Showing posts with label Goblin-Hack. Show all posts
Showing posts with label Goblin-Hack. Show all posts

Monday, January 30, 2017

Valley of Himmon's Children

Last session, I ran a Total Party Kill Module for the players. It went so well that after re-fluffing a few things I shamelessly stole from Goblinpunch, I'm planning on publishing it. Because I'm gonna be posting the entire module in a PDF later on, this post will be mainly the highlights.

Update* Module can be downloaded by clicking on Modules.



  • Party emerges from beneath ashes next to a lake of fire.
  • Party enters a Bone Devil's Tower and rescues two children and a ghost. 
  • Party finds a crawling hand with a map written on it's back.
  • Party follows the map and finds an ancient vampire imprisoned in a hole.
  • Party leaves and find giant lice who wish to enter their mouths in place of their tongues
  • Party finds a trio of shacks full of wishmakers, nightmare distillers, and ugly walruses
  • Party investigates a ship sunken near the shore and Ugh falls in the lake of fire
  • The Bone Devil finds the party again
  • Party trades the children for a wish and go back in time before the dragon encounter

Overall, the party acted much more cohesively and I think they are becoming much more skilled as players. 



Wednesday, January 25, 2017

The Latter Half of D&D

Because I couldn't come up with a strong module for the original party and we had a new member join us, I had everyone roll up new characters. I ran them through an old module, I had written around November. Everyone's character died a gruesome death and I get to run them through one of my Total Party Kill afterlife modules.. I don't think I've ever seen such good role-playing from my players.

Party # 2 Roster



Briellen, Level 1 Wizard played by H. Briellen is an easily excited wizard whose hair changes colors when people aren't looking. Her parents were killed by the soldiers of the Empire of the Alabaster Crown. Her first course of action is to talk to things rather than try to slay them. Her eyes boiled inside her skull as she was caught in a great gout of dragonfire.

Eldwin, Level 1 Knight played by F. Eldwin is a knight errant who is discontent with the way the Empire of the Alabaster Crown is run. Eldwin aknowledges his shortcommings in being a knight and "reappropriates" all treasure which has no use for the dead. The golden armor of St. Polyphagos melted into his flesh, as he was caught in a great gout of dragon fire.


Straid, Level 1 Ranger played by W. Dubbed "Loose Cannon" by his fellow party members due to his tendency to shoot enemies in the head and ask questions later, Straid understands that it is better to live and fight another day than die foolishly. Was bitten almost in half by the dragon and swallowed. He then regained conciousness within the dragon's stomach, attempted to draw his sword, and was burnt alive by dragon fire.

Roger, Level 1 Barbarian played by G. After this session Roger's class will be retroactively converted to the Ghoul-Knight racial class. Roger has a habit of trying to make friends by force with everyone he meets. He lost a leg when one of the "friends" he made became a zombie and bit his leg. Roger found a secret chute in the parish building, where an elevator had once been, and jumped down. He broke himself when he landed 110 feet down.


Ugh, Level 1 Barbarian played by M. With a strong Cajun accent and a strong sense of justice, Ugh travels the land hoping to stop criminals. Ugh's father was slain by a knight of the Empire of the Alabaster Crown. Ugh attempted to slay the dragon and dealt 15 damage to it, he then burned alive.



John, Level 1 Monster Hunter played by I. Traveling the wilds near November, John hunts monsters and seeks to help people. Keeping a detailed journal on the monsters he encounters, he hopes to aid the common man. John was carrying Roger when they jumped down the chute.



Muhjat, Level 1 Wizard played by K. An old man with a bad hip, Muhjat is a pacifist and does not enjoy violence. After surviving a great gout of dragon's flame, Muhjat attempted to blind the dragon with a spell of light. After he failed he fled and also jumped down into the chute.

Summary of Play


Starving on the streets of the November, the party is approached by a priest of the Cathedral of the Second Archangel. He tasks them with traveling to the mountainside parish high on Mt. Sloan. He has no communication from there for 3 weeks now and would have the party investigate. He tasks them with three things.

