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Vladim

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Everything posted by Vladim

  1. If anyone wants to take this game over please let me know; I'll talk to the admins and ask them to make them head GM. Otherwise, I'll move the gameto the Archive in about a week.
  2. Thanks! I'll ask to see if anyone wants to take over and let you know (or otherwise just Archive it).
  3. The repair of the Philadelphia-and the making of a copy-seems a promising one-one that Iphigenia is loathe to refuse. They will still need to find cannons to outfit the second gunboat with, she notes, but in general having more boats seems like the prudent thing to do. She quickly sets out to collecting what rumors and information she can from the locals; knowledge is power, after all, and if there's anything to be learned about their enemies here, then she had better make note of it.
  4. Is it possible to leave a game (specifically, ) even though I'm the one who started it? There are other GMs that could take over if they are interested, but it had a bit of an anemic start, so I am not sure I can commit to it (but if other folks want to take over, that's totally fine with me). If an admin wants to remove me, that'd be appreciated!
  5. I think Face Danger would work well, yes! But, I also think we lost ; and never really posted anything in the story thread. I appreciate your willingness to continue, but I just don't have the energy to go through more recruitment, more ghosting etc. I'm good to leave this here for me. Ironsworn can be played in solo mode too, so if you want to continue with just Ari, please feel free. And please feel free to use Melia as you wish-killing her off, handing her to a new player, whatever! Even though it was a short game, I enjoyed it while it lasted, but I just don't have the resilience to keep pushing through. I hope you understand!
  6. I've heard good things about Roadwarden.
  7. When discussing sandbox vs. linear adventures, I think there's a lot of false dichotomies and confusing definitions in the hobby. For example... This last bit is, in my opinion, unrelated to sandbox and potentially confusing. It is not about the setting or the premise; it's just a statement about the plot, which is improvised and made "on the fly" (and only related to the PCs' actions). Therefore, I think it's more useful to have a category of "improvised GMing" that's unrelated to sandbox/linear. These kind of "sandbox" improvised games can end up feeling a bit hollow or non-immersive because they can give an impression that nothing really happens in the world unless the PCs do it. But this is less to do with the sandbox style of play and more with the GM's (in)ability to flesh out the setting and make it come alive. As a result, sandbox games often (and imo undeservedly) get a bad rep. Same for linear-you can have "true" linear (where no choices matter, and that sucks) but also branching linear (where there might be multiple forks in the road, which makes it far more palatable). For me... It depends. The hobby truly shines brightest in an open, immersive world with much going on in the background ("plots") and with PCs with strong drives and proactive players, that also mesh really well. But in an online environment, much of that is a tall order. On the other hand, give me a compelling story and theme, and I don't mind the occasional rail in the road. So... both?
  8. Fair enough, I guess he could just chill if the others are doing all the work :)
  9. Hm... very interesting. Perhaps we should seek out other Kelmar-related ships (like captain... Stotard was her name?) to figure out what, if anything, they know... Edit: It's also interesting to speculate what could potentialy happen if sea-based Maliente forces sail for Kelmar... might be a useful argument to pressure our homeland with.
  10. Private warship? I like the sound of that :) Do we know anything about the naval forces of the Maliente? Do they even have ships? In not, perhaps it would be more prudent to scout by scanning the coastline?
  11. Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13] Throughout the entirety of their return, the huntress stayed focused. They had already witnessed the perils of Mirkwood, especially here, in its deepest and darkest parts. Even though they were moving away from Dol Guldur, that could not guarantee that they would not stumble upon orcs or spiders or other evils. And though their journey proved uneventful, she did not let down her guard, not even when they emerged out of the forest and into the Vales. She hid her other thoughts well, but the company's discoveries troubled her. The possibility of treachery had never crossed her mind, for who of her peoples would ever do something as foolish as to align themselves with the Necromancer? They all knew the tales of terror about the deep and lightless pits of Dol Guldur. Perhaps, if it had been a Lake-Towner, it could have been someone naive or stupid, someone who, living far from the fortress, knew little of it. But Lake-Town was a great city: even if the traitor still lived, finding him would be like seeking a needle in a haystack. Maybe Mogdred would know something. She had no wish to return to Tyrant's Hill, but Mogdred had been in the dungeons of Dol Guldur; perhaps he had seen things or heard rumours. It would make sense if the traitor had been a prisoner once. As soon as they set foot in Rhosgobel, she sought out Banna, Radagast's young scout. The sparrow-as the Brown Wizard was so fond of calling her-had accompanied the others, and she quickly learned from her everything that there was to know about their journey. They had not yet returned... but that was not surprising, given the longer distances involved in their mission. She confided in Radagast her thoughts about their findings, and she sought to write her friends a letter-one to be carried by Radagast's feathered friends. OOC Ok, so mechanically... let's Advance and purchase Wildblood II for 2 XP, to represent her growing experience and skills in the forest. 1 XP is left to bank. Then, let her try to Forge a bond with Radagast as the two spend time discussing at length. I think for this we can get re-rolls given that we've just completed his quest. Edit: Ok, so after re-rolls... it's a 5+1=6 vs. a 4, 4... strong hit with match. Marking the bond and taking +2 momentum. Stats updated. Next, let her try to Forge a bond with her warband. No re-rolls allowed for that one... Edit 2: Yeah, no... but I'll burn her momentum to make it a strong hit and take the +1 spirit. Stats updated!
