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Found 18 results

  1. As I wanna get more experience DMing 5e before ReaperCon this year & flipping through Tales of the Yawning Portal, I thought I'd see if there was any interest in running a Sunless Citadel 5e game here. I loved the adventure in 3.5, it was actually one of the last sitdown @ home games I ran before my friends/gamers all scattered across the state/area. Let me know here if you are interested. Basic 5e rules: http://dnd.wizards.com/articles/features/basicrules Basic/PH 5e rules with the options to play the UA ranger or PH ranger & UA artficer. Races can come from the following: PH, Elemental Evil Player's Guide (minus the aracockra & with this being a dungeon crawl, a goliath might not be the best choice either. Sword Coast & Volo's 5e (thou this one needs DM's approval before proceeding.) I will probably set this in the Forgotten Realms as well. Other then that standard character generation. Looking for 5 players. I'd like to start around May 1st. thanks!
  2. By Rob McCreary
  3. Hi everyone. Gonna jump right in as a first time GM for PBP. Pathfinder Crypt of the Everflame module. Rules: Pathfinder Core Rulebook 6th printing or earlier with appropriate errata. Never played this module/series. Only items, classes, races, feats from Core Rulebook. 1st level. 20 points "point buy system." Good or Neutral Alignments. No "Traits" Declare "favored class" and bonus HP or Skill Average Starting gold for class from the table, not random. Looking for 5 players so if one is absent, we can still press on. Players roll their own dice and post rolls and modifiers: honor system. I vow to post at least twice weekly ;) Be respectful to me and other members: it may be my first time on PBP as GM, but not my first time as a GM for this game system. Once we have a group, pm me emails so I can discreetly nudge absentees If this sounds OK to you, post some characters.
  4. Hoard of the Dragon Queen Part I of the Tyranny of Dragons Campaign A Dungeons and Dragons 5th Edition Campaign by Wolfgang Baur and Steve Winter Published by Wizards of the Coast, and Kobold Press Copyright 2014 For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. You decided to push on in your travels to try to reach town before dusk. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark winged shape wheeling low over the keep that rises above the center of the town. Greenest is being attacked by a dragon! Suddenly, a terrified human family consisting of a mother, father, and three young children erupt from the undergrowth onto the Greenway, about 20 feet in front of you. The man limps badly, carrying his youngest child, and trying to usher his other children away from danger. All five seem at least minimally wounded in some way. Their mother turns, and lowers the point of a broken spear back toward her pursuers, and readies her round shield. She looks determined to slow down her pursuers as much as possible to give her family a chance to survive. Just then, a group of eight kobolds stream out of the underbrush, fanning out to surround the woman. Either they don't see your group, or they think you are on their side, because they don't seem to pay you any mind. What do you want to do?
  5. Crypt of the Everflame Written by Jason Bulmahn Copyright 2009 Paizo Publishing, LLC Using the Pathfinder rules from the Pathfinder Core Rulebook Sixth Printing 2013, and Copyright from 2009 on. Also uses Open Game License content, compliant with version 1.0a, Copyright 2000 by Wizards of the Coast, Inc.
