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Ragnarok

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Everything posted by Ragnarok

  1. Re: Secret Wars Campaign Log The $400,000 sitting in the spare tires haunts me still...
  2. Re: Secret Wars Campaign Log *poke*
  3. Re: Norse Campaign Journal That was at least part of the reasoning behind the dagger. There is no reason to be worried about it, however, because such a plot device is used for fun. He no longer has the axe. That went away after the incident with Gileas. The boots he still has, but those are not particularly special in that they hold tremendous power and have a richly detailed background. From what I've been hearing, he's not really shooting for an item-based adventure anyway.
  4. Re: Norse Campaign Journal Session #15: The PCs spend some time in Carrock, about two months in total, crafting their various weapons and armor, resting, and learning about the local culture. Celox and Bjorn ask Alric about the magical collars the Dokkalfar placed on them, while Hadhood and Jax are inquisitive about the Draugr and the Northernmost clan. Alric determines that the collar was made probably in the central, mountainous region of the continent, and that whoever made it was quite powerful, and most likely has a great amount of influence. Alric also says that that the Northernmost clan was never interested into cooperating with the other 5 clans, even on a basic level. The majority of their economy and way of life was sustained by heavy raiding, which they were exceptionally good at. They prided themselves on self-sufficiency and military domination, regarding the other clans as “farming clans.” Their pride was at least somewhat justified, as they were among the finest warriors Midgard has ever seen. The PCs, after quite some deliberation, agree on their next course of action. It is agreed that they should start looking for Felnor, their companion who mysteriously disappeared after their capture by Gileas, the Duergar bounty hunter. Initially, Celox wanted to start the search by finding the wealthy trader who employed Gileas, and going from there. This would also satisfy Celox’s desire for revenge against the trader, and Bjorn’s interest in investigating the collars (and perhaps his own vendetta against dark elves.) Jax then astutely observes that perhaps the Seer could be of some use. After a moment’s pause, the other PCs agree to this, and approach Alric to determine what the best course would be to find the Seer. Alric says that in years past, the seer has moved about between various villages and fortresses, going where he so chose. They could wait around Carrock, and he would probably eventually make his way there. Or, they could ask his son. Vagn. *cue dramatic music* The PCs make ready to journey to Ravenhold, to see Vagn. Alric gives them a sealed leather scroll, something to present to Vagn to convince him that the PCs are worth his time, and possibly could be to his advantage. The thanes set out, venturing into the cool Spring breeze. About halfway between Carrock and Ravenhold, they approach a large river that empties into the sea. The two elves detect the sights and sounds of battle coming from the sea, not very far from the delta. Two draugr ships appear to be fighting each other. The ships move a little closer to the river, so that Celox discovers that one of the ships is a bit different from the other. One ship is the standard draugr ship that Jax and Hadhood have seen before: inctricate figures and patterns carved into the ship, and torn human torsos chained to the prow, and is manned by the draugr; pale, undead warriors with gruesome old battle wounds and eerie glowing white eyes. The other ship shares the same style as the draugr ship, minus the torsos. This ship has a human crew. Javelins, stones, and arrows fly between the ships before the human ship swings grappling hooks to the draugr ship, and pulls them together. The humans proceed to board the draugr ship, eventually destroying the draugr, but not without casualties. The victorious crew starts to sail the two ships upriver, when the PCs flag them down. The ships drift over to the bank, and a tall, muscular dark-haired man (who appears to be the leader) jumps down with 4 men, and approaches the PCs. Jax drops his sword (supposedly to show non-hostility) which immediately prompts Celox to urge him to pick it back up. The raiders approach, and after he gets the names and purpose of the PCs, the leader introduces himself as Skari. Skari has striking eyes; a vivid green in a ring around the pupil, giving way to flecks of blue as it extends outward into the rest of the iris. His gear is standard of a man of high position, but of particular note are his ornate helmet and sturdy shield made of linden wood, covered with stingray leather. He explains that he and his crew hunt draugr, to try to bring honorable deaths (second deaths?) to their fallen comrades, and to attempt to retake their homeland. After Jax and Hadhood explain that they have fought them before, and after Skari takes a moment to evaluate them, he reluctantly invites the PCs to make their camp outside their encampment on an island in the middle of the river. The session ends with the PCs hopping on these exotic ships, and sailing upriver as