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Eagleheart

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  1. Lavina - shaken HP: 58/58 Stamina: 63/63 Resolve: 9/10 EAC/KAC: 18/18 Fort +5, Reflex +8, Will +12 (presumably Kaeon tells everyone that the reactor is overloading) "Oh. That's bad. Let's get the hell out of here."
  2. Sorry, I'm having some trouble reading the map. How far are Flick et al. from the nearest entrance?
  3. Liam HP: 18/18 AC: 18 Perception +5 Fort +7 Ref +6 Will +5 Liam is seemingly lost in thought, just quietly observing everything around him. He's never actually been on a boat before. He wonders if he will get seasick... "I'd happily pray to a fish god if it meant a safe journey," he adds with a chuckle. "You gotta take what you can get, right, Enoch?" Then, he cracks a smile as he says "I wonder if there's a god of whiskey..."
  4. I'm thinking "Act I" would focus on building settlements, and the subsequent acts would deal with alliances/rivalries and power dynamics. I imagine the ultimate goal would be to gain independence from the "old world" while also dealing with internal conflicts.
  5. Syhlas The greet you quite casually. "Hi." "Where are your friends? Y'know, the elf and the human ladies?" "If they died, can we eat them?" ...they haven't changed much. As you spend some time with them, (presumably) trying to teach them right and wrong, you learn that they have no names - their father always just called them 'whelps' and other insulting things. Arionne seems dour at first, but when you tell him about the job, his face lights up. "You serious? ...No lie, ma'am, that citadel was the whole reason I moved here. Granted, I jus' wanted to study it, but you want to restore it? I'm your man. You can have me and my boys on retainer for 100 gold per month." You tell him you don't have that much, and he says "Ah, well, I'm gettin' ahead of myself anyway. If it's just these 'gates' you need fixed, we can do that for 20 gold." Matilde You kill the spiders with relative ease. Shortly afterward, approaches you. "If you recall, I was searching for Voz Lirayne - or rather, I was searching for an item that was in her possession. I've just learned that she sold it... to you. It's a book, written in Infernal. Do you have it?" You tell him that you don't have the book - Arionne does. "...Ah. I'll need to speak with her, then." Vharag "You want me... to lead?" Tarn seems to be in disbelief. "Well, if you are sure... then I will lead by your example." Later, as you finish 'repairing' 's magic, you sense a dreadful presence. Whatever it is, it seems to be inside the portal network, and entering the portal will likely awaken it - best not to go through, then, until you've fully prepared. Baldric You gather of the (and both ) to give them the news. Fortunately, they're not a hard sell - all you really needed to say was "we're not kicking you out". "No questions," says Helba. "My Bumblebrashers will gladly help you defend the citadel." "And if there's any magicky stuff you need help with, let us know," the kobolds add. End of Day 0 Day 1 - new are available
  6. Events for Day 1: Book Deposit / Escort Alak Alak Stagram wants the Infernal book - he says it should not be in non-Hellknight hands. He is even offering to pay you 20 gold for it. Arionne has the book, but she can hand it off to someone else and have them give it to Alak... or you can try to convince him to let you keep it. Alak also wants to search the Citadel for some items that were left behind by his family. One of you should probably go with him to make sure he doesn't kill any of the goblins or kobolds. Repair Huntergate (1 task) Rorsk Axebane has offered to repair Huntergate for 20 gp. You can attempt a DC 20 Diplomacy check to talk him down to 15 gp. In either case, deduct the gold and he'll have it done by Day 2. Clear Out the Citadel (6 tasks) To begin work on Citadel Altaerein, you must first deal with the creatures that have been squatting here in the Hellknights' absence. You can attempt to deal with one of these creatures by rolling a skill check or an attack roll against its DC. You can try a peaceful solution (Nature for unintelligent animals, Diplomacy or Intimidation for anything else) or you can use force (Athletics or an attack roll). I will also consider any alternative solutions you might propose. The creatures and their DCs are listed below: (DC 14) - Taken care of by Matilde (DC 15) - Taken care of by the Bumblebrashers (DC 15) - The Hellknights would often summon devils and fight them just to keep themselves sharp. This imp must have escaped and remained in hiding until the Hellknights left. (DC 15) - This is the "giant turtle" you avoided last time. It's actually capable of speaking Common, but it's unlikely to be interested in talking. (DC 16) - A big guy with a big appetite. (DC 16) - Territorial, but mostly harmless. (DC 18) - When the Hellknights abandoned the citadel, they left a prisoner behind. He died hungry, confused, and angry. His spirit lingers here, attacking anyone who enters. (DC 18) - His daughters want you to kill him. They claim he killed their mother for failing to give him male offspring. Puppy Problems Among the citadel's current 'residents' are a pair of 1-month-old warg puppies. Their father has taught them that might makes right, and that lives do not have value - not even their own - but they're young enough that perhaps you can help them see things differently. To influence the young wargs, you must make a DC 16 Diplomacy check. You need 4 more successes (a critical success counts as 2) before they will fully trust you. If you deal with their father (see above) that counts as 2 successes in this event. Note: only one PC per day can participate in this event. Other PCs can still visit the puppies, but they might get irritated if you bother them too much. Case Preparation A hearing will be held on Day 4 to discuss the actions of Voz and Calmont. In the meantime, you can gather evidence and speak to people involved in the case. Skill checks will vary depending on what you're doing or to whom you're speaking.
