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14:31, 2nd May 2024 (GMT+0)

OOC Chat.

Posted by A Malign PresenceFor group 0
A Malign Presence
GM, 12 posts
Thu 27 Sep 2018
at 04:09
  • msg #1

OOC Chat

Cymon, you're added. To just post character sheets here for now!
Cymon
player, 1 post
Thu 27 Sep 2018
at 05:02
  • msg #2

OOC Chat

In reply to A Malign Presence (msg # 1):

Sure no problem. I get to rolling stats... Thanks.
Cymon
player, 2 posts
Thu 27 Sep 2018
at 09:21
  • msg #3

OOC Chat

Str: 09    Occultist
Dex: 13 +1
Con: 14 +1
Int: 15 +1
Wis: 14 +1
Cha: 11

Str: 17 +2  Dragoon
Dex: 14 +1
Con: 14 +1
Int: 10
Wis: 10
Cha: 13 +1

Dragoon = 400GP
Occultist = 100GP

I was going for best of three and got carried away, so here are the first three. Not really that impressive but a lot better then subsequent rolls.

So male Dragoon and female Occultist, Dragoon right-handed and Occultist is left. Dragoon is Upper class and occultist is Working class.

Dragoon HP: 6
Occultist HP: 4

Dragoon Valor: 5
Occultist Valor: 3

Traits - Dragoon:
Cavalry Commander 1 - Class
Quick Reflexes 1 - Innate Quality
Honorary Huntmaster 1 - Society and Relationship
Skilled Horseman 3 - Class free trait

Traits - Occultist:
Humble Farmer 1 - Class
Exquisite Physique 1 - Innate Quality
Academy Graduate 1 - Society and Relationship
Antiquarian 3 - Class free trait

As for a more detailed background I was thinking of the Dragoon as a grizzled old campaigner now looking to make enough gold to retire having spent a life in the service and having nothing to show for it other then reputation and glory.
This message was last edited by the player at 22:28, Thu 27 Sept 2018.
Cymon
player, 3 posts
Thu 27 Sep 2018
at 10:18
  • msg #4

OOC Chat

Dragoon - Aventaine
Occultist - Golilund
A Malign Presence
GM, 15 posts
Thu 27 Sep 2018
at 21:28
  • msg #5

OOC Chat

Okay, cool. A couple things:

1. I recently revised the dragoon rules. Horse Archer is now included in the free dragoon Trait, so feel free to pick something else for that. Keep in mind Traits don't stack (I said that at some point, right?) so you won't enjoy the saving throw bonus from Cavalry Commander either. I like it for background, though.

Gifted autodidact is a working class background, not middle class, and moreover is completely obsolete considering the occultist free trait and the fact that middle class characters can just choose to be literate. So you should pick something else there too. Academy Graduate is pretty close to being redundant, but I can see the Charisma skill bonus paying off at least once, maybe.

Additionally, go ahead and take your maximum HP for level 1. We'll start rolling for HP at level 2. I intend for character advancement to use very old school "loot as XP" rules, but I'm too lazy to figure out XP thresholds for levels right now, and I will just level you up at certain points of the adventure.

Here's the accompanying NPC I came up with, a fighter:

13 (+1)
13 (+1)
13 (+1)
7 (-1)
14 (+1)
11 (+0)

Strength 13 (+1)
Dexterity 14 (+1)
Constitution 13 (+1)
Intelligence 11 (+0)
Wisdom 14 (+1)
Charisma 13 (+1)
[NOTE: I put the 7 I rolled in Dexterity, then increased that to 14 as his middle-class bonus. Keep in mind you can do similar for your characters.]

HP: 9
AC 5 (4 with shield)
Right-Handed: +1 to magical saves

Cunning Smuggler 1
Iron Liver 1
Pious Layman 1

Equipment: Riding horse, flintlock blunderbuss, silvered dagger, one-handed weapon (heavy
cavalry saber), flintlock pistol, shield, satchel of ammunition, laemallar armor, scavenger's kit, tent, 5 torches, fine backpack, 15 days trail rations, lanter, 6 flasks of oil, 3 flasks of alcohol, one dose of antivenom (Golish rattler), 5 SP


No name yet, but he's a courier for the Golish Royal Mail, which is a bigger deal than it sounds, as they're one of the few organizations to survive the fall of Golinlund (kinda). They have cells still active in the northern provinces of Golinlund, where things are REALLY bad, and what little is known about the fall of Golinlund is thanks to them. Our boy here is just a hard-drinking low-level functionary, however, but a guy used to spending a long time by himself on the road. He's from the division that operates in Aventaine. His fighter specialty is his trigger finger on the blunderbuss, he doesn't take a -2 penalty for firing the blunderbuss in low-light conditions (like night or a poorly-lit dungeon).

You've been hired to find a unit of the Aventinian Mounted Rangers who are believed to be dead or AWOL. They were sent to reclaim a watch tower on the edge of the Aventaine / Golinlund border and did not return. You're trying to determine if they're dead, deserted, or something else. The mailman above is coming with you because he's been charged to deliver a message to the leader of the missing unit.

The Aventinian Mounted Rangers are an all-volunteer force, largely from the lower classes but not entirely, and only recently sanctioned by the Aventinian royal family. They specialize in fighting against the draugr and even striking enemy forces under the cover of wightstorms. They tolerate some magic use in their ranks, but more commonly are skilled and trained longbowmen. They operate in small squadrons of no more than a dozen, and rangers are accustomed to surviving the harsh and sometimes cursed weather conditions of northern Aventaine for extended periods of time. The rangers, if they're still alive, could still be at the watchtower or elsewhere.

Gold values for equipment are up.
This message was last edited by the GM at 21:53, Thu 27 Sept 2018.
Cymon
player, 4 posts
Thu 27 Sep 2018
at 22:24
  • msg #6

OOC Chat


I should have put working class for the Occultist, I have maxed the HP and changed the traits as well as adding class bonuses to valor etc.

For my Occultists free trait can I go with something like "Ruin explorer" or is it very specific to their branch of learning ? I was wondering if the example "Antiquarian" might be something slightly similar ?


-
Cymon
player, 5 posts
Thu 27 Sep 2018
at 22:35
  • msg #7

OOC Chat


Forgot to add she was sponsored through the academy I was going to use it to beef out her background when I get around to writing it. If you don't think it is worthwhile I will drop it.

-
A Malign Presence
GM, 16 posts
Fri 28 Sep 2018
at 00:28
  • msg #8

OOC Chat

With your new traits for her, Academy Graduate actually adds a lot, so I think you're good.

Antiquarian is fine, as is Ruin Explorer or something, I think. Just keep in mind that the Trait is research-based, it won't allow you to sneak through ruins better or anything. It'd probably knowledge specific to Golish ruins, and recognizing historical artifacts and stuff.

Still working on the dungeon, should be able to start by this weekend though!
Cymon
player, 6 posts
Fri 28 Sep 2018
at 00:53
  • msg #9

OOC Chat

In reply to A Malign Presence (msg # 8):

OK I will stick with both the academy and antiquarian then. I am working on the equipment now and should have it done soon. Do you want to give me access to a couple of character sheets and I will will get it all written up. Thanks.

-
A Malign Presence
GM, 17 posts
Fri 28 Sep 2018
at 00:57
  • msg #10

OOC Chat

Okay, I made your character sheet editable, but not sure how to do multiple character sheets?
Cymon
player, 7 posts
Fri 28 Sep 2018
at 01:08
  • msg #11

OOC Chat

In reply to A Malign Presence (msg # 10):

You create another character/name and then assign it to me. For names lets go with Oliver Fitzwilliam and Lira. Thanks

Cymon.
A Malign Presence
GM, 18 posts
Fri 28 Sep 2018
at 02:14
  • msg #12

OOC Chat

Alright, you should be good to go.
Oliver Fitzwilliam
player, 8 posts
Fri 28 Sep 2018
at 02:16
  • msg #13

OOC Chat

In reply to A Malign Presence (msg # 12):

Yes both sheets are there now. Thanks.
Oliver Fitzwilliam
player, 9 posts
Fri 28 Sep 2018
at 03:32
  • msg #14

OOC Chat


Hi, I was just wondering about lances in the context of the campaign. The description given was for more of a medieval stye weapon and I was thinking due to the other equipment that something along these lines was probably more appropriate.







They were used from the 19th century until the end of world war one. I think they fit the lighter idea for mounted cavalry. It certainly fits for what I thought Oliver would be fitted out with.

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Oliver Fitzwilliam
player, 10 posts
Sat 29 Sep 2018
at 00:42
  • msg #15

OOC Chat


Character sheets are up and I think complete, I am going to hold off on a detailed background until I pick up a bit more on the campaign world.

Basically, low born farmers daughter cast out for witchcraft, sort of The Witch movie thing and old soldier as I outlined before. Thanks.

-
A Malign Presence
GM, 20 posts
Mon 1 Oct 2018
at 16:17
  • msg #16

OOC Chat

Finished the dungeon, or at least enough of it to start play. I picked up a copy job over the weekend, so I wasn't able to get a thread started, but I'll try to start one either this week or this weekend.
A Malign Presence
GM, 21 posts
Mon 1 Oct 2018
at 18:32
  • msg #17

OOC Chat

Oh, and regarding lances, yeah, the pictures you posted was more what I had in mind. I wasn't planning on the wooden, like, jousting lances or anything, but I never bothered to research if rigid metallic lances and spears used from horseback were ever a thing (I just kinda assumed they were?)

Do you know what (if anything) developed technologically with lances during this time period? Did materials get lighter or sturdy or something? Was there something about the 19th century that made metal lances feasible when they weren't in the middle ages? Or was it just a cost issue?
This message was last edited by the GM at 18:33, Mon 01 Oct 2018.
Oliver Fitzwilliam
player, 11 posts
Mon 1 Oct 2018
at 19:23
  • msg #18

OOC Chat

In reply to A Malign Presence (msg # 17):

I think it was all to do with the whole lightening of the equipment carried and the change in tactics, there were no longer as many massed cavalry charges because the tactics of those on the ground had changed and improved. That and they now could inflect very heavy losses on rider and horse if things did not go as planned.

This is the Imperial German version of the same lance from the same period, WW1 and it is an all metal lance.

https://www.awm.gov.au/collection/C226863

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Oliver Fitzwilliam
player, 12 posts
Tue 2 Oct 2018
at 02:51
  • msg #19

OOC Chat


Looking forward to the start of the game!

I also had a question about multi-barreled weapons and whether they exist ? A double barrelled carbine or pistol were relatively common in our history, obviously costing more then standard arms. I suppose you could go as far as pepper-box arms and the infamous Nook Volley gun with seven barrels, given the time required to load these were big clubs once all the shots had been exhausted.

https://en.wikipedia.org/wiki/Nock_gun


-
A Malign Presence
GM, 22 posts
Tue 2 Oct 2018
at 23:05
  • msg #20

OOC Chat

First of all: haven't heard of the nock gun before, and sweet Christ that thing is cool.

Second: sorry, but no. Mostly, I don't want people to have to track ammo. If this thing is capable of selectively firing its barrels (?) that could lead to a level of penny-pinching and complexity I think could bog down the game.

If the nock gun only fires all its barrels simultaneously, then I think mechanically it work pretty similarly to the blunderbuss?

In the gameworld, something like this could probably be created with the level of technology they've established, but a thing I'm playing with is the idea that daemons and magic have kind of distracted from scientific advancement. So they're not making the sort of developments one might expect, or at least not at the rate one would expect. So multi-barreled weapons might be a bit beyond their ken.

That said, in-game, they're probably experimenting with something like this, but it wouldn't see wide use or distribution (yet). I would consider including this as a sort of non-magic "magic item." Let me know if you have rules/mechanics for it in mind.

I'm going to sketch out the remainder of the bestiary and try to get a spell list up tonight. IC thread is possible but not likely (I've been functioning on like 0 sleep as of late).
Oliver Fitzwilliam
player, 13 posts
Tue 2 Oct 2018
at 23:13
  • msg #21

OOC Chat

In reply to A Malign Presence (msg # 20):

No that is fine, I just thought I would ask as double barreled guns are very prominent in our history time line at about the same level of tech. Yes they are very cool but weight a ton and you can fire all the barrels at once but it is again not particularly effective and then its a club. They were used by the royal navy to clear the rigging of enemy ships and only a handful survive today.

In saying that I have handled two different examples and there are a few in private collections in Australia and New Zealand for some weird reason. Probably to do with the fact that there was a shortage of any weapons and these things probably sat in the armory of several third rate ships of the line that visited Australasia so got sold or traded.

-
A Malign Presence
GM, 26 posts
Sat 6 Oct 2018
at 17:03
  • msg #22

OOC Chat

That's really interesting. Like I said, I like the gun, I just don't know how it would work mechanically and be distinct from the blunderbuss.

I'm going to continue fleshing out the bestiary, but I -think- we have enough to actually start play. Let me know if you have any questions.
Oliver Fitzwilliam
player, 14 posts
Sat 6 Oct 2018
at 20:10
  • msg #23

OOC Chat


Cool I will get something up to day. Cheers.

Cymon.
A Malign Presence
GM, 30 posts
Sun 7 Oct 2018
at 23:28
  • msg #24

OOC Chat

Weapons rules have been updated. Realized I was missing ranges from pistols and carbines, so those have been added. Daemonlock weapons have graduated beyond the world of PM, and have an additional benefit: shots fired from them count as magical for the purposes of overcoming monster resistances.
Oliver Fitzwilliam
player, 19 posts
Sun 7 Oct 2018
at 23:45
  • msg #25

OOC Chat

In reply to A Malign Presence (msg # 24):

Thanks, just making sure I have all the pluses in place for each attack, missed a few on the first go.

-
A Malign Presence
GM, 33 posts
Tue 9 Oct 2018
at 02:01
  • msg #26

OOC Chat

Level 1 spells are now up, let me know what you think. They're slightly beefed up compared to Labyrinth Lord. Haven't used the Valor mechanic yet, but intend to, I think. Trying to hard to make sure your CL is relevant for all spells. Keep in mind that you inflict a -1 save penalty at CL 5, -2 at 10, etc.
Oliver Fitzwilliam
player, 22 posts
Tue 9 Oct 2018
at 03:22
  • msg #27

OOC Chat

In reply to A Malign Presence (msg # 26):

The spells look good and I suppose the power thing works both ways. In the long term perhaps some region and campaign specific spells like in Scarlet Heroes, which I think were just renamed spells really with some tweaks.

I think I finally have my head around all the pluses I need for making an attack and remembering to swap out STR and DEX depending on whether it is a melee or ranged attack.

-
A Malign Presence
GM, 36 posts
Tue 9 Oct 2018
at 19:12
  • msg #28

OOC Chat

Doing some final fiddling with the pact tables, and realized I in general need more bans, ordeals, or tithes that aren't a straight-up gold sink. There are a bit too many tithes that cost large amounts of gold per month than I'm comfortable with, and want to replace those with something more flavorful. Let me know if you have any ideas.

Also strongly considering removing all magic armor from the game. Currently, you have a 1% chance of gaining a piece of +1 armor, a 1% chance of getting +2, an a 1% chance of getting +3 armor. Let me know if what you think about eliminating magic armor as a concept. Removing those three results from the Boon table would allow me to sneak in some additional spells. I'm missing some classics at the moment, such as Silent Image, and I'm trying to find ways to shoe-horn them in.

Also thinking about, even if we do keep magic armor, to make it work more like a ring of protection. It's a little hat or magic epaulette you wear that gives you a magic -1, -2, or -3 penalty to AC. This reduces the problem of a magic armor you receive not being to your taste (plate for a thief, leather for a fighter, stuff like that), and also the simple fact that armor isn't super widely used and isn't likely to be something coveted by daemonologists signing pacts.
Oliver Fitzwilliam
player, 23 posts
Tue 9 Oct 2018
at 20:17
  • msg #29

OOC Chat


I like the armour being something else, could work for weapons as well, a pennant, sword knot etc... thought I still think magic armour is a good idea in an actual piece that slots into the existing set, such as a verbrace.

Could use sacrifice, blood, animals etc.... Once thing I suggest is there are a lot of old occult books that have been digitized and are available online, they should have some good ideas, though they are all from the point of view of the inquisitors usually.

-
Oliver Fitzwilliam
player, 26 posts
Fri 12 Oct 2018
at 06:03
  • msg #30

OOC Chat


Ah, yes I did not pick up on the crossbow thing, sorry.
A Malign Presence
GM, 42 posts
Fri 12 Oct 2018
at 21:28
  • msg #31

OOC Chat

No worries, I totally forgot too.

I like the animal sacrifice idea. I already have human sacrifice as 1% outcome, more as a way to tempt players into the dark side than out of any expectation anyone will actually take that (but who knows). Devils & Dragoons is very "alignment neutral" in terms of rules, but people are still expected to play relatively "good guys." Or at least self-interested Han Solo types.

As I'm filling out the spell list, I'm starting to turn on the idea of spending Valor to boost spells. Since Valor is something that is only available to player characters, it doesn't make much sense for NPCs to be able to use it. I think instead I'm going to do a thing where you can pay 100 arcane reagents per spell level to get some extra boost or benefit out of certain spells. This puts it in an arena where evil NPC warlocks can use it, too, and makes another reason for arcane reagents to be valuable.

Let me know what you think, but we'll probably proceed with that for the playtest.
Oliver Fitzwilliam
player, 29 posts
Sat 13 Oct 2018
at 00:06
  • msg #32

OOC Chat


Regents sounds like a good idea, or perhaps some other expensive/rare element that somehow is in tune with the spell or its effect ?

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A Malign Presence
GM, 45 posts
Sat 13 Oct 2018
at 03:57
  • msg #33

OOC Chat

Maybe, but I sort of like how "arcane reagents" are super vague, and how they can basically be anything the players want it to be. It would defeat the purpose of that for me to sketch out too much magical paraphernalia. What already exists is mostly there as a nod to real-life demonology stuff to give flavor. As it is now, the magic element used in the spell can be whatever you want it to be.

By the way, what ranks were in common use for the simulated era? Roughly speaking? Never been good at that, and I'm having trouble finding anything useful in research.
Oliver Fitzwilliam
player, 30 posts
Sat 13 Oct 2018
at 04:20
  • msg #34

OOC Chat


Right I see what you are getting at, yes very much agree with the regents idea. As for ranks these are the most common and specific to cavalry.

Officer
Major
Captain
Lieutenant
Second Lieutenant

Enlisted
Sergeant major
Sergent
Corporal
Lance Corporal
Trooper

There is some difference between the different branches of the army and some regiments, but this is probably the easiest to use.
A Malign Presence
GM, 47 posts
Sat 13 Oct 2018
at 05:03
  • msg #35

OOC Chat

Excellent, thank you! I pulled Lieutenant out of a hat, but I think is roughly the rank I was looking for for Frame. Second Lieutenant, perhaps, but close enough.

I ran across weird terms like "Dragoner" and stuff in my research, maybe there could be different cultural version of each rank.
Oliver Fitzwilliam
player, 31 posts
Sat 13 Oct 2018
at 05:47
  • msg #36

OOC Chat


Yes the Household cavalry which is the unit responsible for the changing of the guard and all horse born duties for the queen has some very strange titles, cornet etc...

-
This message was last edited by the player at 21:59, Sat 13 Oct 2018.
Oliver Fitzwilliam
player, 37 posts
Sun 14 Oct 2018
at 20:40
  • msg #37

OOC Chat


Morale checks are 2d6 plus any charisma bonus ? Cheers.
A Malign Presence
GM, 53 posts
Sun 14 Oct 2018
at 20:50
  • msg #38

OOC Chat

Yup! 6 or less fails.
A Malign Presence
GM, 57 posts
Sun 14 Oct 2018
at 23:02
  • msg #39

OOC Chat

Woohoo! First daemonic contract makes its appearance!

I've made lots of samples before, I actually really enjoy what the generator comes up with.
Oliver Fitzwilliam
player, 42 posts
Mon 15 Oct 2018
at 01:24
  • msg #40

OOC Chat


I have been reading through the In Nomine rules and they have some good ideas in the supplements if you are able to get the pdfs. Can email them if that's easier.

https://en.wikipedia.org/wiki/...e_(role-playing_game)


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Oliver Fitzwilliam
player, 44 posts
Mon 15 Oct 2018
at 22:34
  • msg #41

OOC Chat


Have you seen this website, I use it for prop pictures in the games I have run in the past.

https://www.artstation.com/

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A Malign Presence
GM, 59 posts
Tue 16 Oct 2018
at 17:48
  • msg #42

OOC Chat

I have not seen that site, thank you for the resource!

I haven't heard of In Nomine either, totally new to me. It looks cool but not 100% my thing. Are there any supplements in particular you think might benefit this game?

Sorry for the lack IC updates, I managed to get very sick Sunday and yesterday. Post definitely coming tonight.
Oliver Fitzwilliam
player, 45 posts
Tue 16 Oct 2018
at 20:01
  • msg #43

OOC Chat


No problem, the Book of Relics has some interesting ideas.

-
Oliver Fitzwilliam
player, 46 posts
Tue 16 Oct 2018
at 21:16
  • msg #44

OOC Chat


Just wanted to check, given that Oliver as dismissed the demon will they others be able to continue before the 24hr limit is up ? Also had you thought of a system for called shots, thought it was a nice fit for firearm based games ?


-
A Malign Presence
GM, 60 posts
Tue 16 Oct 2018
at 23:29
  • msg #45

OOC Chat

Yes, now that the daemon has been banished, the sort of supernatural terror that was keeping Callum and Lira out is gone. They'll join Oliver on the next floor just fine.

Basically, it's pretty common to encounter active summoninings in dungeons, either because somebody or something intends to come back and make use of it later, or because they're actively using it as an area-of-denial trap. Some (not many or even most, but some) daemons do NASTY things when you fail their Morale check, up to and including "save or die." So they make pretty natural traps.

However, if even a single person in the party makes their Morale check (as Oliver did) they're pretty simple to bypass or even take advantage of. Basically, the way to get past a daemonic summoning is:

1. Everybody makes their Morale checks.
2. At least one person makes their Morale check, and disrupts the summoning so others can pass.
3. One person anticipates the summoning (or makes their Morale check), and warns the other party members. Everybody closes their eyes or blinds themselves so they aren't exposed to the daemon's weird "otherness." This seems like a great idea and a great way to bypass summonings... right up until some clever wizard stashes some undead in the same room as the summoning circle, and your whole party gets attacked with their eyes closed. Or right until the daemon makes some sort of horrible, otherworldly noise and forces you to make a Morale check anyway (basically perceiving the daemon in any way requires the check).
4. Bypass the room with the summoning entirely (if possible).

I hadn't really considered call shots. I think GMs would probably allow such a thing, but I'm not sure I want to spell it out in the rules? Originally, this was supposed to be a very simple system, essentially Labyrinth Lord, with a new magic system (daemonology) layered on to it. I've kind of completely screwed the pooch on the simplicity angle, I think, but I would like to keep things as simple as possible. not sure I want to introduce new sub-systems now.