1. Discern why there has been no communication
2. If there is a tragedy, return with survivors
3. If there is a tragedy, return with the Church's relics

Traveling for three days the party finds the towers, ramparts, and bridges of the mountainside parish and travels upwards. Entering through a secret door behind a waterfall, the party chooses the low path and enters the small hamlet below the parish. They find several houses and no signs of life. They split up and promptly begin looting. Roger, Ugh, and John enter a house to the north and loot it for art. Muhjat, Straid, Eldwin, and Briellen enter a house in the south and find it occupied. The people inside announce themselves as "renovators". After a tense stand off, one of them says to the others to kill the four party members and to keep their new found loot to themselves. Hearing this, Straid fires an arrow which flies through the skull of one of these brigands. The other three give themselves up and are robbed by the party members. Free from their wealth and arms they run away.

As they run away, Roger sees one and gives chase. He tackles him down to the cobblestone street and the renovator, who we later learn is named Sergey, splits his head upon a sharp rock. Bleeding heavily from his head Sergey is harrassed by Roger. Sergey then manages to escape from Roger and runs off.

Moving deeper into the hamlet, the party finds themselves splitting off and looting again. Straid attempts to climb up through a window on the second floor. The ledge he was holding instead breaks and he falls down on his back. He hears voices inside and steps back drawing his bow. The three inside begin to step out before seeing his bow and then step back inside. The Party then reunites with Straid and begin to assault the building.

Eldwin slams the door open and falls into the building. Following him, Briellen rushes inside the building and seeing no-one on the first floor rushes upstairs. She cleanly bisects a pot thrown at her by one of the men inside. The other party membesr rush inside while Ugh and Roger wait for a bit. Then they see two men fall out of a window above the door. They clearly assumed that there would be a ledge there for them to grasp, but alas Straid had slain it earlier. They then rush the two men and break them upon the cobblestones of the streets taking them prisoners.

Briellen rushes the pot thrower at the top of the stairs and questions him. The party learns that these men are part of the brigand group called the Wolves and they are looting this hamlet. They learn that there is a camp of these brigands further up in an orchard. Deciding to parley with these men, the party heads towards the orchards. They meet with the rest of the Wolves and decide to release their prisoners. Roger chooses to keep one of the prisoners (Jaguar), lying to the leader of the brigands (Verja), that he wants to help the party. The brigands lower their barricade had made and allow the party to go towards the parish.

The party enters the parish some time later and finds undead inside. Roger loses control of Jaguar, who runs away from Roger, into the parish full of undead. Roger misunderstands this as bravery and cheers Jaguar forward. Jaguar runs into a trio of zombies who rend him limb from limb and lies bleeding out. Eldwin rushes in and slays one of the wights. Briellen rushes in and attempts to slay one of the zombies. Straid attempts to fire an arrow into a zombie and instead misses, hitting Jaguar's head instead, ending his suffering. The party quickly slays the rest of the undead in the parish and sets about "saving" the relics inside. Roger performs funerary rites on Jaguar. The party pilfers the ostuary of 5 saints and finds an old rusted sword on a platform. Roger takes this sword and the party departs.

The party exits the parish and finds themselves in a courtyard. Muhjat, concerned that they couldn't find the golden armor of St. Polyphagos, returns to the parish by himself to investigate. He then goes to steal the two silver coins Roger set upon Jaguar's eyes. Jaguar's character rises as an undead and he attacks Muhjat. The party becomes very concerned and runs in to help. Jaguar seemingly takes revenge on Roger, and bites Roger's femur in half, pulling his left leg off his body. Roger falls bleeding out, leg missing. The party rush Jaguar and slay him, while John binds the wound, saving Roger. The party continues searching for the golden armor of St. Polyphagos elsewhere.

The party walks past the courtyard but doesn't cross the charred and burned bridge in front of them. Instead, they choose to go up a watch tower. As they ascend, they see a massive tail from a window. Curious, the party finds a dragon sleeping on the roof of the bridge gatehouse. The party also sees the golden armor of St. Polyphagos resting on the roof, the dragon resting around its hoard. The party begins to deliberate what to do and decides to jump over to the gatehouse roof and try to steal the armor. During this process, Ugh decides that if he slayed a dragon he would be immortalized forever. Ugh comments to his peers, saying that when else would he have the chance to try and strike a sleeping dragon. Eldwin hops over and grabs the golden armor. Briellen hops over and prepares to speak with the dragon. Muhjat prepares to watch this horror unfold. Everyone else but Ugh finds cover in the tower. Ugh screams and tries to kill the dragon with his ax.

