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The Lodge of the Bronze Knight
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Dartavian
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Joined: 31 Oct 2009
Posts: 74
Location: Peculiar, Missouri

PostPosted: Sat Dec 19, 2009 10:20 am    Post subject: The Lodge of the Bronze Knight Reply with quote

I hope this is the correct place to post this.

Welcome to all,

This is the maiden voyage of our Wayfarers RPG & World of Twylos journey.

My gaming group has been together for quite some time, consisting of my brother, friends from my school days, customers that turned into dear friends that I met when I had my game & hobby shop back in the 90’s. All of them I now consider my best of friends and guys that are truly remarkable and held in the highest regard.

Group Caveat: Now that that’s out of the way, don’t forget guys you are also a bunch of ungrateful pansy-ass douche nozzles that I take great delight in verbally crucifying each week… Twisted Evil

Now back to the business at hand; we took some minor creative liberties with the World of Twylos. I decided to salvage material that we used in a previous campaign to allow my players to start with something familiar even though the rules set and campaign setting are new.

We are using most of the optional rules available in the core book and some rule options out of the Wayfarers Guild Journal Issue #1-2 like Astrology & Character creation, Shield options (buckler cost: 5 s.c. 1 PDA, -1 Imp, Medium Shield cost: 10 s.c. 1-2 PDA -2 Imp, Tower Shield cost: 15 s.c. 1-3 PDA, -3 Imp) and Non-proficiency Checks (lowest result of 2d20) etc. We also agreed to play test Rex’s rendition of the Lesser Spell Caster, which I will defer to him for the full write up (really good stuff Rex!).

The World of Twylos is pretty much played as written with only a few additions. I felt the need that all good fantasy campaigns must have Hobbits (Halflings) so here is what Rasfrasen and I came up with.

Hobbits (Halflings)

Hobbit characters get a +1 to their initial agility attribute score, a +1 to their initial endurance attribute score, a -2 to their initial strength attribute score and a +2 to their physical resistance Modifier versus poison.

Life Span: Approximately 80 to 110 years
Physical Characteristics: This jovial hair footed race, have a variety of hair and eye colors, considerably shorter but much stockier then their distant elven cousins. Like elves they have low light vision, but may not see in total darkness. Hobbits generally are 3.5’ to 4.5’ in height and weigh between 70-120 lbs. Like the Gnomes, due to their small stature hobbits may not wield weapons of B, E, or F effectively. Weapons of class D may be used, but must be of the shortest variety. Furthermore, a hobbits off-hand weapon may not exceed 1’ in length.

Social Structure: The busybodies of the racial crowd, they have elected officials to lead them in their stead fast endeavors. Hobbits are a jovial folk, who have an uncanny zest for life. They are quite resistant to change. They love growing things, drinking fine ale and most of all feasting. Their feet are covered in hair that provides a fair amount of protection from the elements. They tend towards an almost pudgy figure and somewhat child like features with pointed ears. Hobbits can be quite agile and hardy however belying their innocent look and demeanor.

The Campaign Premises: (Rebuilding the Lodge of the Bronze Knight to its former glory)

The Lodge of the Bronze Knight
Location: Llesendor
Established: 200 S.E.
Mascot/Symbol: Bronze Knight w/ Sword & Shield
Construction type: 2 Story building with 2 lower levels
Ruled by: Council Members (6)
Membership Type: Heretical, Inherited or by Special Invitation
Current Membership: 21 of 100 Registered Seals; 6 Platinum Seals, 2 Gold Seals, 5 Silver Seals, 5 Copper Seals, 15 Bronze Seals, 15 Iron Seals, 20 Stone Seals & 32 Wooden Seals
Benefits: Citizen of Llesendor (ELL-sen-dor), taxes, dues and guild fees paid for by the Order.
Free Company: Registered with the ruling house of Llesendor as the Order of the Bronze Knight. Members of the Lodge of the Bronze Knight are referred to as the Guardians of the Bronze Knight. The Order of the Bronze Knight happens to be one of the oldest active Free Companies on record.

There are two types of people in the Llesendor, the haves and the have not’s. That is the way of things. Gold Rules, it is a harsh world and those that have it plan on keeping it or they will die trying. Noble causes are not a forgotten memory but this is the world of men and men with money and power make the rules. Faces come and go within the confines of the Lodge of the Bronze Knight. However, the Order endures due to the metal that makes up the ranks of the Guardians of the Bronze Knight.

