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You are here: Home --> Forum Home --> Recent posts by Shield Wolf
Topic: Dark Sun Game
Subject: what a fine mess they've all made


Crowe observed the "altercation" silently from a dark table while sipping on small glass of whiskey he had palmed from a table he had walked by while everyone was paying attention to the disturbance and "clumsy" antics of Doc. "Looks like the lot of them jump at the slightest sign of trouble, that could prove useful in the future..." His thoughts trailed off as he finished the glass and set it down, silently congratulating himself of assuming correctly that the merchant would bend before any of the others had to break him.

He casually strolled up to the group once things had calmed down a bit, "We only get paid if we find this hidden thing in the ruin before anyone else, so I suggest we get a move on if we have everything we need." With that he adjusted his cloak and pack and headed out of the uneasy and crowded confines of this tavern and leaned against the wall to wait for the rest of the group.

Posted on 2016-07-07 at 21:11:54.
Edited on 2016-07-07 at 21:26:40 by Shield Wolf

Topic: Iron Age Q/A
Subject: oops


It was kinda late when I set up the game, so I forgot to add everyone, post away!

@Nomad: There is a list of character names and who is playing them, I would prefer if the other players reveal what their character would share openly...

I will say that in addition to your Gnome we have a female Elf Witch of sorts, a Plumekith Aasimar gunslinger, and Impulse's character looks human, I'll leave it at that unless he wants to reveal more now, or let it out in game...

Posted on 2016-07-07 at 20:53:18.
Edited on 2016-07-07 at 20:58:49 by Shield Wolf

Topic: IRON AGE Game
Subject: IRON AGE Game


Tola 26, IA 65 (65th year of the Iron Age).
Streets of Tulduroc


As the sun crests over the horizon the sea appears almost to burst into flames as the spreading light of day reflects off the cerulean blue surface, a light Autumn breeze blows in from the sea, causing the "flames" to flicker as the still surface of the water is disturbed. The early morning air on the docks smells of salt and fish as night fishermen pull into the docks with their latest catch and the harbour workers begin the daunting task of unloading the catch.

Elsewhere bakery ovens are being lit as fresh bread and pastries are being prepared for the morning as well as for the coming festivities. The gentle breeze blows through the square and the smell of sea water mingles with the baking breads to create an intoxicating and unique aroma. As more people begin to rise from their slumber the quiet of the streets is broken by the rhythmic thud of boot steps, hooves, and the rattle of carts as street merchants begin to set up their stalls and lay out wares for the day.

On the west end of the open air market a strange wagon rolls to a stop and the sound of cymbals and bells can be heard rattling within due to the abrupt stop. This odd vehicle is not pulled by beasts of burden as many are, but instead seems to run on a steam boiler and piston system, a cart most common among wanderers who find it easier than tending to animals as they move from area to area. The driver of this jangling cart raises her small gnomish hand to rap against the wall behind her and the entire side wall facing toward the market drops down perpendicular with the cobblestone beneath. A dark-skinned human leaps out of the large opening, adjust some short bracing legs that now support the makeshift stage. He then rushes to the front of the cart, scooping the gnomish driver into his arms and giving her a kiss before setting her down upon the street. As this is taking place more people are piling out of the cramped space. The next person out of a fair skinned human female, her brown hair, hanging to the middle of her back, is tied in a loose ponytail with a simple brown leather tie. Following her is an athletically built, caramel skinned male figure with loosely fitting pants adorned with hundreds of tiny silver bells which jingle as he moves, his jet black hair is cut in such a fashion that half of his head is practically bald while the other half flows just below his shoulders. He stretches, cracking his knuckles, back, and neck, each movement causing countless tiny bells to send their music out into the surrounding area. Stumbling out the the cart next, seemingly drunk, comes a rough looking woman, tattoos adorning her face and her orange hair wild atop her head. Cresting from her brow, just below the orange mess of hair are two short, yet sharp horns which draw many looks from people who are watching the scene unfold. Finally out saunters an even more surprising sight, a rarity among rarities, a MALE Mithra. The feline race is known for males being notoriously rare, and therefore usually kept hidden away from the rest of the world. His gender isn't even the most shocking part of this particular specimen though, no that honor goes to the frilly pink dress he is wearing. This oddball crew goes about continuing to set up, pulling a lever within the interior of the wagon the wall opposite the already open wall drops, as does the rear wall, leaving the ceiling perpendicular with the ground revealing a masterfully painted backdrop indicating that this group is none other than the traveling band Clockwork Fireflies. The chaos of instruments being set up, tested, and tuned fills the air as the band prepares for the festivities just like everyone else.