That said, I'm intending to include something like "common attack penalties and bonuses", and it would be pretty trivial to throw in a called shot as an example? I'll think about it, but I'm not a huge fan of called shot systems. Either they're so inaccurate that no one uses them, or they're so powerful that everybody is shooting each other's eyes out like it's A Christmas Story.
This message was last edited by the GM at 23:59, Tue 16 Oct 2018.
Oliver Fitzwilliam
player, 47 posts
Wed 17 Oct 2018
at 00:27
  • msg #46

OOC Chat


Great, then will will continue up to the next room.

-
A Malign Presence
GM, 66 posts
Fri 19 Oct 2018
at 02:18
  • msg #47

OOC Chat

I created this early dungeon using the Scarlet Heroes dungeon generator, just adapting some results. 8 HD of foes at level 1 is pretty dang deadly, but you have a few things going for you:

1) Valor points, which haven't been used yet. Gotta make you sweat a little...
2) You have a natural bottleneck at the staircase. You and Callum can stand shoulder-to-shoulder, body blocking Lira and limiting the number of attacks you're exposed to a round.
3) If all else fails, you can beat a fighting retreat. Devils and Dragoons will very pointedly not have opportunity attacks, but will allow for "readying actions." So, for example, running downstairs, grabbing the blunderbuss, and readying an action to shoot at the first skellie you see is totally a thing.
4) Frame's men might be willing to help you out, if you're willing to "kite" the skeletons downstairs, so to speak.
Oliver Fitzwilliam
player, 53 posts
Fri 19 Oct 2018
at 02:31
  • msg #48

OOC Chat


Yes I thought the door as cover was a good idea, though if the dice roller will not play ball....


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A Malign Presence
GM, 69 posts
Fri 19 Oct 2018
at 04:50
  • msg #49

OOC Chat

Lira can't fire her crossbow again, she needs to spend a round reloading! If you have a dagger she could throw that or something.
Lira
player, 23 posts
Fri 19 Oct 2018
at 04:57
  • msg #50

OOC Chat

In reply to A Malign Presence (msg # 49):

O.K she has a silvered dagger so we will throw that. I'll update damage etc.. now.
A Malign Presence
GM, 71 posts
Fri 19 Oct 2018
at 06:13
  • msg #51

OOC Chat

Sorry, she has to take an action to reload it! I suggested throwing the dagger simply so you didn't waste the good attack roll, but you have to reload the x-bow in lieu of an attack before you can fire it again. Sorry if I forgot that last fight.
Lira
player, 25 posts
Fri 19 Oct 2018
at 06:16
  • msg #52

OOC Chat


Right, lets just leave the roll and say she completes the loading and have her fire next round. Cheers.
A Malign Presence
GM, 75 posts
Fri 19 Oct 2018
at 18:54
  • msg #53

OOC Chat

With only one skeleton left, I decided to just roll attacks for everyone and mop things up. Instead, it was a hilarious whiff fest, wherein Lira had enough time to reload her crossbow, take a shot, and then of course only do one damage.

But anyway, you survived! Good job. Let me know if you want to spend a point of Valor to auto-succeed in Lira's physical save.
Lira
player, 28 posts
Fri 19 Oct 2018
at 19:03
  • msg #54

OOC Chat

In reply to A Malign Presence (msg # 53):

Thanks, yes Lara will use Valor....
A Malign Presence
GM, 76 posts
Fri 19 Oct 2018
at 19:12
  • msg #55

OOC Chat

Okay, cool! Now that it's resolved, I can tell you what happened...

As I explained, daemons sometimes have super-specific things they do when you fail a Morale save versus them. Leraje happens to inflict a curse that will infect an individual with gangrene the next time they're hit by an arrow! So if Lira contracted gangrene after being hit with that arrow, she would have been stuck at one hitpoint until she beat the disease (or died).

This is, incidentally, probably the most complicated daemon-specific effect in the game, and definitely the most complicated and specific curse in the game. The reason I went to all this trouble is simply an homage to the "actual" Leraje from "real-life" demonology:

https://en.wikipedia.org/wiki/Leraje

quote:
In demonology, Leraje is a mighty Great Marquis of Hell who has thirty legions of demons under his power. He causes great battles and disputes, and makes gangrene wounds caused by arrows. Some authors say this demon belongs to the zodiacal sign of Sagittarius. He is depicted as a gallant and handsome archer clad in green, carrying a bow and quiver.


This is one of the more curiously specific powers attributed to a demon in most of the demonology works I've read (most are just like, "gives good familiars, grants titles, makes men witty" ad nauseum), so I felt I had to include it as a sort of Easter egg.

Of course, I didn't intend to use Leraje specifically when I made this dungeon. I decided Frame would keep an active summoning around as a trap, and just rolled a random daemon. Leraje was the first one to come up, and not only made a perfect traps but seemed like exactly the kind of daemon a Mounted Ranger would appreciate. Leraje might even be a familiar spirit for Frame, now that I think about it...

Anyway, all of this is to say the Lira almost died in extremely specific but very cool manner.
This message was last edited by the GM at 19:13, Fri 19 Oct 2018.
Oliver Fitzwilliam
player, 59 posts
Fri 19 Oct 2018
at 19:54
  • msg #56

OOC Chat


Yes that was a very cool demon for the encounter and even better that it was a random roll, I thought you had put him in for the archery/ranger flavor.


-
A Malign Presence
GM, 79 posts
Fri 19 Oct 2018
at 22:08
  • msg #57

OOC Chat

Indeed. It was freak chance, but I'm thinking about making that "canon." I'm hoping to extrapolate this adventure you're on into a sort of intro adventure to be included in the book, and the Leraje connection is too perfect to pass up.

It is weird that it happened, though. I'm not a particularly superstitious person, and I don't really believe in all the occult stuff I read (I just find it interesting). But it did occur to me when first working on the pact tables that, hey, just tossing a bunch a demon names into a thing because you think it sounds cool and you don't really understand them is 100% how a lot of horror movies start.

That thought has kept me up at night once or twice, but so far I have nothing supernatural to report, haha.
Oliver Fitzwilliam
player, 62 posts
Fri 19 Oct 2018
at 22:36
  • msg #58

OOC Chat


I always look at early occult belief like this, there can't have been the volume of material produced and the amount of people who were into it and explain it away as some mass psychosis. Especially for the hundreds of years it went on for and the relative isolation of the communities that practiced it.

-
A Malign Presence
GM, 80 posts
Fri 19 Oct 2018
at 23:07
  • msg #59

OOC Chat

I find myself more open to the ideas than I was even a few years ago, but gun to my head, I'm overall skeptical. I can very much see a psychological model of magic working, and as an agnostic I have to admit the idea of magical spirits are at least possible. And are certainly, without a doubt, totally rad.

I could be sold on some ideas about a collective unconscious or the like. I'm skeptical but open I guess. And find it all very fun to research and think about.

By the way, important question: does Oliver show the men Frame's note?
Oliver Fitzwilliam
player, 63 posts
Fri 19 Oct 2018
at 23:27
  • msg #60

OOC Chat

In reply to A Malign Presence (msg # 59):

Yes he does show them the note so they won't just have to take his word for what has gone on.


-
Oliver Fitzwilliam
player, 65 posts
Sat 20 Oct 2018
at 02:38
  • msg #61

OOC Chat


I just saw humble farmer adds to max hit points as well so Lira has 7 all up.
A Malign Presence
GM, 83 posts
Sat 20 Oct 2018
at 02:54
  • msg #62

OOC Chat

Except traits don't stack, you can only have one add to your maximum HP once.
Oliver Fitzwilliam
player, 67 posts
Sat 20 Oct 2018
at 03:15
  • msg #63

OOC Chat

In reply to A Malign Presence (msg # 62):

Ok Thanks.
Oliver Fitzwilliam
player, 68 posts
Sat 20 Oct 2018
at 05:22
  • msg #64

OOC Chat


What was the threshold for the morale check ? Got a 5 and a 6 so not looking good.
A Malign Presence
GM, 85 posts
Sat 20 Oct 2018
at 05:27
  • msg #65

OOC Chat

Haha, it's 7. So close!

You basically stop fleeing as terror as soon as you break line of sight from the daemonic apparition. You can hang around for another day and try again if you want, or you can just move on. Up to you.
Oliver Fitzwilliam
player, 69 posts
Sat 20 Oct 2018
at 05:43
  • msg #66

OOC Chat

Will try once more. I get the post up now.
A Malign Presence
GM, 86 posts
Sat 20 Oct 2018
at 05:50
  • msg #67

OOC Chat

I just realized, while you're waiting, Lira could also attempt to study the contract during this time. She could try to learn Leraje's Seal, or get you three questions regarding the boon or price.
Oliver Fitzwilliam
player, 71 posts
Sat 20 Oct 2018
at 06:12
  • msg #68

OOC Chat

In reply to A Malign Presence (msg # 67):

I think there was a cost involved and she does not have any gold.
A Malign Presence
GM, 88 posts
Sat 20 Oct 2018
at 06:18
  • msg #69

OOC Chat

Oh, right! Forgot that.
A Malign Presence
GM, 90 posts
Sat 20 Oct 2018
at 06:33
  • msg #70

OOC Chat

I decided to make the apparition a giant sword... then rolled the boon, which mentioned "sword." Hmm.
Oliver Fitzwilliam
player, 73 posts
Sat 20 Oct 2018
at 07:12
  • msg #71

OOC Chat


So is that it for the first floor ? Just checking as I will start to outline their preparations to leave.

-
A Malign Presence
GM, 93 posts
Sat 20 Oct 2018
at 07:18
  • msg #72

OOC Chat

Yup, pretty much. The rest is just the barracks where the guys were sleeping.
A Malign Presence
GM, 94 posts
Sat 20 Oct 2018
at 21:19
  • msg #73

OOC Chat

Going to be a slight break in the action, I need to generate the actual dungeon you're riding into. I have a rough map in my head, but need to actually sketch it out.

I'm also moving away from Scarlet Heroes and building my own dungeon generator. Right now I've got a trap generator I feel good about. I'm also adding a random table for doors, to determine which ones are locked, which are cursed, which are trapped, which are barred, etc.

I might be able to get a post up tomorrow, but it's doubtful. Hopefully next week, definitely by next weekend.
Oliver Fitzwilliam
player, 75 posts
Sat 20 Oct 2018
at 23:09
  • msg #74

OOC Chat


O.K no problem, as an aside could we get world map or even just a large local area map for where we are. Things like cities and villages ? Not a mad rush on it obviously.

Thinking about it I found a really good generator for such things recently, will have to try and find it again as they were very high quality wizards of the coast type maps. Now where was it......


-
Oliver Fitzwilliam
player, 76 posts
Sun 21 Oct 2018
at 00:15
  • msg #75

OOC Chat

Found it !

https://www.reddit.com/r/dndne...G60FeX_zZdgN_PrwruiQ

Or the guys direct site.

https://www.wonderdraft.net/


-
This message was last edited by the player at 00:36, Sun 21 Oct 2018.
A Malign Presence
GM, 95 posts
Sun 21 Oct 2018
at 20:55
  • msg #76

OOC Chat

Wow, that looks great. I'm not sure I can afford it now, but may be in the future.

I sketched up an extremely rough world map here:



This isn't set in stone (in particular, I'm thinking about moving the Commonwealth west of the Tsardom, this would make things match up pretty roughly to their real-life analogues).

Major outlying islands lie to the south and southwest. Due south is an Ethiopia-like, enormous, Africa-inspired island. Southwest is an Incan/Mayan mashup.

I'm not sure I'll get to doing a local map any time soon, but as far as relevant/important cities and towns, I intend to be pretty sparse. I will basically be giving a paragraph or two on each nation, its governance and general culture, and then there will be about 5-6 significant cities that are likely to see use in the campaign. Everything is sandbox, and is assumed to change table to table. Here are the few cities I've sketched out so far:

Riza: A holy city on the southern part of the border of the Borynivkin Tsardom and the Krastavo Commonwealth, everybody everywhere has been fighting over it forever. However, since the city is considered holy, no is actually willing to fight in it or lay siege to it. As a result, the surrounding countryside is a war-torn mess, but the city itself still operates and is a pretty important metropolis and center of trade. Rome crossed with Jerusalem, if it was plunked in the middle of continental Europe.

The University at Rivai: Major and most famous center for higher learning on the continent, they were the first to create a formal program for teaching daemonology in the modern day. They launched this program a few years after the fall of Golinlund, and the early program was both exciting and reckless. They created things like daemonlock firearms, dragon lamps, and even mass-produced reusable imbued items for the first time. They also made things like ceremonial swords and grimoires of daemonological symbols widely available outside of the ruins of Golinlund for the first time. Most importantly, the university created an army of golems that has greatly bolstered Krastavo's place on the world stage. With the field of daemonology still young, however, the administrators running this daemonology program did not understand daemonic Banes very well. As a result, all the great innovators and inventors of this ten year period are, today, quite insane, if not dead or crippled due to numerous Banes they unwittingly triggered with their devices.

This all went down about ten years ago. The University is still operating, but with the strict government oversight, and with a much less ambitious curriculum. Students are taught how to summon and bargain with daemons, but are discouraged from becoming warlocks or generally experimenting with magic. What little experimentation is still done is carefully watched and done in the secret of the university's deep labs.  Lira can be from here if she wants (and is in fact very likely to have done so, it's one of the few places that would give a scholarship to a poor farm girl, I think).

Stone-Upon-Sea: Capitol of Aventaine, it's a rather dramatic and ancient castle atop seasides cliffs, protected by some unique stone formations. The rocks surrounding the castle can easily snap a warship's hull, but of course the Aventinian Navy has been defending them for centuries, and knows them backward and forward. It's not a huge center of action, but is probably the closest major city to yo guys. It's still on the southwestern coast, though, and you guys are all the way north by the border to Golinlund.

Politically, Aventaine is a constitutional monarchy. The actual power of the monarchy itself has been in decline for a couple of centuries now, but with the chaos at the fall of Golinlund, two very important things happened. First, the country had use for a strong central leader to help defend against the strange draugr threat plaguing the border. There was mass chaos and social upheaval, and people were looking everywhere for a strong leader. And second, the current king, King Jacob IV, stepped up to the plate and (to everyone's shock and surprise) was an incredibly capable wartime leader. He was a personally skilled hunter and swordsman, pursuits that over the last few years were seen as foppish, silly and outdated, but became suddenly relevant in the face of wightstorms and the creatures they spawned. Previously, Jacob IV was called "Jacob the Dragon-Eater" as in insult, dragon being a prohibitively expensive food (the equivalent of "Jacob the Cake-Eater," perhaps). But when Jacob IV proved himself as something of a folk hero, the nickname was re-contextualize to mean a slayer of monsters. King Jacob IV now wears the Dragon-Eater title proudly.

The major political intrigue of the moment is the open secret that Jacob was injured in the last major draugr battle. He is infirm, and quite possibly on his deathbed. His son, who would be crowned Jacob V, is barely seventeen and an unknown quantity. He could be a good king, or a bad king. The monarchy could grow stronger, or more republican/democratic/representative. Or Jacob IV might recover and reign in popularity some more. This is all left very vague and very much up to an individual GM's desires and the players actions, but what is clear is that the last thing Aventaine needs is a succession crisis. Some scheming nobles might very well try to announce independence or question the legitimacy of Jacob V, which would be a disaster with monsters still teeming on the northern border. If Jacob IV dies and his successor proves a weak leader, Aventaine could very well go the way of Golinlund, overrun with monsters and political infighting.

Dunsfort: A town on the three way border of Aventaine, the Tsardom, and Golinlund, Dunsfort is sort of a recommend starting city for the game. We can assume Callum, Oliver, and Lira started their quest here, and are still relatively nearby (like a week away, maybe). Basically, Dunsfort has a ton of problems, and wasn't a great place even before the fall of Golinlund. There were lots of border disputes and even some wars between Aventaine and the Tsardom. Now, the major issues are the terrible things that spill out of the northern border.

I have not fleshed it out too much yet, and intend to keep it pretty much a blank slate. Just imagine a rough and tumble border town where adventurers regularly hang out and supply up before venturing into Golinlund to make their fortune (or, much more likely, die). The locals bear it all with a grim sort of "stiff upper lip" determination and the occasional bit of gallows humor. Many openly acknowledge that they are grifting the adventurers they sell things to. It's the sort of place where "Have a nice trip, try not to die," it's a completely sincere farewell and not considered rude at all.
Oliver Fitzwilliam
player, 77 posts
Sun 21 Oct 2018
at 22:23
  • msg #77

OOC Chat


Wow, that's great. Just wanting a bit of flavor so I can visualise stuff in my head. Thanks.
A Malign Presence
GM, 105 posts
Tue 23 Oct 2018
at 07:39
  • msg #78

OOC Chat

By the way, have you by any chance seen Hereditary?
Oliver Fitzwilliam
player, 85 posts
Tue 23 Oct 2018
at 07:41
  • msg #79

OOC Chat

In reply to A Malign Presence (msg # 78):

The film ? No I have not, any good ?
A Malign Presence
GM, 106 posts
Tue 23 Oct 2018
at 07:42
  • msg #80

OOC Chat

Yes! I will say no more for fear of spoilers.
A Malign Presence
GM, 111 posts
Fri 26 Oct 2018
at 22:48
  • msg #81

OOC Chat

I think some of Oliver's rolls are wrong. He has a Dex bonus of 1, so his attack roll and initiative should actually be 1 lower. Lira's look right, though.
A Malign Presence
GM, 114 posts
Sat 27 Oct 2018
at 03:38
  • msg #82

OOC Chat

We have our first Maiming! All in all, a pretty lucky and minor result. Strongly considering changing the attribute loss Maimings to also be removable with a week of bed rest, too. I initially made it permanent because in my first pass at the Pact tables, there were lots of opportunities to increase various attributes to 18, so it didn't seem like such a huge loss to lose a couple attribute points over the course of your career. Now, though, there's only about a 1% chance of a given attribute being increased to 18 (so 6% chance of getting an attribute-boosting Boon). I think I also changed it so you can no longer request 18s from familiars, but don't quote me on that.

Also, all these skeleton fights are making me rethink the whole "half damage from non-bludgeoning weapons" thing. It's a little too good, especially with the "always round down" rule I like and have implemented. Turning Oliver's 5 damage Piercing shot into 2 damage seems a little strong for 1 HD mooks, I realize. I think having them take double damage from bludgeoning weapons would be a better representation of them.

But I dunno, I feel like I'm going soft! My natural inclination as a GM is to give players as many breaks and as much benefit of the doubt as possible, but as a designer I wanted to get a brutal, old school, "high risk high reward" feel for Devils and Dragoons. So I'm torn.
A Malign Presence
GM, 115 posts
Sat 27 Oct 2018
at 04:16
  • msg #83

OOC Chat

Why are you rolling 2d6 for attacks all of a sudden?
Oliver Fitzwilliam
player, 93 posts
Sat 27 Oct 2018
at 04:23
  • msg #84

OOC Chat

Sorry I was trying to do it on my phone.... will update the last rolls.


Ah that was a fortuitous roll for a maiming, when I read the OOC post first I had visions of an arm being on the floor....

I agree with the double damage house rule as that how I play my AD&D 2nd edition game, it works well for that type of game. Especially when you could agree that a round ball of lead is a bludgeoning weapon ?


-
This message was last edited by the player at 04:25, Sat 27 Oct 2018.
A Malign Presence
GM, 117 posts
Sat 27 Oct 2018
at 20:30
  • msg #85

OOC Chat

Hmm. Maybe. But I like a weakness to firearms more for zombies, because headshots are a thing. It also occurs to me that, since it's (relatively) easy for the players to get ahold of Animate Dead themselves, it might behoove to tone down the lower-tier undead a bit.

I think I will replace that rule, but let's play it as is for the remainder of this dungeon. You just found the largest cluster of skeletons here, and since you've already survived a larger horde, I'm not too concerned about your ultimate survival.

Incidentally, I'm starting to realize that bludgeoning weapons are a little too good. Since a higher Pierce die effectively produces an accuracy bonus as well, that -1 isn't going to amount to much. I will likely increase it to -2, and may eliminate the concept of bludgeoning weapons being mechanically distinct in any way entirely. Let me know your thoughts.
This message was last edited by the GM at 20:36, Sat 27 Oct 2018.
Oliver Fitzwilliam
player, 96 posts
Sat 27 Oct 2018
at 21:13
  • msg #86

OOC Chat


It is hard to get a balance without seeing the rule played out in the flesh and yes that would make the old mace a bit of a wonder weapon.

I could spout off all sorts of interesting rules from defunct systems but then you move away from the simple fluid system you want to create. Perhaps a simple text explanation for combat would not go amiss, with all the appropriate times for adding bonuses and the mechanics of damage and pierce ?

-
A Malign Presence
GM, 120 posts
Sat 27 Oct 2018
at 22:53
  • msg #87

OOC Chat

Sure, I'll try to get formal combat rules written up. Here's the rough bit:

- Roll Attack, Damage and Pierce all at once.

- Determine if it's a Piercing blow (only if the Pierce die result is higher than the Damage die result) and whether it hits or misses based on the target's AC and relevant attack bonuses. Keep in mind Piercing blows are always versus AC 9, regardless of the target's actual AC.

- If the attack is a Piercing blow, choose the higher of either double the damage die result, or the face value of the Pierce die result. If the attack is a hit but not a Piercing blow, use the face value of the Damage die result.

- Apply relevant additive modifiers to damage (attribute modifiers, bonuses from a magic weapon, or (rarely) Traits)

- If you're a thief attacking from ambush, double the damage.

That's how attack/damage resolution should go. Common penalties and modifiers I'll list are pretty common sense, maybe a few setting specific ones.

Opportunity attacks are not a thing in Devils and Dragons, you can attack and move on your turn, or move then attack, or move part of your allowable movement, attack, and move the rest. Running around a staircase in an epic swordfight is very much a thing.

Be aware, however, that "readied actions" are always a thing. You can declare your intention to attack if a certain foe is in range or some other trigger your character would be able to recognize is achieved, and you will take that action immediately after the enemy's turn. This can create some situations that seem like opportunity attacks: for example, a group of pikemen suddenly attack a charging warhorse. Something to be aware of. Readying an action, unlike in some other systems, doesn't change your initiative in any way.

Common Bonuses
Attacking from ambush (thief only): +4
Attacking from ambush (all others) or generally taking a foe by surprise: +1
Attacking with height advantage (as determined by GM): +1

That's about the extent of it, bonuses are pretty scarce generally. I'm not assuming most groups will be using maps or minis or anything, so I'm not including bonuses for flanking or anything, but that might be something I privately do at my table. Certain equipment (like a musket fork) can provide bonuses in certain situations.

