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You are here: Home --> Forum Home --> Recent posts by Jozan1
Topic: Desert Rats!
Subject: Sweet!


3 people, awesome

If anyone wants me to make a character for them I'm more than willing, just tell me the role you want, I'll roll it up, and then send it back to you and you can ask me any questions you want about it, and I'll edit it any way you'd like

Posted on 2013-01-18 at 03:46:59.
Edited on 2013-01-18 at 03:53:01 by Jozan1

Topic: True 20 Multiverse Game
Subject: What?


What's True 20? Sounds like fun and I'd be happy to be apart of it.

Posted on 2013-01-18 at 01:28:26.

Topic: Desert Rats!
Subject: Sir Sadaar & Takley...


i'm ok with doing two people as a group, if you two are ok with it. the rest of the tank crew will be npc's and other people can easily be added in. I'm thinking of giving it a few more days to bait in some other players, but if it has to I'll be glad to GM for you two

Posted on 2013-01-18 at 01:27:39.

Topic: Desert Rats!
Subject: .


Just bumping this because I'd really like to play and get a few more players, just one or two more and we'd have enough to start, with others being able to easily join in later.

Posted on 2013-01-17 at 19:38:19.

Topic: Desert Rats!
Subject: Ok so...


I have a template for a character sheet right here.

Name:
Nationality:
Armed Service:

Charisma:
Pace:
Parry:
Toughness:
Sanity:

Attributes
Agility:
Smarts:
Spirit:
Strength:
Vigor:

Skills:



Rank:
MoS:
Injuries:

Equipment:

Edges:


Hindrances:

Advancements:

N
5
10
15
S



I know most people will need help making characters, and I'll be happy to do so and explain everything as I go.

I typed up a lot of stuff explaining how some of the mechanics work in the last game I tried to start, so I'm going to copy and paste that over here:

Let me tell you just a bit about the rules. There a generic set of rules that can be used for many different settings ranging from High fantasy, Modern day, and even futuristic space battles. They have rules for everything and they leave the details for their game settings in the supplements that they have. The core rules are like a generic blank slate that you fill in with whatever setting and style you like.

For this game I'm going to offer up to the inn, I'll be using the "Weird Wars 2" setting, a World War II campaign setting with a mix of the supernatural. Some say evil is spread by war, and this isn't any truer than in Weird Wars 2.
One of the examples of what might be "weird" is say you are a squad of Royal Air Force pilots fighting in the Battle of Britain. A good amount of your time will be fighting dog fights against the Luftwaffe and tending to your plane, but on the down time between missions the heroes could be exploring a string of weird sighting or murders through out London, only to eventually find out it's a werewolf that now is hunting them, something like that.

There are a few main points during character creation that you need to know.

-You get 5 point to put through out your stats. All stats start at a D4, and there are five stats. Agility, Strength, Vigor, Spirit, Smarts.

- You get 15 points for skills. This is how you'll be doing most things like fighting, shooting, sneaking, and etc. Buying a skill at a D4 is one point, and upgrading it by one die type is another point, unless the linked attribute that goes with it is lower than the number you want. Then it's two points. heres an example.

Ex: Say I want to buy and upgrade the skill shoot. I buy it so I have it, and that means it's at D4. 1 point. I then upgrade it to a D6, the next die type up. 1 more point. But my Agility is only a D6, so if I wanted to up my Shooting to a D8, it would cost two points. for over all 4 skill points.

- Next, there are things called hindrances and edges. Think of Edges like Feats in DnD, and think of hindrances as things you give your character that are bad, but you then get a certain amount of points to buy more edges, skills, or up your attribute. Edges and Hindrances give your character some uniqueness and RP wise make things fun. An example of one edge is "tank hunter" where the character can get extra armor penetration versus tanks. An example of a hindrance is "bad eyes" where they need glasses but then they get enough points to up some of your skills.

You can only buy hindrances at character creation. You can have One major and two minor. A major hindrance gives you two points, a minor hindrance gives you 1 point. OVerall if you take all three, you get 4 points. With 2 points, you can buy an edge, or up an attribute 1 die type. For 1 point you can get more starting money or up a skill die type.