The dragon takes a good deal of damage and then awakens. The entire party then makes their save against the dragon's fearful presence. Ugh and Eldwin try to strike the dragon again but neither is able to penetrate it's scaly hide. The dragon breathes a great gout of flame and half of the party is INCINERATED. Only Muhjat and John make their saves against the dragon's fire breath. Briellen, Eldwin, and Ugh are but ash. Straid and Roger take a great deal of damage and gain fatal wounds, which they are able to survive against on their next turns. Muhjat unleashes his light spell but the dragon is not blinded. The surviving 4 run/hobble away from the dragon as it rams itself into the watch tower. As the surviving four run back to the parish, they hear the screams of the Wolves as Sergey and his friends, in the hamlet below, are slain by the rubble. Straid is bitten and swallowed by the dragon, while Roger, John, and Muhjat make it to the safety of the church. The dragon then crashes into the parish's antechamber and snakes its long neck into the parish. The remaining three topple a statue and find a chute going downwards. Fearful of the dragon's impending fire breath, they jump into the chute and fall 110 feet into the darkness, breaking themselves across it's stone floor.

Like this, but with way more fire

Running a 12 HD dragon against 7 Level 1 characters.


While some of the players complained that the dragon was "unbalanced" or "cruel", I think their reactions to the dragon were some phenomenal roleplaying. While sneaking to the roof of the tower, I told them that if they were loud the dragon might awaken. I derived pure satisfaction from their looks of fear and urgency that their companions also remain quiet. I think they understood that their chances of fighting the dragon hinged on their skill as roleplayers. They understood that in a straight fight they could not take the dragon and had to adapt. They began planning a tactical approach and some even thought to just leave.  I had the three players who died to the first gout of dragon fire play as the enemy dragon. They had a blast crushing towers and slamming through buildings. For the majority of the players, it was also their first time experiencing a dragon in a D&D session.

Compared to last session, this one went fantastic. The only complaints were that the party needed to work together more. I think that the party is becoming more and more aware of the notion of player skill rather than numeric value being the determining factor of how well they do. They roleplayed phenomenally and I'm super-excited to see what they do in the Total Party Kill afterlife module.

Monday, January 23, 2017

Mukade Racial Class

Art by Tsvetan Nanov

Mukade

You gain +1 HP for every Mukade template you possess.

A Obligate Man-Eater
B Blazing Hunger of Aethon, Madness of Aethon
C Greater Evil, Manifest Famine’s Grasp
D Manifest the Shivering Centipede's Carapace

Obligate Man-Eater 

Instead of Rations, a Mukade must consume human flesh (1HD of corpse) to gain any sustenance. A Mukade gains no benefit from eating regular rations within a dungeon. Every day the Makude goes without eating flesh, they gain a point of Hunger. For every 24 hours a Mukade character goes without human flesh, the character must save else one Constitution point is lost until they feed on human flesh again. This save is made with a penalty equal to the Mukade's Hunger score. For every point of Constitution lost by a Mukade by forgoing to eat human flesh, they gain a point of Starvation. Only one point of Starvation can be restored per human flesh consumed. If a Mukade's Starvation score ever equals or is greater than their Constitution score they must roll as per Madness of Aethon. (See Bottom)

Blazing Hunger of Aethon *

As a Mukade character has human flesh within them, they have the ability to eat themselves in order to fuel themselves. A Mukade can willingly inflict a point of Starvation on themselves in order to increase their Attack, Initiative, Strength, and Movement  scores by 1 per 20, 40, 80, 160 HD of human flesh consumed, for a number of rounds equal to their Starvation score.

Greater Evil

A Mukade may substitute the flesh of Man-Eaters (any creature which consumes primarily human flesh) for the human flesh they must consume. 3 HD of Man-Eater corresponds with 1 HD of human flesh.