dusk starts to creep over the world. Reactions: I enjoyed this session very much, with the exception of a few irritating moments. The PCs are now in possession of their finished arms and armor, and they learned a great deal about the local culture, and the sort of social taboos to avoid that might end up getting them killed. The session also had a couple major twists, such as Vagn being the son of the Seer, and the discovery that human remnants of the Northern clan still exist. I am glad that they are making a determined effort to find Felnor. I would have been disappointed if they simply shrugged him off, with the knowledge that he will eventually return because the player is returning in the Spring. This way, the rejoining of Felnor will not only be more interesting to the rest of the PCs, but it will also allow Felnor's player to showcase his character history and background into the plot. I am also glad the party is working together in coming up with a decisive action to pursue. Hopefully, this is a sign that they will actively seek out things to pursue and investigate rather than relying on me to drop plot hooks right in front of them. Things that happened during the beginning of the campaign are now coming to fruition (for example, Bjorn learned that the seedlings he has been tending to in Carrock are developing into trees used by druids to rapidly transport from tree to tree.) The desired effect is that the players will start to realize the depth and consequences of earlier actions, and how that will affect events to come. Good Stuff: Celox's player has been dropping in little comments now and again that reveal the coastal Alfar's patronizing attitude toward other races, specifically towards forest Alfar. I was afraid that they would go unnoticed, but during this last session there was real tension between Celox and Bjorn. This is good roleplaying, and it seems very promising, though hopefully it won't get out of hand in a way that would jeopardize basic group harmony. I don't think it will. Jax's player approached me and asked if I would provide Jax with a "bit of business", as we call it in the theatrical world. Something specific to his character he can develop, a sort of a "side quest" that isn't necessarily a major plot development. It's good that he is thinking of these things, rather than just riding on the wave of the overall plot. Actually, I kind of wish all the PCs came up to me and asked for this sort of thing, if they gave me the general guidelines of what they want to achieve/reveal. Gives me more to work with. Jax's player asked me for something magical Jax could get involved in...something where he inadvertently gets himself in trouble with power/an entity that far surpasses him. I have just the thing... [*]Bad Stuff Bjorn’s player, when I was describing the regional culture, thought it appropriate to lie down on the couch and close his eyes, like he was trying to fall asleep. I regard this as a sign of disrespect. I put in a lot of thought and detail to try to make each culture as vivid as possible, and it never feels good to have that work even just appear to fall on deaf ears. Normally, I might dismiss it and give him the benefit of the doubt, if it wasn’t for the fact that he has exhibited this behavior before. He also showed up over 10 minutes late for the session, with no explanation until the very end of the session. If this continues, then I’ll probably have to talk to him. Jax decided to lay down his sword when the draugr hunters were approaching the group. This was shortly after my cultural description, in which I made it clear that in Norse society, everybody had their weapons on them, and were prepared to use them at all times. They even brought weapons in legislative assemblies, and when they went to the outhouse. His intention was to show that he was not hostile, and I understand this. However, the raiders could have easily thought this a sign of weakness, or worse, disrespect. Like they were not perceived as the slightest threat. Thankfully, Celox corrected that action in time. I think this case was probably more of force of habit rather than disregarding what I had told them. Still something to be worked on. Celox’s player had trouble when I was talking about Asgard and Eredar magic. I had sent out an email detailing in full the definition and intricacies of both these supernatural forces to all who would be involved, encouraging each of them to read it over carefully. This email was sent well before the start of the campaign. Again, normally I would give someone the benefit of the doubt if this were the first instance of such problems. However, a similar situation had come up previously, and I directed him to read the email at that time as well. Considering that email was regarding one of the building blocks of the setting, this was disappointing. I was not as prepared with details as I should have been, in retrospect. I had not expected them to journey forth so soon, so while I had the encounter with Skari in mind, I didn't have the details I needed for the inevitable questions. I tried to play it that Skari didn't want to divulge all this information to complete strangers so soon, and that it would be revealed at the river camp. This was clearly my bad, and something to remember for the future.
