New Campaign Setting/Altars & Archetypes
Subject: For those about to rock


Just a friendly reminder: For those of you seeking games, this one has another couple spots open, and the rules are free!

Going to get the Q&A thread up and running soonish, and go from there. If you need to know anything about the system, drop me a PM.

And, for those of you interested, I'm working on getting some things about the setting up and going as well. World maps, notes on jobs and races, miscellania, recipes...who knows.

Oh, and if anyone likes what they see and want to drop me a line with helpful hints or ideas, I'm totally open to that as well.

For now, night, Dragonites.

Posted on 2011-02-10 at 08:16:07.

Topic: New Member Looking For A D&D Campaign
Subject: Meeeee toooooo


I've been looking for a 2e or Pathfinder game as well to play in. So I believe this has just become the official un-official "looking for a game" thread lol.

Posted on 2011-02-10 at 08:11:30.

Topic: New Campaign Setting/Altars & Archetypes
Subject: Pshaw, you're too kind


Thanks Eol, you're more than welcome to lurk about!

And we've tentatively got two characters in, the Q&A will be up later today or tomorrow, and we've still got room for a couple more intrepid souls!

Posted on 2011-02-08 at 20:11:57.

Topic: New Campaign Setting/Altars & Archetypes
Subject: Flavorful things


Yeeeah, I figured I'd just add a post instead of topping the other one off. For your reference, a few notes about the world and where you're headed first.

Humans

Humans are one of the younger races of the world, and have the singular ability to be able to accomplish almost anything they set their minds to. A very diverse lot, they're still recovering from the wars that have torn much of Helmsgaard apart over the last few centuries. Perhaps in the future they will once again find greatness.

Common names: Georg, Hans, Liesel, Martin

Dwarves

Boisterous, jovial, and rough are just a few of the adjectives describing the hearty folk of the moutains. They love mead and strongs liquors, believing them to grant their already fearsome warriors even greater power. They care little for magic and roguery, preferring to face their foes head on. One of the myriad things dwarves take pride in is their hair. Females wear it dreadlocked, and males braid their thick beards. Both tend to adorn them with trinkets forges from the very ores they mine from their mountain keeps.

Elves

Creatures devoted to tradition and performance, they generally shy away from the more occult magics that once caused such strife across the world ages ago. When they do pursue it however, they are among the most tenacious and dedicated practitioners of the art. A perople without a homeland, they are nomadic gypsies and are widely mistrusted by other races of Helmsgaard, even though they are the elders of creation, and as they would have it, Stewards of Syonia.

Common names: Yvonne, Jacques, Celeste, Henri


A word about Kobolds

A few hundred years ago, a spinter group of kobolds broke away from their breathren and made peaceful contact with the other races, laying down their swords and spears. Now differentiated from the Feral Kobolds, the High Kobolds (as they're called), they make their homes in scattered and remote towns and are usually clustered into neighborhoods of like kind. Understanding the suspicion they were met with at first due to the destructive nature of the Ferals, with persistence they manage now to live side by side with Humans, Dwarves, and Elves alike. Normally quite shy, they are also practical jokers. Some of the pranks leave rumors around town for years to come. Though in society, they remain worshippers of their own Draconic gods. They most often end up as craftspeople, using Draconian magic to forge weapons and armor that rivals the finest crafstmanship in Helmsgaard.

Common names are taken from commonplace items or peculiar sounds the kobold makes in their native tongue.

Examples: Vice, Scythe, Amulet, Fark

-----------------------------------------------------------

Example Jobs

Warden - Enforcer of the laws of the land, these errant warriors travel the land, battling those who would wrong others. Masters of martial weaponry, they are revered by the commoner and feared by the outlaw.

Bard - Travelling minstrels earning their pay though prose or song, Some turn to lives of adventure, acoompanying adventurers and recording, with at least a bit of truth, the heroic deeds of derring-do they are witness to. A few have a little outlawry in them, and are able to ply others through song as well as through their lockpicks...

Lorekeeper - Student of the arcane and wanderer in search of knowledge, the Lorekeeper is also the primary historian for Helmsgaard. Each year, they return to the city of Rhinehold to share information and set to recording what they find. While not wizards, they do dabble in the occult, but this only adds to their repetoire as adventurers and makes them welcome party members.

Friar - Travelling priests of the Light, these men and women wander the kingdom providing aid and charity to others in need. Even though they're sometimes looked upon as perhaps too pious, even fanatics for their religion, they are nonetheless quite skilled adventurers. Some are said to be as quick with a quarterstaff as with their healing prowess.