  6. Talos- The city of Talos is a back water city state nominally controlled by the Quentrian Empire. Originally a kingdom controlling a large area of the micro-continent it inhabits, it was conquered over 200 years ago by the Quentrians. It's harbor was used a staging point for further Quentrian expansion. With the troubles plaguing Quent from their other conquests, Talos has been left to wither. An ineffectual Governor theoretically rules, but as the posting is seen a punishment and the current governor is barely capable of finding his next wineskin, a group of the native Talosian nobility manages most day to day functions. Most resources were siphoned off to support the Empire's conquests, and Talosian fortunes were in decline prior to being absorbed. Most industry is centered around the capital, with only some farms and the estates of the nobles surrounding. Away from the temperate coastal region, the land is rocky and rugged, not fit for farming. Isolated hill tribes and humanoid encampments are the only inhabitants, though stories tell of other creatures that haunt the hinterlands. Some venture inland to collect rare spices and herbs found only in the wild, and dotting the landscape are ruins hint at a time prior to Talosians. Five years ago, a prospector found unusual metal deposits; Mithral,. The deposit was unusually pure and has draw many outside interests to Talos. In addition to the mithral and other mineral wealth, strange artifacts have been found in some of the ruins, drawing a different kind of attention. These new arrivals and industries have revitalized Talos, wakening the backwater city, casting off the erosion of time restoring the city to some of it's former glory. It is here, at this point of history that you find yourself in Talos. Perhaps you are newly arrived, looking to make a name and a fortune for yourself; perhaps to hide yourself from dangerous enemies in this far away place. Or you may be a native of Talos, looking to improve your station, or steer the destiny of your motherland. All that matters is that opportunity favors the bold, the quick-witted, the adventurous. Major areas of the city:
  7. Chapter 1 Opportunity Knocks Talos, a city brimming with opportunity, gold filling it's streets, available to the brave, the bold, those who are willing to take it. That's what the stories said. You have found the reality to be somewhat different. The recent mithral and mining boom have led to wealth for some; the nobility and the established merchants. The rest of the population is still as dead poor as they have always been. Add to the fact that hundreds, if not thousands or foreigners have flocked to Talos, chasing stories of fabulous wealth and fame and it seems that for every success story there are dozens more of people ending up penniless and broken spirited, buried in a pauper grave (or worse is some of the stories are to be believed). That is why you are here: The Vangyarian Axe. A small tavern nestled amongst a set of dilapidated buildings near where the Narrows, Old Town and the Docks meet. A small, comfortable place, it is run by Sigurd, a Northman who came here some time ago and gave up the sea and adventuring to run this watering hole. The food is nothing speak of, but the beer is plentiful and not watered down. Sigurd brooks no trouble in his establishment, the axe that is the taverns namesake hangs behind the counter to remind those who would not heed other gentler warnings. Your coin running short, you have decided to band together with others in similar straits, looking to find work or an opportunity. You each spend your days out in various parts of the city, looking for work or rumors and meet back at the Axe to share what you have learned, or to wash away another day of dead ends with several tankards of foaming brew. The first bell of evening sounds as the first members of the group arrive to take seats at what has become your regular table.
  8. Pathfinder Adventure Path Giantslayer Paizo LLC Chapter 1: Battle of Bloodmarch Hill #91 by Patrick Renie Trunau Overhead map (copied from Giantslayer Adventure Path Player's Guide) One of only two non-orc settlements in Belkzen, Trunau is a predominantly human community of sturdy farmers and resolute warriors adrift in a monstrous sea of ores who would as so on kill them as trade with them. Its people survive through the grace of the gods, the remarkable tenacity and ingenuity of their leaders , and a simple, soul-deep refusal to be driven from the land of their ancestors . Trunauans know sacrifice in all its forms. Though their lives are far from easy, this band of idealists, scoundrels, and outcasts takes great pride in the independence that comes from being all on their own in hostile territory. For them, every day of the town's continued existence is an enduring example of civilization's unconquerable spirit and the prodigious strength of hope. This day thou is a day of celebration! Jubilation fills the evening air in the normally staid town of Trunau, for it is the twelfth birthday of the Chief Defender’s youngest daughter, Ruby, and the townsfolk have been preparing all day for the ceremony and festivities to follow. A throng of spectators has amassed at the town Commons; the buzz of the crowd subsides as the weathered town leader, Halgra of the Blackened Blades, takes the stage and begins to speak. “Thank you all for joining us this night. I take immense pride in my responsibility as Chief Defender, especially when it comes to the honor of the hopeknife ceremony. It is always a great privilege to bequeath Trunauan youths their hopeknives as they come of age.†Halgra stops speaking long enough to open an ornamental case and retrieve a slender, ornately decorated dagger hanging from a silver chain. “But tonight is a special occasion, for the recipient of this hopeknife is none other than my youngest daughter.†Once again, Halgra pauses, but this time she turns to talk to the child beside her. “Ruby, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?†Ruby—dusky skinned, black haired, and painfully shy—nods her head in response to her mother’s question. “If the orcs come, and there is no other option, this is where you cut—here, here, and here.†Halgra demonstrates which arteries to sever while Ruby watches. When she is finished, Halgra sheathes the hopeknife and places the necklace around Ruby’s neck before turning back to address the crowd. “Tonight, Ruby becomes a full member of our community! Let us welcome her, and celebrate her passage into adulthood! Trunau forever!†"TRUNAU FOREVER!! TRUNAU FOREVER!!" The crowd echoes Halgra’s last words in unison, signaling the end of the ceremony. As the ceremony ends a group of guardsman led by a slender young man, Rodrik Grath & a younger man with similar features Kurst Grath storm the stage. They drop a heavy hemp rope near Ruby, you see he smiles & winks at the girl. "How can we, the hearty people of Trunau follow a weak-looking child such as this?!?" Again the man winks at the girl. "We must show those orcs who they are dealing with!" "HUZZZAH!!" the crowd cheers "Who shale come forward & help test this girl in a feat of strength vs the best of Trunau's defenders?" Ruby scans the crowd......'You, you....." (she points toward the PCs). Well you come forward & help me?"