  7. This idea has been stuck in my head lately, so I figured I'd share - any thoughts or feedback would be appreciated. I say "Game of Thrones-style" because this game would involve plenty of political maneuvering, but the plot would focus more on the common people... ya know, the folks who actually do the heavy lifting. The central idea involves a land-grab; a group of uninhabited and resource-rich islands are discovered, and naturally, everyone wants a piece of 'em. So a bunch of different noble houses, etc., send their scouts and laborers and such to set things up for future expansion. Most of these folks would be under minimal supervision, since very few nobles would want to take the risk of catching malaria or something. The commoners would still be expected to take orders from their 'superiors', but the running theme of the story would be 'who really wields power here?' Anyway, does this sound interesting to anyone? And what system do you think would be suitable for a game like this? I know there is a Song of Ice and Fire RPG, but it seems to focus more on noble houses, so it might not be the best choice in this situation.
  8. Flick HP: 30/30 AC: 17 Perception +7 Fort +7 Ref +7 Will +7 Sneaky kobold is sneaky
  9. Lavina - shaken HP: 58/58 Stamina: 63/63 Resolve: 9/10 EAC/KAC: 18/18 Fort +5, Reflex +8, Will +12 "I hear something. Sounds like he's on the bridge," says Lavina.
  10. A list of important NPCs. New entries will be added from time to time. Breachill Residents: see the Bumblebrasher Goblins: They were living in the Citadel until you came along. They hope you'll let them stay. Tribe members include Helbatheir leader, Warbaltheir ambassador to Breachill, and Leekoa warrior who helped the party in Chapter 2. Pib & Zarf: A pair of kobolds who are friendly with the Bumblebrashers. They also hope you will let them stay at the Citadel. Warg Puppies: Names unknown. Their father has been a bad influence on them, but they're still young enough to be open-minded. Alak Stagram: a Hellknight Armiger. He wants to retrieve some family heirlooms from within the Citadel. Renali: a Mwangi woman who can turn into a giant spider ... or the other way around.
  11. Citadel Altaerein belongs to you now. You were told to get some rest, but there's also plenty of work to do - both at the citadel and in Breachill. Each PC can participate in one per day. You can also freely do the following: Crafting Retraining Interacting with and other PCs Personal quests (within reason) It is currently Day 0.
  12. Each PC can participate in one event per day. Some events will include a number of tasks that need to be done. Most events have no time limit and will persist until they're finished. You can play these out in as much or as little detail as you want. Events for Day 0: Repair Huntergate (2 tasks) Before you can use Huntergate, you must repair it, both physically and magically. The magical part is just an Arcana check, but for the physical part, you'll need a stonemason. There are two stonemasons in Breachill: Rorsk Axebane of Tuskhead Stoneworking - reputation unknown. He is relatively new to town. Amera Lang of Posandi Bros. - they have a generally good reputation, but the Posandi family and their associates are known to have strong ties with Cheliax. Decide which one to hire, then roll a skill check to influence them. I would suggest Diplomacy, Society, or an applicable Lore (Loremaster Lore is not applicable here, sorry) but I'm willing to accept other ideas. Clear Out the Citadel (8 tasks) To begin work on Citadel Altaerein, you must first deal with the creatures that have been squatting here in the Hellknights' absence. You can attempt to deal with one of these creatures by rolling a skill check or an attack roll against its DC. You can try a peaceful solution (Nature for unintelligent animals, Diplomacy or Intimidation for anything else) or you can use force (Athletics or an attack roll). I will also consider any alternative solutions you might propose. The creatures and their DCs are listed below: (DC 14) - Dozens upon dozens of spiders have claimed a room as their lair, and will attack anyone who intrudes. (DC 15) - One of the Bumblebrashers' pets has gone stray. Goblin dogs hate anyone who isn't a goblin, but this one is extremely hungry and could probably be pacified with food. (DC 15) - The Hellknights would often summon devils and fight them just to keep themselves sharp. This imp must have escaped and remained in hiding until the Hellknights left. (DC 15) - This is the "giant turtle" you avoided last time. It's actually capable of speaking Common, but it's unlikely to be interested in talking. (DC 16) - A big guy with a big appetite. (DC 16) - Territorial, but mostly harmless. (DC 18) - When the Hellknights abandoned the citadel, they left a prisoner behind. He died hungry, confused, and angry. His spirit lingers here, attacking anyone who enters. (DC 18) - His daughters want you to kill him. They claim he killed their mother for failing to give him male offspring. Puppy Problems Among the citadel's current 'residents' are a pair of 1-month-old warg puppies. Their father has taught them that might makes right, and that lives do not have value - not even their own - but they're young enough that perhaps you can help them see things differently. To influence the young wargs, you must make a DC 16 Diplomacy check. You need 5 successes (a critical success counts as 2) before they will fully trust you. If you deal with their father (see above) that counts as 2 successes in this event. Note: only one PC per day can participate in this event. Other PCs can still visit the puppies, but they might get irritated if you bother them too much. Welcome Neighbors The Bumblebrasher goblins and the kobolds, Pib and Zarf, have offered themselves to your cause, so long as you let them stay in the Citadel. You can roll Diplomacy to assure them that they'll still be welcome. Or, if you're a jerk, you can just evict them. :p Escort Alak Armiger Alak Stagram wants to search the Citadel for some items that were left behind by his family. One of you should probably go with him to make sure he doesn't kill any of the goblins or kobolds. No skill roll is needed here, but you can roll Diplomacy if you want to influence Alak. Case Preparation A hearing will be held on Day 4 to discuss the actions of Voz and Calmont. In the meantime, you can gather evidence and speak to people involved in the case. Skill checks will vary depending on what you're doing or to whom you're speaking.
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