-----------------------------------------------------------


Oh, the places you'll go...


Kirkenheim

A small mining community nestled beneath the Highcrag mountain range, Kirkengard is mostly quiet, save for the boisterous miners, traders, and gypies that work and wander nearby. The local watering hole, Das Zwei Hunds, is known for its golden mead as much as for its peculiar owner, Ivanst. This is where you've all ended up. And it's where your story begins...

------

Cheers! And if anyone has questions, post them here or PM me until I get the Q&A set up.

***A Couple More Notes***

Keep in mind I was half asleep when typing this up, so if I made any glaring errors, or something doesn't make sense, let me know.

Also, if there's interest, I've been tinkering with the system and have some advanced rules worked up that would work swimmingly (fingers crossed) in a campaign. Right now, though, let's just have fun and get to know the system.

Night, all.

Posted on 2011-02-08 at 07:38:57.
Edited on 2011-02-08 at 07:49:23 by Fletch

Topic: New Campaign Setting/Altars & Archetypes
Subject: Awesome possum.


cdnflirt - Likely, we'd be looking at one major post per week with me poking around in the interim as needed to keep things interesting So maybe from the player side, 2-3 posts or so per week? This can change if needed, however.

Celeste - I don't mind at all! I've just played around with the system a couple tiles, so I'm going to have to make sure everything's in order anyway, so no worries.

Aaaaaand, it looks like we've got a pretty good-sized party going! So here's some basic things you'd need to know about the setting to get a character up and running.

1) It's low-magic. Basically wizards are very few and far-between. In the barebones of the setting, they're essentally totally concentrated on an island off the coast.

2) In this particular game, race is superficial. However, due to setting constraints, the base races are Human, Elf, and Dwarf. I'll post a little background on each further down.

3) Here's where it gets a little hinky. I'm toying with some house rules because I believe it'll make things a bit more streamlined as far as character creation and the crunchy bits are concerned.

4) Really #3 continued, but still. There are four groups; warrior, rogue, arcane, and divine. Start your character using one of those as a starting point. The first archetype will denote your character's job/class. The other two are your picks. The rulebook gives quite a few ideas close to the end, and remember - be specific! It gives the world flavor.

5) The arcane and divine groups get three spells each to start. Arcanists have an attack spell (Eldritch bolt, for the purposes of the game) and two minor spells. I'm posting up a character sheet with a sample character in this very post! Hoping it'll help

6) Divines get a heal spell and two minor divine spells. For inspiration, I just picked through the 2e spell list, honestly.

7) As far as equipment goes, you get the classic adventurer's kit (rope, spikes, etc.), and a personal item. If you're an arcanist, a divine, or rogue, you get a grimoire, reliquary, and toolkit as well. Warriors get two personal items. Also, pick a weapon and armor/clothing that would give your character some extra flavor.
*Note: Using personal items really for RP purposes. For example, a bard could carry a lute or a wizard could have a pipe.

Sample Character Sheet

Player: Fletch

Name: Johann Sebastian
Race: Human
Gender: Male
Age: 32

Archetype 1: Lorekeeper (d12)
Archetype 2: Wandering Scholar (d8 )
Archetype 3: Alchemist (d10)
Initiative: (d6)

HP: 10
AP: 1
XP: 0

Spells:
1.
2.
3.


Equipment:
1. Traveler's Kit
2. Grimoire
3. Portable Lab
Weapon:
1. Gnarled birch staff
Armor:
1. Heirloom robes

Appearance:


Background:


-------------------------------------

Get them worked up and PMed to me, and I'll work on getting the Q&A thread up...probably tomorrowish.







Posted on 2011-02-08 at 07:16:14.
Edited on 2011-02-08 at 13:42:34 by Eol Fefalas

Topic: D&D Annoyances
Subject: Well now.


Actually, my first exposure to D&D was 4e, but it's too much like [insert popular MMO here] in my opinion. If I want to play [insert popular MMO here], I'll fire up the laptop, but if I fire up the laptop...I'll probably end up at the Inn anyway.

Regardless, most folks I know that are D&D-ers play 4e. don't get me wrong, there are things I like about it, but as an overall product, I'm just kinda meh.

Edit: Another gripe of mine is the Essentials line, which I think should've been released first. Just my $0.02

Posted on 2011-02-07 at 16:34:36.
Edited on 2011-02-07 at 16:36:20 by Fletch

Topic: Personal Question...
Subject: Personal Question...


So I know this is generally subjective, but what's your favorite rules system, both D&D and maybe lesser-known?