The Order of the Bronze Knight was once a revered order that’s members took an active role in the business interest in Llesendor. The Order was something to be reckoned with. However over the past decade active membership has dwindled, predominately due to adventuring hazards. Over the past few seasons new faces have came to Llesendor claiming there respective station in the Order, the halls once again are filled with laughter with continuous activity. Guardians doing business within the City of Llesendor receive a +2 reaction bonus due to the Orders reputation.

The statue of the Bronze Knight, the names sake of the order is actually a Bronze Golem (Greater Golem) that protects the main entrance to the lodge. The Bronze Golem will activate if someone tries to enter without a Seal of the Guardians of the Bronze Knight. Who and how the Bronze Knight was created is lost to history. The Bronze Knight has a mystic quality that can detect those who do not belong. Many have tried to trick the stoic guardian, retribution was swift and the ill willed tricksters have paid the price for their trickery with there own blood.

Membership is a lifetime appointment. Only a few members in the history of the order have been banished by the council and of those banished from the order few made it out of the city alive. Resignation is uncommon but has happened over the centuries. Challenges to lead may be issued, however you must follow the chain of command to issue a challenge. However challenges for personal slights or offenses may be issued by anyone. Group leadership is usually fluid; the person who is the most skilled for the situation is usually the de facto leader. This usually works well and it tends to extend the members lifespan.

Leadership in the Order of the Bronze Knight can best be explained by an example; years ago an over eager newly arrived wet behind the ears straight out of the academy Captain was assigned to take a group of men to scout the southern region. The presumptuous Captain proceeded to tell his group that he had the rank and they would do as they where told, and if he said jump there response was to be how high. Several days later beaten and bruised finding his way back at the lodge.

He found his men sitting in the dining hall eating & drinking ale. One burly tradesman said, “So how did that leading thing go?” One of the men-at-arms piped up, “He led but we decided not follow and that is why he found himself alone.” The red face captain stormed into the council chamber looking like a spoiled child throwing a temper tantrum demanding that the mutinous lot be punished.

The council members agreed, there punishment was for the men to leave immediately and scout the wilderness to the east, they ordered the Captain to go with them and follow them to make sure the councils orders we carried out. Out of the corner of his eye the captain could see the men sheepishly smile and check the sharpness of there blades. The captain turned to the council and placed his silver seal on the table and resigned, said he had another offer in Vesbridge that he could not refuse. He turned and walked out of the lodge. That was the last time the guardians seem the captain when he was high tailing it towards the city gate. The guard report for that evening listed no evidence of his passing.

The Order of the Bronze Knights current tenants are as follows:

1. The Lodge of The Bronze Knight must endure.
2. Guardians’ rights to room, board, secured belongings and share(s) based upon rank.
3. Legal Council Provide however, Financial Support of the Lodge is a guardian’s duty.
4. Charges against a guardian; Trial by combat (champion chosen) or council vote, both must be honored. The defending guardian has the option to choose the form of trial.
5. Guardians are accountable for their own actions.
6. Challenges; Challenger issues, Challenged defines means
7. Freedom to worship or serve others as long as it brings no harm to the Lodge.
8. The Orders tenants are not regulated due to boundaries or distance from the Lodge.
9. All Guardians missions are considered sanctioned unless otherwise stated by the council.
10. Alcoholic beverages from the cellar must be signed out by the Quarter Master.

A unanimous vote of affirmation must be obtained by the ruling council in order to amend or add a tenant. The last tenant was added after the infamous Brewfest of 195 T.E. in which Sergeant Halgar (dwarf) invited his kin folk into the lodge and emptied the cellar, every last keg was depleted, what they didn’t drink (wine) they partially emptied on the floor and used those kegs to relieve themselves in. Ever since then the store room has been locked and the quarter master has the key. He personally signs out kegs himself to those who wish to partake in such activities.

6 Council Members; lifetime appointment
New council member if needed will be selected from one of the Player characters other characters.

1 Treasurer (NPC); lifetime appointment, tie-breaker vote for council; The Quarter Master selects a new Treasurer from the Orders ranks if position is vacated. The current Treasurer is Rhodaban Felekos a gnome well past his prime; some say he was once an accomplished illusionist, which if asked he always says nonsense. He is meticulous with his charge. He can recite entries in the accounting ledger at will. He has a dry sense of humor and harmlessly scolds people if they get in his way. “Get out of the way you young whippier snapper, don’t you have anything better to do than stand around and take up space. If all the guardians dolled around there wouldn’t be any coins to fix the roof that was damaged by the storm last week.”