With the morning well underway street vendors begin actively hawking their wares, shouts of "Fine silks available here!", "Clockwork trinkets!!", "Fresh grilled meats!", and much much more can be heard above the din of the crowd. Passers-by can be heard gossiping about the latest rumors, the Mithra being quite the popular topic at this time, among other things. Another breeze blows in causing some of the lighter clothed visitors to pull their cloaks or jackets tight as the salty sea air once again mixes with the fragrances of the market, producing the world famous "perfume of Tulduroc", a smell, or rather mix of smells, that is closely associated with the city, and therefore with trade.

Then the piercing sound of music adds to the din of the market as the band begins their show. The voice that rises above the crowd is a hauntingly beautiful female voice, like they brown-haired human. The sound of lute, pipes and drums accompanies as the song floats through the crowds and invades the ears of all present.


The sun was golden flamed
The air was sweet like honey;
The grass was soft we made
A pledge to keep on running.
The clouds all shied away
The air was warm and damp;
Oh on this golden day,
You ripped my heart away.

It was the dawn of may,
A lonely blackbird singing,
Now the same melody,
Brings back the pain...

(bring back the pain)
You'll get it, regret it
Take my advice!
(bring back the pain)
You'll get it, regret it
If you are wise!
As long as you are getting older
Always look over your shoulder twice

The moon was silver-lined,
The air was sweet like honey.
We've said our last goodbyes,
Now what are we becoming?
Outside the blackbirds sing,
But you keep down the blinds,
'Cause each time you kiss her lips
They'll sing my lullaby.

(bring back the pain)
You'll get it, regret it
Take my advice!
(bring back the pain)
You'll get it, regret it
If you are wise!
As long as you are getting older
Always look over your shoulder twice

Always look twice

Not so long ago,
Now we are sober and cold
There's no way to return
We've got to let our bridges,
Got to let our bridges burn


Once the song ends a large portion of the crowd breaks into wild applause, the band bows and motions for the crowd to quiet down before starting another song, this time the vocals are a rough male voice, the dark-skinned male that had helped the gnome down from her perch as they were setting up. Organ melodies, drums, and heavy lute accompany the song, which draws much less applause from the crowd, many of the wealthier attendees do not seem to approve the message:


Down in the dust, our feet are cold and tired
We've built your walls, we've lit your fucking fires
We've even fought your wars, guarded your lives
Greased your pipes, we made and laid your wires

Heavy with rust our shoulders bear your loads
Plumb out of trust, too many lives hewed low
You ask for much, but give burdens untold
It's time to rush, it's time to dump this load

Raise your fists up to the sky
Be yourself be more before you die
Take a stand from your proclivity
and march away from your captivity

Down in the dust, our feet are cold and tired
We've built your walls, we've lit your fucking fires
We've even fought your wars, guarded your lives
Greased your pipes, we made and laid your wires

Raise your fists up to the sky
Be yourself be more before you die
Take a stand from your proclivity
and march away from your captivity


With all the excitement you arrive at the job board in the center of the market later than you would have liked to, but even late today is the day you take your fate into your own hands and set out to make a name for yourself, to make your fortune, or perhaps just to get out of your cramped work space for a while. There are few jobs left at this point, as when a job is chosen the person who chooses to undertake the job will take the notice to prevent competition. The jobs that remain are as follows, and it appears you are not the only one looking for work, so best to choose quickly.

"Wanted: Able-bodied persons to gather assorted herbs and other ingredients. -Farwin the Alchemist"
"Assistance needed at Arceneau Farms, must supply own weapon"
"Savage Monster terrorizing countryside, slay for pay!"


Among the jobs posted by townsfolk there is also an official notice from the Captain of the Guard, Sigurd Crassus, which reads, "The Mercantile council has provided the Watch with funds to pay out as a bounty for the extermination of any members of the Crimson Fist Band, a vicious group of bandits that has been hitting trade caravans coming into and leaving our fair city. Payment will be made for each armband delivered as proof of the deed."

Slim pickings indeed, now to just figure out what your first move should be...