1) Race
• Choose any race available in your setting.
2) Traits
• Your hero starts with a d4 in each attribute, and has 5
points with which to raise them. Raising an attribute a die
type costs 1 point.
• You have 15 points for skills. Each die type in a skill costs 1
point up to the linked attribute. Going over the linked attribute
costs 2 points per level.
• Charisma is equal to the total bonuses or penalties given
by Edges and Hindrances.
• Pace is 6”.
• Parry is equal to 2 plus half Fighting.
• Toughness is equal to 2 plus half Vigor. Go ahead and
add the bonus granted by the armor worn on your torso to
this value as well for speed’s sake, but remember it may not
count if attacks target other parts of the body.
3) Edges & Hindrances
• You gain additional points for taking up to one Major
Hindrance (2 points) and two Minor Hindrances (1 point each).
For 2 points you can:
• Gain another attribute point, or
• Choose an Edge
For 1 point you can:
• Gain another skill point, or
• Increase starting funds by 100%
4) Gear
• Start with $500 unless your setting book says otherwise.
5) Background Details
• Fill in any other background details you care to add.

Skill Attribute
Boating Agility
Climbing Strength
Driving Agility
Fighting Agility
Gambling Smarts
Healing Smarts
Intimidation Spirit
Investigation Smarts
Knowledge Smarts
Lockpicking Agility
Notice Smarts
Persuasion Spirit
Piloting Agility
Repair Smarts
Riding Agility
Shooting Agility
Stealth Agility
Streetwise Smarts
Survival Smarts
Swimming Agility
Taunt Smarts
Throwing Agility
Tracking Smarts


Hindrance Type Effects
All Thumbs Minor –2 Repair; Roll of 1 causes malfunction
Anemic Minor –2 to Fatigue tests
Arrogant Major Must humiliate opponent, challenge the ‘leader’
Bad Eyes Minor/Major –2 to attack or notice something more than 5” distant
Bad Luck Major One less Benny per session
Big Mouth Minor Unable to keep a secret, blabs at the worst time
Blind Major –6 to all actions that rely on vision; –2 on social rolls, gain additional Edge
Bloodthirsty Major Never takes prisoners
Cautious Minor Character is overly careful
Clueless Major –2 to most Common Knowledge rolls
Code of Honor Major Character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions
Doubting Thomas Minor Character doesn’t believe in the supernatural
Elderly Major Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts
Enemy Minor/Major Character has a recurring nemesis of some sort
Greedy Minor/Major Character is obsessed with wealth
Habit Minor/Major Charisma –1; Fatigue rolls when deprived of Major Habits
Hard of Hearing Minor/Major –2 to Notice sounds; automatic failure if completely deaf
Heroic Major Character always helps those in need
Illiterate Minor Hero is unable to read or write
Lame Major –2 Pace and running die is a d4
Loyal Minor The hero tries to never betray or disappoint his friends
Mean Minor –2 to his Charisma for ill-temper and surliness
Obese Minor +1 Toughness, –1 Pace, d4 running die
One Arm Major –4 to tasks requiring two arms
One Eye Major –1 Charisma, –2 to rolls requiring depth perception
One Leg Major Pace –2, d4 running die, –2 to rolls requiring mobility, –2 to Swimming skill
Outsider Minor –2 Charisma, treated badly by those of dominant society
Overconfident Major The hero believes he can do anything
Pacifist Minor/Major Character fights only in self-defense as a Minor Hindrance;
won’t harm living creatures as Major Hindrance
Phobia Minor/Major –2 or –4 to Trait tests when near the phobia
Poverty Minor Half starting funds, inability to hang onto future income
Quirk Minor Character has some minor but persistent foible
Small Major –1 Toughness
Stubborn Minor Hero always wants his way
Ugly Minor –2 Charisma due to appearance
Vengeful Minor/Major Character holds a grudge; will kill as a Major Hindrance
Vow Minor/Major A pledge to a group, deity, or religion
Wanted Minor/Major The character is a criminal of some sort
Yellow Major The character is cowardly and suffers –2 to Fear checks
Young Major 3 points for Attributes, 10 skill points, +1 Benny per session