1 Quarter Master (NPC); life time appointment, nominations accepted if position is vacated. The Quarter Master assigns quarter master status to a party member on all sanctioned missions. The acting quarter master is responsible for dividing out shares. The current Quarter Master is Grealis Proudfoot a middle aged Halfling, he is very detailed and quite an accomplished cook. He is quite the conversationalist and can go on for hours about the various ingredients combines to make his treats. He has an uncanny way of knowing when a new guardian is about to arrive, he rushes around makes sure everything is ready in order for him to greet the new arrival. Grealis opens the door inviting the newly arrived guardian in by rank and name. Witnesses the signing of the Order of the Bronze Knight Ledger and then each new arrival is given the grand tour of his beloved Lodge and shown to his quarters, with a quick overview of the rules to follow.

Structurally the Lodge is well maintained. The Lodges Furnishings are sparse at best; food is actually quite good, and always a pot of hot stew, warm bread and a cup of ale at the ready. The lawn, courtyard by the Pool of the Renowned and garden area is well manicured. Currently construction has started on the addition of a livery stable and corral.

The hearth room is warm and inviting and is the usual center for conversation. The dining hall which is a multipurpose room is connected to the hearth room off of the kitchen; it is regulated for banquets and other large gatherings. The council chamber is on the 2nd floor adjacent the study/library. Fresh linens and warm blankets accompany each Private Suites along the balconied perimeter have a private privy & tub also included is a bed, desk and dresser with a wash basin. Private Sleeping Quarters have bed, desk and dresser with a wash basin.

General Sleeping Quarters consist of a main hall partitioned with semi private individual open rooms each having a bed, night stands and foot locker. The Bunk House Sleeping Quarters is on the basement level on the east end of the lodge, it can be accessed by the cellar door if need be. This large room consists of Bunk beds with foot lockers at the end of them. Fresh Blankets, linens and pillows can be found in the laundry room on the 1st floor.

Nominated: Platinum Seal: Council Member, Sleeping Quarters: Private Suite on 2nd floor of the Lodge (Bonus starting coins: 1d100 silver royals).

NPC’s Gold Seal: Treasurer & Quarter Master; Sleeping Quarters, Private Suites on 1st floor of the Lodge.

20 Silver Seal: Captain, Sleeping Quarters: Private Suite on 2nd floor of the Lodge (Bonus starting coins: 1d100 silver royals).
19 Copper Seal: Master Tradesman, Sleeping Quarters: Private Sleeping Quarters on 2nd floor of the Lodge (Bonus starting coins: 4d20 silver royals).
16-18 Bronze Seal: Sergeant, Sleeping Quarters: Private Suite on 1st floor of the Lodge (Bonus starting coins: 3d20 silver royals).
13-15 Iron Seal: Journeyman, Sleeping Quarters: Private Sleeping Quarters on 1st floor of the Lodge (Bonus starting coins: 2d20 silver royals).
9-12 Stone Seal: Men-at-Arms, Sleeping Quarters: General Sleeping Quarters on 1st floor of the Lodge (Bonus starting coins: 1d20 silver royals).
1-8 Wood Seal: Tradesman of the Order, Sleeping Quarters: Bunk House on the 1st lower level of the Lodge (Bonus starting coins: None).

Each Player will be allowed 1 character to assign as a council member. Each player will create 2 or more additional player characters; roll randomly to determine what rank each remaining players characters starts at. Promotion is based upon service; Members must be nominated for promotion by a guardian of higher rank. The nomination is sent to the council which votes yah or nay. Rank also determines the amount a shares a member of the Order of the Bronze Knight receives while adventuring. Following is the current share ratio which is the dividend any character expects to receive while actively adventuring.

Treasure Shares

2 Shares to the Treasury of The Order of the Bronze Knight
3 Shares as a Council Member, Treasurer or Quarter Master
2 Shares as a Captain
2 Shares as a Master Tradesman
2 Shares as a Sergeant
1 Share as a Journeyman
1 Share as a Man-at-arms
1 Share as a Tradesman


Councils Mission Fund for the Order of the Bronze Knight

This Mission Fund is not part of the Lodge treasury controlled by Treasurer Rhodaban. Coin & Items contained with in this treasury are for the purposes of aiding guardians on missions sanctioned by the council. It is expected that the council personally replenishes or add to the Mission Fund from personal shares received from adventuring. There is no set required amount at this time for individual council members to add to the mission fund.