  5. Re: The Day After Ragnarok I saw this thread and I just couldn't resist.
  6. Re: D&D Magic Items 3.5 to HERO Good work as usual, SKJAM! It is appreciated.
  7. Re: Norse Campaign Journal Session #14: The PCs continue their butchery of aforementioned wyrm, deciding to take back the heart as proof of the kill. They trudge back to the bounty hunter's cave, where the Dokkalfar are waiting. The leader sees the heart, considers things for a moment, then with a flick of his wrist gestures almost dismissively and the iron collars that were around the neck of the PCs split and clatter on the rock floor. He says something to the effect of "I see no reason to kill you at the moment, at least not until it became unavoidable. It would be a waste of resources..." The PCs are allowed to go their own way without harm (other than wounded dignity for at least two of the characters.) The thanes journey back to the cave to gather up their wyrmskin strips, several wyrm's teeth, and pack up all the gold. The original PCs (Jax, Hadhood, Bjorn) express a desire to return to Carrock, and Celox accompanies them. On the way, Celox and Jax split off to further investigate Ravenhold. During the time since Celox saw Ravenhold burn, various patrols and caravans discovered what had happened, and it appears the Raven clan is pulling personal from the outer reaches of their territory to repopulate and repair Ravenhold. Celox and Jax talk to a guard at the gate about what happened. Before the guard went on patrol outside Ravenhold, he heard Harold and the Seer in heated argument, though he could not hear the particulars. When he returned from patrol, Ravenhold was burnt to a crisp, Harold was dead, and the Seer was gone. Vagn, Harold's former champion now rules Ravenhold. Celox and Jax rejoin their companions, and after many days of traveling they reach Carrock. After the introduction of Celox, they brief Alric on what has happened, and go about crafting their various wyrm-based weapons and armor. After months of traveling and fighting, they are finally in the closest thing to home they have. Reactions: This was a significantly shorter session than the previous fight with the wyrm. For the relatively short amount of time, however, I thought that the PCs learned a great deal about what has been happening. For example, they've learned that there was bad blood between Harold and the Seer, and that the man who now rules Ravenhold is the imposing warrior they met from the very beginning of the campaign. Jax's player did not immediately notice this, but I thought it worth pointing out, that this time the Raven clan did not attack him on sight for possessing one of Alric's rings. I didn't really expect him to pick up on this, at least not right away. There could be a myriad of reasons for this, not the least likely being that attacking one of Alric's thanes might provoke a retaliation that the Raven clan is in no position to deal with at the moment. I think that the PCs enjoy the trophy armor and weapons they are crafting from the wyrm. Not only are they a very valuable status symbol, but they are also a memento from a hard fought battle. The armor especially is incredibly strong. Little do they know that they will need it for what's going to happen next...
  8. Re: Secret Wars Campaign Log A mysterious man in a trenchcoat, slipping through the night as invisible as the breeze. A blooded, shaken man, running along city streets, saddened by a loss of a valued one. A snarling beast of a man, bruised and bleeding, red eyes blazing, dragging his broken prey along the dockside...
  9. Re: Secret Wars Campaign Log Just to make it clear to everyone, Jack did make sure to give the injured hooker the $300 he found on the Stripslasher, as recognition of the risk and recompense for the large gash on her forehead. Jack isn't completely insensitive.
  10. Re: Secret Wars Campaign Log We had another session, and it was quite interesting for several reasons. Very dark. I'm not sure, because we've all been pretty busy this week, but Manic will probably have the notes posted by Saturday.
  11. Re: Secret Wars Campaign Log In my opinion, it all falls down to why exactly the nickel was used as a different marker. If it was solely for your benefit, to keep track of who is who, that's one thing. If it was to indicate to the other players which gangsters they were controlling, that's another thing. But if the intent behind the nickel was to indicate that this gangster is noticeably different than the rest, I feel it would only be natural to ask questions about him. If Jack could see that this guy was more of the enforcer type, I think it would be reasonable to act upon that, based upon his highly trained judgment of these kinds of things. Just like I specifically targeted the dealer (I assumed that the lighting was sufficient to see who was different from the rest.) SpecOps and counter-terrorist folks are trained to pick out inconsistencies from the crowd, and analyze those inconsistencies to pick their targets. If a guy in an airport is looking nervous and exhibiting erratic behavior, I'm going to watch him. Just like if I think a guy is hiding a large weapon under his jacket, I'm going to take him out. I promise I wasn't trying to use out of character knowledge. I had assumed that the different marker indicated that Jack saw these people as different, so I asked questions about what was different about these people, and made my decision based on that. If that was unreasonable, let me know and I'll modify that analysis based upon your guidelines. : )