Edge Requirements Effects
Ace N, A d8 +2 to Boating, Driving, Piloting; may make Soak rolls for vehicle at –2
Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
Adept N, AB (Miracles), Str+d4 unarmed attacks; always considered armed; may choose certain
Faith d8+, Fighting d8+ powers to active as a free action (see text)
Alertness N +2 Notice
Ambidextrous N, A d8 Ignore –2 penalty for using off-hand
Arcane Background N, Special Allows access to supernatural powers
Arcane Resistance N, Sp d8 Armor 2 vs. magic, +2 to resist powers
Imp. Arcane Res N, Arcane Res. Armor 4 vs. magic, +4 to resist magic effects
Assassin N, A d8+, Climbing d6+, +2 to damage when striking a foe unawares
Fighting d6+, Stealth d8+
Attractive N, V d6 Charisma +2
Very Attractive N, Attractive Charisma +4
Beast Bond N Character may spend Bennies for his animals
Beast Master N, Sp d8 You gain an animal companion
Berserk N See text
Block S, Fighting d8 Parry +1
Improved Block V, Block Parry +2
Brave N, Sp d6 +2 to Fear tests
Brawler N, St d8 +2 to unarmed damage rolls
Bruiser S, Brawler Bonus die to unarmed damage is d8 instead of d6
Brawny N, St d6, V d6 Toughness +1; load limit is 8 x Str
Champion N, See text +2 damage / Toughness vs. supernatural evil
Charismatic N, Sp d8 Charisma +2
Combat Reflexes S +2 to recover from being Shaken
Command N, Sm d6 +1 to troops recovering from being Shaken
Command Presence N, Command Increase command radius to 10”
Common Bond WC, N, Sp d8 May give Bennies to companions
Connections N Call upon powerful friends
Counterattack S, Fighting d8 Receive free Fighting attack at –2 once per round when a foe fails a
Fighting attack
Improved Counterattack V, Counterattack As above but ignore the –2 penalty
Danger Sense N Notice at –2 to detect surprise attacks/danger
Dead Shot WC, S, Double ranged damage when dealt Joker
Shoot/Throw d10
Dodge S, A d8 –1 to be hit with ranged attacks
Improved Dodge V, Dodge –2 to be hit with ranged attacks
Elan N, Sp d8 +2 when spending a Benny on a Trait roll (including Soak rolls)
Extraction N, A d8 Ignore one foe’s free attack when withdrawing from melee with an Agility roll
Improved Extraction N, Extraction As above. With a raise, no foes get their free melee attack.
Fast Healer N, V d8 +2 to natural healing rolls
Fervor V, Sp d8, Command +1 melee damage to troops in command
First Strike N, A d8 May attack one foe who moves adjacent
Imp. First Strike H, First Strike May attack every foe who moves adjacent
Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield; ignore 1 point of gang up bonus
Followers L, WC Attract 5 henchmen
Frenzy S, Fighting d10 1 extra Fighting attack at –2
Imp. Frenzy V, Frenzy As above but no penalty
Gadgeteer N, See text May “jury-rig” a device once per game session
Giant Killer V +1d6 damage when attacking large creatures
Hard to Kill N, WC, Sp d8 Ignore wound penalties for Vigor rolls made on the Injury Table
Harder to Kill V, Hard to Kill 50% chance of surviving “death”
Healer N, Sp d8 +2 Healing
Hold the Line! S, Sm d8, Command Troops have +1 Toughness
Holy/Unholy Warrior N, See text See text
Improvisational Fighter S, Sm d6+ Ignores the usual –1 penalty to attack and Parry for improvised weapons
Inspire S, Command +1 to Spirit rolls of all troops in command
Investigator N, Sm d8, Inv. d8, +2 Investigation and Streetwise
Streetwise d8
Jack-of-All-Trades N, Sm d10 No –2 for unskilled Smarts-based tests
Killer Instinct H Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”
Leader of Men V, Command Roll a d10 as the Wild Die for subordinates’ group rolls
Level Headed S, Sm d8 Act on best of two cards in combat
Imp. Level Headed S, Level Headed Act on best of three cards in combat
Linguist N, Sm d6 Begin play with a number of languages equal to Smarts; Smarts –2 to be
understood in any language heard for a week
Liquid Courage N, V d8 Gain Vigor die type after imbibing at least 8 oz of alcohol
Luck N +1 Benny per session
Great Luck N, Luck +2 Bennies per session
Marksman S Aim maneuver (+2 Shooting) if hero does not move
Martial Artist N, Fighting d6 Never considered unarmed, +d4 to unarmed damage rolls
Improved Martial Artist V, Martial Arts, Fighting d10 +d6 to unarmed damage rolls
Martial Arts Master L, Imp. Martial Arts, +2 to unarmed damage rolls; may take this Edge up to five times
Fighting d12
McGyver N, Sm d6, Repair d6, May improvise temporary gadgets
Notice d8
Mentalist N, AB (Psionics), +2 to any opposed Psionics roll
Sm d8, Psionics d6
Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
Mr. Fix It N, See text +2 to Repair rolls, 1/2 Repair time with raise
Natural Leader N, Sp d8, Command Leader may give Bennies to troops in command
Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
Imp. Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
New Power N, AB Character gains one new power
Noble N Rich; +2 Charisma; Status and wealth
No Mercy S May spend Bennies on damage rolls
Power Points N, AB +5 Power Points, once per rank only
Power Surge WC, S, arcane skill d10 +2d6 Power Points when dealt a Joker
Professional L, d12 in Trait Trait becomes d12+1
Expert L, Prof. in Trait Trait becomes d12+2
Master L, WC, Expert in Trait Wild Die is d10 for one Trait
Quick N Discard draw of 5 or less for new card
Quick Draw N, A d8 May draw weapon as a free action
Rapid Recharge S, Sp d6, AB Regain 1 Power Point every 30 minutes
Imp. Rapid Recharge V, Rapid Recharge Regain 1 Power Point every 15 minutes
Rich N 3x starting funds, $150K annual salary
Filthy Rich N, Noble Birth or Rich 5x starting funds, $500K annual salary
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesn’t move
Scavenger N, Luck Find an essential piece of equipment once per session
Scholar N, d8 in affected skills +2 to two different Knowledge skills
Sidekick L, WC Character gains a Novice WC sidekick
Soul Drain S, See Text Special
Steady Hands N, A d8 Ignore unstable platform penalty; Running penalty reduced to –1
Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
Imp. Sweep V, Sweep As above but with no penalty
Strong Willed N, Intimidation d6, +2 Intimidation and Taunt, +2 to resist
Taunt d6 Tests of Will
Tactician S, Wild Card, Sm d8, Make a Knowledge (Battle) roll at the beginning of a fight to get an
Knowledge (Battle) d6, Action Card per success and raise; these may be given to any allies
Command throughout the course of the battle
Thief N, A d8, Climbing d6, +2 Climb, Lockpick, Stealth, or to disarm traps
Lockpicking d6, Stealth d8
Tough as Nails L Toughness +1
Imp. Tough as Nails L, Tough as Nails Toughness +2
Trademark Weapon N, Fighting or +1 Fighting or Shooting with particular weapon
Shooting d10
Imp. Tr. Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon
Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
Weapon Master L, Fighting d12 Parry +1
Master of Arms L, Weapon Master Parry +2
Wizard N, See text Each raise reduces cost of spell by 1 point
Woodsman N, Sp d6, Survival d8, +2 Tracking Survival, and Stealth
Tracking d8