Common Penalties
Wightstorm despair: -2, as well as a -1 penalty to all skill checks, stacks with precipitation and storm penalties
Precipitation of any kind: -2 penalty to ranged attacks only
Storm of any kind: -2 penalty to all attacks
Dim or poor light, smoke, fog, or other poor visibility: -2
Total darkness, or otherwise attacking an unseen foe: -4
Attacking with an off-hand weapon: -4, unless it is a dagger or light weapon being used in melee, then -2
Firing a ranged weapon from horseback: -4
Attacking with a prosthetic hand: -4, stacks with off-hand penalties
Attacking with a prosthetic hand (two-handed weapon): -2
Attacking with a two-handed weapon if both hands are prosthetic: -4
Attacking with a lance, on foot, one-handed: -2
Lost an eye: -2
Lost an eye, but has an eye-patch: -1

I'm trying to think if I'm forgetting any, but that should be about the extent of it. I'm going to make a couple changes to prosthetics and lances to align with the above. Lances will lose their bonus when attacking from horseback, but will now only take a penalty while attacking on foot if you're using them one-handed. You can use them two-handed on foot with no penalty. I'm considering simply downgrading their Pierce die when used on foot, rather than eliminating it entirely.
Oliver Fitzwilliam
player, 97 posts
Sat 27 Oct 2018
at 23:31
  • msg #88

OOC Chat


Great, thanks.
Oliver Fitzwilliam
player, 108 posts
Tue 30 Oct 2018
at 22:09
  • msg #89

OOC Chat


300 posts, woo hoo.
A Malign Presence
GM, 131 posts
Wed 31 Oct 2018
at 07:16
  • msg #90

OOC Chat

Thanks for playing, man! And happy Halloween!


Oliver Fitzwilliam
player, 110 posts
Wed 31 Oct 2018
at 07:31
  • msg #91

OOC Chat


Happy Halloween to you to.



-
A Malign Presence
GM, 134 posts
Thu 1 Nov 2018
at 04:52
  • msg #92

OOC Chat

Haha, good one.
Oliver Fitzwilliam
player, 113 posts
Thu 1 Nov 2018
at 05:58
  • msg #93

OOC Chat


Sorry forgot the +2 for the strength check, added now.

-
Oliver Fitzwilliam
player, 115 posts
Thu 1 Nov 2018
at 20:09
  • msg #94

OOC Chat


Just a quick question, we now have two pacts that relate to a sword, is it possible to say bring the unbreakable sword into being and then apply the latest pact to it ?


-
A Malign Presence
GM, 137 posts
Fri 2 Nov 2018
at 05:31
  • msg #95

OOC Chat

Ha! Good question and clever thinking, I honestly didn't think of that.

My answer is yes, though I will note that may not be the best use of your resources.
Oliver Fitzwilliam
player, 117 posts
Fri 2 Nov 2018
at 05:56
  • msg #96

OOC Chat

So in relation to resources it would be better to apply the pacts to two different swords ? Or do you mean from a monetary etc point ? Thanks.
A Malign Presence
GM, 139 posts
Fri 2 Nov 2018
at 06:01
  • msg #97

OOC Chat

It will become obvious if you sign one or both the pacts, I think! Or you could try to figure it out with research.
This message was last edited by the GM at 06:04, Fri 02 Nov 2018.
Oliver Fitzwilliam
player, 118 posts
Fri 2 Nov 2018
at 06:02
  • msg #98

OOC Chat

In reply to A Malign Presence (msg # 97):

Oh Ok, thanks.
A Malign Presence
GM, 147 posts
Thu 8 Nov 2018
at 07:04
  • msg #99

OOC Chat

Sorry, could you clarify which direction the party was heading? Confused by "the second set of stairs." You've pretty much explored the entire upper part of the dungeon so far (there was a building in the courtyard you never checked out, but it's no big deal, you can catch that on your way out I think). You've also explored the whole underground portion, except two branching tunnels, one on the northeast end and one on the southern end (where you first entered). Wanted to mention those tunnels because I'm worried I accidentally glossed over them in my description.

Actually, you've explored this section of the dungeon so thoroughly I might as well show you the map (with some stuff edited out, naturally):



The two "spiral tunnels" lead in unexplored directions for you.

Also, I might have to take a bit of a slowdown while I try to figure out exactly what happens when you find Frame (which you're getting close to). I also want to try to finish up the Bestiary, the spell lists, and take one last pass at the Pact Tables (largely to edit out spells I no longer want in the game, and to try to add a few I decided I needed to have, as well as reduce redundant results over all).

I've also been thinking about a couple of large mechanical changes to the game. Let me know what you think:

Traits Become "Specialties" and "Relationships": I'm concerned that Traits aren't fair game to crib. I haven't looked into the specific legalities of this, and I'm not sure if Kevin Crawford invented them, but they seem like his "thing," used in both Scarlet Heroes and Godbound. I love his stuff and everything, but so far all the rules I'm borrowing are Labyrinth Lord/SRD/generic OSR stuff. In short, stuff I feel good about "stealing." Bottom line is I'm not sure it's legal to use traits as-is in my own product, and even if it were, I'm not sure it would impress anybody or that I would feel right about it.

There's also sort of a problem in that, right now, Traits in Devils and Dragoons are both very loose (like traditional Kevin Crawford Traits in that way), to be applied to any roll they could conceivably benefit, but also very specific, like Horseback Archer that eliminates specific penalties, or various background things that give you discrete healing or item-making actions. I'm thinking it might be better to split the Traits concept into two separate categories: Specialties and Relationships.

Specialties are specific, focused, and powerful. They grant your character brand new abilities or add +3 to checks. It's usually pretty obvious when a specialty is relevant: it's either "always on," or do some discrete thing, like Lockpicking or Surgery or Daemonology. Some of what are currently classed "innate qualities" under the Trait system will be snuck in here as well, like Iron Liver or Fleet of Foot and stuff. Most things that add to damage will be specialties, too, adding a +3 bonus. Everyone will get a single specialty at level 1, and thieves will get to choose from a suite of (powerful) bonus specialties as their primary class perk. Everyone will get a few additional specialties as they level up, with thieves getting more.

Relationships only offer a +1 bonus, but are flexible and can apply to a wide range of situations, skill checks, and even saving throws. Whereas specialties are discrete and pretty self-evident in what they apply to, relationships are things there can be some spirited debate about, with players "suggesting" that a relationship might factor into a particular roll, though of course the GM gets final say. There will also be some hard and fast rules to relationship, such as never adding to attack rolls, damage rolls, Morale rolls, or the like. They can stack with specialties, though, adding up to +4 to skill checks or saving throws, which I've decided I'm comfortable with. With an 18 in attribute, you can be adding +7 to skill checks, which means difficult tasks (threshold 9) are rote for you, but note heroic (11) or impossible (13) ones, which feels about right. And, also, this will rarely happen, and when it does, the character probably invested pretty seriously in it, so it's fine. Let them pick the damn uber-hard lock, GM.

Relationships will be loosey-goosey, largely up to player and GM to define together. They will be given freely in comparison to specialties, possibly even as frequently as "once per level", with 2 given at level 1. There will be a large list of sample ones, however, which will include both some stealth world-building examples (Golish Royal Mail, Aventinian Mounted Rangers, Aventinian Royal Lancers, a Borys penal military unit [which players presumably escaped from], Krastavn Gilded Hussars, the Golish Reiter Remnant, and a few others), as well as some functional stuff like Lone Wolf, Former Hermit, or Escaped Prisoner, both for players who are "like that", or have a background like that, and for situations where players really haven't formed new or noteworthy relationships (because they've been stuck in a remote dungeon, primarily).

This leads to the second big change I'm considering:

Axing Dragoon and Occultist. I think making my own classes was probably too ambitious. Also, when I pitch this game to people in casual conversation, it's usually as: "It's like 2nd Edition D&D, but you can only be a fighter or thief, and anyone can gain magic through Faustian bargains with demons." It's a good elevator pitch, but isn't true with dragoon and occultist hanging around.

Fighters would stay more or less as-is, but gain the dragoon's ability to spend a point of Valor to reroll attack, damage and pierce. Skilled Horseman would probably become a specialty, maybe reduced to its damage bonus from horseback and adding to saving throws versus being unhorsed. That feels right. Horse Archer would be another specialty, completely removing the penalties for shooting from horseback for any weapon. Fighters would also still get a "favored weapon, favored situation" way of eliminating an attack penalty, of which shooting any weapon from horseback is a valid option.

Thieves, as mentioned, would get a sweet bonus specialty at level 1, of which is an Antiquarian-like/Occultist-like Trait would be an option, as would Adventuring Thief, letting you do all typical Labyrinth Lord thief-y things. Other options I'm thinking are Assassin, giving you bonuses to dagger attacks, damage rolls with inhibiting poisons, and sneaking/hiding stuff. Probably also something like Cunning Warlock, offering you the ability to summon daemons right out of the gate like an Antiquarian, but offering slightly different bonuses to skill checks in the daemonology wheelhouse. Maybe a couple other options, too.

I don't think thieves will get a chance to increase their caster level out of the gate like occultists did, and that's in retrospect kind of a shame. But I think there's already enough ways to increase one's caster level that we can afford to lose the "by class" route, it's less central than I originally planned on. And a grand +2 bonus was always kind of weak reason to be an occultist, maybe, although caster level is gold early on so it was kind of always intended to be a front-loaded thing.
Oliver Fitzwilliam
player, 127 posts
Thu 8 Nov 2018
at 07:11
  • msg #100

OOC Chat


Ah that is my fault I was thinking one of the "spiral staircases" was off the room that originally contained Barbatos. Either way we were looking for a way down, so will back track to one of the staircases. Thanks.

Cymon.
Oliver Fitzwilliam
player, 128 posts
Thu 8 Nov 2018
at 07:30
  • msg #101

OOC Chat


I like the sound of splitting of the traits, sort of like the non-weapon proficiencies in 2nd edition with the broader background/secondary skills. I think it will make for a more rounded character with an avenue for a somewhat richer background story.

I get what you are saying about the crossover between the game systems, but I don't think the idea is an exclusive to Scarlet Heroes etc... There are a lot of systems out there and I can't say for sure I have not seen it anywhere else without a fair bit of legwork. I would be surprised if it was something completely new.

I like playing both character class and I think the first adventure was probably not the best way to showcase the Dragoon character class, but you are right that pretty much it could be covered under existing classes with some tweaks. You could try a prestige class or a kit as an overlay on the existing classes during character creation ?


-
A Malign Presence
GM, 148 posts
Thu 8 Nov 2018
at 08:35
  • msg #102

OOC Chat

Okay, so, just to double check, you're going into the tunnel to the east, where you currently are, in guardroom 4 underground? Or are you going to walk across the underground portion again to go to the south tunnel? There's no "stairs" down, but there's two tunnels leading vaguely downward. I need to know which one you're taking.

You're right, traits are probably pretty fair game, but I like the specialties/relationships split. I think I'm definitely going to go with that. I think there will be nice, giant, d20 charts to randomly determine both, too, for those so inclined. Specialties are a little like non-weapon proficiencies, you're right. I welcome the comparison, though, I think.

I'm not too familiar with kits, but I like the idea of prestige classes. However, I just talked myself out of doing my own character classes, so I'm going to have to hold off on that. I do like the idea, though, requiring certain attribute levels or caster levels or specialties... might be a good "expansion pack" idea. Would give lots more opportunity for world-building stuff too.
Oliver Fitzwilliam
player, 129 posts
Thu 8 Nov 2018
at 19:57
  • msg #103

OOC Chat


Yes it makes the most sense to go through the tunnel in guardroom 4, I don't see us going to the other unless this one is trapped. It is also probably the route that who ever has been living in the room above us would use.


-
Oliver Fitzwilliam
player, 130 posts
Thu 8 Nov 2018
at 20:03
  • msg #104

OOC Chat


Kits are from the "Complete" line of supplements for 2nd edition, Complete thief etc.... You could take them at character creation and they were a sort of a flavor addition with some minor boasts. I suppose a "prestige class light", you still needed certain attribute scores to obtain them, but they were not as full on as a prestige class.


-
A Malign Presence
GM, 159 posts
Fri 16 Nov 2018
at 22:31
  • msg #105

OOC Chat

Sorry for the delay, updates will come tomorrow.
Oliver Fitzwilliam
player, 141 posts
Fri 16 Nov 2018
at 22:34
  • msg #106

OOC Chat


Great looking forward to it. Its thanks giving in your part of the world soon ? Have you got anything planned ?

-
A Malign Presence
GM, 160 posts
Fri 23 Nov 2018
at 02:36
  • msg #107

OOC Chat

Indeed! Sorry, have family in town and stuff and things are generally crazy.
Oliver Fitzwilliam
player, 142 posts
Fri 23 Nov 2018
at 04:54
  • msg #108

OOC Chat

In reply to A Malign Presence (msg # 10

No problem my inlaws just left yesterday so I was busy all week as well.
A Malign Presence
GM, 162 posts
Wed 28 Nov 2018
at 07:56
  • msg #109

OOC Chat

Sorry for the slow updates, I both gained and had to throw out a roommate since the slow-down. IC posts to come soon, been doing a lot of behind-the-scenes stuff.
Oliver Fitzwilliam
player, 144 posts
Wed 28 Nov 2018
at 08:34
  • msg #110

OOC Chat

In reply to A Malign Presence (msg # 109):

Cool, no problem. Living arrangement problems are never fun.
Oliver Fitzwilliam
player, 145 posts
Fri 30 Nov 2018
at 19:37
  • msg #111

OOC Chat


https://www.artstation.com/con...UvobLbP99PTmUtg_J8OM

So many ideas for Frontier Feng Shui.


-
A Malign Presence
GM, 165 posts
Mon 10 Dec 2018
at 08:00
  • msg #112

OOC Chat

Sorry man, real life has really snuck up on me. Will try to get updates done this week.
Oliver Fitzwilliam
player, 148 posts
Mon 10 Dec 2018
at 09:01
  • msg #113

OOC Chat

In reply to A Malign Presence (msg # 112):

No problem it's that time of year and all, just when you can no big rush.
A Malign Presence
GM, 167 posts
Mon 17 Dec 2018
at 20:38
  • msg #114

OOC Chat

Sorry for the long delay, we can play out the Frame encounter a little more. You're getting very close to the functional end of this dungeon, but there are some important decision points coming up. Work continues on the bestiary, spell lists, re-editing the pact tables and coming up with new rules for classes and relationships/specializations. I will also likely attempt a world write-up, with a couple of paragraphs devoted to the Five Nations and major isles.

We'll continue to wrap this up at a leisurely pace, then start a new adventure in 2019. You can either continue with Oliver, Lira or both (up to you). I will likely retire Callum. Think I might be willing to recruit more players for this, but we'll see.
Oliver Fitzwilliam
player, 150 posts
Tue 18 Dec 2018
at 00:21
  • msg #115

OOC Chat


Hi, I'll probably continue with both as Lira especially has not come into her own yet. I expected to slow down, that time of year and all. Do you have much planned for Christmas ? I am having it at home, but after New Years I am off for a bit of a sail for a week.


Cymon.
A Malign Presence
GM, 170 posts
Thu 20 Dec 2018
at 04:20
  • msg #116

OOC Chat

Yes! I'm flying home for the first time in four years since moving to LA. It's going to be a pretty big family gathering, by the standards of my family. Looking forward to it.

Will unfortunately have pretty limited Internet access next week due to this, though.
This message was last edited by the GM at 03:14, Fri 21 Dec 2018.
A Malign Presence
GM, 172 posts
Sat 29 Dec 2018
at 23:39
  • msg #117

OOC Chat

Totally consumed by the holidays, but expect updates on the 1st. Happy New Year!
Oliver Fitzwilliam
player, 153 posts
Mon 31 Dec 2018
at 07:09
  • msg #118

OOC Chat

In reply to A Malign Presence (msg # 117):

Yes indeed, happy New Year!
Oliver Fitzwilliam
player, 154 posts
Thu 3 Jan 2019
at 23:02
  • msg #119

OOC Chat

Just a heads up that I am going to be on holiday from the 5th to the 13th with no internet. Cheers.

Cymon.
A Malign Presence
GM, 174 posts
Fri 4 Jan 2019
at 19:08
  • msg #120

OOC Chat

Cool, thank you for the heads up.

I'm getting people clamoring for a RL playtest of this, so I'm prioritizing updating the skills (specialties and relationships) section of the game, editing the pact tables, finishing the spell list, and creating a new starter dungeon (the one you're running is both a touch too difficult and narratively complex).

Sorry for the delay, but I'll try to move your thread along by the time you get back. You're in for some exposition dump type stuff, which is part of the delay... it's a lot of in-character stuff to write.

Enjoy your holiday!
A Malign Presence
GM, 175 posts
Fri 4 Jan 2019
at 19:12
  • msg #121

OOC Chat

Oh, speaking of, let me know if you have any notes regarding the new specialties, and any suggestions for relationships. I definitely need more relationships than specialties, so I'm hoping for about 80? Which is a lot, I know...
Oliver Fitzwilliam
player, 155 posts
Sun 13 Jan 2019
at 03:29
  • msg #122

OOC Chat


Hi, I'm back so if you have an update in the wings. Cheers.

Cymon.
A Malign Presence
GM, 177 posts
Wed 16 Jan 2019
at 23:27
  • msg #123

OOC Chat

Welcome back! I swear to god I've halfway written an IC post two or three times now only to get interrupted and pulled away. Tonight for sure.
Oliver Fitzwilliam
player, 156 posts
Wed 16 Jan 2019
at 23:41
  • msg #124

OOC Chat

In reply to A Malign Presence (msg # 123):

No problems, I know how hard it can be some days.


-
A Malign Presence
GM, 179 posts
Fri 18 Jan 2019
at 07:45
  • msg #125

OOC Chat

Okay, IC post is finally updated, and there's the plot money shot. You could have found all of this out by opening the letter and reading it early (though Callum would've been upset, you probably could have gotten away with this, easy). Frame also had a journal somewhere in the dungeon you could have found that would have explained a lot of this from his perspective, but you found him before you found his little campsite.

The intent/idea here is that you could have really screwed up by waiting too long; Frame, disgusted that his brother became a vampire-like thing (but not understanding why), would decide to kill him, and they would fight, possibly killing either Gustaf or Frame. If Gustaf won this fight, you would have had a free-roaming deathless to contend with, one that could easily kill you. And even if you triumphed over Gustaf, his "death" would release Papa von Roker and all hell would break loose.

Luckily that didn't happen. You got there in time, so instead Frame has simply staked Gustaf with his magic sword (the black glass sword thing sticking out the sarcophagus), paralyzing the vampire-thing until he can decide what to do. If you were a slightly more foolish player, you might have thought, "Oh, neat! Magic sword!" when you found the sarcophagus, pulled the sword out, and earned Frame's ire and probably be attacked by a deathless a couple hours later.

So you kinda avoided major disaster, but you have some important things to figure out. Namely, what to do with Frame, what to do with Gustaf, and what to do with the background threat of Papa von Roker, who I really need to get a proper name for.
Oliver Fitzwilliam
player, 157 posts
Fri 18 Jan 2019
at 09:34
  • msg #126

OOC Chat

In reply to A Malign Presence (msg # 125):

I did think "cool magic sword", but decided to find the Lieutenant before going back and getting it because it seemed to be important......
A Malign Presence
GM, 183 posts
Thu 24 Jan 2019
at 22:07
  • msg #127

OOC Chat

Sorry for the slow updates, my car broke down and I'm currently job hunting, both of which complicate life quite a bit...
Oliver Fitzwilliam
player, 160 posts
Thu 24 Jan 2019
at 22:19
  • msg #128

OOC Chat

In reply to A Malign Presence (msg # 127):

Real life always has a way to get in the mix. Fully understand and it's not a problem.

Cymon.
Oliver Fitzwilliam
player, 161 posts
Sat 2 Feb 2019
at 22:47
  • msg #129

OOC Chat

In reply to A Malign Presence (msg # 127):

So do you freelance or are you looking for a full time role ?
A Malign Presence
GM, 184 posts
Tue 5 Feb 2019
at 05:44
  • msg #130

OOC Chat

I unfortunately do both to keep afloat. My day job is as a production coordinator for TV and film translation. I don't speak any other languages, I just schedule out projects to translators who do. It's objectively pretty boring work (90% of it is just emailing people) but I get to see scripts of stuff that hasn't aired yet, which is both pretty cool and professionally useful for me. I've also realized I find linguistics and translation itself pretty fascinating.

I moonlight as a copywriter, but really only have one client, which I gained through nepotism but kept through a combination of skill and working for peanuts. My rate has gradually increased but it's not steady and I can't count on it. If I had more clients I could make a real go of copywriting as a career, I suppose. It has a much higher ceiling pay-wise, but it's pretty unstable, highly competitive. But then all the careers I want are like that, haha.

I managed to land a new job, but they haven't given me a start date yet. It's contract work, instead of what I have now, which is full time with benefits and everything. The pay at my current job is pathetic, though, and contract work is unfortunately the way it is in this industry, so I might as well get used to it now. Even having to buy my own health insurance, it's very much worth it (something like a 60% pay increase). I won't be rich, or even most people's idea of "comfortable" but it's sustainable and quite conducive to me staying in L.A. for at least a few more years while I pursue my dumb dreams.

Anyway, I have a copy job that will occupy my time throughout the week, but I will try to update the game this weekend.
A Malign Presence
GM, 185 posts
Wed 6 Feb 2019
at 23:19
  • msg #131

OOC Chat

Got my start date! Things are starting to settle down a bit.

I want to finish the relationships tables this weekend, and start converting characters over to the new Specialty/Relationship system. I will write up new Fighter/Thief class descriptions, too, but basically:

- Everybody gets Specialty at  level 1.
- Thieves also get an extra-powerful bonus Specialty. I'm still writing these and figuring out exactly what they will entail, but I'm expecting a choice from 6. Will definitely cover the classic adventuring thief skillset, as well as an assassin-type, a con artist party "face" type, and a couple options for daemonology specialists (similar to the existing occultist class and Antiquarian). Let me know if you have any wishlists or suggestions for this area.
- You get two Relationships at level 1, and an additional new Relationship every level. This is across all classes.
- Number of specialties varies by class, but basically Fighters will get a bonus specialty at level 3, and another at level 7. They might get another one at level 9, or be restricted to choosing a bonus "combat talent" specialty at level 9, still deciding. Rogues will get more overall, with specialties award at levels 3, 5, 7, and two of their choice at level 9.

Finally, as I'm trying to finalize relationships, let me know if you have any ideas for organizations or military units that should be depicted or included. I want to make sure I'm not missing anything major, and I think you know history and the time period a little better than I do. Just to give you a quick run-down of RL inspirations (if you're interested)


The Gilded Hussars - Based on the Winged Hussars, although I just learned recently about Germany's "Death Hussars" or "Deathhead Hussars," and dang. They're a bit of that too:
https://en.wikipedia.org/wiki/Totenkopf

The Anointed Armada - The Spanish Armada with a slight fantasy/alchemy twist, and the really the only naval power worth comparing to Aventaine.

The Golish Reiter Remnant - More a style of fighting than a proper military unit (anymore), they're basically just reiters: https://en.wikipedia.org/wiki/Reiter Reiter is a cool word and I want to use as many of these cavalry-specific titles as I can. You don't have to be a Golish refugee to be a reiter; reiters exist in other countries, too. It's more about the style than the specific organization.