I'm working on a campaign setting, and am trying to decide which system to use with it. I'm mostly down to 2e, Pathfinder, aaaaaand any number of rules lite systems, though the most likely would be MiniSix.

Thoughts? I'm just curious about everyone's preference. Or preferences. Whichever.

Posted on 2011-02-07 at 16:31:24.

Topic: New Campaign Setting/Altars & Archetypes
Subject: Sweet!


Awesome! I'm also kicking around using AD&D 2e as a ruleset. The whole project's kinda in flux right now as I organize my notes lol.

Posted on 2011-02-07 at 16:18:41.

Topic: New Campaign Setting/Altars & Archetypes
Subject: New Campaign Setting/Altars & Archetypes




The elves named the world Syonia.

In time before memory, two great magi faced each other in combat, each leading an army of brothers. The wars in the those days pitted elf against elf, human against human, and brother against brother. At the peak of their battle, nearing exhaustion, they each released a fantastic burst of magical energy at the other. As the forces collided, the world was ripped apart, leaving only the Rift.

In the ages that followed, humans wandered the world, searching in vain for a new home and finding only the wastes of the Broken Plains, covered in the bones and blood of the fallen.

At last, they crossed what became known as the Messerschniede Pass, the Knife-Edge in the mountains bordering a verdant land. They called the land after their leader, and it became known as Helmsgaard. The great city of Rhinehold was founded upon a lake, and humanity once again found their place in the world.




Welcome to Syonia! I'm in the midst of creating a world for a series of short stories (and possibly a whole game in and of itself), and I figured why not play around it in for a bit? The world itself is a bit darker than Tolkien's fantasy, but a bit lighter than Dragon Age (for those who video game).

I'm wanting to run what would be about a 3 adventure campaign using the Altars and Archetypes system. For those who are unfamiliar with it, google it and check it out, it's free and a pretty short read-through. Basically, it's rules-lite and freeform using a descriptive system instead of classes.

I'm not looking for people who are familiar with the system specifically, just people wanting to give the system and the world a try.

What I am looking for is 2-5 players and a mostly balanced party. If theres any interest, I'll post some more factoids about the world. BUT, if you have any questions or comments, feel free to shoot them at me.


EDIT: Also, the races and quirks of the world have a different spin than traditional games/media.

Elves, for example, are a people without a homeland. They are more akin to gypsies and are usually mistrusted, etc.

Magic is rare and something not to be trusted, though there are still practitioners out and about in the world.

There's more, but it's late and I need to try to combat my insomnia.

Posted on 2011-02-07 at 09:15:43.
Edited on 2011-02-07 at 09:22:59 by Fletch

Topic: Ok, ok. I'm back again.
Subject: Ok, ok. I'm back again.


Weeeeeell...

I'm back

Got slammed with life for a loooong time and now I've finally come home to the inn. *inhales deeply* AHHHH, it's good to be back.

Posted on 2011-02-07 at 08:42:29.

Topic: Return of The Gods
Subject: Tyrael


Tyrael St. Elyssia was amazed at the mage's show of magic. He'd seen many things, even at the young age of 26, but nothing that compared to what he just saw. The castle lit up as if it were filled with daylight, even in the dead of the night. He didn't know much about the other two that had drawn the old man's attention.

Tyrael was a knight without an order. A hedge knight, one of the least prestigious "orders" of the land. He'd fought countless enemies and given healing to others in need, but magic? Magic was dead. Or so he'd been led to believe. Granted, he wasn't a paladin. Those orders knew more about the world than any mere knight, but still, there was something about the man, the stories that had been spread that had led him to want to follow him.

He glanced at the other two and shrugged. He pulled on his cloak against the cold night air and followed the mage out the door. A walk that would change the rest of his life.

Posted on 2010-08-22 at 00:59:19.
Edited on 2010-08-22 at 01:00:22 by Fletch

Topic: Fave Music for Use in Tabletop RPG's
Subject: My $.02


Also good are Two Steps From Hell, Vernian Process, and I second LotR. Excellent soundtrack.

Posted on 2010-08-14 at 13:51:27.

Topic: Finally Back - Again
Subject: Finally Back - Again


Ahhhh, it's been too long. Personal issues reared their ugly head again...without going into too much detail, apologies for my sudden absence for all the games I was in. I'm trying to get back into playing on the Inn, and patience will be appreciated. I missed you all!

Posted on 2010-07-21 at 02:50:21.