Ok, so I know this looks like a lot, but it's just the lists for edges and hindrances that look big. I think this will summarize how to make a character and if you can get it from this, great, if not it's not big deal and I will be more than happy to help!

Also I forgot to explain how damage works, i'll give an example.


The average toughness of a person is 5, (d6 vigor being average), and every wild card (a wild card is a PC, or important NPC's) has 3 wounds. When you take damage, every raise above your toughness causes a wound. A raise is every 4 points over your toughness. So say our example guy is shot, and takes 2d8 Damage (your average rifle damage). I roll a 9 on the dice, and that would mean our person takes 1 wound, 9 being 4 points higher than 5. If he took 13 damage, it would of been 2 wounds.

If you take damage equal to your toughness or 3 points above, you are shaken. Shaken means you take a debilitating hit but aren't damaged and can only move half your pace until you are unshaken(by making a spirit roll).

Also another quick thing, most things you roll like shooting, throwing, notice, or knowledge, have target numbers. The most common number is 4. So if my shooting is a D6, I roll a D6, and another D6. (This extra Die 6 is called the wild die, which all wild cards get to roll with all trait tests.). If either one of these is a 4, you hit. There are modifiers for range, cover, etc. etc. For example, light cover for the enemy gives you a -1 to hit.

Other than that your character looks decent. I know it's your first time making one and it's not bad, and for equipment you only get your clothes on your back and 1 item of 20 dollars or less. I'll get a list soon of what you can take.