The Holy Order of Rizan Hospitaliers - Totally The Knights Templar, which I understand is quite anachronistic, but they (or at least their wealth) is a big part of the reason why Riza has been able to remain a pretty independent city-state.

The Hands of the Tsar - The Oprichnik: https://en.wikipedia.org/wiki/Oprichnik Combined, perhaps, with a little bit of the Dark Sun templars...

The Aventinian Royal Navy - The British Navy, although I'm not sure there's much of a comparison beyond "they are the biggest, scariest navy ever."

Baboti Rider - Like the Reiters, less a specific group than a style of fighting, they're meant to be the Mongol's last hurrah of relevance before gunpowder completely takes over: https://en.wikipedia.org/wiki/Mounted_archery

The Goldenhead Fraternity - Inspiried by the Brotherhood of Blackheads: https://en.wikipedia.org/wiki/...erhood_of_Blackheads Which I honestly just wish I could use instead since it's a better name, haha. They have a little Hellfire Club thrown in, too.

The Mystic Order of High Astrologers - The Hermetic Order of the Golden Dawn: https://en.wikipedia.org/wiki/...r_of_the_Golden_Dawn Or at least a highly similar organization. Basically, they were an occult group that formed back when magic was bullshit. Now that it is suddenly not bullshit, they're scrambling to present themselves as the occult experts they always pretended to be.

The Brotherhood of the Hammer and Chisel - The Freemasons, who have a similar backstory to the High Astrologers, but more a religious organization, less a hucksterish magical society. https://en.wikipedia.org/wiki/Freemasonry I haven't discussed religion much in this setting, but it's largely monotheistic with lots of Mason / Architect metaphors to describe the deity, so the Freemasons kind of fit in perfectly. Might punch up the name later, let me know if you have better suggestions.


Everything else is either invented out of whole cloth or too vague to refer to a specific organization.
Oliver Fitzwilliam
player, 162 posts
Wed 6 Feb 2019
at 23:42
  • msg #132

OOC Chat


Good news! and good luck with the new job. I know how unpredictable the whole freelance/contract thing can be, but well done for giving it ago.

I'll see what I can come up around units and regiments that maybe of interest.

-
A Malign Presence
GM, 186 posts
Thu 7 Feb 2019
at 04:51
  • msg #133

OOC Chat

Awesome, thanks!

I took a run at figuring out the Thief-specific Specialties. Let me know how these grab you as overarching concepts:

Talented Burglar - Standard D&D thief skillset.
Trained Assassin - Sacrifices trap disarming and pickpocketing for a damage bonus with poisons and daggers, bonuses to setting traps.
Charming Scoundrel - Close to burglar but with a heavy emphasis on Charisma-based skills. Party "face" skillset.
Learned Occultist - Closest to current occultist class, almost totally focused on daemonology. Represents someone who was formally taught daemonology; probably includes literacy.
Cunning Warlock - A mix between Learned Occultist and Charming Scoundrel. Specifically makes it easier to unfetter pacts (and be a warlock) but offers fewer bonuses to other daemonology-related checks (because being able to unfetter pacts better is really, really powerful). In-character, represents the distinction between the formally taught (Learned Occultist) and self-taught daemonologist.
Seasoned Ranger - Trades some of the standard thief skills for hunting, tracking, and some specific saving throw bonuses and attack penalty reductions well-suited to screwing around outdoors. As stealthy as a burglar, but only while within natural terrain/natural settings.
A Malign Presence
GM, 187 posts
Fri 8 Feb 2019
at 23:27
  • msg #134

OOC Chat

Also, serious question: do you think I can get away with a magic item named "necropants?"

https://en.wikipedia.org/wiki/N%C3%A1br%C3%B3k
Oliver Fitzwilliam
player, 163 posts
Fri 8 Feb 2019
at 23:51
  • msg #135

OOC Chat

In reply to A Malign Presence (msg # 134):

Nábrók sounds better. First time I have come across those.....
A Malign Presence
GM, 189 posts
Tue 12 Feb 2019
at 03:40
  • msg #136

OOC Chat

Indeed, me too. I was pretty stunned when I found it, and in fact think it's probably fake (as in, I think this Wikipedia page was created by whoever owns the "Icelandic Museum of Witchraft" or whatever. However, it's really, really fun. Probably the wrong tone for this game, but maybe a sillier game of D&D? Stealing an evil sorcerer's necropants sounds like a really good time.

Sorry the IC update took so long, just very distracted by RL stuff. I will also fully admit I purchased Rimworld yesterday and played it 15 hours straight, which I very much did not intend to do...

Anyway, apropos of nothing, here's a little detail on religion in the setting. Religion is something I've been dreading touching, both because I'm going to end up hand-waving and summarizing a lot of real-life religion stuff. Which is always dangerous territory. But... oh well!

1) Enlightenment thinking as a religion. For starters, Zardow is remarkably non-religious, overall. The dominate group of monotheistic religions place a high value on logic, reason, and observation. They have an essentially deist view of the universe; an all-powerful god probably made everything, but with no way of communicating with that god, the best they can do is try to lead decent lives and study the world to understand it better. The thinking goes (more or less) that if you can understand the patterns of the world better, you might be able to glean some understanding of this designer.

2) Design, architecture, and building are big, important metaphors. As you can already see, with the absent god thought of as an architect, lots of design and engineering metaphors come up organically in Zardow religion. A good way to think about the dominant religions on Zardow is if you take the Freemason philosophy and throw the weight of the Catholic Church behind it. Your highest duty is to try and understand the world around you, because that understanding supposedly brings you closer to God.

3) Abrahamic counterparts. To greatly simplify things, here are the three major religions on Zardow:

The Masons (or Masonites): Closest to Christians. Their largest, oldest and most powerful church, the Corbelite Church, is this setting's Catholic Church analogue. However, religion on Zardow is more fractious than it is even on Earth, and no one group quite reaches the power level of the Catholic Church at its height. The Corbelites are the biggest and baddest around, but the Masonite religion is lousy with holy orders, secret societies, cults and competing pope-like figures. Religion on Zardow is very much wrapped up in matters of state and politics, and none more so than the Masonites.

The Makers (or Makerites): Closest to the Jewish peoples. They are broadly similar to their beliefs as the Masonites are, but with differences in how they worship and, significantly, an utter refusal to acknowledge saints of any kind. Saints are a big deal in Zardow religion, so this makes them weird and object of persecution pretty much everywhere but the Krastavo Commonwealth. Even in Krastavo they are a minority, but one that is pretty baked into the social fabric there.

The Alchemists: Closest to the Muslims, this branch is pretty much only observed in Pavarea. They have their own unique body of saints that has very little overlap with Masonites. They are pretty obsessed with chemistry and tend to ignore other areas of study, or at least not grant them any religious significance. In addition to having a different suite of saints to venerate, Alchemists also have a number of religious rules they need to observe, which varies for particular orders. Some don't eat meat, some don't imbibe alcohol, most don't depict saints or divine beings in art, etc.

It should be noted that a capital A "Alchemist" refers to someone who observes these religious strictures and is probably from Pavarea. A lower case a "alchemist" is simply someone who works as an alchemist, studying the confluence of chemistry and daemonology and producing chemicals for everyday use. It's possible to an Alchemist but not an alchemist, or to be an alchemist but not an Alchemist.

Baboti Polytheism: The Baboti Khanate are the only of the Five Great Nations to not be monotheistic in some way. Instead, they worship a dazzling array of gods, mostly because the Khanate would just absorb the local pantheon of whoever they conquered. They had a very Roman attitude toward conquest, is the short version, basically.

Today Baboti religion is a sprawling web of hundreds and hundreds of local gods... only two or three of which the common Baboti peasant actually knows the name of, because those are the only two or three they personally worship and will personally affect their lives. Sainthood is still an important concept to the Baboti, but less so.

4) Sainthood is a big deal. A lot of religion on Zardow lacks any sort of veneration of the godhead figure. Instead, they venerate saints, important leaders of the religion who performed some "miracle" before they died. These are largely divided into two groups: the so-called "philosopher-saints" and the "national saints."

Philosopher-saints are the sort of people everybody agrees should be saints. They gained sainthood by inventing or discovering some new device, process, tool or school of thought. The people of Zardow, for example, would consider Sir Isaac Newton, Albert Einstein, and the like "philosopher-saints." They are holy men of the religion of Science, revealing new information to the masses through the light of their brilliance.

Far more controversial are the so-called "national saints," figures revered in one country and... less so... in others. A good example would be Vlad the Impaler. If Vlad's on your side, he's a good guy! But the guys on the pikes vociferously disagree... a lot of wars and religious conflicts on Zardow involve national saints, with one side considering someone a hero and the other side seeing them as a murderous monster.

With such a heavy emphasis on sainthood, it is expected that players will try to either a support a living saint themselves, or become one.
Oliver Fitzwilliam
player, 165 posts
Tue 12 Feb 2019
at 03:53
  • msg #137

OOC Chat


I like how you dealt with the religion issue give that you are correct and it could be a mind field. Perhaps give it "Up to the GM" feel and let them make it their own ?

Still what you have done looks really good.


-
A Malign Presence
GM, 190 posts
Tue 12 Feb 2019
at 05:12
  • msg #138

OOC Chat

Yes, I really wish I could just be "no comment" on religion, but it would seem weird to have such a giant, gaping vacuum in the game. Religion is a big part of every culture in the world, and making the Five Nations very logical and science-minded to the point where they don't have any religion at all seems like a non-option. They'd seem more like Vulcans than humans, which is very much not the point. So, like, I gotta do something.

That said, an awful lot of it (especially the Masonites in particular) is set up to be "up to the GM." You can make whatever crazy living saint cult of personality you want, whatever obscure holy order or brotherhood of knights you want, whatever major cathedrals or religious landmarks you want. You're just sort of suggested to use the Catholics and Golden Ratio-inspired cathedrals as the model, I guess?

It's not a perfect solution but being completely mum on the subject of religion in the game world didn't seem like a realistic option, and I wanted to do something other than the standard "here is the god of war! here is the god of the sea!" sort of fantasy schlock, since it really doesn't seem to fit the world.
A Malign Presence
GM, 192 posts
Tue 12 Feb 2019
at 06:01
  • msg #139

OOC Chat

Another good way to differentiate Zardow Masonism and real-world Christianity: a real-world Catholic might begin a tour of a cathedral like this:

"Designers used the so-called golden ratio in the architecture as a symbol God's subtle designs in nature, a way of reinforcing His presence in even spaces where He might first appear to be absent..."

Whereas a Masonite would start a tour of the same cathedral like this:

"Welcome to the High Holy Temple of the Golden Ratio!"

BTW, Frame/Johannes off-handedly mentions "The Quakelands" in a recent IC post. This is a description for a large region of what used to be Golilund, now afflicted with magic. It's a huge belt of the country that is basically undergoing a constant Earthquake spell. It's both a barrier between the rest of the continent and where high-stakes, high-profit, high-level "northern Golinlund" is, with it's badly magic-warped lands and major villain NPC strongholds and such. And "southern Golinlund" which is also a mess but less so, thanks to defenders from the other Nations. It's a barrier, but also a challenge and a thing players can fix, since "stop the earthquakes of the Quakelands" is a totally doable goal in-game, one that has big consequences for the game world.

However, that is just an example, part of the "recommended setting" of the game. GMs are free to discard that setting and go with any Lamentations of the Flame Princess-type module they want to run (using Daemonology in place of Vancian casting and the admittedly very fun summoning spell), or to reinvent any of the "true answers" the book presents. The true answers to big questions (what are the dullahan and who's making them? why did magic suddenly come into the world? what happened to the Golish monarchy? who are the samodiva and what do they want?) have answers presented, but I make it clear they are not the answer. If you think the Quakelands are dumb, you can discard them entirely and make up whatever you want. And large swaths of Golinlund are left largely undefined, except to say "magic is present here and it is super, super bad. Go fix it."

Other areas where I'm deliberately vague and openly encourage an "insert historical/fictional model of your choice" method include: the Outlying Islands (covering both a huge and almost countless array of cultures), the Baboti Khanate (defined as "empires composed of conquered and not even remotely assimilated nations", so you're free to make up a Baboti subgroup to your liking), the Krastavan Commonwealth (very republican and democratic in mindset, with a national defense catered around a class of professional mercenaries, players and GMs can make up their own interest groups, power centers, and mercenary guilds to their liking).

Most other places will be vague, and in particular the Tsardom and Aventaine both are undergoing such significant existential / legitimacy crises that GMs and players alike have the capacity to remake them over the course of the game. I'm trying to make a lot of room for sandboxy GM creativity, but also give an optional, functional campaign setting too. It's partly to showcase some of the themes I consider central the game ("power corrupts," "road to hell is paved with good intentions," to just to name a couple), but I have to admit setting writing / design is SUPER HARD and is the thing I'm struggling with most.

Part of me wishes I could just dispense with it, but in order but I don't think I can.
This message was last edited by the GM at 06:02, Tue 12 Feb 2019.
A Malign Presence
GM, 194 posts
Fri 15 Feb 2019
at 20:32
  • msg #140

OOC Chat

I want to mechanically revise the likho before I have you fight a bunch of them again. Thinking about just revising their claw attacks to only do 1 damage each on a hit, but that feels weird?

Really they should do "1d2" but I just hate 1d2 as a construct and avoid using it. Maybe 1d4-2?
Oliver Fitzwilliam
player, 168 posts
Fri 15 Feb 2019
at 20:43
  • msg #141

OOC Chat

In reply to A Malign Presence (msg # 140):

Hi, Yes I think 1d4-2 probably would work better... it is a hard one, I mean the outcome is basically the same.
A Malign Presence
GM, 195 posts
Sat 16 Feb 2019
at 02:58
  • msg #142

OOC Chat

Yeah, I was initially doing a thing where I was avoiding putting any pluses or minuses in the damage calculations, but in retrospect I'm not sure why that was important to me. I think 1d4-2 is the cleanest way to accomplish what I'm looking for.

The bestiary is progressing fairly well, by the way, although it may not look like it. I bumped up against RPOL's "maximum characters per post" limit and have moved the bulk of the bestiary offline.

Anyway, I'll update likho tonight and get posting IC today or tomorrow. I was initially going to just hand-wave the whole exploration, but glancing at the map again there is actually some sizable risk and treasure for you to explore.
Oliver Fitzwilliam
player, 169 posts
Sat 16 Feb 2019
at 03:05
  • msg #143

OOC Chat

In reply to A Malign Presence (msg # 142):

Looking forward to it, especially the treasure part, if the dice roller is behaving that is.


-
Oliver Fitzwilliam
player, 170 posts
Sun 24 Feb 2019
at 01:27
  • msg #144

OOC Chat


So hows the new job going ? I always think it is the people you work with that make the job.
A Malign Presence
GM, 196 posts
Sat 2 Mar 2019
at 06:13
  • msg #145

OOC Chat

New job is cutthroat and disorganized and so millenial it burns, but they decided they like me and have given me a lot of responsibility (with minimal training, of course). I think I can handle it, but it is a weird and very temporary environment.

I got into a major car accident Wednesday night, though, less than week after repairing the car and three days into this job I desperately need to be on point for. My 401K disbursement is late and I can't manage to reach an actual human regarding it on the phone... so.. things are rough. I'm physically fine but the car is likely totaled. Luckily the new job is near a public transit hub (such as they are for Los Angeles) so maybe I can make it all work?

We'll see. Anyway, sorry, there may be a hiatus for a couple more weeks. How are you doing?
Oliver Fitzwilliam
player, 171 posts
Sun 3 Mar 2019
at 08:15
  • msg #146

OOC Chat

In reply to A Malign Presence (msg # 145):

I'm glad the job sort of worked out, the car thing now I know that pain. I totaled mine a couple of years back after dropping a grand on engine repairs and a set of new tires, I was pissed.

Anyway just when you are ready.


-
A Malign Presence
GM, 197 posts
Tue 19 Mar 2019
at 20:14
  • msg #147

OOC Chat

It looks like Red Markets is petering out on RPOL. I decided to start a Roll20 game instead, and found a group that works (roughly) for my time schedule. We're doing a planning session this Saturday at 9 AM PST. You're welcome to join if you want!

If you'd rather stick to play-by-post, though, give me a few weeks and I can start up Devils and Dragoons again. Haven't abandoned it, just wanted some time to recharge (and study someone else's indie darling headache for a bit).
Oliver Fitzwilliam
player, 172 posts
Tue 19 Mar 2019
at 21:56
  • msg #148

OOC Chat

In reply to A Malign Presence (msg # 147):

Sorry I can't do roll20 I just can't fit it in and then I feel bad for letting people down.

I am happy to wait as PBP fits into my scheduled much better. Goof luck on the new game.


Cymon.
A Malign Presence
GM, 198 posts
Sat 23 Mar 2019
at 07:36
  • msg #149

OOC Chat

I hear you. I'll let you know when I'm ready to start this up again. You're a hell of a playtester, and I appreciate your help with it so far.
This message was last edited by the GM at 07:37, Sat 23 Mar 2019.
Oliver Fitzwilliam
player, 173 posts
Sat 23 Mar 2019
at 21:54
  • msg #150

OOC Chat

Thanks, no worries.
Oliver Fitzwilliam
player, 174 posts
Tue 26 Mar 2019
at 22:54
  • msg #151

OOC Chat


I don't suppose you want to throw up a few posts in Frontier Feng Shui, just putting it out there if a change of game/setting might make a difference. Cheers.


Cymon.
Oliver Fitzwilliam
player, 175 posts
Tue 16 Apr 2019
at 05:47
  • msg #152

OOC Chat



I am going to be on holiday for a week from tomorrow and unlikely to have any internet access. I will try to look in if I am able. Cheer's.

Cymon.

-
A Malign Presence
GM, 199 posts
Wed 17 Apr 2019
at 04:50
  • msg #153

OOC Chat

Thanks for the heads up.

I don't think I'll be returning to Frontier Feng Shui. I love Kevin Crawford and a lot of his stuff, but I've been grappling lately with how problematic stuff like Spears of Dawn or Red Tide/Scarlet Heroes is. I was writing the Sento setting while on the clock at my old job, and I looked around my cubicle and realized all my immediate co-workers were Asian, and I was like, "Shit, I wonder how they would feel if I knew what I was writing?"

This is a big part of why Devils and Dragoons thus far is pretty much White Guilt: The Setting but I've struggling with even that. Writing the setting is definitely the hardest part, especially since I'm hoping to avoid some of the problems mentioned above. I'm on the fence about just cutting any concept of setting from the book entirely, sort of like Lamentations of the Flame Princess (a product I was unaware of when I initially conceived of Devils and Dragoons, but I now realize may largely be eating its lunch).

Still though, the setting is pretty intrinsically linked to some important stuff, like the pact tables (as currently written, at least) and relationships. I think I'm going to muscle through for now.

Anyway, enjoy your holiday. I'll let you know when I'm ready to start a play-by-post game again, but I'm trying to focus on RL for a while. Work continues on this game, though, which I consider part of RL. Hope you don't mind if I bounce some rules ideas off you now and again while I get ready to resume play.
Oliver Fitzwilliam
player, 176 posts
Sun 28 Apr 2019
at 01:31
  • msg #154

OOC Chat


I would not get caught up in the mechanics of appropriation and what is right, you end up just going in circles. But this is especially true when you are a one man outfit trying to get some ideas published.

I would leave it to the editors and publishers to nut it out.

Happy to help in anyway. Thanks.

Cymon.
A Malign Presence
GM, 200 posts
Tue 7 May 2019
at 20:24
  • msg #155

OOC Chat

Yeah, true. Thanks man.
A Malign Presence
GM, 201 posts
Mon 13 May 2019
at 18:30
  • msg #156

OOC Chat

I've had some recent thoughts/epiphanies about Relationships that I wanted to run past you. I'm still working on this game, but my personal life has been a mess lately. Relatively new job, the return of copywriting season, and me getting the flu last weekend really didn't help.

This comes out of the Tough/Soft/Weak spots of Red Markets, which I really enjoyed as a mechanic. I also enjoy the concept of handing some measure of narrative control, and that's part of what I was trying to achieve with Relationships.

As I was writing the mechanical parts of Relationships, though, I realized I was having trouble balancing it. Specifically, balancing a permanent bonus (even a minor or fluffy one) like literacy, knowledge of daemonology, or a new language against a mechanical +1 to a check. I thought about just making it "every Relationship gives both a permanent bonus and a transitory one", but that would mean most characters would just end up knowing an unrealistically huge number of languages, especially if they weren't interested in literacy or daemonology.

I've decided now that you pick either a permanent perk or add it to your list of temporary +1s you can argue for. So, for example, let's say you pick The Hopeful relationship. You decide as an effect of this relationship, your character learns Borys during his time incarcerated. You'd record this on your sheet as:

Relationship: The Hopeful (Learned Borys)

Then let's say you have another part member who also takes this Relationship. But they either already know Borys or are not interested in learning it. So they still take the relationship, but decide to keep the exact benefits of it vague. Their Hopeful connection is an ace up their sleeve they can call on at a narrative-ly appropriate moment. The GM and player would have a brief discussion about some of the checks that +1 could be used on, as well as some it wouldn't be used on (hiding from authorities? Yes. Fancy dinner party? No.). They player would record it on their sheet like this:

Relationship: The Hopeful (+1)

I'm trying to decide whether or not it would be okay to take the same Relationship more than once, to indicate a deeper relationship with that particular group. Not sure. But the idea is the bonus would never stack, it's a +1 only regardless of how many relationships or how deep the relationship applies.

This is pretty good, and I imagine most people will just pick a long list of relationships over their character's career so they have lots of circumstantial +1s to choose from. And that's fine, and a good way to play a character. But I wanted to make the option of always choosing static bonuses tempting, and since I know not everyone is interested in endlessly learning new languages, I thought I'd introduce a new mechanic/concept: Traditions.

A Tradition is a particular magical, scientific or miraculous way of thinking that shapes how a warlock/daemonologist practices magic. Traditions will be intentionally vague and players will be encouraged to create their own, but some examples could be "Corbelite Theurgy" (you believe your magic and command of daemons is ordained by God), "Baboti Witchcraft" (you are bastardizing and misappropriating Baboti polytheism for magical mojo), "The Rubedo Heresy" (established methodology for blending magic and chemical sciences that is outlawed in Pavarea). Like, it gives some flavor to your individual, personal path of sorcerery.

Let's say, for example, Lira decides to take a Tradition. This requires first knowledge of deamonology and literacy; it's possible to be an illiterate daemonologist, but one can't learn Traditions without literacy (since they often involve lots of specific rituals, holy texts and grimoires). She knows both how to read and write and how to summon daemons so she qualifies, and writes on her sheet:

Tradition 1

If she wants to define it in play, describing her Tradition as methods she picked up while studying at Rivai, she can make a note of that:

Tradition 1 (The Rivai School)

But this isn't required. Later on, she picks up another Tradition as part of her Frontieersman relationship (or whatever). She decides she learned the quaint local practices of a reclusive hedge mage, and added those to her milieu of occult knowledge. Her Traditions section on her sheet now looks like this:

Tradition 1 (The Rivai School)
Tradition 2 (Northern Aventaine Hedge Sorcery)

Get it? Now, how are Traditions actually used? Currently, their main use is a big, one-time bonus to a certain magical skill check, saving throw, or the like. You can evoke this bonus for anything, so long as it's magical. Want to add to a damage roll with your Fireball spell? You can evoke a Tradition. Really need to make that Magic saving throw? You can evoke a Tradition. Want to make sure you don't fuck up the skill check for summoning The Abyss? You can burn a Tradition.