  9. ***Recruitment closed.*** Since some other PBP I have been in have died or stalled, I think I have time to run a second game. I'm thinking Pathfinder Carrion Crown AP OR the mega-module The Dragon's Demand. Thinking to start in mid-to-late August. Acceptable Books: Core Rulebook + Advanced Player's Guide. Player Requirements: it looks like we're settling on 5 players. People who aren't in my Crypt of the Everflame game (I love you guys, but I want to run for some of the other great folks on the boards too. Besides, Crypt has two sequels we can follow up with). Never played to a significant extent any of the chosen adventures. Posting Policy: I post pretty frequently, and hope people can too. After 24 hours waiting for your turn, We'll nudge you in Recruiting. After 24 more hours, I'll PM you. After 24 more hours, I'll act for your character using my best judgement. Arrange extended time away ahead of time and let me know if you want us to stop until your return, or put you into Bot-Mode. This is the only way we can hope to get through a good chunk of the material! Other: Max gold for class Non evil, also don't like chaotic neutral. Two traits. Stats: 4d6, drop lowest, reroll all 1s (so stat rolls range 6-18), do this 7 times and drop worst one. Max HP first level Roll HP after that, but if less than 1/2 HD, get 1/2 HD minimum (will describe this better later). Edited-to reflect the direction this took.
  10. "So, you wanna be a superhero? Well, let me tell you something, kid, superheroes are a dying breed here. The Mastermind sees to that. Someone has to stop him, and even our best and brightest have died trying. What, you think you can succeed where the rest have failed? You've got guts, kid, I'll give you that. I'd hate to see 'em splattered all over the street." That was a week ago, and he's dead now. He was the last. There is no one else, it is all up to you now. You're all this city has left, and you're nothing more than a half-trained bunch of rookies. You don't even know how to work, let alone work together. But the city needs you. Will you be the answer to its prayers? ---------------------------------------------------------------------------------------------- You wake up in the sleeping quarters, struggling to remember what happened. Heroes, Inc., the van, the leather-masked goons, the cold-using Super, it's all kind of a blur. At least you're still alive. Where did they come from? Who are they? They're definitely not local, that's a certainty. The locals would have known. The robot, TYPE ZERO, seemed to recognize them. MADmen, it called them. It said they attacked Wilkinson and itself on their way into town. What do they want? Who's really controlling them? Gangs in Silver City don't attack with that much control or precision. They're wild, almost animalistic, and usually only attack each other. Even that's rare these days. The territories have been clearly defined for years. There's something bigger going on; you can all feel it. But what? ...bzzzzzt... The monitor snaps on, it's Ms. Roosevelt. " 'Morning, troops. We've recovered the van, but it's been stripped of anything useful...all the way down to the hood ornament. Whoever's behind this wanted it to look like a regular carjacking. I'll be tied up for a few hours, but I'll be out there as soon as I get some free time. Until then, do a little brainstorming. There's something going on, here, and someone wants you out of the picture." ...bzzzzzt...