Topic: a dying world
Subject: Hammer Ulric


"I don't know about a dragon-man...but..." Hammer lifted his hood back just enough so the two could see his face, scaly and draconic as it was. He was afraid they would recoil in shock, so he quickly pulled the hood back down before sitting at the table, so as not to draw attention to himself.

He slowly at his stew and said, "I couldn't help overhearing, I'm sorry, you're looking for a scroll and some others? I know it's none of my business, but maybe I can help!"

Posted on 2009-12-10 at 11:58:06.

Topic: a dying world
Subject: Kobold Stew?!


As the warm aroma of the stew came wafting toward him, Hammer perked up. Then his stomach began to growl. It had been a long journey, and some stew certainly would hit the spot.

He placed his pipe back on the table and, ensuring his cloak was adequately wrapped around him, began making his way through the crowd of people to the bar.

"What'll it be, mister?" the barman asked gruffly.

"How much for some of that stew?" Hammer inquired of the man, withdrawing his purse and fingering through it for a copper or some such.

The barman told him, Hammer paid, and moments later, he was the proud recipient of some homemade stew. Beef, potatoes and carrots fair filled the bowl and the young kobold made his way back across the tavern to his table, only to see that his seat had been taken.

A bit crestfallen, he began to search for a table, and noticed a few empty stools at a table with a young woman enjoying a meal alongside a halfling. Gathering up his courage, he walked over, bowl in hand and asked, "Excuse me, are any of these seats taken? It looks like the table I was sitting at is full now."

Posted on 2009-12-09 at 01:47:00.

Topic: Really fun mini-series
Subject: Alice


I did check out Tin Man. I forgot how much I loved it, I'll have to check out Alice!

By the way, anybody else read the Looking Glass Wars? I forget the author at the moment, but it's sort of a neo-futuristic look at Wonderland and plays for power and stuff. It's pretty righteous.

Posted on 2009-12-08 at 23:44:28.

Topic: In a WORLD...
Subject: Aww


Thanks Gruggsy!

Also in the works, a WoD set in a small town a-la silent hill. All mortal campaign, so it gets that alone-against-the-darkness feel. Warring mage clans, the works.

Posted on 2009-12-07 at 05:05:33.

Topic: In a WORLD...
Subject: Gruggsy


The Great War = WWI, but I'm no great shakes with actual dates, so if that's not right...well I'm special then. Good God, Jim, I'm a drafting student, not a historian!

Posted on 2009-12-07 at 00:27:37.

Topic: In a WORLD...
Subject: PULP!


Skies on Fire - A Pulp RPG

Based mostly on the world of Crimson Skies and partially from the pulp era and pulp revival movies (Sky Captain, Weird Tales, etc.), Skies on Fire is a story of a world divided by war. The year is 1940, and The Great War has finally ended, however, the United States has been split into three parts; the Union of Allied States (Northern US), The Confederacy of Southern States (The South), and The Republic of Texas (The Southwest United States). Europe has been ripped apart by the trenches of war and has yet to start truly rebuilding. Former pilots have turned pirate, raiding the skies for whatever loot they can get their greedy hands on, and a few of these are the worst of the worst. One such air pirate is known only by her call sign, Death Raven. Word is, she's as beautiful as she is deadly, as harsh as she is merciless.

You are an ex-soldier, returning home from Europe to find that the War there was only the beginning, as the skirmishing border disputes in the states still rage between local militias. A few have taken to the skies, and a mechanical island was build off the Gulf of Mexico. It is called Haven, and is neutral territory for those wanting no part in the battles at home after returning home from abroad.

All is not well in Haven, however, as piracy there is rampant, too, and it has become a home for villainy and the underworld as well for people who have come there seeking peace. Mostly, it's peaceful, but the occasional police dispute comes up.

This is the world you came home to. This is the world of:

Skies on Fire




-----

Copied from my post on another site I do PbP on, but that's pretty much the basic setting I've got.

Posted on 2009-12-04 at 23:07:51.
Edited on 2009-12-05 at 00:01:13 by Fletch

Topic: a dying world
Subject: Yep


(Thanks!)

Word, boss.

Posted on 2009-12-04 at 07:11:31.

Topic: a dying world
Subject: Yay!


First two posters for the win!

Posted on 2009-12-04 at 06:17:43.

Topic: Battlegrounds RPG
Subject: Battlegrounds RPG


Anybody ever try using the battlegrounds virtual tabletop for their games, either online or in person? I was thinking about trying it, and I've looked it over, but don't know about getting the license just yet...

Posted on 2009-12-03 at 20:22:59.

 


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