I'm still working on the name for the unique use of this Tradition, but the working term I'm using right now is "Thesis." Since it's supposed to be a singularly inspired use of a Tradition, you cross the Tradition out on your sheet once the Thesis is used. So, for example, Lira uses a counter-charm she learned at the academy to repel an enemy curse, giving her a bonus to her saving throw. She crosses the Rivai School Tradition off her sheet:

Tradition 1 (The Rivai School)
Tradition 2 (Northern Aventaine Hedge Sorcery)

And adds a bonus to the saving throw equal to the number of Traditions she knows: so, a +2. These other benefits of Traditions are in effect whether or not a Tradition has been "consumed" with a Thesis. For example, if later in her career Lira decides to use her Hedge Sorcery Tradition to get a bonus for summoning a certain daemon related to the tradition, she would still get a +2 bonus. The Rivai School still "counts" toward her total number of Traditions, even if it has already been "burned" for the creation of the Thesis. That knowledge isn't lost, it's just that she's already achieved her personal, career-defining pinnacle with it. Make sense? Traditions are never really "lost," it's just that you only get one Thesis per Tradition.

There are two additional benefits of Traditions, regardless of whether or not they've been used in a Thesis yet. First, every third Tradition you learn increases your caster level by +1. Additionally, I'm reworking how reagents work. Specifically, how gaining reagents work. You can still use gold to buy reageants at a 1:1 ratio (provided you can make a good enough Charisma check to find someone who sells what you need, of course). But I've decided to rework how reagents work "in the wild." Instead of a flat, random 25% roll to determine if you can use some reagents you've found, you will instead make a Wisdom check to determine if you can use reagents you encounter based on the Traditions you know. If the check is successful, you can score a number of reagents equal to the Traditions you know x 50. The idea being if you're very well-versed in lots of obscure Traditions, you can stretch reagents for longer and find more uses for them.

This creates a natural break between daemonologists and non-daemonologists. Daemonologists will have fewer floating +1s to saving throws and skills because they will be spending most of their Relationships picking up Traditions. Non-casters will have a slight edge in flexibility with their more "pragmatic" uses of Relationships. It creates a sort of spellcaster/non-spellcaster divide among fighters and thieves that feels... weirdly right? If that makes any sense?

Finally, the biggest change I'm thinking about is that you can use your Relationships to screw yourself or the party over. This is inspired by Red Markets, but to return to the Hopeful example, lets say you as a player think it would make things interesting if the random bandits you encountered were not random bandits, but instead of dread Hands of the Tsar coming to recapture you and your "accomplices." The GM agrees, and makes the encounter a bit tougher and makes your character the "priority target" for the NPCs. In exchange, the player regains a point of Valor; sometimes having the world stacked against you brings out the best in you.

Let me know what you think of all this. I like giving players more narrative control (this will also be good for the GM, GMs running this game need to get used to thinking on the fly when it's possible for a level 1 player to cast Wish!), and the idea of using your Relationships to disadvantage you in exchange for Valor is very much based on Red Markets, where players can use Weak or Soft Spots to screw themselves over in exchange for Will. It's a very fun mechanic that people go for more often than you think, and always makes the story more interesting, which is sort of the goal.

I know that's a giant word vomit, but I've been thinking about this a lot. I think that plus going to Fighter/Thief only will get character creation to about where I want it.

Oh, also thinking about greatly buffing the "hand" bonuses. Right-hand will give you a +1 to all Magic saving throws and a permanent bonus point of Valor. Left-hand will give you +1 caster level and +1 to melee attack rolls. Just a buff to tie into the right hand / left hand occult myth more and also make players feel more like big damn heroes at level 1.
This message was last edited by the GM at 23:41, Mon 13 May 2019.
A Malign Presence
GM, 202 posts
Sat 18 May 2019
at 04:22
  • msg #157

OOC Chat

I have added two new secret languages, to round both out to 12. Check out Colloquy and Babbles, which are two of the weirder ones available (even weirder than Sylvan).
Oliver Fitzwilliam
player, 177 posts
Sat 18 May 2019
at 06:54
  • msg #158

OOC Chat


I really like these concepts especially the relationships and being able to add to the narrative is always a good outcome. Sorry I never pulled the trigger on the contracts, I was intending to go through them again once we had made it back to "civilization" and as that is a big part of the game it is something that I will get onto when we resume.


Cymon.
A Malign Presence
GM, 204 posts
Wed 22 May 2019
at 00:17
  • msg #159

OOC Chat

Thanks man. I have officially forced myself to come up with names for the two remaining big island civilizations. Our Mayan/Incan/Aztec mashup will be known as "Cancha" and the "if Ethiopia was all of Africa" concept will be called "Onnen." I mostly used name generators for this, but I picked these because they sound like names English-speakers would come up with... basically I reminded myself that these would be the names that the Continental folks use, not the islanders themselves. So I like them for that.

At this point, I think my plan a month or so finishing relationships, re-doing character creation, re-working the pact tables and the daemonology section a bit (I have also realized that channeling is very much not working as intended, and may need to be removed entirely).

After that, I think I want to hand-wave the rest of the current dungeon. It's mostly an uninteresting slog through kobold and likho-infested tunnels with no real payoff. I'll let you guys have all the (remaining) treasure in the dungeon, but I don't think there's any use or value in playing through the whole thing. Like, it's a badly designed and dull dungeon. Might as well call it a wrap.

So I'm thinking in mid to late June I'll have the materials I need for playtest 2.0. I will recruit another play-by-post player or two. You can either choose to play as Lira or Oliver, or keep them both, and I'll have other players double up on characters too. Probably the latter.

And yeah, I hear you. There wasn't much incentive for you to sign pacts if you weren't sure what you're getting into. That's mildly frustrating to me as a designer/GM, heh, but I think a healthy fear of daemons and pacts is definitely a sign of things working as intended.

This game has the potential to get crazy; if you're a semi-competent daemonologist with access to let's say 1,000 GP in reagents, you can very easily become a demigod by Labyrinth Lord standards. I need that 1% chance of no save insta death from a bad Bane, or that 1% chance of accidentally summoning The Abyss and TPKing the party*, to put a little fear of God into players.

* Actually, not necessarily a total TPK... just a caster level 20 Ray of Death spell coming at anybody who fails their Morale check! Which has a -4 penalty. Which hazel wands and rings are useless at defraying. Hahahaha.
Oliver Fitzwilliam
player, 178 posts
Wed 22 May 2019
at 05:43
  • msg #160

OOC Chat


Great, looking forward to the restart. As I said once we are away in an Inn and Lira has some time to look them over they will both be signing pacts.

Cymon.
A Malign Presence
GM, 208 posts
Wed 5 Jun 2019
at 14:17
  • msg #161

OOC Chat

Check out the loglines under "World of Zardow." These are OOC descriptions and will eventually be edited out, with the goal of the longer descriptions basically getting that idea across. These are very crude analogies, but should give you a rough idea of what the world looks like and what's going on with it.
Oliver Fitzwilliam
player, 179 posts
Wed 5 Jun 2019
at 21:00
  • msg #162

OOC Chat

In reply to A Malign Presence (msg # 161):

Thanks I will have a look now.


Cymon.
A Malign Presence
GM, 209 posts
Sun 9 Jun 2019
at 19:00
  • msg #163

OOC Chat

I'm going to rename saving throws and formally separate "Con-based physical saving throws" from "Dex-based physical saving throws." I hate to crib Fort/Reflex/Will but the Wizards of the Coast kind of nailed that.

I'm going to rename them Health, Dodge and Aura. "Health" will mostly be for resisting mundane illnesses and poisons, or whole-body crushing physical force (like surviving being swallowed whole by a monster long enough for your allies to hack you out of its gullet) or being trapped in a cave-in. Dodge is physically get out of the way of physical threats, or throwing yourself to the ground fast enough to avoid most explosions. Aura is basically will.

Classes will still have saving throw tables, but with only two classes, I think I will simplify them to a 1/3/5/7/10 progression for both classes. Which by the way, I'm not sure if I've mentioned this, but... 10 will be the max character level. 20 will remain the max caster level. At a certain point, to advance you stop worrying about experience points and start worrying about doing increasingly crazy things to increase your caster level ("Let's summon the Dweller on the Threshold! Let's all become warlocks!"). This is an intentional slippery slope/you become the villains thing.

Anyway, in the new saving throw tables, both classes with have bad Aura saves (though Thieves will have slightly better). Thieves have good Dodge, Fighters good Health. Player characters add the higher of their Strength or Constitution mods to Health, their Dexterity mod to Dodge, and the highest of Intelligence, Wisdom or Charisma to Aura. This might make Dexterity "too good", but meh. Dodge is the unlikeliest of the three to be save-or-die, and Dexterity is already real good as it determines initiative. Considering adding "highest of Wisdom or Dexterity to initiative" as a rule to make Dexterity less must-have, but does that make Wisdom too good? Let me know what you think.

I want to stick for Labyrinth Lord / SRD spells for familiarity's sake, though I will bend them and twist them and make them interact in weird ways and generally make them stronger/more flexible throughout.  This can sometimes be difficult, as Labyrinth Lord and SRD are a subtly different from each other a lot. Some of the what I'd consider truly "iconic" dungeon crawl spells are missing from Labyrinth Lord, but I also like LL's style of describing spell effects, it's just too helpful a base to work from. I think I should stick to LL's spells for simplicity's sake, and because I intend to release the daemonology "system" by itself as a free standalone PDF, which I'll advertise as using the spells from LL. People can use those spells as written, or buy Devils and Dragoons to get "full" pact tables and my version of the spells, with reagent interaction and the spells interacting with one another and so on.

So still have some high-level pruning and decision-making to do there, unfortunately.

The redesign is proving a little more extensive than I anticipated, but besides untangling the spell lists (and then applying it to the pact tables), this is all laid out in my mind pretty well and I feel good about it. Hope you don't mind me word-vomiting some notes on here, thought you might be interested. Things are looking more late June, but if I can find some writing time this month to buckle down and actually record all this that should still be feasible.
This message was last edited by the GM at 19:05, Sun 09 June 2019.
Oliver Fitzwilliam
player, 180 posts
Wed 12 Jun 2019
at 09:24
  • msg #164

OOC Chat


I am looking forward to getting my characters up to some of those high levels to try some of this stuff out. I hope things are settling down for you.


-
Oliver Fitzwilliam
player, 181 posts
Sun 16 Jun 2019
at 04:53
  • msg #165

OOC Chat


I was thinking another language could be for high born ladies using their fans. Here is an article giving the basics, but it could be much more.

https://www.sothebys.com/en/ar...ret-language-of-fans

A silent form of sign language where practitioners could conduct a full conversation from the other side of the room.


-
A Malign Presence
GM, 210 posts
Sun 16 Jun 2019
at 06:42
  • msg #166

OOC Chat

Oooh, I like that! I was considering replacing the boring High Golish with something else already. I was planning to do the classic Thieves' Cant, which I personally always considered a bit silly but figured would be a fun way to get in touch the OSR/LL/classic D&D roots. I kind of like the idea of a secret, coded spy fan language even more. Got an idea for a name? Maybe just "The Fans?" I could see it easily adapted for flags or kerchiefs too, sort of a conversational flag semaphore.

I could see this initially being a brief fashion among ladies in a legitimate high court somewhere, with the code then quickly disseminated through the many prostitutes and courtesan-types likely to hang around any given high court. From there, it spreads to thieves and commoners on the streets, where it functions both as this sexy, indulgent "secret language" among the ladies of high society, but also as a sort of secret code Thieves' Cant replacement for lower class criminals. I like this idea a lot, creates some interesting plot lines with, like, a street walker being smuggled into a noblewoman's estate to better teach her The Fans? I dunno, it's silly but I kind of love it.

Check out Relationships, under Character Creation, which are done! Well, not quite done, but done enough. All the world-specific relationships have descriptions, and while most lack examples I think the concept is clear enough for the play test.
This message was last edited by the GM at 17:52, Sun 16 June 2019.
Oliver Fitzwilliam
player, 182 posts
Sun 16 Jun 2019
at 08:49
  • msg #167

OOC Chat

The relationships look great, lots of good ideas there.

Cymon.
A Malign Presence
GM, 213 posts
Mon 17 Jun 2019
at 05:50
  • msg #168

OOC Chat

Important but subtle at first blush changes to daemonology are in the daemonology section. See also what I consider to be the perfect and finalized spell list. Specifically familiar spirits have changed from needing five pacts to only three, warlock pact-breaking is now formally called "unfettering" and offers a one-time bonus of +2 to your caster level instead of +1 per pact broken. Channeling is more expensive and nerfed, requiring both knowledge of a particular daemon's Seal and an unreasonable amount of reagents. Sealing the Abyss into a silver coin so you can cause panic and death among the enemy ranks is still a thing, but it will cost you 9000 reagents and be much less effective and devastating than it was before, so I think that's a fair trade.

I'm using the term "empowered" to refer to using reagents to boost a spell. This always costs 100 reagents x the spell level, and also increases the spell's casting time from "instant" to "a dungeon turn (~10 minutes) per spell level." So empowering a 6th level spell would cost 600 reagents and take an hour to cast, instead of being instant.

Expect full rules for the last remaining spells to come, along with all the janky and weird interactions I can think of. Made some good progress this weekend, late this month is still looking possible.
This message was last edited by the GM at 00:47, Tue 18 June 2019.
A Malign Presence
GM, 214 posts
Fri 21 Jun 2019
at 14:33
  • msg #169

OOC Chat

Okay, now the spell list is finalized. I think. I will need to edit the pact tables more to include some new spells.

They are all LL spells, except I have renamed "ESP" "Telepathy" because I just hate the name ESP. I might also cut Hold Monster in favor of True Sight when going over the pact tables again, I will let you know.

I am also considering making another change to warlock pact-breaking... I'm thinking about returning it to +1 caster level per successful pact broken, but making it so that the reagents required are doubled after each successful unfettering. So first time you break a pact, it's 250 reagents, but the next time is 500, then 1000, then 2000, then 4000, then 8000. Sort of introduces a limitation on it without really limiting it. Let me know what you think.

I'm busy this weekend but will try to wrap things up next weekend, and create some dungeons/adventures for playtesting. Let me know if you know any players, or else I will start doing ads.
Oliver Fitzwilliam
player, 183 posts
Mon 24 Jun 2019
at 01:27
  • msg #170

OOC Chat

In reply to A Malign Presence (msg # 169):

All those points sound good, I've had a quick look over the spell lists, but I'm on my phone for a couple of days so its not and ideal was to read text.

I'll have a think about people, its but of a specialist game and the couple I am thinking about might be a little stretched at the moment. Cheers.


Cymon.
A Malign Presence
GM, 223 posts
Mon 24 Jun 2019
at 06:46
  • msg #171

OOC Chat

Cool. Let me know if you hear back from friends. I'm sure I can find somebody, was just wondering if you had anyone in mind.

Will likely rename "Polymorph Any Object" to just "Polymorph." If I'm renaming one I might as well. Also just a better name, especially since it's the only "Polymorph" I'm including. Going to try to hew as close to the "traditional" names as possible otherwise, though.

Character classes are done. I largely simplified them, I think, particularly fighters who lost their "make a specialty" thing. Instead I just juiced their attack bonuses more, since I realized it would accomplish a similar goal while also make them more attractive compared to a thief's glut of specialties. Really the main draw for a fighter is the hit dice... they inherit the dragoon's old Valor use ability, which I secretly think is really quite good. But we'll see if it plays out that way.

Specialties have been updated. Want to convert Oliver and Lira?
Oliver Fitzwilliam
player, 184 posts
Mon 24 Jun 2019
at 07:17
  • msg #172

OOC Chat

In reply to A Malign Presence (msg # 171):

Sure I'll convert them over, should be able to do it tomorrow.

Do you want to give me what was let in the castle dungeon, if anything ? Thanks.


Cymon.
A Malign Presence
GM, 224 posts
Mon 24 Jun 2019
at 07:37
  • msg #173

OOC Chat

Yes, "Frame" had about 1,000 GP under guard by some kobolds he'd summoned. It was pretty much his savings combined with what he looted from the dungeon, which is again sorta his inheritance. He wouldn't let you have any of this, but if you wanted to kill him you could take it.

There was 100 additional gold at the end of the likho tunnels, which you're entitled to split between Lira, Callum and Oliver. You guys found most of the good stuff already.
This message was last edited by the GM at 07:38, Mon 24 June 2019.
Oliver Fitzwilliam
player, 185 posts
Mon 24 Jun 2019
at 07:44
  • msg #174

OOC Chat

In reply to A Malign Presence (msg # 173):

Frame can of course keep the 1k of GP, are we extending the adventure by seeking out the "townhouse" or are we laying that to bed ?

Cymon.
A Malign Presence
GM, 225 posts
Mon 24 Jun 2019
at 07:55
  • msg #175

OOC Chat

Sorry, what townhouse? I think the only unexplored area besides the tunnels was the building in the courtyard, which was actually a stable. It has Frame's horse in it. If you're planning to leave him here to guard his deathless brother, he'd probably give it to you? It's a riding horse.

If you mean getting a place to rest and study pacts, I think if you just want to spend reagents and have Lira make checks in the OOC space here, we can do it and have you sign pacts that way. But you'll have to update her sheet for that. But yeah, you'll have time to rest and study and sign pacts if you want.

I think I'll do a separate, "you stumble upon trouble" sort of adventure on the road back (just because I have an idea), then we can get to Dunsfort. We can wrap up von Roker stuff then, unless you decide to do something else.
This message was last edited by the GM at 07:57, Mon 24 June 2019.
Oliver Fitzwilliam
player, 186 posts
Mon 24 Jun 2019
at 08:04
  • msg #176

OOC Chat

In reply to A Malign Presence (msg # 175):

Sorry I mean the additional properties that Frame said his brother and father had owned but I guess we will not be pursuing that. I think it was probably something we were going to do in the larger campaign

Oliver and Lira will report back on what they have found and then either travel to a large town or city for some R&R and the signing of some pacts. I don't suppose you have a list of them, if you don't I will compile one tomorrow when I update their character sheets.

Is the character creation thread up to date ?


-
A Malign Presence
GM, 226 posts
Mon 24 Jun 2019
at 08:56
  • msg #177

OOC Chat

Yes it is!

And I see what you mean now. Yes, you can pursue other von Roker properties too, that's not too functionally different than going into Golinlund to loot random ruins.
This message was last edited by the GM at 14:50, Mon 24 June 2019.
A Malign Presence
GM, 227 posts
Mon 24 Jun 2019
at 14:52
  • msg #178

OOC Chat

I did a quick glance through the thread and these are the contracts you've found so far:

quote:
I, Leraje, Whose Arrows Bring Green Death, hereby award the signatory: spells and blandishments to make you beloved by friend and foe, in exchange for an ordeal of hallucinatory visions.


quote:
I, Phaleg, The Warlord, hereby award the signatory: a sword which shall never be sundered until this pact is broken, in exchange for a tithe of one gold coin, interred beneath earth or stone on the night of the new moon.


quote:
I, Furtur, The Storm That Lies, hereby award the signatory: a lantern to pierce earthly darkness, in exchange for an ordeal of pilgrimage.


quote:
I, Barbatos, The Bearded Hunstman, hereby award the signatory: safe passage through the underworld, in exchange for a ban against impiety.


quote:
I, Barbatos, The Bearded Hunstman, hereby award the signatory: that the next sword you touch be fated with conquest, blood and victory, in exchange for a tithe of 250 gold, interred beneath earth or stone on the night of the new moon.


None of these should be affected by current edits to the pact tables, except possible Phaleg. The price and boon still stand for that one, but Phaleg himself might be getting written out and when I re-do the daemons, hopefully sometime this week.
Oliver Fitzwilliam
player, 187 posts
Mon 24 Jun 2019
at 20:43
  • msg #179

OOC Chat

In reply to A Malign Presence (msg # 178):

Thanks for doing that, it's a great help.

If you don't want to continue the von Roker adventures we can try something else in the mean time if its easier to do random ruins for the new players.


-
A Malign Presence
GM, 228 posts
Mon 24 Jun 2019
at 23:26
  • msg #180

OOC Chat

We can continue the von Roker plotline, I'm just saying I wasn't expecting for there to be much to it beyond taking down the patriarch von Roker in Dunsfort, then maybe destroying the deathless von Roker and relieving Frame from his duties.

First, though, I'm going to have a smaller adventure happen on the road back to Dunsfort, because it will be a good way to introduce new players and characters. So the von Roker stuff is on hold, not cancelled.
Oliver Fitzwilliam
player, 188 posts
Mon 24 Jun 2019
at 23:28
  • msg #181

OOC Chat


Sounds great. So do you want to do the pacts before or after ? Could do them at the tower I suppose.
A Malign Presence
GM, 229 posts
Tue 25 Jun 2019
at 00:25
  • msg #182

OOC Chat

Yeah, we can definitely do the pacts before. Just let me know what you want to do (will Lira research them, or will you just sign some blind?).

Also remind me: how many reagents did Lira get her hands on? You can also try to buy more, though it will require a check to find a seller.
Oliver Fitzwilliam
player, 189 posts
Tue 25 Jun 2019
at 00:31
  • msg #183

OOC Chat

In reply to A Malign Presence (msg # 182):

She will research them if she is able (What sort of information would a success give her ?)and she has 400gp of arcane regents.


-
A Malign Presence
GM, 230 posts
Tue 25 Jun 2019
at 00:38
  • msg #184

OOC Chat

Relevant rules from daemonology:

quote:
Studying Pacts

With 8 hours of time and 100 arcane reagents, a careful daemonologist can study a pact to try and glean more information about the exact nature of the agreement. With a successful threshold 7 Intelligence check, the daemonologist can ask the GM three yes or no questions about either a pact's Price and Boon. For example, if studying a pact, they may ask the GM:

- Will this pact allow me to cast a spell?
- Will the Boon from this pact increase my caster level?
- Will this pact allow me to cast the spell Fireball?

The GM must answer these questions truthfully, but with only yes or no answers and no additional information.

Studying Boons and Prices are primarily done to glean more information regarding the pact, and to help a daemonologist decide whether or not he is willing to sign.

There is no penalty to failing at studying a pact, with the exception of lost time and arcane reagents.