Thanks to all involved,

Dartavian
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"Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage to move in the opposite direction."
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Gregory Vrill
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PostPosted: Sat Dec 19, 2009 5:45 pm    Post subject: Reply with quote

This is awesome. Thanks Dartavian, looking forward to hearing more about it as you guys get the game underway.

The idea of the Lodge takes me back to the original Blackmoor/Greyhawk/Judges Guild campaigns, with adventuring troupes, multiple chars per player, and a central station for housing people and accomplishments. I think an organization like this is perfect for structuring a campaign, and the idea of the Bronze Knight itself is pretty great.

Share more when you can.
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JimmySwill
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PostPosted: Sat Dec 19, 2009 10:41 pm    Post subject: Reply with quote

I love the 10th tenant. -These Bronze Knights seem a very interesting bunch.

I agree with Greg. There is an old school charm to this setup. You have a very compelling mix of material that's both witty and grim. I could get into this kind of thing. I also like the idea of shares of treasure based on station. It sounds like a whaling crew!

With this mission fund, do members propose missions to be funded? What's the basis for which missions are funded?

I'm looking forward to hearing what develops. Also, the Hobbit would make for great WGJ material.

Thanks Dartavian!
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Dartavian
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Joined: 31 Oct 2009
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Location: Peculiar, Missouri

PostPosted: Sun Dec 20, 2009 12:00 pm    Post subject: Reply with quote

Jimmy,

The Councils mission fund sole purpose is for funding adventuring for the player characters. It gives them a sense of ownership that what they choose to do is their choice. I leave it up to the group to determine how the fund will be funded and what aid will be given to their own groups while adventuring. I established base funds for them that were left over from the former council, which they are in the process of determining what brought about the former councils untimely demise. Our first game session was spent determining which player would be nominated as the council’s treasurer in charge of the undisclosed mission fund. Rhodaban locked them in the council chamber and left them to hash it out. Ultimately it came down to Rex’s Half-Orc, The humans wouldn’t allow the Orc or the Sathar to be in charge of it and the Orc & Sathar didn’t trust the humans with it, so the Half-Orc after a few hours of debate became the likely candidate. It was quite amusing.

Here are the current contents of the Councils Mission Fund.


Coins
Platinum Orbs 3
Gold Crowns 7
Silver Royals 48
Copper Leptons 76
Bronze Drabs 82

Potions
1 Potion of Magic Resistance
4 Potions of Healing
2 Potions of Protection from Undead
2 Potions of Invulnerability
1 Potion of X-Ray Vision
1 Potion of Fire-breathing
1 Potion of Luck
1 Potion of Etherealness
2 Potion of Extra-healing
3 Potions of Antidote
1 Potion of Tongues
1 Potion of Levitation
1 Potion of Polymorph

Spell scrolls
Scroll of Swiftness
Scroll of Summon Elemental
Scroll of Time Cube
Scroll Animate Plants
Scroll of Refraction
Scroll of Levitation
Scroll of Quicken
Scroll of Translation
Scroll of Silence
Scroll of Buoyancy
Scroll of Darkvision
Scroll of Phantasmal Armor

The second session the council members set out to retrieve the orders horses, which had been arranged by the former council & Rhodaban. They did quite well, thwarted a goblin ambush without any major casualties and arrived back to the lodge in tact.


As far as the Hobbits/Halflings in WGJ that would be awesome.


Thanks,

Dartavian
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"Any intelligent fool can make things bigger and more complex... It takes a touch of genius - and a lot of courage to move in the opposite direction."
- Albert Einstein


Last edited by Dartavian on Mon Dec 21, 2009 6:44 am; edited 1 time in total
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JimmySwill
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PostPosted: Sun Dec 20, 2009 12:28 pm    Post subject: Reply with quote

Awesome.
Dartavian wrote:
The second session the council members set out to retrieve the orders horses, which had been arranged by the former council & Rhodaban. They did quite well, thwarted a goblin ambush without any major casualties and arrived back to the lodge in tact.

A word of advice: You might find you need to throw a bit more than you first imagined at the PCs, and/or really push the tactical advantages. (i.e. Goblins on the cliff providing x-bow fire back-up). It takes a bit to get a good feel for what makes for a good challenge when you start running Wayfarers. Magic can make a huge difference.

Not sure if it was an issue, but I've found that in most first combats, the PCs fare better than the GM expected.