  11. They say life is 'nasty, brutish, and short' and for nobody is this truer than the peasants. Maybe you were born into poverty, maybe you achieved it, or maybe it was thrust upon you; whatever your personal circumstances, you've had entirely quite enough of being poor, overlooked, and kicked around. It's time to seek your fortune in the big, bad world. There are many ways to make a ducat, but few of them are open to folk such as you in this day and age. You could be a merchant-venturer - if you had the money to buy goods, a caravan or ship, and a trade route that wasn't locked down by the established merchant guilds and houses. You could join the Army and seek honour on the battlefield; if there were any wars to fight, in this unprecedented age of peace and prosperity. Even banditry is beyond your reach, thanks to the thieves guilds and highway bands that lock you out if you don't already have an "in," or enough money to buy one. But there is one way for a down on their luck peasant with guts and a good sword to achieve fortune and fame; down in the deeps of the world, in the ruins of yesteryear, lays the gold of long-gone civilizations. It won't be easy; dark things dwell in dark places, and few who go down in the deeps come back whole... if they come back at all. The village of Keppelshire is a quiet, backwards hamlet in a quiet, backwards barony on the northern borders of the kingdom of Generia. The old King's Road runs within a few miles of the village; once upon a time, this was a major source of revenue, but a particularly nasty group of bandits succeeded in frightening away the merchant traffic to safer and more lucrative routes, and the village has been slowly fading away since. Nearly a century ago, the Imperium withdrew from its more isolated provinces and abandoned the border tower known locally as Goblinwatch. Nearly forty years ago, a group of bandits occupied the tower and threatened the region until they were brutally exterminated by a wandering band of adventurers. Twenty years ago, reports of haunting and demon possession in the ruins lead a roving monk to exorcise the ruins in a night of flashing lights and terrifying sounds that have convinced the locals to stay away from Goblinwatch - although everything of value had been picked clean roughly five minutes after the Imperial legions left, and surely by the time the adventurers were done mopping up the bandits. Even so, two weeks ago a rowdy band of freebooters came through Keppelshire, boasting about the treasure they were going to pull out of Goblinwatch. The locals watched with amusement as the rich kids went up the hill full of vim and vigor; but they never came back down... Two days ago, a courier passed through Keppelshire. One of the missing adventurers had been some relation to a Lord High Mucky Muck down in Arl's Grange, and he's looking for his relative. Last night, you and some similarly distressed compatriots were drinking in the tavern and the subject of gold in the dark earth came up. If Goblinwatch is empty, then what happened to the rich kids? And more importantly, were they right about the treasure the fortress holds? You woke up this morning and climbed the hill. It's a rough, rocky climb up an old road that hasn't been maintained or used regularly in a hundred years, and a low mist clings to the tumbled stones of Goblinwatch tower. The walls are gaping open, torn by the ravages of time, and you can tell nothing more than mice and birds have disturbed its empty chambers in over a decade. The upper levels probably aren't even strong enough to bear your weight. In the center of the courtyard is an old well. Local legend says it had gone dry even before the garrison had abandoned the keep; they used to fetch water from a stream down the hill. The bandits who'd occupied the ruins would throw their prisoners down into the blackness if their ransom wasn't paid, and so it gained the sobriquet "the Murder Hole." Somebody's recently hammered a piton between the courtyard flagstones and attached a sturdy hawser to it; the rope dangles down into the blackness of the Murder Hole, beckoning you onward. Adventure awaits, and there's only one thing for you to do; get rich or die trying!
  12. "So, you wanna be a superhero? Well, let me tell you something, kid, superheroes are a dying breed here. The Mastermind sees to that. Someone has to stop him, and even our best and brightest have died trying. What, you think you can succeed where the rest have failed? You've got guts, kid, I'll give you that. I'd hate to see 'em splattered all over the street." That was a week ago, and he's dead now. He was the last. There is no one else, it is all up to you now. You're all this city has left, and you're nothing more than a half-trained bunch of rookies. You don't even know how to work, let alone work together. But the city needs you. Will you be the answer to its prayers? ---------------------------------------------------------------------------- Big Darn Heroes is a campaign based on TSR's Marvel Superheroes (now out of print). It's going to be a little more cinematic, and a little less reliant on die rolling. It is intended for 4-6 players. Here's how it's going to work (and you're going to need percentile dice for this bit): Step 1: Choose an Archetype (yes, there can more than one character with any given Archetype, and yes I am letting you choose). The available Archetypes (with examples) are: Alien (Beta-Ray Bill, Silver Surfer), Altered Human (Captain America, Spider Man), High-Tech (Black Panther, Iron Man), Mutant (Cyclops, Wolverine), and Robot (Adam Warlock, Vision). Step 2: Generate attributes. The basic attributes are FASERIP, for those familiar with the system. Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche. Secondary attributes are Health, Karma, Resources, and Popularity. Step 3: Generate special abilities. The special abilities are Powers, Talents, and Contacts. Step 4: Fill in the blanks. Name, background, etc. Details are good. A 15-page thesis is not. Become familiar with the system, as the (little bit of) die rolling will be consistent with the game. On that note...THE HONOR SYSTEM APPLIES any time I ask a player to make a die roll (which should be few and far between). Please be patient with me, this is my first play-by-post gamemastering attempt. I will post pretty regularly, and will let you know in advance when I won't be able to post for extended periods. Feel free to PM me with any questions or concerns. Player limit has been reached. If you are still interested, feel free to PM me and I'll put you in the queue. If you're in the queue, don't run off, I'll have jobs for you. (Plus you'll need to know when a character is irrevocably removed from the game, so you can jump in.) Current Players: Auberon (Aegis [Ethan]) Unit04 (Type Zero) Aard_Rinn (Salamander [Lee Waits]) Ludo (Mace Ember) Dilvish the Deliverer (Cambion) Qwyksilver (Ghost) SparksMurphey (Slingshot) NightyKnight (The Surgeon) Current Queue: The Setting: The Rules of Posting: The Characters: Aegis TYPE ZERO Salamander Mace Ember Dark Magik Cambion Ghost Slingshot The Surgeon
  13. Pathfinder Rise of the Runelords Anniversery Edition. Copyright Paizo publishing This is going to be the dedicated game thread. All in game activity and roleplay will be conducted here. Major Out of Character (OOC) will be kept to the recruitment page to avoid confusion.
  14. Orcs! Humans. They come. They breed. They rape the land. Steal its magic. The glaciers are moving. The world is growing colder. The sun is growing dim. They don't see it. But we do. As do the rest of the Elder Races. The Naiads, deep in the water. The Centaurs deep in their forests. The Trolls, in their caves. The Giants, high in their mountains. The Kobolds of the deserts, and the Goblins of the swamps. The Dwarves and Elves are retreating, leaving this world. We cannot, for we have no powerful magics. We are Orcs! We will stand and we will fight, when no others will. Others will come, as long as we are at the forefront. They must, for if this world perishes, we all perish. For many generations, our tribe has been kept as a standing army by a half-Naiad sorceress. She is vile, but we serve her because she works to save the world from the humans. We are branded as slaves, but she cannot hold us, should we choose to leave. We are Orcs! Her plans are nearing completion, and we are her most formidable warband. We strike at the heart of a human settlement tonight to obtain an artifact. She tells us it looks like a star with three points, and that she must have it. It is vital to her success. We must succeed, our lives, our kin, our world, everything we hold dear is at stake. We will succeed, for we are Orcs! None can stand in our way! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Orcs! is a fantasy campaign using the Guardians of Order BESM: The Slayers d20 mechanics. It is intended for up to 10 players at a time, and if there are more, they will wait in the queue. The link (at the top) is to a folder in my Google Drive which contains all the pertinent information for the game. It is intended as a dramatic comdey, and can vary wildly from one extreme to the other. I will warn you in advance that I...borrow...liberally from Stan Nicholls Orcs: First Blood and Orcs: Bad Blood. They were, in fact, the sole sources of inspiration for the campaign. (So, if you've read them, no spoilers, please.) Yes, the campaign and the book start off the same, but where the campaign goes from there is entirely up to the players. The game will start once I have a minimum of 6 active players. I would prefer a full warband of 10, so spread the word. I will also be running this game live (once I get home), and may keep journals from both groups to share with each other at the end. Each character will need a voice color, and your full character history and character questionnaire will be public knowledge. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Active CharactersAuberon redambrosia fishnjeeps Spike Arc724 TGP Queued Characters Any questions may be asked openly here, or privately via PM. Good hunting, warrior!