Oh also your sanity is half your spirit, +2. You'll need to make spirit tests when you see really atrocious, mind breaking things or supernatural stuff that just might change your character foverever. A success means your ok, a fail means you lose 1 sanity point, a critical fail (double ones on both trait die and wild die) means you lose 2. Once you are down to 1 point, you act a bit strange and develop a minor hindrance, and when you hit 0 you roll on the section eight table(which is pretty much a "you go insane and break down" chart)

Also bennies are "luck tokens" kinda. Each session that people sit down and play they get 3 bennies, and they can use them to re roll trait tests ( traits being abilities and skills), or soak wounds. Say you were shot and your toughness was 5, and you took 13 damage. That's 2 wounds and shaken. You would probably want to soak the wounds by spending a benny and then making a vigor roll. You'd roll your vigor Die type and your wild card D6, and then if you succeed on target number 4, you soak one wound. If you get a raise you soak two wounds. (a raise is getting 4 more points over the target number [which would be 4]. Another thing is all dice rolls are open ended. If you roll an 8 on a D8, you get to roll it again and add the numbers together. If you got another 8 you'd keep going until you'd fail to roll an 8. yes this means some rolls can get into the 30's as had happened before. This rule is called Acing.) Also if you soak all wounds you also avoid being shaken. If you soak only some of the wounds, you are still shaken.



Ok, so if anyone has any questions (i'm sure) i'll be more than happy to help!

Posted on 2013-01-16 at 21:40:16.
Edited on 2013-01-16 at 21:40:51 by Jozan1

Topic: Open Game Slot ~ What do YOU want to play?
Subject: talk about thread necro


Good job, you necroed a thread 1 year exactly from the last post lol

Posted on 2013-01-16 at 21:34:18.

Topic: Desert Rats!
Subject: .


The book isn't in my immediate vacinity, but IIRC it's the Matilda III. I'm looking for one more interested person for a minimum of 3 to play the game. Does anyone have any questions or anything? I'll also be posting up rules and such soon. Also if you'd like to offer strategy, then maybe you'd like to take the role as Tank commander?

Posted on 2013-01-16 at 04:15:44.
Edited on 2013-01-16 at 04:16:29 by Jozan1

Topic: Desert Rats!
Subject: .


It either would be a Matilda infantry support tank, or a Crusader cruiser. But if you come to me with a different but real tank they used in the beginning of the war of North Africa, then I'd be more than happy to look into it. also if you had an idea for another role in teh british force that the group all agrees on playing, I'll let you be that too. anything you guys want

Posted on 2013-01-16 at 02:56:05.
Edited on 2013-01-16 at 03:18:52 by Jozan1

Topic: Ghost town
Subject: Well...


If anyone is interested, I'm trying to start up a World War 2 game based in North Africa, using the Savage worlds / Weird Wars 2 module. It has more than just normal history stuff, it has a touch of the occult and "weird" too.

Posted on 2013-01-16 at 00:25:22.

Topic: Desert Rats!
Subject: yes yes and yes!


Theres very much all those things you mentioned. One player will play the Tank commander, ideally another would be the driver, and then up another player would be the Gunner. I think the Commander also mans a machine gun at times too, pintle mounted and all. And the british 7th armored is who you'd be serving with, and they had ground pounders with them so you'd be fighting in mixed battles. All armored battles aren't out of the realm of possibility though! And with rules and everything, Savage worlds is pretty easy and I can help with everything, I own hard copies of all the books. Oh also whatever roles don't go filled in the tank crew, will be filled by NPC's who the commander will, well, command ;P

Posted on 2013-01-15 at 07:22:42.
Edited on 2013-01-15 at 07:29:45 by Jozan1

Topic: Desert Rats!
Subject: Nice!


I wouldn't mind the group being apart of another kind of mobile unit in North Africa. Honestly if the whole party wanted to be apart of an anti tank gun crew, i wouldn't care either. As long as the whole group decides together. I was thinking of letting the Group decide on what kind of tank they'd be a crew of, if that sounds good to anyone

Posted on 2013-01-14 at 22:30:50.

Topic: Desert Rats!
Subject: Desert Rats!


Ok, so I've noticed the Inn's a little slow and I've been itching to GM a Savage Worlds game. Now I tried this once before and it wasn't too successful on multiple fronts, but I would love to give this a try again. My idea would be that the PC's play a tank crew during the Campaign in North Africa, Brits vs the Italians ans later the Germans. You'll be waging wars in your trusty iron steed battling for control of the deserts, and the safety of all Europe!