I look forward to hearing more.
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Rex
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PostPosted: Mon Dec 21, 2009 2:26 am    Post subject: Reply with quote

I am sure Dartavian will be posting info on our 3rd session. I can say it challenged us and cost one life. I played my Half Orc Thanist Crusader (lesser faith). I like this combo. Spirit Armor saved my bacon. I plan on seeing how the lesser hermetic plays over the next few sessions. If it anything like the lesser faith I will like it!

The Order has a wide variety of personalities and talents. We got off to a rough start but the members are begining to trust each other a little more. After all none of us had met any of the other members til we met in the great hall to accept our invitations.
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Dartavian
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PostPosted: Mon Dec 21, 2009 11:42 pm    Post subject: Reply with quote

Well here is a partial overview of this weeks session.

Rhodaban (the treasurer) explained to the new council the events that led up to the destruction of the former members of the order. He also gave them a map of the location where the former council of the order came to an end.

He explained that, a tradesman of the order found a black multi facet gem that did not reflect any light. Several days after the tradesmen returned to the lodge with the gem one of the sergeants of the order was found with the gem in his possession. The tradesmen challenged the sergeant for the supposed theft of the gem. The tradesmen courage, skill & rage did not prevent the sergeant from ending the tradesman life.

Several days later the sergeant became extremely ill-tempered at dinner, loosing total control he brandished his sword attack all within reach, several members of the order were slain before the sergeant was put down. His friend a captain claimed his possessions which included the gem.

The captain led a mission consisting of a dozen or so members of the order to explore some recently discovered ruins to the west. Weeks later the captain returned to the lodge as the only remaining survivor. The captain demanded that he be allowed return to exact revenge for his fallen brethren. The council agreed, a new larger force was sent to dispatch those responsible for the loss of the order.

Weeks passed by and a lone tradesman returned to the order beat and broken. One of the council members tended to his wounds and tried his best to restore the tradesmen. The council member watched over the tradesmen as he recuperated tending to him in his own private quarters. The tradesman shunned the members of the order that remained.

One morning Grealis while making his breakfast rounds discovered the council member dead, lying on his bed with his throat slit. The tradesmen’s bloody foot prints led to an opened window. The council roused the order and the manhunt began.

After several weeks of no word Rhodaban and Grealis decided something needed to be done. Rhodaban would try to find what happened to the members of the order and Grealis would stay and protect the lodge. After several days travel to the west Rhodaban found his answer, hanging in a cave entrance was the doomed tradesman.

Littering the floor of the cave was the bodies of his beloved council and remaining members of the order. He heard a moan coming from a partial opened door at the back of the cave. He paused what came out of the door was no longer living. He quickly grabbed the councils seals and as many other seals as he could. He retreated back to the Lodge.

Rhodaban and Grealis knew what had to be done a new council was needed as well as others. So the selection process began, starting with former families with ties to the order, old bloodlines and new bloodlines potentially healing the wounds of the past.

The Councils Order:

The last remaining council member was introduced, Hargrim Ironheart a self-professed Dwarven Engineer. After hearing Rhodabans’ tale, the council decided it was up to them to retrieve the remaining seals from the cave. Six council members, the tradesman Ned Baxter a new arrival to drive the wagon and watch after the horses would be going. Ned was ordered by Razz to go; he said it was hard to protest the invite when the order came from an eight foot tall reptilian with an attitude. He was just thankful the token red shirt was not required.

I will add more later this week or Rasfrasen can finish it off.
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Gregory Vrill
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PostPosted: Tue Dec 22, 2009 12:55 am    Post subject: Reply with quote

"Ned Baxter" is a fantastic name. I know Swill approves of that name too.

Sounds like it's off to a great and weird start. Yeah, I'll repeat it- the Lodge setup is a good way of getting everyone together, with common interests, and getting them engaged in crazy stuff right away. It's got some funds so that the PCs can do things, but not so much that the thrill of success and reward is diminished.

In Twylos as we played it, Llesendor was one of the least-developed cities. Whatever you've got the time and energy to share as the game progresses would be great- absolutely, if you're so willing, we can turn this part into a Wayfarer's supplement too.
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Dartavian
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PostPosted: Wed Dec 23, 2009 7:10 am    Post subject: Reply with quote

Greg first of all thanks, and being part of a Wayfarers Supplement would be awesome. I will post more later this week. Not much free time this week been trying to get things finished up at work before the holidays kick in.