  15. ORCS! The settlement of Unity lays quiet below you. Asleep. Unsuspecting. The humans who lay there hold a relic, and have no idea that it is the key to saving this world. Instead, the humans just keep moving south, away from the growing ice. They just keep raping the land for its magic, crowding out the Elder Races. That ends now. Your warband moves silently down the hill in the dark. Creeping up to the fence that these humans call a wall is no challenge. There's hardly a sentry to be seen. Even if there was, their torches only shed so much light, and the shadows are your allies. Up and over you go, into Unity. Your noses wrinkle at the stench. The sickly sweet smell of humans. The docile, domestic, weak smell of them disgusts you. It's nothing like the wild, strong, clean smells of an Orc camp. This is smell of an animal caught in a trap, knowing death is coming yet still fearing it. The sounds of animals catch your keen ears. Cows, sheep, pigs, chickens, dogs. All of them have had the wildness taken out of them. They sound diseased, sick with humanity. Most of the windows are dark, a few still have candles or lamps burning in them, but those are easily avoided. The road you want is dark, not even the moon touches it this night. These human settlements are all the same, the road is straight, with no obstacles. It leads right to the back of their church. These humans and their One God. It makes you vomit in your mouth a little just thinking about it. Silently, you open the shuttered window, and slide into the dark opening. One by one, the warband enters the wooden structure. It is dark, even to your eyes, but you can see the star. It's in a glass case on a wooden table...maybe an altar. Removing the glass case is as easy as it looks, and the star goes into a pouch. Out the way you came seems the easiest way. And so you go. Out through the opened window, into the darkened street. Into the waiting arms of a guard patrol. They stand, sneering at you with drawn blades. The cold steel reflects the light of their torches. They cautiously advance, eyes never leaving your hands. They'll kill you if they can.
  16. They say life is 'nasty, brutish, and short' and this is truer for nobody than the peasants. Maybe you were born into poverty, maybe you achieved it, or maybe it was thrust upon you; whatever your personal circumstances, you've had entirely quite enough of being poor, overlooked, and kicked around. It's time to seek your fortune in the big, bad world. There are many ways to make a ducat, but few of them are open to folk such as you in this day and age. You could be a merchant-venturer - if you had the money to buy goods, a caravan or ship, and a trade route that wasn't locked down by the established merchant guilds and houses. You could join the Army and seek honour on the battlefield; if there were any wars to fight, in this unprecedented age of peace and prosperity. Even banditry is beyond your reach, thanks to the thieves guilds and highway bands that lock you out if you don't already have an "in," or enough money to buy one. But there is one way for a down on their luck peasant with guts and a good sword to achieve fortune and fame; down in the deeps of the world, in the ruins of yesteryear, lays the gold of long-gone civilizations. It won't be easy; dark things dwell in dark places, and few who go down in the deeps come back whole... if they come back at all. The village of Keppelshire is a quiet, backwards hamlet in a quiet, backwards barony on the northern borders of the kingdom of Generia. The old King's Road runs within a few miles of the village; once upon a time, this was a major source of revenue, but a particularly nasty group of bandits succeeded in frightening away the merchant traffic to safer and more lucrative routes, and the village has been slowly fading away since. Nearly a century ago, the Imperium withdrew from its more isolated provinces and abandoned the border tower known locally as Goblinwatch. Nearly forty years ago, a group of bandits occupied the tower and threatened the region until they were brutally exterminated by a wandering band of adventurers. Twenty years ago, reports of haunting and demon possession in the ruins lead a roving monk to exorcise the ruins in a night of flashing lights and terrifying sounds that have convinced the locals to stay away from Goblinwatch - although everything of value had been picked clean roughly five minutes after the Imperial legions left, and surely by the time the adventurers were done mopping up the bandits. Even so, two weeks ago a rowdy band of freebooters came through Keppelshire, boasting about the treasure they were going to pull out of Goblinwatch. The locals watched with amusement as the rich kids went up the hill full of vim and vigor; but they never came back down... Two days ago, a courier passed through Keppelshire. One of the missing adventurers had been some relation to a Lord High Mucky Muck down in Arl's Grange, and he's looking for his relative. Last night, you and some similarly distressed compatriots were drinking in the tavern and the subject of gold in the dark earth came up. If Goblinwatch is empty, then what happened to the rich kids? And more importantly, were they right about the treasure the fortress holds? You woke up this morning and climbed the hill. It's a rough, rocky climb up an old road that hasn't been maintained or used regularly in a hundred years, and a low mist clings to the tumbled stones of Goblinwatch tower. The walls are gaping open, torn by the ravages of time, and you can tell nothing more than mice and birds have disturbed its empty chambers in over a decade. The