And for those of you who don't know, it's called Weird Wars for a reason. Mysterious things happen out in the deserts; tombs are blown open, ancient powers are awakened with new blood shed, and drastic times call for drastic measures on both sides. Those things of the Occult can and will pop up in time, but don't let it get to you or you might lose your sanity!

I'll post more info on this if I get interest, but for now I'm going to be looking for 5 people max.



Posted on 2013-01-14 at 04:43:56.

Topic: All right Trying this again
Subject: .


Hmm, well this looks fun. I'll have to learn rifts but if you give me the PDF's i can do it up. If you get enough interested that is

Posted on 2012-12-29 at 05:39:46.

Topic: RPG Ambience - Bring your game to life with music and visuals
Subject: .


Awesome, and everything is saved serverside? Just wondering since I share a network if my brother decided to use this, and I did too, since we use the same router would both things be saved to the same area or is it different per computer?

Posted on 2012-12-10 at 17:11:17.

Topic: RPG Ambience - Bring your game to life with music and visuals
Subject: Man,


I table top RP minimum once every two weeks, and this will/can add a ton of greatness. THank you so much!

Quick question, can I edit in voices so if I wanted an NPC to say stuff and I found a sound clip of it could I edit it on here?

Posted on 2012-12-08 at 03:44:23.
Edited on 2012-12-08 at 03:45:09 by Jozan1

Topic: Help me with amusements!
Subject: .


Nothing over pg-13 for soldiers? They tell some of the dirtiest jokes

like what are you looking for jokes and stuff?

Posted on 2012-12-07 at 01:05:15.

Topic: Pathfinder Q&A & Characters
Subject: .


ok so my post format is a little weird, that's what I get for using Notepad :p

Posted on 2012-09-03 at 16:39:48.

Topic: Pathfinder: Adventures is Antora
Subject: Zeriel Darkwood.


Zeriel squatted in the snow, rubbing his two fingers over the tracks of what seemed like a large herd passing over a road. Only this herd had weird markings, many large animals like horses and deer most likely, but also boot prints, and something akin to the sleds that his tribe used to use to drag their skins by.

Zeriel stood, his many furs that he wore shaking off the light snow fall that fell silently from the sky. His long
black unkept hair fell about his head with abandon, keeping
him warm from the frigid weather.

he rubbed his unshaven chin, the thick stubble growing slowly as it always did. He checked his weapons once more, a shortened sword on his left hip, and a heavy crude axe on his right, both fit to his furs with leather loops. On his back his javelins were kept snug to his light pack he kept, which held the food and water he had foraged.

Satisfied his gear was kept soundly on himself, he finally left the ever expanding forests and plains of the north that were his home, and headed south, in the direction of the trail of this large herd many animals and people.


Weeks later...

Zeriel crested a hill dotted with large boulders and small trees, coming upon a small village which was nestled soundly in between this rise and the others beyond it. thin white smoke trails could be seen rising from the few buildings within it, and tiny figures the size of ants scurried around the village, going about their daily routine.

By this time, the snows had gone and the warmer weather south forced Zeriel to cut off much of his hair and to keep his beard down to a rough stubble. The crudely chopped hair stopped right above his shoulders and poofed out due to the warmer weather. He stripped off some of the heavier furs, leaving on only the thick cured hides that made up his
armor and his thin leather boots, along with one long fur of a bison that draped from his left shoulder over his body, and tied together with sinew by his right hip, which left his arms exposed. He wore on his fore arms thin hardened vambraces which gave him some protection, and upon
his right upper arm he bore a tattoo of a blackened dead tree, with roots of red.


Making his way down to the village, Zeriel prepared to encounter anything. Only two other times had he had contact with anyone but tribes, and once things went poorly fast. If he had any doubt, the lack of supplies he had made it almost impossible to move on without stopping here.

Walking passed some villagers who's stare lingered longer than usual, Zeriel made his way into the building which seemed to have the most activity. Hoping that his hunch was correct, he entered into a place called the Rusty Bucket.


He stood in the doorway for a moment, taking in the scene and the warmth of the building. Many people stood inside, all looking like something out of a dream that he would have.