Basically you can pay 100 reagents for a chance to ask 3 yes or no questions about a particular pact.
This message was last edited by the GM at 00:38, Tue 25 June 2019.
Lira
player, 97 posts
Tue 25 Jun 2019
at 00:48
  • msg #185

OOC Chat

In reply to A Malign Presence (msg # 184):

Thank you. I was going to do the two sword pacts first, do you want me to hold off if you are going to do a rewrite ?

quote:
I, Phaleg, The Warlord, hereby award the signatory: a sword which shall never be sundered until this pact is broken, in exchange for a tithe of one gold coin, interred beneath earth or stone on the night of the new moon.

quote:
I, Barbatos, The Bearded Hunstman, hereby award the signatory: that the next sword you touch be fated with conquest, blood and victory, in exchange for a tithe of 250 gold, interred beneath earth or stone on the night of the new moon.


Lira was then going to take:

quote:
I, Leraje, Whose Arrows Bring Green Death, hereby award the signatory: spells and blandishments to make you beloved by friend and foe, in exchange for an ordeal of hallucinatory visions.


The last two she will hold onto until they are needed.


-
This message was last updated by the player at 02:02, Tue 25 June 2019.
A Malign Presence
GM, 231 posts
Tue 25 Jun 2019
at 00:50
  • msg #186

OOC Chat

No, all pacts are good and shouldn't be affected by revisions. Phaleg might get cut but it will have no mechanical impact on the pact.

Is she attempting to research those three, or signing them?
Oliver Fitzwilliam
player, 190 posts
Tue 25 Jun 2019
at 01:06
  • msg #187

OOC Chat

In reply to A Malign Presence (msg # 186):

Research, I think..... Need to come up with some questions. Questions that are not just game mechanics queries.....

What does she need to roll to get to the questions might be a good start ?



-
Oliver Fitzwilliam
player, 191 posts
Tue 25 Jun 2019
at 01:51
  • msg #188

OOC Chat


Found it... threshold 7 Intelligence check:

Lira rolled 6 using 2d6+4.  Research roll 3.

Lira rolled 11 using 2d6+4.  Research roll 2.

Lira rolled 7 using 2d6+4.  Research roll 1.

I added +3 for Antiquarian and +1 for Academy Graduate, does she also get +3 for caster level ? Now for the questions... Thanks.

Cymon.
Lira
player, 98 posts
Tue 25 Jun 2019
at 02:01
  • msg #189

OOC Chat

Questions:

quote:
I, Phaleg, The Warlord, hereby award the signatory: a sword which shall never be sundered until this pact is broken, in exchange for a tithe of one gold coin, interred beneath earth or stone on the night of the new moon.


1. Explain your interpretation of the word sundered

2. What type of sword is created (Long sword etc...)?

3. Will the sword have the ability to hit an enemy easier or cause more damage to them or both ?

quote:
I, Barbatos, The Bearded Hunstman, hereby award the signatory: that the next sword you touch be fated with conquest, blood and victory, in exchange for a tithe of 250 gold, interred beneath earth or stone on the night of the new moon.


1. Will the sword be able to compelled the user towards "fated with conquest, blood and victory." ?

2. Will the sword have the ability to hit an enemy easier or cause more damage to them or both ?

3. Could the user cast aside the sword and not be compelled by it ?

And actually decided that Lira will not research the last pact. Thanks.

Cymon.
This message was last edited by the player at 02:04, Tue 25 June 2019.
A Malign Presence
GM, 232 posts
Tue 25 Jun 2019
at 04:32
  • msg #190

OOC Chat

So two things for researching pacts: OOC or mechanical questions are fine. Second, they need to be yes or no questions. You can re-ask anything that wasn't yes or no, but for now:

quote:
1. Explain your interpretation of the word sundered

2. What type of sword is created (Long sword etc...)?

3. Will the sword have the ability to hit an enemy easier or cause more damage to them or both ?

1. Invalid, ask again!
2. Invalid, but if you want to ask, "Will this create a longsword?" that would be fine.
3. Yes.

quote:
1. Will the sword be able to compelled the user towards "fated with conquest, blood and victory." ?

2. Will the sword have the ability to hit an enemy easier or cause more damage to them or both ?

3. Could the user cast aside the sword and not be compelled by it ?


1. No
2. Yes
3. Irrelevant/ Yes
Oliver Fitzwilliam
player, 192 posts
Tue 25 Jun 2019
at 04:43
  • msg #191

OOC Chat


1. Invalid, ask again! Does sundered mean unbreakable ?
2. Invalid, but if you want to ask, "Will this create a longsword?" that would be fine. "Will this create a heavy cavalry sabre like the one I already carry ?

I can't remember if I asked if I could use the first pact to create the sword and the second on the same weapon ?


-
This message was last edited by the player at 04:51, Tue 25 June 2019.
A Malign Presence
GM, 233 posts
Tue 25 Jun 2019
at 07:45
  • msg #192

OOC Chat

1. Yes
2. Yes
Oliver Fitzwilliam
player, 193 posts
Tue 25 Jun 2019
at 08:28
  • msg #193

OOC Chat

In reply to A Malign Presence (msg # 192):

Ok I think Oliver will sign his two and Lira her one. Thanks.


Cymon.
A Malign Presence
GM, 234 posts
Wed 26 Jun 2019
at 05:06
  • msg #194

OOC Chat

Sorry, one last question: for Oliver's, which does he sign first? And Oliver intends to sign both of the "sword" ones, correct?
Oliver Fitzwilliam
player, 194 posts
Wed 26 Jun 2019
at 05:32
  • msg #195

OOC Chat

In reply to A Malign Presence (msg # 194):

"Sundered sword" pact and then "conquest, blood and victory" pact. Thanks.
A Malign Presence
GM, 235 posts
Wed 26 Jun 2019
at 06:36
  • msg #196

OOC Chat

Okay, so the first pact gives Oliver a +1 spirit weapon. I haven't written out the full magic weapons rules yet, but basically there are two types of magic weapons. Spirit weapons, which are wholly and obviously magical, and enchanted weapons, which look like ordinary weapons but are also unbreakable and give magic bonuses. Rules for spirit weapons specifically:

quote:
The wielder of a spirit weapon can conjure or dismiss the weapon as an action. The weapon appears obviously magical in some way; the exact details should be described collaboratively between the GM and the recipient after the weapon type is determined.

If the pact empowering the spirit weapon is ever violated or broken, the spirit weapon will disappear. If its owner is killed while the spirit weapon is conjured, it can be stolen, but if the spirit weapon is dismissed when its owner dies, it is forever lost.


Basically it's an obviously magically sword you can tuck away in an inter dimensional sheath! From your research you know already that it's cavalry saber, because that is the most likely thing to represent Oliver's spirit, after all.

After signing the second contract, Oliver feels a magical charge in his body. He remembers that the contract said "the next sword you touch," and knows intuitively he needs to select a weapon to confer the benefits of the pact to. He also know it doesn't literally after to be a "sword," as that's very common term daemons seem to use for weapons of any type.

And yes, he can use the gift of the second contract on the spirit weapon if he wants.

Lira, upon signing her contract, immediately begins ranting, raving, and crawling the walls of the room she'd rented out as her study. She is wracked by terrible nightmares of being hunted (the exact details of which are up to you), which terrify her enough to cause her to lash out at others. She acts as if under the Confusion spell for one hour, but when the fit passes she can cast spell Charm Person.
Oliver Fitzwilliam
player, 195 posts
Wed 26 Jun 2019
at 07:18
  • msg #197

OOC Chat


Great, I think Oliver will touch the spirit weapon to confer additional properties to it.
A Malign Presence
GM, 236 posts
Wed 26 Jun 2019
at 13:33
  • msg #198

OOC Chat

Cool. It is now a +3 spirit weapon!
A Malign Presence
GM, 237 posts
Wed 26 Jun 2019
at 16:53
  • msg #199

OOC Chat

What do you want it to look like, by the way? Remember it has to be clearly magical somehow.
Oliver Fitzwilliam
player, 196 posts
Wed 26 Jun 2019
at 20:55
  • msg #200

OOC Chat

In reply to A Malign Presence (msg # 199):

White light when it is drawn from the scabbard, or if that is not dramatic enough lighting crackling over the surface of the blade ?


-
A Malign Presence
GM, 238 posts
Fri 28 Jun 2019
at 00:35
  • msg #201

OOC Chat

Sure! Either or both of those are fine.

Essentially, there are two types of "magic weapons":

1. Spirit weapons, described as above, that are wholly and obviously magical.
2. Enchanted weapons, which allow you to add +s to existing weapons. If you apply it to a normal-looking weapon, it will be pretty indistinguishable from a mundane weapon, just unbreakable and weirdly effective.

The first contract was type 1, and the second was type 2. So, you could have had a +1 spirit saber and also a +3 pistol, or something, but there's nothing in the rules that says you can't enchant a spirit weapon, so I let you increase it to +3.

Let me know when you have Oliver and Lira updated. I forgot to mention it earlier, but I also decided to scrap the idea of weapon die limits for classes. It's a cool mechanic and I like it, but it didn't seem necessary with only two classes.
Oliver Fitzwilliam
player, 197 posts
Fri 28 Jun 2019
at 01:12
  • msg #202

OOC Chat

In reply to A Malign Presence (msg # 201):

I'll go with the light option then.

As a quick primer what do I need to change on the character sheets ? I can do it now.

Cymon.
Oliver Fitzwilliam
player, 198 posts
Fri 28 Jun 2019
at 01:19
  • msg #203

OOC Chat


I was going to ask how is the new job going ?
A Malign Presence
GM, 239 posts
Fri 28 Jun 2019
at 01:53
  • msg #204

OOC Chat

Well, pretty much everything.

You'll want to change Oliver and Lira over to legal classes, then pick two relationships for each and one specialty for each. I think fighter would make most sense for Oliver and thief for Lira, but it's up to you.

You'll want to record any static bonuses from your relationships, otherwise you'll keep them in reserve for situational bonuses.

Hand bonuses have also been buffed and will need to be updated.

New job is pretty terrible actually, I will need to start thinking about looking for something else soon. Came down with a terrible fever last night and called in sick today, and I'm enjoying not being there way too much.
Oliver Fitzwilliam
player, 199 posts
Fri 28 Jun 2019
at 02:11
  • msg #205

OOC Chat

In reply to A Malign Presence (msg # 204):

Yea time off became a god send in my last job. Right I should have them cleaned up and done tonight. Thanks.
This message was last edited by the player at 04:44, Fri 28 June 2019.
Oliver Fitzwilliam
player, 200 posts
Fri 28 Jun 2019
at 04:45
  • msg #206

OOC Chat

All done I think.
Oliver Fitzwilliam
player, 201 posts
Fri 28 Jun 2019
at 04:59
  • msg #207

OOC Chat

In reply to Oliver Fitzwilliam (msg # 206):

So do the specialties have a numeric number such as 1-5 ? Also how do Achievements and Titles and Wilderness and Frontier come into play ?
A Malign Presence
GM, 240 posts
Fri 28 Jun 2019
at 06:22
  • msg #208

OOC Chat

Specialties don't have any numerals, nor do relationships. Relationships are a +1 for their situational bonuses, and specialties are always +3 when relevant.

Achievements and Titles and Wilderness and Frontier are just sub-categories of relationships. The idea is if you're randomly generating a character, you'll roll 1d4 to select a category for your relationship, than roll a d20 to get the specific one.
Lira
player, 99 posts
Fri 28 Jun 2019
at 06:29
  • msg #209

OOC Chat


I need two relationships for Lira:

The Esteemed Alumni: Faculty and highly regarded former students of the University at Rivai are collectively referred to as the Esteemed Alumni. Some have formal positions with the University and its various satellite organizations, but this is not a requirement. This relationship indicates intimate contact or at least a good working relationship with the administration, faculty and former students, as well as familiarity with the University itself and its traditions.
Sample Uses: Learn Rivai Code or Krastavan. Learn daemonology. Gain literacy. Adds to skill checks involving summoning or bargaining with servitor daemons.
Sample Special Training:
Sample Situational Bonuses:

Master of a Craft: You are considered (perhaps incorrectly) to be the master of some mundane craft. Whether a blacksmith, locksmith, apothecary, or something else, you are usually surrounded by messengers, would-be apprentices and customers.
Sample Special Training:
Sample Situational Bonuses:

Would these fit ? I am not sure about the Master of a craft.......
A Malign Presence
GM, 241 posts
Fri 28 Jun 2019
at 15:09
  • msg #210

OOC Chat

Definitely! We've already established (I think?) that Lira is from Rivai, so Esteemed Alumni would work. It would just mean she's a really well-regarded and well-liked alum, able to hob-nob with important professors who invented dragon lamps and did other crazy things.

Master of a Craft would work. You would need to decide what particular craft she's master of, but you can leave that undefined until the first time you decide to use that situational bonus. Master of a craft is specifically meant to evoke a mundane craft; master blacksmith, master tinsmith, master tanner, stuff like that.

The fact that you don't have a corresponding specialty in some type of profession (alchemist, surgeon, gunsmith, etc.) suggests that Lira might be in the interesting position of being considered a master of her craft, but lacking the actual skills to back it up! Or she could be a master of some obscure craft that doesn't have a corresponding specialty; master book-binder, master seamstress, something like that which is unlikely to have skill checks involved or come up in adventures.

Situational bonuses for "master of a craft" would be mostly for Charisma checks for fellow craftsmen (particularly journeymen and apprentices), or Charisma checks to sell or find for purchase uncommon or rare examples of your craft.
Oliver Fitzwilliam
player, 202 posts
Fri 28 Jun 2019
at 20:15
  • msg #211

OOC Chat

In reply to A Malign Presence (msg # 210):

Hi, I have her specialty as Locksmith, it not as homely as farmer, but I can still work in the from humble beginnings angle, just humble trade beginnings. All right I will go with those two. Thanks.


Cymon.
A Malign Presence
GM, 242 posts
Fri 28 Jun 2019
at 20:59
  • msg #212

OOC Chat

Cool. Are you taking any permanent benefits from your relationships, like an extra language, literacy, a tradition, etc.? If so, please include that in parenthesis on the sheet:

Esteemed Alumni (Tradition)
Aventinian Royal Lancers (Druidic)

You won't be able to take situational +1s for relationships you've used for special training.

Please also decide on languages. We're going to run with languages and probably encumbrance for this version of the playtest, because I need to start testing that out.

Everything gets a "lingua franca" for free, which for this campaign is Aven. You can get additional languages from relationships or from your Intelligence bonus.

+1: A bonus spoken language of your choice.
+2: A bonus spoken language and a bonus secret language of your choice.
+3: A bonus spoken language, a bonus secret language, and a third language of your choice.
Oliver Fitzwilliam
player, 203 posts
Fri 28 Jun 2019
at 21:15
  • msg #213

OOC Chat

In reply to A Malign Presence (msg # 212):

Yes I will take the permanent benefits, but I will probably run any languages by you first.


-
Oliver Fitzwilliam
player, 204 posts
Fri 28 Jun 2019
at 21:25
  • msg #214

OOC Chat


Where are the "Traditions" listed ? Thanks.


-
A Malign Presence
GM, 243 posts
Fri 28 Jun 2019
at 21:52
  • msg #215

OOC Chat

There's no list, you can sort of make them up as you go. You can either leave them undefined, or just make up your own.

"Rivai Summoning", "North Aventaine Hedge Magic", "Masonite Theosophy", you get the idea. Like reagents, they're vague so they can fit whatever your personal idea of "magic" is.
Oliver Fitzwilliam
player, 205 posts
Fri 28 Jun 2019
at 21:55
  • msg #216

OOC Chat

In reply to A Malign Presence (msg # 215):

Ok cool, here are the languages I went for:

Oliver: Aven, Druidic

Lira:  Aven, Krastavan, Golish, Herstellan.

Thanks.
A Malign Presence
GM, 244 posts
Fri 28 Jun 2019
at 22:04
  • msg #217

OOC Chat

Cool. Do me a favor, and record the pacts you signed somewhere on your sheet? Maybe under an "Active Pacts" heading? Please include the full language of the pact, since it might become important what daemon is empowering it, etc.

Please also denote which relationships you're using to get special training, by including the special training in parenthesis like this:

Esteemed Alumni (Herstellan)

If you'd rather just keep Esteemed Alumni vaguely defined as for situational +1 bonuses, record it like this instead

Esteemed Alumni (+1)
Oliver Fitzwilliam
player, 206 posts
Fri 28 Jun 2019
at 22:50
  • msg #218

OOC Chat

In reply to A Malign Presence (msg # 217):

Yes will do that now and I think I am all done with the character sheets.

Sorry it looks as if the couple of players I thought might be interested are very busy so can't commit.

-
A Malign Presence
GM, 245 posts
Fri 28 Jun 2019
at 22:54
  • msg #219

OOC Chat

No worries, I'll put up an ad soon.

I'm editing equipment lists to include encumbrance at the moment. Make sure to adjust Oliver and Lira's Valor; you lost your Valor bonuses from the Dragoon and Occultist classes, so I think Oliver should just have 2/2 Valor, and Lira 1/1.

Or did you guys hit level 2?
Oliver Fitzwilliam
player, 207 posts
Fri 28 Jun 2019
at 23:30
  • msg #220

OOC Chat

In reply to A Malign Presence (msg # 219):

We hit level two I think, I adjusted for it anyway. I look back to make sure....
Oliver Fitzwilliam
player, 208 posts
Fri 28 Jun 2019
at 23:32
  • msg #221

OOC Chat


Oliver's valor 3/3, +1 for right-handed, +2 for level.

Lira's valor 2/2, +2 for level.

That sounds correct.


-
A Malign Presence
GM, 246 posts
Fri 28 Jun 2019
at 23:37
  • msg #222

OOC Chat

Yeah, I see you're level 2 now. My mistake.

In that case, you need to select another relationship for both characters. You get a relationship per level.
This message was last edited by the GM at 00:06, Sat 29 June 2019.
Oliver Fitzwilliam
player, 209 posts
Sat 29 Jun 2019
at 00:16
  • msg #223

OOC Chat

In reply to A Malign Presence (msg # 222):

Right will take another one.


-
Oliver Fitzwilliam
player, 210 posts
Sat 29 Jun 2019
at 00:26
  • msg #224

OOC Chat


Can I use those from "Wilderness and Frontier" or "Achievements and Titles" ?
A Malign Presence
GM, 247 posts
Sat 29 Jun 2019
at 00:27
  • msg #225

OOC Chat

Yup, those are fair game, I just didn't bother to think of examples. Go ahead and pick, and let me know if you're interested in special training or flexible +1s and I can give you examples for them.
Oliver Fitzwilliam
player, 211 posts
Sat 29 Jun 2019
at 00:34
  • msg #226

OOC Chat

In reply to A Malign Presence (msg # 225):

For lira I think I will go with:

Academy Graduate
Sample Special Training:
Sample Situational Bonuses:

And for Oliver:

Anointed Knight
Sample Special Training:
Sample Situational Bonuses:

Could you give me an example of training or how the +1's might play out ? Thanks.
Oliver Fitzwilliam
player, 212 posts
Sat 29 Jun 2019
at 00:50
  • msg #227

OOC Chat

In reply to Oliver Fitzwilliam (msg # 226):

If you like I could come up with the chivalric order that Oliver is a member of such as our Knights/Order of the Garter.

https://en.wikipedia.org/wiki/Order_of_chivalry

Lots of inspiration in that list for in game orders.

Also I thought another association could be a "Private Club" such as the gentlemen clubs of London. Clubs of the aristocracy of large cities, fraternal orders for the elite.

https://en.wikipedia.org/wiki/Gentlemen%27s_club


-
Oliver Fitzwilliam
player, 213 posts
Sat 29 Jun 2019
at 02:48
  • msg #228

OOC Chat


Order of the Golden Spur
A order of chivalry that is usually awarded to cavalry officers of noble birth who have in some way advanced the cause of the Aventaine empire either through as is most common great deeds of bravery on the battle field or long and distinguished service to the regiment and Empire.

The investitures are large affairs and the name of those being honored is spreed far and wide leading to a level of renown and fame following those who are members, especially in the upper ranks of society.



Oliver Fitzwilliam
player, 214 posts
Sat 29 Jun 2019
at 03:13
  • msg #229

OOC Chat

The Aventinian Royal Lancers: The Aventinian Royal Lancers are rightly so considered the elite of the heavy cavalry units fielded by the Aventine Empire, but even within this famous fighting unit there is a regiment that all the other members aspire to, the 17th Lancers.

The history of this unit is littered with instances of near entire annihilation to hold the line and in most circumstances to win the day. It has been refitted and reformed several times over when no member was fit for duty having all sustained injuries or been killed. Their motto "Death or Glory" is the standard by which all members live by, be they Officer or Trooper. It dominates all aspects of this units front facing public persona being on the units badges, standard, pennants and even down to the gilt buttons on every members coat.

Their unit colours have never been captured by the enemy and have never fallen in battle. On one particular occasion the colours were found after a battle standing up right held by four dead members of the unit.

Nearly as symbolic of the unit as the deaths head is the straight lances carried by all members of the unit, a red and white pennant attached below the spear head.


-
This message was last edited by the player at 06:42, Sat 29 June 2019.
A Malign Presence
GM, 248 posts
Sat 29 Jun 2019
at 03:49
  • msg #230

OOC Chat

Yes, those are intended to be similar to the Peacekeepers of St. Adas, Wardens of St. Edwin, and the like. Most orders of knighthood have some religious dimension to them on Zardow.

I like the Order of the Golden Spur! That can Oliver's effective knighthood if you want. Or we can define it as its own group/relationship.

Academy Graduate suggests additional schooling, either at Rivai or elsewhere. Special training could be any language, literacy, daemonology, or a tradition. Skills would be something related to what they taught, daemonology-related if you want, but specific. Like +1 to bargaining with daemon dukes, or something like that. Probably adds to Charisma checks with alums and probably saves versus the spells of alums, too?

Knighthood would be about impressing the peasantry or (in the cast of the Golden Spur) the upper classes, as well as fellow knights. Probably a situational damage bonus for a signature weapon used in a signature situation. For great bravery, maybe something like "adds to damage rolls versus targets with more HD than you have levels" or something like that? Special training would probably limited to literacy or a language.
Oliver Fitzwilliam
player, 215 posts
Sat 29 Jun 2019
at 04:30
  • msg #231

OOC Chat

In reply to A Malign Presence (msg # 230):

Ok I will go with all of those then. Order of the Golden Spur will be Oliver's knighthood and I will have Lira doing additional study. Thanks.

Do you want to open up a thread for their down time ? I was going to have them taking out a nice suite at an inn for the pacts and the like.
Oliver Fitzwilliam
player, 216 posts
Sat 29 Jun 2019
at 04:53
  • msg #232

OOC Chat


Both sheets are now updated. Thanks.
A Malign Presence
GM, 249 posts
Sat 29 Jun 2019
at 19:31
  • msg #233

OOC Chat

Sure, if you wanted to do a roleplay thread, you could? I probably won't post in it, I'm going to focus on revising the game as much as possible this weekend, with the goal of posting ads and getting players together next week.

Crucially, I need to design some adventures and dungeons for you...
Oliver Fitzwilliam
player, 217 posts
Sat 29 Jun 2019
at 20:59
  • msg #234

OOC Chat

In reply to A Malign Presence (msg # 233):

Thanks that would be great.