  12. Re: Norse Campaign Journal If I made it painfully obvious and lacked any subtlety and craft as a GM, this might be the case. Perhaps I was being unclear. My intention was not to provide a blanket statement of what ALL boss fights should be like, rather this particular type. Not all boss fights are about running around a Jotun and stabbing it in the foot until it falls, of course. A good variety of boss fights will include different skills and methods need to accomplish various objectives. For THIS specific scenario, when you ARE running around a big scary lizard with razor sharp talons and napalm-breath, I, as a player, would almost feel slighted if it didn't put the fear of death in me. Which, for me, doesn't really come about until an example of its lethality is manifested. My objective isn't to beat you to within an inch of your lives every session. That would be pointless. My objective is to show you once in a while that you're not the mightiest power in the land, and you are inevitably squishy to some extent. Much like Hadhood took a massive blow to the head last year. And much like the latest firefight with Jack in your DC game. You said you were glad that we had a sense of being squishy and in danger. The very same applies here. You most certainly did. None of my previous posts were meant to downplay that. On the contrary, I specifically noted your proficiency. I think the main issue here is that I, imbued with my GM knowledge, felt that the fight would had much more suspenseful potential had not an NPC sniper tipped the balance. If just you, as the three players (or even four, if Bjorn's player had been there) did the very exact same thing, I would be more satisfied. However, I experienced GM frustration (on your behalf, really) that the second most effective character in the fight was not even represented. For example, if one of the players in your DC game was absent, but his character was more effective at achieving the objective than 2 of the 3 players PRESENT, I would be very dissatisfied. Perhaps much of this is subjective, dependent upon particular gaming styles and expectations. All I'm doing is relaying how I felt as a GM, and how I would feel as a player under those circumstances.
  13. Re: Norse Campaign Journal I'm a little behind, so I'm posting the last two sessions hopefully by the weekend. Session #13: Present: Celox, Hadhood, Jax The PCs decide to stay and camp there (at the bounty hunter's cave) for the night. Bjorn (who was used as an NPC for this session) was sent out to hunt up some food. Celox stands watch, and spots Bjorn dragging a stag through the snow toward the cave mouth. All of the inhabitants are awoken as Bjorn drags the stag into the main room. Bjorn stands, throws back his hood and turns around. Yup, it's not Bjorn. Before the PCs can react, the imposter violently claps his hands together and a blast of energy knocks everyone out. The PCs awake to find a well-dressed Dokkalfar (dark elves, for our purposes. Minus the white hair) sitting in the chair facing them, with the swords of the four Dokkalfar bodyguards biting at their throats. (Yes, it was their tracks Bjorn spotted last session, but neglected to mention that he saw them) The PCs discover that there is an iron collar around the neck of each of them. It is revealed that this guy is the employer of Gileas Darkhammer, and is sort of the local authority of various trade (both legal and illegal) in the region. Apparently, Gileas was acting rashly, and becoming a liability. Still, he tells the PCs that normally he would just kill them for depriving him of resources, but it just so happens that there is a situation he could use them for. A vicious beast has been wreaking havoc on local villages and especially trading caravans. Bloodthirsty rampaging beasts are bad for business. He tells them that they may still live if they go out and rid him of this beast. They are expendable, he is not, he claims. Apparently the only one who knew of the beast's whereabouts was Gileas. Problem? Not exactly. The elf's eyes glow red as he magically levitates the Gileas' rigid and glazed-eyed corpse from the ground, which promptly inhales ghastly and croaks out a single word from it's gurgling, blood-crusted throat: "Laaaaaake". The dwarf drops after this, and the elf grins, blinks and shakes his head a couple times and the red is gone. The PCs are allowed to cook up the stag, and are then sent out. It takes them a few hours to find this lake, and a large drag-mark leading from the dirt road to the lake, into the water. After some more searching, a water-level tunnel into a cave is found, and Hadhood, whose magical shield allows him to breathe underwater, promptly plops in and has a look-see. The tunnel leads down, straight, and back up into a rather large cavern inside the hill at the water's edge. The others are not so keen to go underwater in the dead of winter, so Celox searches for an alternate entrance, and finds a small gap at the top of the hill crag that they can barely squeeze through. A rope is lowered down, and the team descends (attempting stealth.) The cavern has ripples of slightly luminescent rare minerals running over the walls, allowing for dim illumination. Jax, whose vision power allows him to read heat signatures, spots a large warm blob at the back of the cave. The team goes from rock to rock to approach it, and Jax walks right up the center, in the middle of the chamber, towards it. Well, they