Manifest Famine’s Grasp* 

A Mukade can willingly inflict a point of starvation on them in order to manifest one of the following abilities for 1 turn, they may keep inflicting Starvation upon themselves to sustain it for further turns. Each manifestation grants a natural weapon and a mechanical benefit. The ability is chosen by rolling a 1d4 when the Mukade becomes Level 3.
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1. Famine's Feathers: +2 to initiative score, +2 to movement score and a ranged attack to 15' for 1d6 damage
2. Famine's Shell: +1 to AC and deals 1d10+STR damage
3. Famine's Scales: -2 to severity roll on Death and Dismemberment table, deals 1d6/1d6 damage
4. Famine's Tail: +1 to initiative score, +1 to Movement score, deals 1d8+STR damage

Manifest the Shivering Centipede's Carapace*

A Mukade can willingly inflict 2 points of Starvation on themselves in order to manifest a carapace over their body for 1 turn, they may keep inflicting starvation upon themselves to sustain it for further turns. The Carapace increases their defense score by a point for every 10 HD of Man-Eaters eaten, up to a maximum of 7. A Mukade cannot wear armor while manifesting this carapace.

Art by Rodrigo Vega

Madness of Aethon

If you use one of these powers more times in a session than your level, roll save with a Starvation score penalty or turn into an enemy monster. If you do turn into an enemy monster, your stats are converted into that of a monster and you must actively seek to eat all you human party members in your starved state. An asterisk next to a power indicates that it counts as one of those powers. 

Tuesday, January 10, 2017

GIT GUD

I feel my players are competent in combat and are grasping the more advanced concepts of dungeon delving they are mainly doing so without an understanding of how their class is a way to interact with the world. Each class has mechanisms on how to go about problem solving encounters. I feel that H, K, and W have a good grasp on the mechanics they uniquely have to interact with the world. Ramona makes short work of any wall, gap, situation which needs wind. Margaret has begun tracking everything she comes across on the off chance it's corpse may be useful to the party. Reklaw understands that staying alive is very important and even though he is only level 3, he worries deeply over everyone's combat capabilities. For my remaining 3 players, hopefully this will help you realize just how much you can do.

*Also FOR THE LOVE OF CHRIST READ THE RULES AND BE INFORMED!

DIANA

Please use a class ability, just one
The Acrobat class grants you a plus 4 to your Movement, Initiative, and Stealth scores and a plus 6 to your Defense score.  I forget what your dexterity score so we just won't include it in the following calculations. Using Goblin-Hack an average unarmored character's Movement, Initiative, Stealth, and Defense are 12, 10, 5, and 10. The system is largely based on a roll under system which means that an average character would have a 60% chance of successfully climbing/jumping/swimming/sprinting to their objective. Your Movement score is 16 which means you have a 80% chance of successfully climbing/jumping/ swimming/sprinting to your objective. Goblin-Hack doesn't really have metagaming, your character knows his capabilities and understands the prowess of his abilities. The average character with his initiative of 10 means every time initiative is rolled there is 50% chance of him acting before his enemies do. If I remember you have a decent wisdom which means your base is already higher I'll just use 12. Your Initiative is 16 upping your chance of going first in combat to 80%. The average character has a Stealth of 5 which gives him a 25% chance of success on sneaking past others. You have a Stealth score of 9 which means you have a 45% chance of sneaking past others. You have an obnoxious plus 6 to your Defense score. While defense scores get penalties from monster HD, making the actual Defense score much lower for any character you only arrive at a 50% chance of getting hit by an enemy when they have 6HD, and at that point they usually also deal damage in the 3d6 range and have mystical abilities. But even then your Movement of 16 means you are that much more likely to get away.

Now let's go through your class features outside of score increases, I'll go through the ones which don't occur only once per a character's life.

Tricky - You get a bonus to any combat shenanigans you want to inflict on an enemy. This can range from anything to grappling, to throwing sand in their eyes, to disarming them, to tripping them.

Cat Feet - You treat falls as 20' shorter, essentially ignoring 2d6 of damage from falling. Further you gain plus 4 to your defense when you are trying to move past/away from an enemy. Assuming you are surrounded by lets say 10 1HD bandits, your Defense score against running away from them is 19 which means you have a 95% chance of simply ignoring their bumbling attempts to hit you.

Great Escape - Once per day you can escape form a constraint, not only physical but social ones.

Lucky - Once per day you can reroll one roll of a d20.

Redirect - Every time an enemy misses you, which is 75% for a 1HD creature, you may force them to make an attack against another target if they are close enough. This only works if you are fighting them, so you couldn't make a that mob of 10 bandits skewer themselves as you run away.