  12. Sure! It's not really a big deal, to be honest, so don't waste your time on it. But if you can easily get her hair brown (or any realistic color, really) then go for it! I generally go for less cartoony, more realistic / grounded art, but I like this one, so I don't mind it otherwise staying as-is.
  13. After some discussions, the company decided not to linger on Traders' Isle. There was little left for them here, and both Dahr-Ol and Elfwyn would be sure to benefit from resting in a safe haven. Stonyford was the one closest; a village of the Beornings, and home to both Dahr-Ol and Elfwyn. It lay upriver, and in the same general direction as Mountain-Hall. The company could rest there, as the folk of Stonyford still remembered how they had fought against Valter and his bandits, holding them off long enough for Beorn to arrive on the field and route them. There was only one possible downside: Radagast had counselled for secrecy, and by arriving in Stonyford with such wounds, the company was bound to invite questions and give rise to rumors. The other option was Mountain-Hall, which they had only recently departed from. Assuming that the mountain-goblin incursions had been dealt with, the Woodmen village could serve as an excellent sanctuary-but it lay further along the Vales, to the west, along a long hike up the foothills of the Misty Mountains. OOC raises a good point-you could also go to Stonyford, where you should be welcomed. So I leave it up to you to decide. I've attached the old map which shows your initial route; since the company is in Traders' Isle already, you are looking at only an upriver boat-journey towards the lands around Stonyford and then (potentially) a march up the Misty Mountains, if you head for Mountain-Hall. The river-journey is an Athletics check (TN 14); the march up the mountains (assuming you go that way) is a Travel check (TN 14). Both receive a free Attribute bonus (+Body/Favored Body or +Heart/Favored Heart respectively), since you are just repeating a journey you have recently done. Please include both rolls in your post and add (either in the IC or an OOC box) your PC's preference-Stonyford or Mountain-Hall. I'll go with the majority (and if the final decision is for Stonyford, I will disregard the Travel rolls). Good luck!
  14. Gently nursing a sore shoulder, Thorkell nevertheless nods, accepting whatever may come as Aurora leads them onwards.
  15. It looks pink in the picture (unfortunately), but if it's brown to others, then yes please-let's make that canon!
  16. Iphigenia kept a wary look-out throughout the long trek homewards. Truth be told, she was fully expecting another Maliente attack-the price to pay for allowing their mage to escape. She was as surprised as any when it never materialized; still, that did little to allay her fears. Were they being watched? She would hate to find herself responsible for another settlement's destruction. Still, she stole what time she could to convey in greater detail what the Oracle had told her. To Karadoon, in particular-but truly to anyone else who would listen-she spoke of what the Oracle had explained about magic. How it had said that everyone had a patina for magic-something that could survive death and even grow after it, and even mirror aspects of the individual that it once belonged to. But she was no mage, and such explanations or theories made little sense to her untrained mind. Free Harbor was a sight for sore eyes. The prospect of a well-cooked meal and a bed made her positively giddy, but she let the dwarf do the talking. She turned to Stavard as Karadoon offered introductions. "Or we can hunker down here for the winter. Fortify the place, make sure that it's as strong as it can be. I haven't heard any reports about the Maliente having a navy of any kind... maybe we are safe from the sea?"
  17. I think ChatGPT doesn't do images; other AI tools might but I can't be bothered... I'll try to get a post up tonight or tomorrow!
  18. That first day at Traders' isle passed in peace. There was a haunting quality to this place, once so full of colorful tents and peoples and loud voices. This was more apparent to those that had set foot in times prior: Ernstyr and Gramtyng, Belgo and Magric. Who could tell if the river-folk were ever destined to return to it? Still, a monument for Walar was raised. If his peoples ever came back, they would remember him. Perhaps a song in the distant Shire would bring to mind the memories and feelings experienced in this place, if Cecil were to return there-and hold onto such things from his journeys. By the shore, Ernstyr tender to Elfwyn's wound. It had at first seemed minor compared to Dahr-Ol's-a gash on the spear-bearing forearm, which her shield had failed to protect against. Now, three days after the orc encounter in the marshes, her wound still remained open, stubbornly refusing any treatment. Still-the Woodman tried; it was all he could do. OOC I need to know what the company will do next-remain here until Dahr-Ol is fully healed (so, for 26 days) or return to Mountain-Hall (a journey of about a week, I think) and decide what to do from there (perhaps eventually returning to the marshes). that Healing roll is a failure, which means that Elfwyn will retain her injury until the end of the adventure. Mechanically, she is in no danger of dying (though narratively the PCs should not know that) but she will no longer grant any advantages to Dahr-Ol until the end of the adventure, when she recovers. You can, however-if you want-spend a point of Hope (or Fellowship, or Courage-it's your choice) to add your Favored Heart rating (+6) to the result (10), just barely making the TN (16). This would make Ernstyr's attempts at Healing succesful. The choice is yours, but do let me know if you decide to burn the point of Hope (or Fellowship, or Courage). Saving it is also fine!