EDIT: If you could give me a little bit about the town/village we are in it would be appreciated, just for colour.
This message was last edited by the player at 21:11, Sat 29 June 2019.
A Malign Presence
GM, 251 posts
Sat 29 Jun 2019
at 21:49
  • msg #235

OOC Chat

There you go! If you decide you want to buy stuff or like summon daemons or something (I forget if Lira has reagents left?) let me know and I can play NPCs and adjudicate.
Oliver Fitzwilliam
player, 218 posts
Sat 29 Jun 2019
at 21:50
  • msg #236

OOC Chat


That's great, cheers.

Yes she has 200gp's worth so it might be something I will try.

Cymon.
A Malign Presence
GM, 253 posts
Tue 2 Jul 2019
at 05:34
  • msg #237

OOC Chat

Check out the Hazards, Diseases and Curses page if you haven't in a while. The diseases and curses haven't changed, but I've included important info on wightstorms and also cave-ins.

The idea behind cave-ins is that while blasting through the trapped door with a petard is a sound strategy, it is also a risky one. If you're in a particularly ancient or damaged building, there's a good chance it will come down around your head. Hand grenades add +1% to the explosion risk, but powder kegs add +2% and petards +3% each.

Anyway... here's a fun project! Equipment is updated, so let's roll out the encumbrance rules! You can carry 30 lbs + your Strength attribute (not modifier, but the whole attribute) x 5. Anything not replicated in the equipment lists you want we can pick an analogue for from Labyrinth Lord. But the idea is that all the stupid little bric-a-brac of adventuring, like cookware or your dead mother's locket or whatever are reflected in the "personal effects" item. Like, literally during play I'm hoping to get players to ask, "Hey, do I have a comb in my personal effects?" and the GM can either say yes or no. If he finds himself saying "yes" too much he can increase encumbrance as we slowly establish this particular character is lugging around a research library, a vanity set, and a blacksmithing kit, or whatever.

This saves everyone a lot of headache by abstracting all that stuff, I think.
Oliver Fitzwilliam
player, 220 posts
Tue 2 Jul 2019
at 07:44
  • msg #238

OOC Chat


Great, I will get onto updating the equipment. How much of a difference will having a horse make ?

Also I was going to attempt a summoning with Lira and I was wondering if they could hire somewhere else to make the attempt or pay the Inn keeper to allow them to try it in Callums old room ?

Lira would also like to buy a small covered wagon, a sort of caravan/gypsy type thing in which two people could sleep comfortably with a small coal stove for warmth.


-
This message was last edited by the player at 07:52, Tue 02 July 2019.
A Malign Presence
GM, 254 posts
Tue 2 Jul 2019
at 15:31
  • msg #239

OOC Chat

Yes, horse rules are under equipment. Basically a horse carries a rider and ~200 lbs of equipment. So if you're wearing 80 lbs of gear, you can fit 120 lbs in the saddlebags.

You could always just lie, and do it in the room anyway. Or you could find somewhere else... a moonlit glade is pretty classic.

Remember that summoning requires reagents.

I'll check LL, but I think there's a wagon in there we can use. For the coal oven, we can use the crucible item.
A Malign Presence
GM, 255 posts
Tue 2 Jul 2019
at 15:56
  • msg #240

OOC Chat

Ad is up:

link to a message in another game

I think that covers everything that makes the game unique, let me know if I forgot anything.
Oliver Fitzwilliam
player, 221 posts
Tue 2 Jul 2019
at 22:04
  • msg #241

OOC Chat


Thanks will sort out equipment soon. Lira has 200gp of regents left just wondering if she should blow it all on one summoning or two.

I don't think you will have any problem getting one or two players, probably have dozens of applications in the end.

I will have Lira do it in the room, just getting all the pluses sorted.

+3 for Occultist
+1 for academy graduate
+1 for Esteemed Alumni
+1 Intelligence

I think that is correct, I was going to go for random daemon or a particular servitor daemon and use double the regents or should I try for a Duke deamon ? Which would give the better boon ?

Cymon.
Oliver Fitzwilliam
player, 222 posts
Tue 2 Jul 2019
at 22:35
  • msg #242

OOC Chat


Need weights for the following:

bedroll
winter blanket
horse tack and saddle
saddle bags
A Malign Presence
GM, 256 posts
Tue 2 Jul 2019
at 22:40
  • msg #243

OOC Chat

You can't target "servitors" or "dukes" with a summons, you have to decide if you're summoning a random daemon (basically setting up the ritual circle as trap/bait and just grabbing the first daemon that shows up), or else targeting a particular individual daemon, like Phaleg or Abyss or what-have-you. Targeting a particular daemon requires knowledge of that daemon's seal, so Lira can only do random summons at the moment.

Servitors give weak Boons, but also weak Prices and Banes. They roll twice on the Pact Tables and take the lower result. Dukes are mid-range, and just roll straight on the Pact Tables. Lords roll twice and take the higher result, generally giving you powerful Boons but stringent Prices and dangerous Banes. These are all generalities, though; it's entirely possible to get a Wish from a servitor, or to die from a servitor's Bane, or get a relatively weak Boon from a Lord.

As far as your pluses, please keep in mind that relationships never stack. Additionally, relationships only give +1s to fairly specific things. They might give a +1 to summoning servitors (like the Esteemed Alumni) or a +1 to bargaining with lords, or something, but no relationship will ever give a straight +1 to summoning. They will also never give +1s to summoning random daemons, but that's only because that benefit would be slightly too good for a relationship. This is less and a hard and fast rule or more of a gut feeling for this particular playtest or campaign. I might canonize that as a hard rule later, but generally adding bonuses to random summons is too good, but I'm expecting random summons to be the most commonly used and popular type of summons.

So I think Lira would be getting +4 only for her summons, since her relationships wouldn't apply.
A Malign Presence
GM, 257 posts
Tue 2 Jul 2019
at 23:12
  • msg #244

Re: OOC Chat

Oliver Fitzwilliam:
Need weights for the following:

bedroll
winter blanket
horse tack and saddle
saddle bags


Bedroll, please just use whatever is in LL / Scarlet Heroes. Actually, I should probably remove that from the equipment list and just roll it into "personal effects."

The rest you can assume included in the price of a horse.
Lira
player, 101 posts
Wed 3 Jul 2019
at 00:04
  • msg #245

Re: OOC Chat


So summoning 1 was a bust, so just one random summoning success.

Lira rolled 10 using 2d6+4.  Summoning 2.
Lira rolled 6 using 2d6+4.  Summoning 1.



-
Oliver Fitzwilliam
player, 223 posts
Wed 3 Jul 2019
at 00:29
  • msg #246

Re: OOC Chat


Encumbrance and equipment is done. Cheers.
Oliver Fitzwilliam
player, 224 posts
Wed 3 Jul 2019
at 00:36
  • msg #247

Re: OOC Chat


Just an FYI LL lists a case of ten crossbow bolts at 1lb, you have it down at 35lbs and a quiver of arrows is the same. Thanks.
A Malign Presence
GM, 258 posts
Wed 3 Jul 2019
at 00:53
  • msg #248

Re: OOC Chat

Yup, but remember that ammunition in this game is abstract, representing an enough for "infinite reloads." So, a team of six players could all pool their bolts together for the combined weight. It's a little clunky but I want to test it out since I think it's better than trying to track individual bolts.

Also, I made bolts heavier than arrows intentionally. Preliminary research suggests that they actually were heavier... not sure why LL made them lighter.
Oliver Fitzwilliam
player, 225 posts
Wed 3 Jul 2019
at 01:36
  • msg #249

Re: OOC Chat

In reply to A Malign Presence (msg # 248):

Ah right forgot the whole unlimited ammo thing. Do you need me to write up Lira's summoning ?
A Malign Presence
GM, 260 posts
Wed 3 Jul 2019
at 05:31
  • msg #250

Re: OOC Chat

What you wrote was perfect, I just updated the thread. You can also have Lira make an Intelligence check to try and identify the particular daemon she summoned.

However, because it's fun, I'll let you know OOC that the daemon you summoned is based on this little bugger:

https://en.wikipedia.org/wiki/Boy_(dog)

Which is a fascinating little historical tidbit.

Don't forget you can have Oliver attempt to make a pact with the daemon, too.
This message was last edited by the GM at 05:32, Wed 03 July 2019.
A Malign Presence
GM, 261 posts
Wed 3 Jul 2019
at 23:42
  • msg #251

Re: OOC Chat

I rolled results for Oliver's negotiation attempts last night, but didn't have time to update the thread. I will adjudicate that tonight.

Regarding your question, no, you can't negotiate more than one pact per summoning. Otherwise, players could just summon a single daemon and get infinite pacts from it. It's one bargaining attempt per person, per summoning. If you dismiss the daemon and re-summon it, you can get another pact.

One thing you can do, however, is just hand any pact the daemon gives Oliver to Lira and have her sign it instead. The pact isn't bound to anybody in particular until signed. This is actually an extremely common practice in the world; hire a daemonologist to summon a daemon for you, negotiate a pact for you, and then hand you the pact to sign after the fact. That is, in fact, a large part of what "professional" daemonologists do.
Oliver Fitzwilliam
player, 227 posts
Wed 3 Jul 2019
at 23:53
  • msg #252

Re: OOC Chat

In reply to A Malign Presence (msg # 251):

Yes, I did not think he would be able to get two. Oh well a scared daemonologists does make for some good role play.


-
Oliver Fitzwilliam
player, 228 posts
Wed 3 Jul 2019
at 23:54
  • msg #253

Re: OOC Chat


Have you had may applications from players ?


-
A Malign Presence
GM, 262 posts
Thu 4 Jul 2019
at 00:31
  • msg #254

Re: OOC Chat

She is probably having a "What have I wrought!?" moment, haha.

And actually... I've received none? Not sure what I'm doing wrong. It feels like if I post at the wrong time I get 0 responses. I may have also established a bad rep on this site for starting games and not finishing them, but oh well.
Oliver Fitzwilliam
player, 229 posts
Thu 4 Jul 2019
at 00:54
  • msg #255

Re: OOC Chat

In reply to A Malign Presence (msg # 254):

I don't think so, how do you finish a game ? I mean you can have ones that go on for years, but at some point if the players don't cooperate or RL gets in the way things end.

I'll put some feelers out.


-
This message was last edited by the player at 05:06, Thu 04 July 2019.
A Malign Presence
GM, 264 posts
Thu 4 Jul 2019
at 08:21
  • msg #256

Re: OOC Chat

So after signing the pact, Lira adds +1 to her caster level! She wouldn't materially know this in any way (caster level is just a very vague representation of general magical/occult authority), but she probably would feel a little more confident about spells and feel a bit less silly about running away from the daemon.

(That was a very good Pact, BTW. I rolled something like 70+ on the Boon, but only a 1 on the Price!)

By the way, just as a general note for roleplaying Morale checks, the idea is that daemons exude a primal sense of fear. Have you ever had a phobia, for example? Where you know your fear is irrational, but no matter how hard you try to reason it away, your body just kind of freezes up on you?

Another way to think of it is that by looking at a daemon, you're basically looking at a magical vortex of incomprehensible magical power. Running away is probably a rational and reasonable response. Anyone who succeeds in their Morale check is less of sound mind, and more doing that "it's beautiful!" shtick like they're staring into the Ark of the Covenant.

At least that's the intent? I think? Admittedly I am still trying to nail down and figure out some of the narrative details of daemonology.

Also, I think I'm going to rule that Valor can be spent to negate a failed Morale check. It seems like an appropriate use for Valor, after all, which is basically a measure of a character's bravery.
Oliver Fitzwilliam
player, 231 posts
Thu 4 Jul 2019
at 08:31
  • msg #257

Re: OOC Chat

In reply to A Malign Presence (msg # 256):

Yes I agree on the valor thing, that is a good use for it makes a lot of sense. Got anything planned for the 4th July celebrations ?


-
A Malign Presence
GM, 265 posts
Thu 4 Jul 2019
at 08:42
  • msg #258

Re: OOC Chat

Nothing in particular. This is my first 4th of July in Inglewood, which I hear gets crazy (which I believe, I have seen bootleg fireworks stands popping up all over this week, haha), so I might just stay at home and watch the neighbors blow stuff up. Or I might try and hit up some friends, we'll see. I unfortunately have to work tomorrow, but it's only a half day and I'm working from home, so not too bad. Sort of a reality for the entertainment industry.

By the way, I just got back from seeing Midsommar, which was intense and deeply weird for a horror movie but pretty good? Some great imagery for this game and Golinlund specifically, though...

Also, I'm not sure if I've mentioned this before, but the director's first film, Hereditary, is practically MANDATORY VIEWING for this game. Highly recommend both, but Hereditary is definitely the stronger of the two.
Oliver Fitzwilliam
player, 232 posts
Thu 4 Jul 2019
at 22:16
  • msg #259

Re: OOC Chat


So did the shake add to the crazy ? We have Guy Fawkes "night" here which is actually a week either side of the night, great for kids and pets.

I use to live next to a church and they were great neighbors, quiet except for Sunday morning. They have a large grass area that the local wankers thought was a great place to set off fireworks for their two week celebration, every night.

Not so bad were I live now, main road patrolled by the cops regally so no trouble.


-
A Malign Presence
GM, 266 posts
Sat 6 Jul 2019
at 19:41
  • msg #260

Re: OOC Chat

Oof, you know, I didn't feel the one on 4th of July, but I definitely felt the one on the 5th! It was pretty scary, I was at an In-n-Out drive-thru when my friend's car started shaking. Everyone ran outside of the restaurant, but it was over in 20 seconds tops and everyone just went back inside, haha.

Hopefully we don't have any more. 7.1 is fine, 8.0 or higher is when people start dying, is my understanding.
Oliver Fitzwilliam
player, 233 posts
Sat 6 Jul 2019
at 21:02
  • msg #261

Re: OOC Chat

In reply to A Malign Presence (msg # 260):

Good to hear you are alright. Yea once you are above eight unless whatever you are in is specifically made to counter earthquakes its going to get damaged.
Oliver Fitzwilliam
player, 234 posts
Sun 7 Jul 2019
at 22:21
  • msg #262

Re: OOC Chat


Had any interest or RTJ's ?
A Malign Presence
GM, 267 posts
Sun 7 Jul 2019
at 22:56
  • msg #263

Re: OOC Chat

Nope! I'll try and bump it tomorrow, a little later in the day when I suspect there's more traffic.
Oliver Fitzwilliam
player, 235 posts
Sun 7 Jul 2019
at 23:20
  • msg #264

Re: OOC Chat

In reply to A Malign Presence (msg # 263):

Good idea. Could also be the time of year, lots of people away.


-
A Malign Presence
GM, 268 posts
Tue 9 Jul 2019
at 04:28
  • msg #265

Re: OOC Chat

I forgot I posted this ad on a Tuesday, so I can't bump until tomorrow! I'm not sure when the optimal time is, but I figure roughly US afternoon tomorrow?

In the meantime, I'm continuing work on bestiary. Check it out: I'm separating it into Magical Creatures, Undead, Spirits, Constructs, Animals and the Dire, Dragons, Mounts, and Soldiers, Raiders and Hirelings.

Magical Creatures: Weird things that didn't exist before that now exist due to magic. Please check out changelings, hidden folk and doppleganger in particular. They have big setting/world implications and are things Lira and Oliver should likely be aware of!

Undead: Dead things brought back to life, a dungeon crawler staple for obvious reasons with tons of real life folklore to back it up.

Spirits: If you're not sure if it's a magical creature or undead, it probably belongs here. Encompassing both magical "force of nature" type things and actual ghosts, samodiva have been moved here.

Animals and Dire: Probably my cleverest bestiary idea if I do say so myself, I'm going to crib numerous animal stat blocks and create a dire template: something like +2 HD, increase attack dice by one die.

Dragon: Harry Potter style dragons. Natural creatures because I fucking say so, damn it.

Mounts: Sensible place for stat blocks for horses, gryphons, maybe a couple others. Hippogriffs?

Soldiers, Raiders and Hirelings: Human opponents or allies will divided into easy Recruit / Grenadier / Dragoon / Officer / Commander stat blocks. Hirelings will generally be available at only recruit and grenadier level. Different types of soldiers or nationalities (ie. - a Gilded Hussar versus a Baboti horse archer) would be differentiated by equipment, not necessarily their stat blocks.
Oliver Fitzwilliam
player, 236 posts
Tue 9 Jul 2019
at 04:45
  • msg #266

Re: OOC Chat

In reply to A Malign Presence (msg # 265):

Somewhere between 4 and 6, catch people home from work ? The site is pretty much unusable on a phone or at least for me so laptop all the way.


-
Oliver Fitzwilliam
player, 237 posts
Wed 10 Jul 2019
at 02:26
  • msg #267

Re: OOC Chat


Should I write up Lira and Oliver leaving the village or are you wanting to wait for new people ? Thanks.



-
A Malign Presence
GM, 269 posts
Wed 10 Jul 2019
at 03:30
  • msg #268

Re: OOC Chat

Let's wait for new players. The adventure hook I have planned will start in Fiwood.

I bumped the ad at what I hoped was primetime, but still nothing. I think most people aren't interested in playtesting someone else's game, they'd rather play something they've read and are into.
Oliver Fitzwilliam
player, 238 posts
Wed 10 Jul 2019
at 22:59
  • msg #269

Re: OOC Chat

In reply to A Malign Presence (msg # 268):

No problem. Well I think I have nearly exhausted possible games to recruit in so hopefully something comes up from your ad or the shout outs I sent off.
A Malign Presence
GM, 270 posts
Tue 16 Jul 2019
at 03:40
  • msg #270

Re: OOC Chat

I will probably bump one more time this week, and if that fails, I will roll up some NPCs and we can commence.
Oliver Fitzwilliam
player, 239 posts
Tue 16 Jul 2019
at 04:21
  • msg #271

Re: OOC Chat

In reply to A Malign Presence (msg # 270):

Great, don't really know whats going on with recruitment. Perhaps its just that time of year.
A Malign Presence
GM, 271 posts
Tue 23 Jul 2019
at 23:25
  • msg #272

Re: OOC Chat

So I bumped again today and got a couple bites! Hopefully we'll have a player or two join. Stay tuned.
Oliver Fitzwilliam
player, 240 posts
Tue 23 Jul 2019
at 23:45
  • msg #273

Re: OOC Chat

In reply to A Malign Presence (msg # 272):

That is good news. Fingers crossed.


-
A Malign Presence
GM, 272 posts
Thu 25 Jul 2019
at 18:28
  • msg #274

Re: OOC Chat

Sorry for the delay, I had some unexpected RL stuff come up this week. Also PMing potential players.

It looks like we might have two or even three join, so let me know whether you'd rather continue playing as Lira or Oliver.
Oliver Fitzwilliam
player, 241 posts
Fri 26 Jul 2019
at 01:29
  • msg #275

Re: OOC Chat


So not both ? Oliver then.
A Malign Presence
GM, 273 posts
Fri 26 Jul 2019
at 22:18
  • msg #276

Re: OOC Chat

Maybe both. It will depend on how many players actually make it past the character pitch stage. We'll see. I'm going to keep in communication with the prospectives this weekend and try to set things up for next week.
Oliver Fitzwilliam
player, 242 posts
Fri 26 Jul 2019
at 23:21
  • msg #277

Re: OOC Chat

In reply to A Malign Presence (msg # 276):

Ok that sounds cool, fingers crossed again.
A Malign Presence
GM, 274 posts
Thu 8 Aug 2019
at 04:13
  • msg #278

Re: OOC Chat

Sorry man, things have stalled out. I think the new players lost interest. Additionally, I'm dealing with some heavy RL stuff. I think I may need to take a hiatus.

Sorry for the back and forth.
Hanse Von Danzig
player, 1 post
Thu 8 Aug 2019
at 13:40
  • msg #279

Re: OOC Chat

I apologize. I have not lost interest I just got stalled reading all the available information.

I should be able to finish my character today.
Oliver Fitzwilliam
player, 243 posts
Thu 8 Aug 2019
at 21:50
  • msg #280

Re: OOC Chat

In reply to Hanse Von Danzig (msg # 279):

Cool, the more the merrier.
Hanse Von Danzig
player, 2 posts
Thu 8 Aug 2019
at 23:03
  • msg #281

Re: OOC Chat

My character is pretty much done. If AMP would take a look at it and let me know what else needs to be done.

I also have a Relationship thing that needs to be detailed out.
Hanse Von Danzig
player, 3 posts
Mon 12 Aug 2019
at 03:09
  • msg #282

Re: OOC Chat

Taking my son back to the Mayo Clinic in Jacksonville FL Monday and Tuesday.

It's a 7 hour drive down on Monday and a 7 hour drive back on Tuesday. I'll be back home Tuesday night.

I will try to keep up but my access and ability to post will be more limited than normal until then.
Hanse Von Danzig
player, 4 posts
Tue 20 Aug 2019
at 23:48
  • msg #283

Re: OOC Chat

All good here?
Oliver Fitzwilliam
player, 244 posts
Wed 21 Aug 2019
at 00:16
  • msg #284

Re: OOC Chat

In reply to Hanse Von Danzig (msg # 283):

Msg #278 said we are hiatus for the moment. Thanks.
Oliver Fitzwilliam
player, 245 posts
Wed 21 Aug 2019
at 00:17
  • msg #285

Re: OOC Chat


I have a game if you are interested, just starting out. We are using the "Red Box" D&D rule set and the adventure "Gardens of Ynn".

link to another game


-
A Malign Presence
GM, 275 posts
Wed 21 Aug 2019
at 05:04
  • msg #286

Re: OOC Chat

Yes, I'm sorry, but I'm dealing with some heavy RL stuff at the moment. I'm hoping to pick things back up in October or November, but I'm afraid I need to put the game on hold.
Hanse Von Danzig
player, 5 posts
Wed 21 Aug 2019
at 13:10
  • msg #287

Re: OOC Chat

Not a problem. I'll keep the game on by board and when you come back I'll be here.

I'll head over and check out Oliver's game.
Oliver Fitzwilliam
player, 246 posts
Thu 22 Aug 2019
at 22:12
  • msg #288

Re: OOC Chat

In reply to A Malign Presence (msg # 286):

I hope you are good and it sorts it's self out.
A Malign Presence
GM, 276 posts
Tue 27 Aug 2019
at 05:52
  • msg #289

Re: OOC Chat

Thanks guys. Things are... a little better now but I need to focus on RL. Will update you in October.
Hanse Von Danzig
player, 6 posts
Tue 27 Aug 2019
at 16:44
  • msg #290

Re: OOC Chat

Glad to hear there is positive progress.
This message was last edited by the player at 21:28, Tue 27 Aug 2019.
Oliver Fitzwilliam
player, 247 posts
Tue 27 Aug 2019
at 21:27
  • msg #291

Re: OOC Chat

In reply to Hanse Von Danzig (msg # 290):

+1
A Malign Presence
GM, 277 posts
Sat 14 Dec 2019
at 05:01
  • msg #292

Re: OOC Chat

Hi Hanse! Sorry for not updating you in October like I said I would. RL continues to run me through the proverbial wringer, but Oliver and I have been exchanging PMs and are talking about reviving this game in 2020. Let me know if you're interested. If not, no worries!
Hanse Von Danzig
player, 7 posts
Sat 14 Dec 2019
at 07:25
  • msg #293

Re: OOC Chat

I'm still interested.
A Malign Presence
GM, 278 posts
Tue 17 Dec 2019
at 02:16
  • msg #294

Re: OOC Chat

Sweet! I also randomly think I got an RMail from a potential third player...

