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Trayboar

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Everything posted by Trayboar

  1. Character ideas: A Kuwadi fighter imbued with elemental magic. Member of the Yellow Guild. Recent graduate.
  2. Initial story hook ideas: shipwrecked and finding a way back to civilization Guild student working on their final exam and trial Missing person case for cosmic detective Guild adventurer gets called back to home and things are not as expected when they arrive
  3. Rules: Same as Base Churn setting Oracle rules: Using a Decktet Oracle along with a simple df based Yes/No table. Character will be randomly selected from a series of prebuilt options. For some reason I cannot create a table here. Every time I try it gets converted to two lines of text instead. So I have to import an image of the table.
  4. Placeholder for future storyhook and character intro...
  5. The battle to protect the ship is fierce, but the party and crew manage to make it through with no casualties and only moderate damage to the hull of their ship. After repairing what they can and sending a net full of the pirate invaders out the foamlock they continue onward to Amphira. Shanria tells the Guild party that she can't help them find transport to Beachlight, but wishes them luck. After landing on Amphira the group begin to research their options for transit to Beachlight. They decide a local Gatehoppers Express is their best bet and book an appointment there. While waiting they head to De Newphan, the largest city on Amphira. Ramiro protests greatly at the excessive moisture and never-ending rain. Viseli quickly suggests getting a drink at a place they are familiar with. With a mischievous smirk they lead the way to a business named "Saddler's Sweets". While enjoying themselves Viseli is made aware by the staff (who they are good friends with) that someone is watching the exits of the bordello. Bounty hunters all through the city have been looking for a four eyed woman with a Guild entourage that matches their description. The group decides to make a discrete exit out a hidden side entrance when the time comes. They make their way across the city to the Gatehoppers Express. While trying to get information on anyone potentially following them Marelvril spots another bounty hunter conversing with a Oozeling down the road. That Oozeling turns out to be Eyria, their assigned Gate mage. The group immediately throw suspicion at Eyria, but she professes to not know the man and despite his prying she did not reveal where she was headed. After some debate they decide to take the Gate to Beachlight after all. Upon arriving they find Beachlight to be a lonely and eerie world. Eyria states she can wait to take them back for three days, but after that they are on their own. Their rough handling of her earlier has made her indifferent to whatever inconvenience this may cause. The Guild party begins the short hike down to the nearby town of Plak Di.
  6. I'm here for as long as you're willing to be.
  7. Sorry all I can't read. I'll just delete the post.
  8. Shrew keeps a close eye on the road as they thoughtfully chew at their lip. They feel relief to be moving away from the site of past violence, but a growing knot of anxiety builds under that relief for what could lie ahead. When the road is smooth enough to allow it they spend their time studying the books in their bag.
  9. Shrew looks at Dan's map and nods. "Worse case if we find any sign of danger ahead of us I will stay back with the wagon while you all go ahead and investigate." They shrug and put a hand on their sword. "We all know I'm probably the worst with the blade of all of us. I'd probably only be getting in the way anyway if it comes to fighting again..." With another shrug they move to the wagon and begin doing what they can to get it moving again.
  10. I addressed how rolling for Magic works in my in game post if you wanted more info. Basically in most cases your spell will work as desired with opposed Magic rolls only being required when you are trying to overcome another spell or caster in some way.
  11. I'll cast my vote for this as well.
  12. Shrew gets a clean tunic from their bag and offers it to Abil. It was a bit big for her, but certainly better than the stained and torn clothing she had now. "If we're puttin' this up to a vote I say we try to get a wagon set up for the old man and Abil. I certainly would rather we take them with us if we can. At least until we can find more help for them." They pause and look thoughtfully at Moss. "Though I understand sir if you want to move fast. One of us could ride with the wagon while the rest go ahead."
  13. Shrew looks up at Moss' suggestion. "I can share my horse. Surely I'm the lightest of us and my horse will least mind the extra weight... For whatever that's worth." They continue to kneel and coax the child out from their hiding place.
  14. "Over here! I found another!" Shrew shouts to the others. They scramble out of the saddle as quickly as they can, nearly falling on their face. They dig as quickly as they can to the child. "Don't worry. No one is going to hurt you here. Please let me help you," they say breathlessly.
  15. The group met with the crew of the ship they were assigned to protect and were surprised to see Shanria, a member of the Soulthread bond "Walker", was leading them. She had left the Soulthread and by circumstance also was no longer part of the Indigo Guild. Additionally the party met Ramiro Dado Couto, a Xenthar Red Guild medic who was also assigned to accompany the ship. The cargo ship departs Standing and heads toward the world of never ending rain, Amphira. The crew and the Guild party get acquainted and a few even partake in some friendly gambling on their journey. Marelvril comes to Shanria and asks her about what dangers may lie on their route. Shanria mentions that pirates do raid ships near the Fragment Belt, but their cargo of volatile organics shouldn't make them a very appealing target. X-27 decides to personally inspect the cargo. While doing their inspection the synthetica notices an illusion cast on one of the crates. Looking past the illusion they find that it actually contains the stone artifact they found on Emberan. X-27 heads back to the ship with this information. Rioxa, the Yellow Guild supervisor that put together this assignment, calls a meeting in the ship's conference room. Shanria and another crew member are also in attendance. Rioxa and Stell both explain to the group the actual goal of this mission. Emberan was discovered to be a world somehow pulled into The Churn from the dead dimension called Akerohm's Husk. The stone artifact was a stasis pod that contained a high value member of the society that once lived in that dimension before it was destroyed by the necromantic Order of Akerohm. The crew member with Shanria is the individual found in the stasis pod. Her name is Empress-Priestess Dahโ€™lia-Nastazh of the Second Star. Their mission is to take her to some ruins left by the Order of Akerohm on a world called Beachlight. No one knows what they will find there, but their group is to protect her at all costs. Shanria and her crew will continue on from Amphira to the Indigo Guildworld, but the Guild party will split off and discreetly find a way to Beachlight. A few hours pass. The Guild party discusses what they should do with all this new information. They are interrupted by the alert of the ship going off. A large Warblade class ship is on an intercept course with them. Shanria calls for the crew to prepare to defend the ship.