After writing this I have a few concerns that I won't be able to ever challenge your character in a meaningful way. I know you've seen Ty Lee fight in Avatar, mechanically you can do same level of acrobatics/dodging/making enemies hit each other.

Alexandre


Hopefully this is your face when you realize you have powerful magic
So mechanically you cast spells by rolling 2d6 and then consulting this chart over to the right. Mechanically this means you have a 16.67% chance of having your request to Mab go off. Another 16.67% chance that Mab is upset and punishes you. Lastly you have a 66.66% chance that nothing happens. You can give yourself a plus 1 to your roll of 2d6 by offering a sacrifice or ritual or a plus 2 to your roll of 2d6 by offering a service. These raise your chance of success to 27.78% and 41.67% chance of success respectively.

Sacrifices don't take any more time simply they have to have as many HD as the prerequisite level of the curse you wish to inflict divided by two. So for the curse of chains you would need a sacrifice of 3HD. Rituals simply takes 1 turn to conduct and require d10 * prerequisite level of curse you wish to inflict in reagents. Services are when Mab will ask you to do something for her. These are often session long missions, as each request you've asked of Mab so far: don't let a party member die have nothing to do with curses she demanded a service in exchange. 

Now let's talk about what curses you can inflict and remember you can commune with Mab as many times as you want. The curses you can inflict are listed below:

The Curse of Many Lances
Prerequisite: 1st level 
Mab inflicts a curse of the elf’s design that pertains to lances, bleeding, wounds, or impalement.

The Curse of Stitched Eye
Prerequisite: 3rd level   
Mab inflicts a curse of the elf’s design that pertains to dreams, insomnia, sleep, or sleep walking.

The Curse of Eternal Darkness 
Prerequisite: 5th level 
Mab inflicts a curse of the elf’s design that pertains to darkness, night, occlusion, or the color black.

The Curse of Chains
Prerequisite: 7th level  
Mab inflicts a curse of the elf’s design that pertains to bondage, chains, imprisonment, limitation, or servitude.

The Curse of Changed Flesh
Prerequisite: 9th level  
Mab inflicts a curse of the elf’s design that pertains to metamorphosis or any other sort of bodily transformation. 

Now what these curses exactly do are up to your imagination. Be imaginative, the more creative you are the better. I'd urge you to read or watch JoJo's Bizzare Adventure or any other media where the conflict resolution is always based on lateral thinking and creativity rather than brute force winning. 

JACK FENTON

Stop giving this face to every ghost you come across
The original name of your class is Dungeon Hacker and was based on the idea of taking a cyberpunk archetype and porting it over to a dungeon crawling archetype. The blog post is here.

I also want to remind you that you can use your speak with the dead class ability to speak with your ghosts and see if they know things you don't. Last session I just gave you a gimme, with Eugene knowing the language of the Ytori, because I think this was the first time you used speak with the dead. You have ghosts of knights, gypsies, ruin explorers. Think of them as analogous to using wikipedia to look something up in the modern era. Also I think you have like 8+ ghosts now,  so now only can you make light, posses enemy undead, and open doors; you can set 3 of them in multiple settings to get the benefits of the triplicate ghosts like darkvision.

Also you keep forgetting your class ability of Hack and Slash which should have you dealing a far greater amount of damage.

Monday, January 9, 2017

Drunkness is a Magical State. Session 1

Wow, I need to put something above that couch
The recording of the session is here! The camera only lasted halfway through though.

Plot Summary of the Session: The party awakened in the cavern in which the golden ship is found. They attempt to figure out a way to get the ship out of the cavern. Reklaw (W's character) find the party with the assistance of In'exist. He informs theem that they have been missing for 2 months and the complex that they went into collapsed and he thought they died in a cave in. He says he will meet them in Ozborn 3 days away. The party explores the cave some mroe and finds that it is filled with noxious/explosives fumes. Jack Fenton (G's character) speaks with the dead and uses one of his captured ghosts to translate the language of the Ytori. He learns that the ship was to sail on the wind redwards and into the setting sun. Reklaw begged the party to leave. Ramona (K's character) attempted to channel magic into the cave opening in order to get the ship out of the cave. He caused a rockslide and the party then marked where this was. Alexandre (M's character) used his elfish magic to note the exact location of this cave opening by the constellation alignment. The party then set sail for Ozborn and became friends with Reklaw.