Merry Christmas to all, Happy Holidays, Season Greetings, Happy Hanukah or which ever holiday you choose to celebrate. Man, to much Political Correctness involved. So.......


MERRY CHRISTMAS AND HAPPY NEW YEAR!

Dartavian
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JimmySwill
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PostPosted: Wed Dec 23, 2009 8:47 am    Post subject: Reply with quote

The same to you and yours! Merry Christmas!

-Jimmy
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Gregory Vrill
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PostPosted: Thu Dec 24, 2009 1:23 am    Post subject: Reply with quote

Ya, happy solstice and kwanzaa and hanukah and christmas and everything, everyone. Game on.

Swill, the front page illustration is great.
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Moth
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PostPosted: Fri Dec 25, 2009 7:30 pm    Post subject: Reply with quote

Very cool stuff!

And happy holidays to all!
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Gregory Vrill
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PostPosted: Sat Dec 26, 2009 7:32 pm    Post subject: Reply with quote

Huzzah Moth, good to hear from you. Hope school went well.
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Rasfrasen
Lodge of the Bronze Knight
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PostPosted: Sun Dec 27, 2009 4:36 pm    Post subject: campaign update and questions... Reply with quote

First off kind of curious how healing potions and such are made as faith magic can't be bottled...

I am taking some liberties with the racial discriptions as they are brief in the book, I am certain such things have come up in your own campaigns. (things such as how useful or not is a reptilians tail...do they continue to grow throughout their lives, egg born in clutches, that sort of thing. Now on to the session I "volunteered" to write...

Characters: Razz (sathar priest), Leaguer (orc), Ivan (human), Vlad (half-orc),
Hargrim (dwarf), Ned (human), Dane (human)

Razz did indeed tell Ned to get ready for a journey. The map said it was 90 miles to the cave, through the scrub lands bordering the desert. We took our horses, a wagon full of supplies and Ned to take care of it all. The entire council went. Travel was slow and quiet, we are still getting to know one another and it seems to be progressing rather tediously. A brief encounter with a sathar scouting group which Razz was able to deal with easily enough.
They were only checking on who was passing through their territory.
The cave was found easily enough. Investigation began. Inside was a single body, sathar, one of the ones encountered earlier. As soon as the torches were lit and Razz went over to check the corpse it attacked, dealing greivous damage to him. More zombies crashed into the cave from a door at the back. 6 in total. A viscous fight, costing several healing potions and leaving the party wounded and tired. A brief rest while Leaguer left the cave saying "screw this". The door was broken, only allowing one person to pass through at a time. With use of magic Ivan was able to pass the undead without being seen by them. He went past the door to investigate. He returns saying more zombies are on the way. We make our stand at the door. Figuring to fight them one at a time. We underestimated their strength. They push past us forcing us back into the cave and we are beset by 6 more zombies. Leaguer hears the battle, drinks a potion that renders him immune to undead harm and re-enters the frey. Dane dies from a terrible strike, nothing could be done. 2 others fall, but are not quite dead. Leaguer finishes the zombies off, being immune to their attacks. He continues back into the cave finding the lost seals in a pool full of body parts and filth. Several hours go by, he searches the pool thoroughly, diving in multiple times. Body parts and a few treasures pile up as he works. He pays a dear price, contracting a disease from the death spoiled water. He comes out with all the seals and a few weapons belonging to the previous council. He is coughing up blood and soon passes out. Hargrim goes back into the cave and past the door, He finds the cursed gem and the small pyrimid where it is suppose to sit. He replaces it and triggers a cave in. Hargrim makes it out of the cave, barely. A pair of wandering priests having found sathar bodies just to the south (the one that checked on us earlier) arrived and helped us with healing. Leaguer however we were unable to cure fully. He has a constant cough and will be weakened until we can cure his disease fully. The trek back is long and slow. All the seals have been recovered, some treasure found, but a high price was paid. The death of a companion and the seemingly permenant sickness of another. We used almost all of the councils healing potions. Our first mission was a success, barely.
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PostPosted: Mon Dec 28, 2009 9:33 am    Post subject: Re: campaign update and questions... Reply with quote

Rasfrasen wrote:
First off kind of curious how healing potions and such are made as faith magic can't be bottled...

You just broke Wayfarers Rasfrasen. Wink

That sounds like a very intense session. It seems Dartavian has no problem making things dangerous, which I admire.

One of our early playtests consisted of Greg and Morgannon fighting a zombie. To their surprise, the zombie made quick work of them.
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