((I wanted the city, hell the scene, to feel busy and alive, thus the smells, sounds, band, etc. I hope you enjoyed reading it. You have a few choices here, and I am not referring to just the jobs listed. I want this game to feel as much like and open-world game as we can make it, so if you choose to ignore the jobs and set out to do your own thing that is fine. If you choose to not band together and instead go your separate ways then that too is okay. I will try not to throw anything at you that will be too much, but given the volatile mutations caused by the Mage Scars some creatures may be potentially too powerful for you when you encounter them, so do not be afraid to flee should you feel something is too much, as it very well could be. Credit where credit is due, the two songs being played by Clockwork Fireflies (and links to youtube videos) are Milk and Honey by Delain and Rise up by Abney Park. Mithra are being pulled from Final Fantasy XI, and as this would be common information for your characters, more details can be found here if you're interested.

Posted on 2016-07-06 at 22:32:11.
Edited on 2016-07-18 at 18:37:15 by Shield Wolf

Topic: Iron Age Q/A
Subject: close enough


We've gotten nearly complete sheets for everyone playing, so I'm going to start the game up. Get excited, I know I am!!

Nomad and Impulse, just get me completed sheets when you can.

Posted on 2016-07-06 at 22:28:57.
Edited on 2016-07-06 at 22:39:35 by Shield Wolf

Topic: Iron Age Q/A
Subject: delays


I know your circumstances Nomad, your sheet is not the only one we're waiting on though. Looks like we'll have to wait a little longer, no worries though as long as everyone is willing to continue to wait patiently.

Posted on 2016-07-04 at 17:58:46.

Topic: Iron Age Q/A
Subject: asdf


Thank you Kamina for bumping. I was mot on this weekend, because as usual my spawn had the computer tied up while she was over. I am off work tomorrow (Monday) and would like to get this started, hopefully I can get the last couple sheets in.

Posted on 2016-07-03 at 21:54:14.

Topic: Iron Age Q/A
Subject: Polling


I sent each of you a PM asking what you most wanted out of the game, be it social encounters, combat, exploration, etc, and asking if your character would be more likely to initially align with a party, or if you'll be going at it alone for a while? Feel free to respond via PM or here.

I have noted, of the 2-1/2 sheets I have that the characters are all chaotically aligned, so there is that much in common so far.

Posted on 2016-06-28 at 22:02:17.

Topic: Dark Sun Game
Subject: what do we have here?


When the cloaked man introduced himself as Zan the half-elf known as Crowe introduced himself to this "cousin" using the name only shared among members of the family, "Thank you Zan, I am Doran, and I will remember you should I need to move any hot goods." Just as they were finishing their business a shout rang out across the room, "You want something, dark-skinned freak?", and the tavern went silent.

Crowe made no move at this point for several reasons. First he wanted to see how the Dark Elf would handle the situation, could she keep her cool? Secondly, he knew better than to interfere in matters such as these, it only ever served to get him pulled into the madness, but to sit back and enjoy the show. Third... actually never mind, the brute Ochit had injected himself into the situation; of course he wouldn't know better...

Crowe watched on to see what would happen first. Would the Drow bring vengeance against the merchant, would he apologize, or was the brutish orc-kin going to break him? Given how intimidating the dummy could be Crowe's money was on the merchant apologizing...

Posted on 2016-06-28 at 21:49:14.

Topic: Iron Age Q/A
Subject: new updates


More info posted, feel free to give feedback or ask questions about the details posted.

Posted on 2016-06-28 at 21:32:06.

Topic: Iron Age Q/A
Subject: Aaaaand,


That should do it, I'll reclaim this post if need be later on. Feel free to post, chat, ask questions, etc.

Posted on 2016-06-27 at 22:30:25.

Topic: Iron Age Q/A
Subject: placeholder10


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Posted on 2016-06-27 at 22:29:36.

Topic: Iron Age Q/A
Subject: placeholder9


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Posted on 2016-06-27 at 22:29:25.

Topic: Iron Age Q/A
Subject: placeholder8


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Posted on 2016-06-27 at 22:29:13.

Topic: Iron Age Q/A
Subject: placeholder7


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Topic: Iron Age Q/A
Subject: placeholder6


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Posted on 2016-06-27 at 22:28:47.

Topic: Iron Age Q/A
Subject: placeholder5


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Posted on 2016-06-27 at 22:28:38.

Topic: Iron Age Q/A
Subject: Character details


Here I will have various details of the characters as the game progresses, from current hp, to progress to the next level, and any effects either beneficial or detrimental.