The party found themselves in the Knife and Bone Bar where Jack Fenton and Ramona flipped out over an animated table in the corner. Ramona made friends with this table and a bald man approached the party. He told them that almost everyone wears masks in Ozborn as monsters still walk these streets and a few even steal faces. He distributed 6 plain masks to the party and begged them not to bear arms and cause violence. The party then promptly began decorating their own masks until In'exist showed himself.

Diana's is covered in glitter. 
They exchanged pleasantries and then were paid. In'exist advised them to spend a few nights recuperating in Ozborn. He then used a magic key to open a door out of the thin air and left. The party then each went their separate ways.

Reklaw generally stayed out of trouble and bought a shield to better defend himself, and also bought a potion of Speak with Metal.

Ramona sold a golden idol from the Ytori complex. Then he sold the hand he cut off of Isabella Nightingale to a strange man in a leather gimp mask who wanted it for his master. He spoke with the strange man who later introduced himself as Duboshit and his master as Ramirez the last goblin of Ozborn, Ramona then bought two bottled Imps, one black and one green.

Alexandre engaged in an arm-wrestling contest that Wulfgang, one of the rulers of Ozborn, attended. When about to lose his belt of giant's strength activated enlarging Alexandre to the size of a giant and destroying not only the table where they were wrestling but his opponent's shoulder joint as well. He was then invited to Fort Woe in the heart of Ozborn. Alexandre then promptly took the belt off, bought a cart with a donkey and 6 hirelings and hid the belt there for safe keeping.

Margaret when out carousing and met a woman Malina Chorna a member of the Bridgeburner clan of the Gyre Islands. The two promptly fell in love and have become the resident couple.

Jack Fenton met Aquarias Kari, a member of the BLACK KULT, who serves as one of Wulfgang's hollows. He informed Jack Fenton that there are in fact no ghosts of goblin's around.

Diana made safe choices and simply hung around the party with a great deal of positive energy.

As Alexandre, Ramona, and Reklaw leave the marketplace they see a man missing his torso confront a merchant and demand his back back! They learn that this man was sold a goblin fruit and after he ate it, his torso departed him. The trio are even more intrigued when they learn that goblin fruits can be sold for 1000 silver

The party then each purchased an outrageous outfit so that they could best fit in at Fort Woe, Not Reklaw he was too somber. The party then traveled to Fort Woe and on their way were accosted on the way by the Ax Gang twice. This was just the Ax Gang from Kung Fu Hustle. Despite Ramona hitting a few of the members of the party with her urumi, the party handily dispatched the Ax Gang. Arriving at Fort Woe they find two familiar faces. They see Kledon the Hawk and Aquarias Kari. They also meet Opalensce a wizard with large breasts and a mask made up of diamonds. As Wulfgang offers the smoke brought from the Lazareth many forget who others are and simply ask questions to each other about life.

After finding themselves back in their inn the party decides to visit Ramirez the last goblin of Ozborn. They ask him a few questions and were told that he can open gates to any realm from Ozborn and that he buys goblin fruits from those who venture into the sewers in order to bring back his brethren back to this realm. The party took this to mean to invade this realm and ran off but not before Alexandre mouthed off and was hit with a chandelier of knives falling from the ceiling.

Knowing how much wealth lies in these fruits they ventured deep into the sewer system to get to the ruins of the goblin keep beneath Ozborn. The party travels deep and enountered a massive blind man with two jugs. He threw one at the party and an ooze emerged. The party then decided that the best way to deal with the him was by shooting their illegal crossbows bolts out of their illegal crossbows at him. Travleing further they cam across a church hidden in the depths of the sewers. Each member wore a mask of wood and each had a small mouse on their left shoulder. Passing further into the depths they were accosted by a many shadows of the goblins past. One of them, a tall one, diminished their sole torch and chaos ensued. Malina breathed a gout of flame and slayed 10 shadows their burning bodies illuminating the party. In all the commotion Ramona accidentally threw a hatchet at Diana and hit her in the head.