  19. Since we are discussing character mechanics... I can confidently say that I am not 100% sure I know what I am doing, but I think Iphigenia will remain similar, conceptually, to what she is now, unless something particularly dramatic happens. So I think I'll keep focusing on her face skills, with some background skills added for diversity and survivability. She's probably better suited for the social aspects of the game and some politics, but since we may need some of that (e.g. negotiating with the orcs), I am hoping that she will be able to contribute (if not, I'll try to contribute in other ways). It would be rather nice to find a pic of her where she doesn't have pink hair as that is starting to annoy me but we'll see :)
  20. Epilogue: Return to Rhosgobel Location: Rhosgobel Time: Morning. Thirty-one days after initially setting out from Rhosgobel They fled with speed through the same path they had followed. Before long, they were out of the High Keep, and past the inner gate. None seemed to follow them. Yet they kept their brisk pace, and before long they found themselves over the great bridge and through the moathouse. They had escaped the depths of Dol Guldur, and done so with what evidence they had been able to unearth from the library. Having narrowly escaped greater perils, even Radagast was reluctant to return for a second look. They would have to be content with what they had learned, which the Brown Wizard made plain to them after safety had been secured. There must have been a traitor in Lake-Town, in times past, before Smaug fell upon it and burned it to cinders. Someone in a position of power: for who else could have provided that intricate map? One thing remained yet: the scroll that Tarric had found resting in his hand, moments before he was forced to flee. As he unrolled it, new things were revealed. There, in the Common Tongue, were outlined the reports of scouting missions into the Vales of the Anduin and beyond, with detailed information about the various fortified homesteads of the menfolk that dwelled there, and all the villages of the Woodmen. Even Beorn's name was mentioned, though these reports were, once again, at least a decade old: before the Battle of the Five Armies, and before Beorn was raised by his peers to be a leader of Men. More traitors then, and more spies... or was this the same one? Did they live yet? Were they a Lake-towner, perhaps? And had they survived the destruction of that city by the dragon? And why was the library unsealed just now, only a few days before the company had arrived? Clearly, the Necromanced had not intended this-the locked door, strengthened with steel, testified to this. Could it be the dead man that Tarric had found? And if so, why had he returned? They pondered such questions throughout their return. Radagast led them, with counsel from the birds of the forest. He chose for them a different path, cutting through the darkest woods of Southern Mirkwood to emerge into the east Nether Vales a week later. That was the most grueling part of their homeward journey, but it came with advantages: in avoiding Fenbridge and Tyrant's Hill, they had no further ill encounters with either orcs or Mogdred's men. The forest opposed them, much like before, but Radagast was well-suited to pathfinding, and they emerged weary but unharmed on the eaves. From there, they skirted around the edges of Mirkwood, heading a hundred miles northward bound to Rhosgobel. It was mid-summer when the great hedge of the wizard's abode came into full view. At long last, they had found their way home. OOC Art: The One Ring, 1st edition. I've fast-forwarded us to the Epilogue, so please feel free to include a closing post for your PC, if you want to. Moves like Advance and/or Forge a Bond (or maybe multiple ones) can be made individually. We can also Sojourn here, in which case one of us should make the move (this will help Tarric get rid of his Shaken status). Additionally, other narrative lose ends (like Broin's treasure reward) can be covered, if you want. I'll provide a post from Idunn's POV in the next few days, and set us up narratively in a position to follow this adventure with a bit of Ironsworn: Reign. This latter one (Reign) will probably come later-after a few weeks' break-and I may discuss some things OOC with you to set up the details. Good luck and have fun spending that XP!
  21. Iphigenia actually asked a bit about that-because she was hoping to use the undead as allies-and got a semi-answer (well, a cryptic one at least). She also asked about the draguns but the Oracle knew nothing about them (it only suggested to use them as mounts if we could). So the draguns must be a "recent" development. I'll see if I can add the info in my next IC post.
  22. Dramacydle started it around early summer 2016. So it'll be 8 years old soon!
  23. Something told me it might be it! How many years have you been in that one for?
  24. Cool cool! Looks like it's Ironsworn: Reign FTW then. It'll probably be a shorter story, mostly improvised, and no ETA yet... but I have some ideas on how to tie it in as I've already given the matter some thought... I'll keep everyone posted! Here or on the Discord or (most likely) in both places!
  25. Cool cool! I get it now. I think some folks in the Ironsworn community have also done this kind of probability analysis-I'll see if I can find it later. But the numbers sound about right! I'll wait for Maester to pitch in and then I can give more details in the preferred option(s). We could also split the party here (e.g., if Maester is interested in TOR) so folks shouldn't feel to constrained by others' preferences. I'll make it work!
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