Iara (played by Nimu)
Mattia (played by Kamina)
Savis (played by Impulse)
Zick (played by NomadD2) (and no, I'm not gonna list his whole name)

Posted on 2016-06-27 at 22:28:25.
Edited on 2016-07-06 at 23:02:33 by Shield Wolf

Topic: Iron Age Q/A
Subject: Tulduroc


I am by no means an artist, so this is far from perfect and is not to scale, but gives a general idea of how the city is laid out.



The city prime is walled, with the barracks actually located outside the city, towers on each barracks connect to the city walls via bridge for purposes of patrolling the wall. The blue spot in the center represents a fountain in the market, the brown spot by that is the job board. The stars represent where the band (you'll find out soon enough) has set up.

Each district offers specific shops, contacts, and the like. The Arcane district for example would be able to sell spell components, allow young wizards to copy spells, and sell various wondrous items, trinkets, and implements most useful for an Arcane caster. While the Temple district is dominated by a large non-specific temple with various shrines for paying homage to different Gods, you can also find spell-casting services, holy water, and some divine themed magic items available in small shops dotting the district. The Crafting district should be pretty self explanatory, if you need a smith, a leather worker, a carpenter, all can be found here working a their trade. Services includes taverns, inns, restaurants, and misc items such as lanterns and the like. The residential district is tiered, like a large staircase, with the wealthier living higher up while the poor live in their shadows. The slums outside the city are for those who cannot even afford the most basic of accommodations. As residents of the city you may even have a home in the residential district, or perhaps you simply stayed in the home of the master you were apprenticed to, or you may even have slept in the slums. I suppose I could roll to see what your living situation was prior to the start, but I'll leave it up to you as the players.

Being a City of Trade Tulduroc is run by a council of merchants who hold most of the money, and therefore most of the power. A well trained and equipped militia keeps the peace and is ready should some foolhardy force ever dare to attack.

There is an Undercity of sorts as well, this part of the city is populated with various criminal, is rumored to have a black market where illegal goods can be purchased, and a couple criminal organizations that can be hired for anything from stealing to killing. Countless raids on the Undercity have failed to turn up any evidence of these organizations or the black market, so some doubt they even exist.

Posted on 2016-06-27 at 22:28:16.
Edited on 2016-06-28 at 21:28:55 by Shield Wolf

Topic: Iron Age Q/A
Subject: The World


Currently my map only features one continent, but we should have plenty of ground to cover with just the one.


This continent is mostly fertile grasslands and scattered forests. The darker green regions represent forest, the darker the green the denser the forest. The peninsula in the bay on the west end of the continent, beyond the mountains, is a beach, the mountains I hope are obvious, and the large lake in the center stands out pretty well I believe. Black marks represent major cities, most of which are still unnamed and unplanned, while red marks represent possible adventure locations such as dungeons or the like. The Mage Scars are the darker regions, and are extremely dangerous to be wandering into.

Posted on 2016-06-27 at 22:28:04.
Edited on 2016-11-17 at 11:43:01 by Shield Wolf

Topic: Iron Age Q/A
Subject: Intro


So, seeing as how this is a world and setting of my own design we're going to start with a basic explanation and history. Most of this is in the recruitment thread, but for simplicity sake I'm moving it here too.

The closing years of the period of time that would be known for ages to come as the Age of Magic brought many changes to the face of the Realms of Theradon. The lands of the Enlightened have been forever scarred by the duels and exploits of the High Magi, marked with entire areas now known as Mage Scars. Most of the Mage Scars still emit high levels of Arcane Magic of a particular school of Magic, though some house multiple schools. Of the 8 High Magi, only 3 remain in the Lands of Theradon, Adamar the High Necromancer who now exists as a Dread Lich, Krolmnite the Gnome Illusionist believed to have hidden himself away behind such a grand illusion that not even the God's can see through its veil, and Tessara the Elven Enchantress who now dwells in the deepest most primal reaches of the Silverleaf Forest. No one is entirely sure what happened to the other High Magi, some are dead, some are said to have left this plane, and others still are believed to have ascended to Godhood.