  16. Shrew lets out a sigh of relief as the dogs run. They see Dan is already assisting the old man and decide to circle the outer edge of the destroyed wagon, looking for other possible dangers or survivors.
  17. Shrew stares at the scene before them and feels a surge of nausea. It passes quick, but leaves them feeling decidedly off. They dismount and remove their sword from its sheath with a shaky hand. This didn't seem like a trap to them after all, but they are not ready to confront more dead bodies this soon. They move to put themselves and their blade between the fallen people and the dogs. Without realizing it they begin to growl through clenched teeth at the beasts.
  18. Shrew nods at Moss and Grisella's words. While they trust that they could move through the woods swiftly on their own, they are uncertain how a horse would handle such terrain. They wonder if they should offer to take the shortcut themselves and delay the captors in some way. The thought stays in their head though as they start to consider what they would do exactly besides get captured or killed. With a sigh they push the map back into their bags. "You're both correct. Without better knowledge of what we are heading into it's best we stick to what we know. Following the road we at least will have the same kinds of delays and challenges as our quarry." Shrew looks over the landscape around them and sighs again. Taking a journey on horseback to places they've never seen should be exciting, but all they feel is a ball of dread and a tightness across their shoulders.
  19. On the way back to Standing Viseli has a precognitive vision of a humanoid figure laying in a coffin like object. They hear Stell in the vision say "... can better protect them in the Vaults." Viseli wakes from the vision in time to hear X-27 giving an analysis of the stone artifact. The artifact appears to be some kind of preservation device for organic material. Stell is immediately excited at the prospect of something more to study. Once back in Standing the group watches a team of Indigo Guild workers take the stone artifact and the data module (X-27 has stored copies of all the files and scans of the artifact). Afterward they make their way to a tavern called The Blooming Fountain to discuss what has happened. Much of the party expresses distrust at the strange circumstances, and worry that Stell might not be truthful about her intentions. On the way back to Foundation the group is stopped by a well dressed man named Arthur Wolfdream. He says he is representing Lord Arasin, a Kandrynian noble. He offers an invitation to meet with Lord Arasin and share what they can about the Crucible Project. The group takes the invitation, but make no promises to Arthur before leaving. The group spends the next 50 hours relaxing, honing their skills, and visiting friends/family. As their break period is ending a message comes across for a new assignment. An officer from the Yellow Guild named Rioxa has put in a request through the Grand Guildhall for additional assistance on a security detail assigned to a transport ship leaving from Standing. The group is called to meet at a private dock in Standing for their briefing.
  20. Theliad are actually from my own setting documents. Two of the npcs on your ship are actually Theliads, but it wasn't really relevant so I didn't bring it up. ๐Ÿ˜… But what said is a good way of going about the gifts/flaws part. It's easier to think of what kind of character you want and then figure out what their gifts would be. If you want to use magic of some kind that's an easy use of your first gift. Gifts can be pretty diverse in use though. For example in another group I'm running off this site we have a character with a supernatural sense of smell and another one has a gift that he can never get lost. And you can look at the rest of the group's characters to get an idea of how varied a gift could be.
  21. The group arrived on Emberan after a short and uneventful journey. Along the way they were informed that Emberan was seismically unstable and at risk of complete collapse. Their mission had now evolved to a rescue mission for the Indigo explorer, Stell, on Emberan. Once they landed Stell informed them that while the planet was unstable it wasn't as bad as they were told and she requested their assistance in locating a native lifeform she had made contact with. They followed its tracks into ruins that extended beneath the surrounding terrain. Their search lead them to a strange chamber that contained a pool full of destructive nanites. X-27 managed to reprogram the nanites and gained the insight that some sort of object was contained below them. They retrieved the object, a massive polyhedral stone banded with silver and carved with an unknown glyphic language. Irthing found a hidden doorway in the chamber. Behind the door was a smaller chamber that had partially collapsed in the many quakes the planet was suffering. Buried in the rubble was the body of the lifeform they had come here to find. Olette and X-27 cleared enough rubble to access the creature, which displayed a mixture of biological and mechanical properties. X-27 took a data module from the lifeless creature. The ruins became much more unstable and the group decided to create a gate back to the landing zone. They boarded the ship with Marelvril bringing the large stone artifact aboard at the request of Stell. The Dreamer left Emberan and just in time as the planet began to collapse and then suddenly evaporated in a shimmer of light and Foam. The party turned back towards Standing to further investigate what had just happened.
  22. Yeah, a healer/caster, a fighter and a warrior-poet.
  23. The system is very simple, especially compared to 3.5. If you understand that system this will be much faster to get in to. I would suggest to read over the . We have a group now, but we lost a couple people right after starting so I was wanting to fill those two spots with new players. We haven't come very far in the story yet and the setting makes it super easy to drop new players in.
  24. Good luck on the move! I'm fine with a break if that's what has to happen.
  25. @yxanthymir Insight (I assume from D&D) would be equivalent to Perception or Reasoning, depending on the situation. I wouldn't say it's applicable in the same way that Insight is used, but it's the closest we have.
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