weren't as quiet as they thought they were, and a Wyrm raises up and spews forth a fiery blast that scorches the edge of Jax's armor (lucky bastard). A brilliantly executed struggle is fought, which results ultimately in a hole being blown in the Wyrm's head by Jax. The thanes go to work skinning the thing, and in the process of hacking off the beast's head, Hadhood is almost fried as the two flammable chemicals stored in glands in the Wyrms neck slosh together. The poor creature is deprived of its teeth, and large strips of its tough, scaly skin are sliced off (Wyrm bacon was the way it was described, I believe). Celox discovers a pile of gold coins in the back (rather small as far as draconic hoards come, however.) Reactions: The first part of the session ran much longer than I intended. This was good in the sense that the characters interacted more, and plenty of roleplaying went down, but it was bad in that it doubled the anticipated length of the session. I have a habit of overestimating how quickly they will get through things. This was the first "boss fight" that the players had encountered, and they handled it exceedingly efficiently. If anything, I felt that it was too easy. The Wyrm only dealt a total of 5 BODY to the party. This was largely because of their savvy use of tactics, such as Flash and Entangle spells. It was also due in part to some very lucky shots by Bjorn, who frustratingly was the character whose player wasn't even there! He sank 2 or 3 shots deep into the soft spot on the Wyrms body. The Wyrm missed almost all of his talon swipes because he was almost perpetually blinded by the Flash, and so the OCV penalty was just enough to botch the attacks. Its Mind Control roll was phenomenal, nearly the maximum, but Bjorn passed his first Breakout roll so nothing really appreciable happened on that front. Pity, I would have used his accuracy against the PCs and made them a little less complacent. I had originally thought the Wyrm was too powerful, and was worried because it had the capability to one or two-hit everyone there. I didn't realize it was such a cakewalk until the thing was almost dead, by which time it was getting late so I decided just to let things play out. In short, this session was less of a challenge than I thought it would be, though it seemed that the players enjoyed the different fight style. I learned that it's better to start off too strong and tone it down if they're getting overwhelmed rather than act on my concern that the boss is too powerful. I awarded the present players 5 character points for their excellent strategic implementation of their abilities.
  14. Re: Interesting Fantasy Locales Good stuff here When I get some time I'll post a few. Marking this for further access
  15. Re: Spartan Soldier (300) Fantastic writeup Susano. Mad props. I couldn't agree more. Some people out there just can't grasp the concept of cinematic license. Enjoy the movie for its intended purpose! And this is coming from a History major! Also, you'd be surprised how many people weren't paying attention. I've heard my fair share of people who think it's supposed to be a portrayal of America vs. the Middle East, and that Leonidas is supposed to be George Bush.
  16. Re: Real Locations that should be fantasy Columbia River Gorge, Oregon
  17. Re: Norse Campaign Journal Session #12: After a long hiatus, the Norse group reconvened the weekend before last to kick off the year with the opener session. A barrel full of twists and a new character to introduce, so here we go. The alfar swordsman Celox Gladiel has successfully returned from a campaign to crush the enemy of his city state of Aiur, located in the southern gulf region. Aiur is growing in size and power, as the central, most important village is starting to snowball with other villages and consolidate into a larger city-state that is swiftly dominating any opposition. The King of Aiur, Tyrius, is a youthful, energetic, warlike firebrand of a king who genuinely wants the best for his people. Without divulging too much information about particular secretive elements of Celox (which will come later, I'm sure of it), let's just say that he was sent out to explore the interior, and possibly open diplomatic relations with useful political entities found therein. This is also an adventurous journey for him, and a chance to break out of the normal routine and challenge himself. He, and a small expedition force are sent North. In the meantime, Hadhood awakes to find himself strapped on the back of a mule, being led through some rather desolate area at night. The drug in the blowdart is strong, so he loses consciousness again. Sol, who is still at Carrock, sets off in a wide sweep to patrol around the area, and discovers a set of tracks. Five persons, headed fast and light to the North. He follows them over a couple days, until he comes across one of their used campfire sites. He breaks off the pursuit and heads back to Carrock. While the expedition force sets up on a small island near the territory of the Five Clans, Celox sets off in search of the nearest clan. He lands, and makes his way inward on a trading path until he reaches an outpost, which he learns belongs to the Raven Clan. He asks the way to their main village, and therefore is directed to Ravenhold. Hadhood and Jax awake to find themselves bound and gagged in individual cells, in what appears to be a small cave. Hadhood tries to remove the gag as best he can and tries to wriggle forward to grab a bite