Using his limited knowledge of places like these, he approached the man behind the counter, standing in front of a row of empty stools. He looked around and saw that others were sitting, so he did the same to try an ease his obviously differnt appearance. When the bartender came over, he spoke up for the first time.

"Water, water."

Posted on 2012-09-03 at 16:38:09.
Edited on 2012-09-03 at 16:39:18 by Jozan1

Topic: Pathfinder Q&A & Characters
Subject: :D


Lovely lovely post Kamina! Can't wait to finally start rping with everyone. But for now, there are other matters I have to get to. Very fun read though, thank you!

Posted on 2012-08-25 at 03:10:52.

Topic: Durloch Q&A
Subject: .


SOrry, didn't forget about the game I've been kinda busy too, today is my first day off in a week plus I'm getting ready for college again in the fall so mush to do recently!

Posted on 2012-08-24 at 14:51:14.

Topic: Pathfinder anyone?
Subject: Ok,


I don't have the book so I wasn't sure if the Magus was core class or not. I do know it's not a prestige or anything, so wasn't sure. I'll look at the book and decide when I can

Posted on 2012-08-21 at 17:35:00.

Topic: Pathfinder anyone?
Subject: .


I would like to hop in if that's ok. I didn't read through any of the posts right now, but I was thinking Magus maybe?

Posted on 2012-08-21 at 04:38:37.

Topic: A Town Called Durloch
Subject: .


Havuluk shrugged and chuckled to himself, leaning on the post of one of the bunks.

"Fine, if none of you sorry lot think you can lead, I'll do it. Don't expect me to work miracles though."

He grunted and turned towards the door.

"I'm going outside for a breather, if you guys vote on a new leader while I'm out, I don't mind, really."

Havuluk turned and exited the building, sitting on the ground while watching the sky above.

What in all the hells have I gotten my self into...

Posted on 2012-08-13 at 23:49:56.
Edited on 2012-08-13 at 23:50:06 by Jozan1

Topic: A Town Called Durloch
Subject: Havaluk


Havaluk sat on the back of the rocking wagon, sighing in contempt at the situation he was forced into. Hiding out in the wilds to escape a fate like the rest of them sure seemed like a good idea at the time, but now with his aching back side and grumbling stomach he wasn't so sure.

Looking around at the rest of the people he really wondered how many volunteered and how many were pressed into this line of work. He had to guess a good chunk of them were like him, or at least he hoped. If not, then he surely was more out of place then he even imagined. Now though, he just had to make best of the situation he was given. The locals around here sure weren't making it easier for him though.

After a few days travel the farmers and families seemed to turn a leaf on how they treated the caravan of guards. Word was that these people knew first hand the work that the guards put up, the work that he soon would be doing too.

Past the thinning farmsteads out here they reached the gates and were soon brought into a keep, where food and drink were waiting. A group of soldiers sat at a table on one side of the room while the rest of them sat and ate.

Havaluk couldn't help but push his messy black hair back and dig into his plate, the last good meal that wasn't rations or hard tack being over a week ago.

The half breed like himself named Blarg went off on a speech on what they'll be doing, where they are assigned, and their other duties. He could of said anything at that point, Havaluk was too content enjoying his wine that he had no other care in the world. His attention was only snapped back up when his name was spoken.

"Seven thousand, nine hundred and forty. Hmph, hope these guys aren't any sort of hard ass." He spoke to himself in between sips.

He stood up and hauled his gear but not before draining his cup and stuffing the last of his bread in his mouth, heading off to he barracks.

When he arrived, he looked around and took in the motley crew around him.

Oh by the gods, TWO stunty sticks in the mud?

He sighed heavily and threw his gear on the top bunk of the beds, and sat in a chair. Soon enough a discussion of leader came up and his name was first in the hat.

"Whoa whoa now, I don't want to be jumping straight into anything too deep. Does anyone even want to volunteer for this first?" If not, then I guess I could be your mouth piece for that haughty tough guy up on the chair there, but don't expect too much."

While speaking, Havaluk motioned back to the town hall where they came from, hinting at Blarg and his air of arrogance.

Posted on 2012-08-06 at 06:08:49.

Topic: Durloch Q&A
Subject: Sorry for the delay


suddenly had no internet access all weekend. Posting today when I get home from work (5 PM EST)

Posted on 2012-08-05 at 14:27:39.

 


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