They finally found 2 goblin fruits at the bottom of the keep and decided the best course of action was to eat them. Ramona gained the ability to cast Knock 1/day (I'm slightly terrified of K having the ability to open any lock) and the ability to hasten the apocalypse by 1 day sooner. Margaret's left hand turned into a two dimensional black fractal antler. Margaret flipped out and  now wears a glove on her left hand. Malina told her not to worry and that she still loves her.

TL:DR Pubcrawl Gone Wrong Gone Magical

Saturday, January 7, 2017

Jubilations of the Icosahedron ProcessI: Players, Characters, and Background.

I have been fortunate in convincing 6 other people to spend their Sunday nights rolling dice and playing pretend with me. This post is an introduction to the 6 of them and who they are currently playing. For those wishing to watch/listen to our sessions hopefully this may give some background Information on who is playing and what the background is.


1. K - My Best Friend

I met K through a guy who I used to DM for. *Correction, we once got into a boxing match at a school fair and I knocked his glasses off. One day we started hanging out and haven't stopped since. He's always down for anything and would probably be down to run off to join the circus with me just because. His strengths as a player lie in his lateral thinking and love of convoluted schemes rather than violence.

His current character is Ramona Watts, a Witch.

2. M - My Foil

M lived in the same dorm that I did and we became friends over the game Mount and Blade Warband. We later were roommates. At one point K and I convinced M to run a campaign and i think we scarred him deep inside. He was trying to run a historical campaign centered around the Ancient Yucatan but we ran it into the ground. Granted he never requested we stop inserting unnecessary anime concepts into what should have been a serious game. M's strength as a player lies in his ability to critique. He doesn't allow our friendship to get in the way and will give honest analysis.

His current character is Alexandre, an Elf.

3. H - My Cousin
No image could be more accurate

So H and I are related. I asked her to join in a game one day and she has been having a great time ever since. I don't know anyone else so excited to be playing a tabletop RPG game. She has incredibly visceral reactions to what happens in the campaign. Her strength as a player is her preparedness and tendency for paranoia.

Her current character is Margaret, a Ranger.

4. G - K's Back-Up Friend

I know G mainly from her being friends with K. For the longest time I wasn't the biggest fan of her as the friend group she mainly hung out with was outwardly socially awkward but ever since I have come to know her I have regret that choice. She's cool as shit. Her strength as a player is her quality of person. She comes on time, she says if she will be late, she tries to help out other players at the table learn the rules. She is the platonic guest at your session.

Her current character is Jack Fenton, a Necroscope.

5. I - My Rugby Party Pal

I would always run into I at the parties my rugby team would throw. Lo and behold she turned out be a massive nerd and she joined my table. She's only played a few sessions so far but so far has provided a very upbeat atmosphere which is a pleasant difference from many players playing wonderfully sullen and angry characters/ acting sullen as people.

Her current character is Dianna, an Acrobat.

6. W - My Traveling Companion

W is the newest member of the group. I met him when I did my study abroad in the Yucatan. He only knew me as a jackass who drinks excessively and chases girls in a foreign country so we really didn't talk that much about nerdy hobbies. One day we hung out after we had returned to the states and realized that both of us are really into tabletop rpgs. We share many similar theories on rpgs and I am very excited to have him at my table.

I don't know who he will play.

Background
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The party are in the northern most reach of the Empire of the Alabaster Crown. Their source of operations is the city November which they reached because of the many proximal sites ripe for graverobbing/looting. They met each other working for a noble who wished to tax again his missing gypsies.

North of November are the Ruins of the Ytori, North-East are the Barrow Hills full of many riches, and past them Ozborn, the city built on an ancient Goblin Keep. East is the Labyrinth of the Iron Kings. To the South-East are the starving lands and the ruined city of Lymos. South is the rest of the Empire of the Alabaster Crown. Southwest is the Crawling Forest. East are the Soaked Lands, and many sunken ruins. North-East are the tribes of the Hval-Hode and their drowned god.

The party was financed by a wizard In' exist to go into a large complex of the Ytori and return to him the many golden friezes on the walls inside. The party ransacked this complex over the course of three visits fighting Insect Spirits, Mudmen, Assassins, and the ghost of the old Yroti King.

The system we've been using is Goblinpunch's GLOG with 4 extra classes from Gloomtrain hacked ontu the system.

The opening theme/trailer of "chapter 1" of the story can be found here.