of bread, on a plate in front of him. His captor, another dwarf, decides it would be amusing to scoot the plate farther away from him. Celox makes his way toward Ravenhold, and it gets dark before he arrives. He approaches at night, and spots the village: a rather large arrangement of buildings around a hill, with a circular wooden wall spanning the outside. At the center of the rocky hill, a large crag juts up into the air, into which the Raven Clan has carved a crude tower. Just at the edge of his vision, Celox spots a fwoosh of flame come from the tower, and faintly hears a bellowing roar. He moves off the road and cautiously approaches. As he draws nearer, the distinctive light of widespread fire lights up the cold winter night just around the city. By the time Celox reaches the gate, Ravenhold is burning, and not a soul in sight. He enters through a small burned out section in the wall, and cautiously approaches the main road that spirals up to the tower. The sizzling of flesh and the sight of scores of hideously burnt corpses meet his gaze. He sees that a blazing is working its way down the path, so he gets into a building and hides, watching the road. A couple minutes later, he hears footsteps, and spots an aging man (though well-built and still retaining some vestiges of his original hair color) walk down the road. The man stops, turns, and teleports Celox to right in front of him on the road. After some understandably awkward conversation, the man reveals that the people of the 5 clans call him "The Prophet." When asked what happened to the town, the man replies, "They were being rude. They tried to make me stay." Celox informs him that he is looking for someone. With a knowing gaze, the man teleports him into a stretch of woods, far, far away, in front of a cave mouth. Celox stealths his way up to the entrance, and spots a raven on a tree above him. The raven croaks a couple times and flies off. Right about the time Celox is at the cave entrance, a bolt whizzes past his face and impacts percussively against the cave wall. Celox ducks in the cave, and discovers the prison cells. Jax and Hadhood awake, and Hadhood manages to burst his bonds and starts to bend the bars in front of him. Celox tips over a table and takes cover behind it, as the dwarf, who reveals himself as Gileas Darkhammer, announces his intent to kill the intruder. He is not able to be persuaded otherwise, so the dwarf rushes at the fallen table, swinging his axe back, intending to knock the table into Celox. Celox's brings both his alfar sword down with a mighty swing, splitting the table in half. Gileas swings, Celox catches the axe between his swords and locks it in place. In reply, Gileas gives him a good kick in the cojones. He did that just to knock some reality into the cocky little elf, and allows him to recover to continue the fight. Celox recovers, and unfortunately for Gileas, lunges forward and sticks him through the throat. Celox tries to get the bounty hunter to divulge his employer, but Gileas dies too quickly of blood loss. Celox begins to free the prisoners, as Sol, who got help in the form of horses and two extra fighters from Carrock, follows a different set of tracks to the cave mouth (the tracks of Gileas.) After a brief tense moment of uncertainty about who the riders are, the PCs walk out and meet up with Sol. Reactions: It was kind of a pain to rotate slowly between the different groups to get them all in one area, and it took a while, but I think that most, if not all, of the players enjoyed it. It certainly gave Celox a flashy entrance and a bit of advantage in relation to the other players. They "owe him one." I believe that there are enough questions sparked in the players' mind to keep them entertained.
  18. Re: Secret Wars Campaign Log What you have to look forward to: Covert meetings, high tech espionage, brutal interrogations, fast-paced firefights, last minute getaways and more!
  19. Re: Help naming a campaign Forerunners Harbingers Resurgents Scions Ascendents Progenitors Inheritors Reborn The Awakened The Vanguard
  20. Re: Campaign: Pulling The Fangs Late medieval technology. Very few non-humans around this area. Alchemy and early firearms are very unpredictable (and so are ice mages, it seems.) From what little I've been able to play, it's been fun so far. It would be nice to get it started again.
  21. Re: What do journeyman wizards do for a living? Military service. Assigned to a unit for unconventional or irregular warfare. Espionage, enchantment of equipment, serving as an strategic advisor with the ability to magically alter the battlefield situation.
  22. Re: Campaign: Pulling The Fangs If the character has not been turned in yet, my guess is Tasha will not be around. I'll check the boards in about an hour and if there's nothing then I guess we needn't bother.
  23. Re: Campaign: Pulling The Fangs Are we on for tonight?
  24. Re: half-elves in Fantasy Hero I'm with Lucius and g-a on this one. Make a list of Elven traits. Pick a certain number, say 2 or 3. A cool bit of flavor might be an inherited weakness from one of the races. For example, if elves in your game are susceptible to a certain material, then you could have your half elf have a similar reaction, albeit not as strong. Or you could create sort of genetic condition that occurs with the union of human and elf. Not crippling, but enough to perhaps get you some points back, and really add to the campaign flavor.
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