upper levels probably aren't even strong enough to bear your weight. In the center of the courtyard is an old well. Local legend says it had gone dry even before the garrison had abandoned the keep; they used to fetch water from a stream down the hill. The bandits who'd occupied the ruins would throw their prisoners down into the blackness if their ransom wasn't paid, and so it gained the sobriquet "the Murder Hole." Somebody's recently hammered a piton between the courtyard flagstones and attached a sturdy hawser to it; the rope dangles down into the blackness of the Murder Hole, beckoning you onward. Adventure awaits, and there's only one thing for you to do; get rich or die trying! ---- Hail to thee, adventurer! I am recruiting for a play by post game here on the forums. The setting is intended to be an old-school Dungeons & Dragons style fantasy; a world of monsters and treasure, where death lurks in narrow, dark passageways and brave heroes grapple for gold in the deep. I'm approaching this with two concepts; one, the story is what happens at the table. That is, while I provide a setting and framework, there is no overarching plot except the one you, the players, build. I intend to make this world entirely open, built with the players' feedback. Your actions determine the story. Second, I'm attempting to make this - from the players' perspective - system neutral. There will be a resolution framework available to solve conflicts, but I'd like to keep it as invisible as possible, in order to help maximize immersion in the story. That is; rather than build a character and send a sheet of stats to me, you'll give me your character's concept and I'll hang a mechanical framework on them as best I can. I'm hoping that, by keeping things 'behind the curtain' like this it'll help both speed up play and increase enjoyment in the game. What I need from you: A character! You should describe your character with emphasis on their background (skills that might come into play) and those abilities that would come into play in this fantasy world. Don't worry about being too specific; your background should be enough to tell me that you're able to pick locks or decipher runic script without having to list every single ability in some sort of fantastical CV. The World is a classic high adventure fantasy setting; magic is commonplace enough to be found in shops and in daily use, without being as commonplace as modern technology (think more Forgotten Realms or Ptolus than Eberron!), but it's still rare and expensive enough that a peasant isn't likely to get their hands on it, or see it from closer than a great distance - and thus, it's something to be prized and striven for. There are many fantastic races that live (mostly) peacefully with each other, including elves, halflings, and dwarves of various nations, but again their kind is rare and seldom seen. Dwarves, especially, are masters of technology; their steamwagons and dragonships are known to ply to far away lands and return laden with strange and mysterious artifacts from distant civilizations. This is very much a world under development, and it needs your input to be fully realized. I hope you'll come and play!
  17. This WIP is to show how I make my fantasy maps. I'm currently working on the world map for the PBP game hosted here "Boldly into Darkness Go" Run by Last Knight. It has been a few years since i've attempted this sort of project so I will be showing my practice work also. That said, the materials I'm useing are as follows Hunt Drawing Nib #104 with handle Hunt #102 Nib Hunt #103 Maping Nib Speedball B-5 1/2 Ball Tip Nib With Handle Speedball C-3 Nib Dr. Ph Martin's Bombay Black India Ink Speedball Pigmented Acrylic Ink in silver & Blue Artist's Loft 140lb Watercolor paper 9"x12" Windsor & Newton Cotman Watercolors Grumbacher Acadamy Watercolors I prefer dip pens over regular pens for this type of project as they require you to slow down and to be certain of your strokes. Every couple of strokes (depending on the nib used) I have to refill the nib with ink. Some of these nibs can give me a finer line than I can get with even a technical pen. These pics are from my practice last night. I haven't used my dip pens in years so I have to get reaquainted with them. This is only one page but i have taken closeups of each section of practice on the page. Keep in mind the lettering I was attempting was not calligraphy, just letters like I would write them now. Pictures: These are some of the Pen & Nibs I'm using The inks and watercolors I'm using... Here is an overview of what I had practiced last night. I only worked on this for an hour, not icluding cleanup time. My first attempts at mountains. I still have some work to do on these as I am not thrilled with how these came out. These were done with 3 different sized nibs to see how each would work. These are the town/ capitol markings with some names below. I wanted to see how small I could actually make these. The tallest one in the middle is about 1/2" tall. As you can see I'm still working out how I want these too look but they are coming along. Here are some of the smaller mountains. These are closer to the size I'll be using. There are also some forst attempts at trees to demarcate forests. The mounds on the bottom are rolling hills used to show areas that aren't fully mountains but aren't flat pains either. So that's where I'm at right now.
  18. I have two empty spots in the PBP I'm currently running. Right now the adventure hook is winding down, and things are about to get going. Please let me know if you have any interest. Looking for people who will be ok with posting once a week.