The Goblin races banded together and formed a Nation all their own, rising to levels many of the Enlightened never thought them capable of. Their capital city, Iron Gate, is situated upon ancient ruins in an iron rich mountain range where they mine ore to craft a variety of items. In this New Age the Goblins have even been accepted as an Enlightened Race, and are (for the most part) not viewed as pests that need to be destroyed. Several other races have taken up residency in Goblin cities, including Half-Orcs who never quite feel at home among other parent race, kobolds who find work as miners, and even a few Orcs and the occassional Gnoll. Goblins are quickly becoming well known for their highly successful, if not destructive, mining methods involving black powder.

Several new races have arisen from the Age of Magic, including (but not limited to) the Changelings and Beast-kin. Both of these shape-changing races can easily blend into a typical human city and live normal lives, however many of them find that their abilities and general nature are better suited for the adventuring life style. Both races make excellent spies and thieves, and thus have gained a bit of a reputation as such. That is not to say however that these races are untrustworthy, just that many people prefer to keep at least one eye on them when they know they're around.

A new Age has dawned in the Realms of Theradon as the first of many advances marks the beginnings of an age of industry and growth before unseen in these lands. The steam engine is quickly gaining popularity, though at this point in time it is still a bulky and clumsy contraption, hardly fit for much more than heating a home or as the driving force in large clunky clockwork contraptions. Firearms are quickly gaining in popularity and infamy, but are still too rare and hard to come by for every adventurer or peasant to have one. Magic is still a strong driving force in the early years of this age, and mundane weapons are still much more common than anything else.

As ages come and go new developments often shape the face of the world we live in. The key development of this grand new age is industry and the development of steam engine technology and the improvements brought about by these advancements, including but not limited to clockwork automatons, mass transit systems, and even reliable flying ships that sail the clouds as easily as any naval vessel could navigate the waves. This new age has brought forth mighty weapons as well, putting the power of a ship's cannons, a mage's destructive might, and even the explosive might of lightning into the hands of the common adventurer. The Enlightened Races share a relative peace, but there is always tension rising between factions of varied belief structures.

..........................................
The Theradonian Calendar consists of 6 months, with a year being 352 days long.

The game will start in the 65th year of the Iron Age, or IA 65, on the first day of Autumn, Tola 26. So we are at the tail end of the 65th year.


Posted on 2016-06-27 at 22:27:54.
Edited on 2016-06-27 at 22:38:36 by Shield Wolf

Topic: Iron Age Q/A
Subject: Iron Age Q/A


Seeing as how I am hoping to get the game started this week, if I can get the last couple sheets in (but no rush guys, take all the time you need!), I have decided I may as well go ahead and set up the Q/A thread, so bear with me a moment as I get my place holders set and then I will start uploading information and will answer any questions you may have as well regarding the setting or game.

Posted on 2016-06-27 at 22:27:38.

Topic: another game reboot
Subject: heals?


We have your Fey-themed "witch", a pistolero, a Utility Mage of sorts, and Nomad is working on a tinker of sorts..

Posted on 2016-06-27 at 20:26:18.

Topic: Dark Sun Game
Subject: Family everywhere....just have to look...


Crowe scanned the room, looking for any of the subtle hints that any of the gathered merchants may have gypsy ties. After all, the families were nothing if not opportunistic so it was completely possible that one of the gathered "merchants" was simply a con man like himself and he could cut a favorable deal.

((Crowe will look for any hint of alliance to a gypsy family among the gathered, if able to he will approach the merchant, greeting him in Celestial (as we discussed earlier being a language used by gypsies to communicate more privately around others) and then inquire about additional food and other available supplies at a "family" discount. If none of the merchants show signs of alliance he'll simply approach the one Ochit purchased his goods from and purchase 3 additional days.))

Posted on 2016-06-25 at 10:47:53.

Topic: Dark Sun Q/A
Subject: Survival skill


How will Proficiency in Survival factor into survival days?


If I understand, this world is different from the standard setting and so natural food may be harder to come by...


Will I be able to scrounge up edible roots, track animals for meat, etc and essentially not NEED to purchase days... That said of course, the purchased days will probably be of a better quality, and would probably last longer than say a freshly killed beast...

Posted on 2016-06-23 at 18:12:00.

Topic: Dark Sun Q/A
Subject: adfa


As I mentioned earlier, Crowe is cocky and a bit of an ass, he's a fine Rogue though, his specialty being deception, either verbally or via sleight of hand. He's your man if you need someone to believe a lie, need something snatched away unnoticed, or just getting a locked door open.

Posted on 2016-06-20 at 20:07:18.

 


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