I will be updating a few rules over the next few weeks, but we will look at resuming mid to late January. More to come soon.
A Malign Presence
GM, 279 posts
Wed 25 Dec 2019
at 04:38
  • msg #295

Re: OOC Chat

I've (accidentally?) recruited a third player. Oliver might know them from Arcana Americana, where they played Miss Sunshine.

Also, I have made what I hope is a final edit to the way Relationships work. First, I've 86'd the concept of Traditions. They were just too complicated. I've also removed the idea of Relationships providing a static +1 to particular rolls or actions. It was impossible to balance, and I honestly much prefer the idea of players suggesting when they think their relationships apply than giving a specific list of possible +1s.

Additionally, I've decided that invoking those +1s is a finite resource. Specifically, you can invoke a Relationship for a +1 only once before that Relationship is "exhausted." Once your take an 8-hour rest, your Relationships are "refreshed".

Using your Relationship to make something bad happen to you or your party doesn't exhaust the Relationship... you can farm Relationships as much as you want for Valor, but your party members might get pissed off if your complicated past keeps interfering with their payday! So beware.

Instead of choosing if you want a Relationship to grant you a situational +1 or "special training," you can just choose to forgo selecting a new Relationship to instead receive "special training" from one of your pre-existing Relationships. Since Traditions have been removed, one of the "special training" benefits is +1 to your caster level. This is clearly one of the better benefits of special training, but keep in mind you're giving up a +1 per day every time you elect to not select a new Relationship.

Anyway, just wanted to update you guys on what's happening behind the scenes. Happy holidays!
This message was last edited by the GM at 04:57, Wed 25 Dec 2019.
Oliver Fitzwilliam
player, 248 posts
Wed 25 Dec 2019
at 05:01
  • msg #296

Re: OOC Chat

Same to you, hope you have a great Christmas season.
A Malign Presence
GM, 280 posts
Sun 29 Dec 2019
at 10:56
  • msg #297

Re: OOC Chat

Just got off a grueling flight. Had a good Christmas but happy to be back home and looking forward to the new year. Hope you all are too.

I'm going to try and double-check character sheets this week and get everyone ready for the game. Also, a few details I forgot to mention about the Relationships changes:

For Oliver, the old moratorium on Relationship +1s applying to attack rolls is now gone. The power of Relationships is their flexibility; as long as you can convince me of a narrative reason why your association with that group would give you a +1 it's fair game. Keep in mind you need to invoke a Relationship before you roll, so no retroactively using the +1 to turn a miss into a hit.

To Hanse and Rachel who may not have had time to peruse the "example uses" before I deleted them: the +1 relationship bonus can also be applied to many, many other things, as long as you're only changing a single number by one. The old examples including things like reducing the upkeep costs of certain hirelings by 1 SP a day (though we're not using hirelings yet in this particular playtest), reducing the cost of certain goods by 1 SP or 1 GP (though you always pay a minimum of 1). I would probably even allow something like reducing incoming damage of appropriate type by 1 (like reducing a Fireball's damage by 1, since you claim your old Anointed Armada uniform provides a little protection). So feel free to get creative with suggestions on how to use your relationships. I'll shoot you down if you get too crazy, but the idea is relationships help define your character and give you as players a bit of narrative control.

With Traditions gone, you now gain 50 reagents per caster level when foraging for or creating reagents as an 8-hour "task" action. I will set thresholds for this and may also assign penalties. Foraging for reagents will also be straight up impossible in some places, and they usually can't be obtained for free in places like cities, or in a place already picked over by reagent mongers. Magic-afflicted areas (like the Golish interior) will have more forgiving thresholds. Heading off into Golinlund on a reagent-grubbing missions is can totally be an adventure in itself.

One other minor rules change: Int is now an acceptable candidate for linking to your Dodge saves. So you have three possible attributes to assign per save now, just for symmetry's sake. I'm intending for characters to always feel a little MAD (to dust off a 3.X D&D chestnut for those familiar). I basically want you to feel like you want high values in all attributes, so nothing really feels like a dump stat.

Looking forward to resuscitating this game. Happy new year, guys!
This message was last edited by the GM at 11:28, Sun 29 Dec 2019.
Rachel Cobbleman
player, 1 post
Sun 29 Dec 2019
at 15:20
  • msg #298

Re: OOC Chat

Speaking of Rachel: Hello, everybody! I'm Rachel! Rachel is a girl genius. Really, she's a published doctor and everything. Even with a university tenure. In daemonology. Because it's fine, people. It's fine.

Looking forward to it. Just getting the final mechanics laid out now.
Hanse Von Danzig
player, 8 posts
Sun 29 Dec 2019
at 17:57
  • msg #299

Re: OOC Chat

Guten Tag Rachel. I am Hanse, soldier of fortune and bounty hunter.
A Malign Presence
GM, 281 posts
Thu 2 Jan 2020
at 00:52
  • msg #300

Re: OOC Chat

Important note from earlier in the OOC thread I wanted to repost:

quote:
You can carry 30 lbs + your Strength attribute (not modifier, but the whole attribute) x 5. Anything not replicated in the equipment lists you want we can pick an analogue for from Labyrinth Lord. But the idea is that all the stupid little bric-a-brac of adventuring, like cookware or your dead mother's locket or whatever are reflected in the "personal effects" item. Like, literally during play I'm hoping to get players to ask, "Hey, do I have a comb in my personal effects?" and the GM can either say yes or no. If he finds himself saying "yes" too much he can increase encumbrance as we slowly establish this particular character is lugging around a research library, a vanity set, and a blacksmithing kit, or whatever.


Encumbrance is boring but is important to balance plate armor versus leather, so we will run with it. Before anyone asks it: ammunition has a huge weight because the idea is you're supplying enough for you and the entire party to have infinite reloads. So it's not one quiver of arrows, it's like twenty, or at least enough that we don't have to track it. Having an ammo mule is a very real thing in dungeons for a reason.
A Malign Presence
GM, 282 posts
Sun 5 Jan 2020
at 00:27
  • msg #301

Re: OOC Chat

Character sheets are coming along nicely for the new players. I think we will be ready to start/resume next weekend. Changes and tweaks to character sheets are fine up until that point.
A Malign Presence
GM, 283 posts
Wed 8 Jan 2020
at 00:50
  • msg #302

Re: OOC Chat

As far as the narrative goes, the first adventure you guys will have together will start in Fiwood, a small and unremarkable town on the Aventaine side of the Aventinian/Golish border.

Here's my pitch: Hanse has been contracted to capture or kill a certain individual. I want Oliver and Rachel to get roped in as hired help. Oliver is in town already after the events of his first adventure, and could get roped in, either by the town asking for his help or Hanse recruiting him directly.

Rachel would need to come up for her own reasons for being there, but Hanse might have recruited her back in Rivai (both characters are based out of Krastavo, so that works). Or she could have been near the Golish border doing field research or pursuing her own mysterious ends, and could get hired on by Hanse as magical support or a daemonology specialist.

Let's try to hash this out at least a little before the weekend.
Rachel Cobbleman
player, 2 posts
Wed 8 Jan 2020
at 02:10
  • msg #303

Re: OOC Chat

So, Rachel would probably need some incentive to leave the university. This could be the prospect of something interesting to study, or it could be something internal. She's immature and could have gotten into a fight and decided to, essentially, run away with some adventurer on the guise of 'research' when actually it was just her own bad mood.
A Malign Presence
GM, 284 posts
Wed 8 Jan 2020
at 23:15
  • msg #304

Re: OOC Chat

Fiwood is aggressively boring, its defining features being A) it exists in close proximity to the Golish border and B) it somehow survived the fall despite this proximity. So I like the idea of Rachel leaving in a snit, since unless she's planning a solo expedition into Golinlund and stocking up on some last minute supplies, there isn't much reason for her to be there specifically.

As far as offending a professor... yeah. There's plenty of misogynistic, or classist, or just plain pompous professors hanging out in the Esteemed Alumni. Pretty much just pick a reason, and we can make an NPC to instigate it.
Lira
player, 105 posts
Wed 8 Jan 2020
at 23:36
  • msg #305

Re: OOC Chat

In reply to A Malign Presence (msg # 304):

If you like and with GM approval there could be a pre-excising friendship with Lira, perhaps they studied together ? This could be a draw to go adventuring or at the very least to meet up and share some news.


-
Rachel Cobbleman
player, 3 posts
Thu 9 Jan 2020
at 00:10
  • msg #306

Re: OOC Chat

Lira:
If you like and with GM approval there could be a pre-excising friendship with Lira, perhaps they studied together ? This could be a draw to go adventuring or at the very least to meet up and share some news.


That could work, depending on Lira's age/when she studied at Rivai. Rachel is a girl genius, an appointed professor while still a teenager. She is also low-key insufferable.
Hanse Von Danzig
player, 9 posts
Thu 9 Jan 2020
at 03:11
  • msg #307

Re: OOC Chat

I'm good with it.
A Malign Presence
GM, 285 posts
Fri 10 Jan 2020
at 05:08
  • msg #308

Re: OOC Chat

Okay, I think this is the plan:

Hanse (whose mercenary company is being left in a "to be determined later" state) is on a leave of absence to pursue a bounty. Specifically, he is being asked to hunt down some deserters from a subsidiary mercenary group, the Zawek Volunteer Militia. Six men are accused of war crimes but escaped before their execution. One of the six "volunteers" Hanse is hunting was captured trying to steal food from a Fiwood homestead. The local magistrate is holding the man until Hanse can interrogate him.

The bounty is 800 gold for a man named "Godemir Wolenski" who leads the deserters, and an additional 50 gold each for the other five men in his squad. Rachel could have gotten involved because Wolenski is also a suspected warlock. Pact-breaking is frowned upon by the University, so they're always keeping tabs on that thing. It's mostly just rumors, but that could give her a veneer of plausibility to investigate, and strike out with Hanse from Rivai.

We know the real reason that Rachel is leaving Rivai, though, is to get away from Professor Edgar Kokoschka.  I'll leave up to Rachel and Oliver (Lira's player, I mean) what his specialty was exactly, but it should be something high-level and sort of unnerving. He could be in charge of the post mortem of the changeling fiasco, or doing research into cutting edge golems and constructs, or maybe one of the inventors of daemonlock firearms (making him basically an arms dealer).

Rachel can decide what exactly annoyed her about her mentor, but Oliver and I were talking over PM and agreed that Lira would have been a rival of Rachel's at Rivai, as the two have very similar backstories. Basically Lira is Masonite and lower class whereas Rachel is Makerite and middle class. Rachel was accepted into the fold post graduation, whereas Lira was less so. I think if it would be cool if Lira was up for the same position as Rachel, and didn't make the cut. This is a large part of why she's out adventuring instead of continuing her education at Rivai. So to see the woman who took her job suddenly appear in the same podunk town she happens to be in...

Rachel, for her part, can be a jerk but is smart enough to know Lira and know that she is likewise pretty smart. For a bumpkin.

Lira was Oliver's alt in the old game, but I'll be playing her as a DM NPC to give you guys a good strong four man party. Oliver will get roped in by the local magistrate, who has decided to meddle and ask Oliver to sit in on Hanse's interrogation, to make sure everything is above board. Oliver was a decorated dragoon who came out of retirement to deal with the crisis on the Golish border; also due to his knighthood he is seen as the closest thing to a representative of the king here, besides the magistrate himself.

Oliver agrees, brings Lira to the interrogation, Lira and Rachel recognize one another and can begrudgingly vouch for one another, everybody agrees to split the bounty and work together.

Does that all sound feasible? At least you don't all meet in tavern...
Hanse Von Danzig
player, 10 posts
Fri 10 Jan 2020
at 05:23
  • msg #309

Re: OOC Chat

I dig it.
Oliver Fitzwilliam
player, 249 posts
Fri 10 Jan 2020
at 06:17
  • msg #310

Re: OOC Chat

In reply to A Malign Presence (msg # 308):

Sounds very good.


-
Rachel Cobbleman
player, 4 posts
Sat 11 Jan 2020
at 02:00
  • msg #311

Re: OOC Chat

Thumbs! Up!
A Malign Presence
GM, 286 posts
Sat 11 Jan 2020
at 05:25
  • msg #312

Re: OOC Chat

IC thread to resume tomorrow!
Oliver Fitzwilliam
player, 250 posts
Sat 11 Jan 2020
at 05:57
  • msg #313

Re: OOC Chat

In reply to A Malign Presence (msg # 312):

Looking forward to it.
A Malign Presence
GM, 288 posts
Sun 12 Jan 2020
at 21:04
  • msg #314

Re: OOC Chat

Okay, took longer than expected to get that up. I also tried to leave room for your first impressions of each other, so sorry if it seems a little sparse. Trying to drop us into the action ASAP, usually will not assume actions on your part otherwise.
Hanse Von Danzig
player, 12 posts
Fri 17 Jan 2020
at 05:05
  • msg #315

Re: OOC Chat

I'll be at The Siege of Augusta (HMGS wargaming convention) all this weekend and will not have time to check in here as often as usual.
A Malign Presence
GM, 289 posts
Fri 17 Jan 2020
at 22:03
  • msg #316

Re: OOC Chat

No problem, have fun!

I've been communicating with Rachel's player, she has been out of town for work but will be back and able to post soon. I think we'll start in earnest next week.

Work on the Bestiary continues apace. Please check out the "Constructs" section if you haven't already. Smoke giants and eschatology engines make for high-level threats, but manikins, golems, watchmen and homunculi are all things you might commonly fight in a Golish ruin.

I'm hoping to post a new section of the Bestiary this weekend, one that has some setting ramifications. So stay tuned for that.

Additionally, I've added a small, additional wrinkle to Daemonology Rules: banishing. Dismissing a daemon is normally very easy, just disrupt the channeling or the summoning circle. Kicking a single rune out of place, or breaking the line of salt, is all that is really required. But sometimes that's not possible (because the summoning circle is behind a locked portcullis, for example, or because the vessel for the channeling is an innocent victim you're hoping to save). Spending 100 reagents and making an Int check gives you a chance to dismiss the daemon, even if you can't or won't physically disrupt the summoning.

The following specialties now offer bonuses to banishing: Daemonologist, Ordained Priest, Ceremonial Combat, and Occultist (Thief-only specialty). Ceremonial Combat no longer offers a bonus to saves versus curses, but for the other three specialties this is strictly a buff.

Banishing is unlikely to come up much in play at all... unless of course you're trying to shut down a kikimora or an immanence. Banishing is the only way to get rid of those major hazards.
This message was last edited by the GM at 22:31, Fri 17 Jan 2020.
A Malign Presence
GM, 291 posts
Sat 18 Jan 2020
at 20:27
  • msg #317

Re: OOC Chat

Hope you guys I don't mind if I'm lazy and use bold as a GM character speech? Let me know if you find it annoying.
Rachel Cobbleman
player, 6 posts
Tue 21 Jan 2020
at 22:32
  • msg #318

Re: OOC Chat

Pew pew pew! What does Rachel know about the eating of raw animals and the drinking of blood in terms of potential demonic influences?
A Malign Presence
GM, 292 posts
Wed 22 Jan 2020
at 01:56
  • msg #319

Re: OOC Chat

Hmm. You can give me an Intelligence check if you want. You can also add +3 to it for your occultist specialty, and I'll let you know if Rachel has any theories.

EDIT: Skills are always a 2d6 roll, plus relevant modifiers. Thresholds are generally secret, but range from 6 for something relatively easy, to 13 for something that is only possible with great heroics or supernatural ability. I will tell you that this is a hard check since Rachel has little to go on thus far.
This message was last edited by the GM at 17:37, Wed 22 Jan 2020.
Rachel Cobbleman
player, 7 posts
Thu 23 Jan 2020
at 00:48
  • msg #320

Re: OOC Chat

19:48, Today: Rachel Cobbleman rolled 8 using 2d6+3 ((2,3)).

Knowing, it's how you know stuff!
A Malign Presence
GM, 293 posts
Thu 23 Jan 2020
at 08:15
  • msg #321

Re: OOC Chat

That is a failure! So Rachel doesn't know anything specific. She does, however, have several WILD UNFOUNDED THEORIES, which is always fun.

- A curse, mind control, or some other magical compulsion could force someone to do this. Asking about Dobrovit's mental state or whether or not he wanted to do this would be illuminating.

- Undead creatures very often hunger for blood and flesh. Little is known about the deathless, but this seems like something they might do(?). Ghouls can temporarily pass for human, save for their teeth and claws. The draugr, especially those who have drained many human victims, can pass reliably for human and might engage in this sort of behavior, though it is undocumented as far as Rachel knows. At the very least, this would explain why he didn't become violently ill after eating a bunch of raw eggs and still-living chickens, since the undead are immune to disease.

- Ogres are famously bloodthirsty, but all the literature on them suggest they're only interested in human flesh.

- Changelings often act very erratically when an immanence of their patron appears. If Dobrovit is secretly a changeling bonded to a daemon associated with blood, predation or hunters, that could explain the behavior.

- Dobrovit might be a construct of some type, most likely a homunculus or highly realistic manikin. This wouldn't explain his motive for eating a bunch of a chickens, but like the undead explanation, would handily explain why he isn't ill.

- Werewolf?

- Finally, Dobrovit might just be well and truly crazy. It's possible to choke down some raw chicken and survive at least long enough to meet the hangman's noose.
Rachel Cobbleman
player, 8 posts
Sat 25 Jan 2020
at 00:38
  • msg #322

Re: OOC Chat

Those theories! They're so wild and SO unfounded. I love them, and they are my new favorite.
A Malign Presence
GM, 298 posts
Thu 30 Jan 2020
at 06:47
  • msg #323

Re: OOC Chat

To answer a few private messages/lines I've received: I'm aware that everyone but Hanse speaks Golish, so that means anyone (but Hanse) can use the "swords" password to summon some guards. The magistrate said that Lira specifically only because she's the only one that definitely looks like she speaks Golish, heh.

Additionally, everyone except (I think?) Oliver speaks Krastavan, so everyone but Oliver heard Dobrovit's comments in Krastavan when he was pounding his head. However, I'm only giving Rachel and Lira chances at rolling for recognizing it because it's magic-related, and they're the pary daemonologists.
This message was last edited by the GM at 06:48, Thu 30 Jan 2020.
A Malign Presence
GM, 302 posts
Fri 7 Feb 2020
at 18:47
  • msg #324

Re: OOC Chat

Forgot to mention: "Waystations" are a setting concept all of you would be familiar with.

Basically, the Golish interior is a deeply dangerous, magic-wracked no-man's land, but people are always sending expeditions in there in order to recover people, treasures, reagents, or information. The soldiers, adventurers and freebooters that find themselves traveling through Golinlund have set up temporary, communal shelters that anyone can use. There is a social contract that you should leave a Waystation in better shape than you left it if able, either cleaning it up, repairing it, or leaving behind supplies or the like.

Think of them kind of like Delta Green's "green boxes" or the bungalows or cottages that exist in some national parks. So Dobravit says the men are at or headed to a specific Waystation.
Hanse Von Danzig
player, 19 posts
Fri 14 Feb 2020
at 15:47
  • msg #325

Re: OOC Chat

Me and the wife are making a break for it this weekend. I will be out of contact until Monday morning.
A Malign Presence
GM, 303 posts
Wed 19 Feb 2020
at 21:32
  • msg #326

Re: OOC Chat

Sorry for the delay, guys, RL caught up to me pretty hard. Have some deadlines I need to make, but I will get an IC post up this weekend at the latest.

Also, for those of you sick of the interrogation, things are about to get "real" so stay tuned...
Hanse Von Danzig
player, 21 posts
Wed 19 Feb 2020
at 21:47
  • msg #327

Re: OOC Chat

I have never and will never have a problem with taking the time to do a rp scene justice.
A Malign Presence
GM, 304 posts
Sat 13 Jun 2020
at 02:06
  • msg #328

Re: OOC Chat

Hey guys! Not dead. Hope this new pandemic world is treating you okay, too. I'm very fortunate, I've been able to continue working from home. I am, actually, paradoxically very busy at work during this moment of pestilence and civil unrest.

Anyway, I just wanted to check in with you guys and get in an interest check in continuing. I likely won't be able to commit to any sort of consistent posting for a few months, but I haven't forgotten about this game and still intend to continue developing it.

Hope you guys are hanging in there.
Oliver Fitzwilliam
player, 260 posts
Sat 13 Jun 2020
at 02:59
  • msg #329

Re: OOC Chat


Still here and interested, I too work from home so hopefully I'll keep chugging along.


-
Rachel Cobbleman
player, 14 posts
Sat 13 Jun 2020
at 03:10
  • msg #330

Re: OOC Chat

Beep beep beep.
Hanse Von Danzig
player, 22 posts
Tue 30 Jun 2020
at 00:45
  • msg #331

Re: OOC Chat

I'm back. Super drag ass atm. Will return to full power tomorrow.
A Malign Presence
GM, 305 posts
Thu 13 Aug 2020
at 01:32
  • msg #332

Re: OOC Chat

Thanks for checking in guys. Things continue to go okay for me even as my country burns around me. I just received a promotion and raise at work, and also have a loving and wonderful new girlfriend. It is a... strange dichotomy.

This is all not very conducive to me starting playtesting again, but I just wanted to give you an update. I will have some time off in September and will take a look at things then.

Hope you guys are all safe and well.
Oliver Fitzwilliam
player, 261 posts
Fri 14 Aug 2020
at 00:14
  • msg #333

Re: OOC Chat


I am all good, still clocking along.
A Malign Presence
GM, 306 posts
Thu 15 Apr 2021
at 19:02
  • msg #334

Re: OOC Chat

So obviously September was a lie... I learned at the end of 2020 that I'd be losing my job. I managed to find a position with the contractor that essentially took my job, but it was both a promotion and a pay cut (hurray capitalism). I have precious little time for gaming these days, and what little I have is spent running some games on Roll20 for some RL friends as a pandemic coping mechanism.

I'm still dedicated to Devils and Dragoons, but I have no idea when I can devote time to it again. Let me know if you guys would prefer I remove you from the game. When I start the play-by-post playtest again, I can always message you and give you priority on a role.
Oliver Fitzwilliam
player, 262 posts
Thu 15 Apr 2021
at 22:18
  • msg #335

Re: OOC Chat

I'm happy to stay on as a player. Hope the new job is working out well.


-
Hanse Von Danzig
player, 23 posts
Thu 15 Apr 2021
at 23:46
  • msg #336

Re: OOC Chat

:)  I mean why not.
Rachel Cobbleman
player, 15 posts
Fri 16 Apr 2021
at 13:40
  • msg #337

Re: OOC Chat

Haha, I actually have no room on my plate for more games right now so... Take your time. But you know I really like your games and would always be interested in hearing about them moving.
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