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Author Topic: No Safety in Numbers (A Warded Man 3.5e adventure)  (Read 1461 times)
Iron Wall
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« on: December 30, 2010, 06:10:17 AM »

Hey everyone!

I will be (provided there is enough interest) running a 3.5e adventure based on "The Warded Man" by Peter V. Brett this semester. This is a post-apocalyptic, dark fantasy, and low to mid magic setting, which I explain more below if you want more information.

I've already thrown up a post on the "Gaming Winter Break and Spring 2011" thread, but I'm creating a separate thread as well in order to facilitate good communication between myself and anyone interested. This thread will also be where you can post your characters/keep up to date on the story so far, eventually.

PM/Post here if you're interested!


I explain the setting/campaign premise on the "Gaming Winter Break and Spring 2011" thread, but for those too lazy to go look, here you are.




Hey everyone,

I'll be bringing this up when classes resume as well, but if I could get a full group before that I'd love it.

I've recently read "The Warded Man" by Peter V. Brett and decided it was a freaking awesome setting to do an adventure in, and have therefore decided to run an adventure in it. This will be based on a House Rules 3.5, and the max party size will be five. Only human characters will be allowed, and certain classes will be modified if you wish to play them.

The basic premise of the setting is post-apocalyptic dark fantasy, where humanity has been pushed back into small pockets of civilization by demons known as Corelings. These corelings only rise at night, and are all but immune to normal weaponry. It is possible to kill them with unwarded weapons but insanely difficult, and doing it by yourself is nigh impossible. They are obviously feared as a result, and the only reason humanity has survived this long is the magick of Wards. These Wards serve many purposes, but their essential function is to prevent Corelings from entering a certain space. More advanced wards can repel the fire-breath of the flame Corelings, or make glass unshatterable (but only after the touch of a Coreling to enchant it).

If a Coreling is trapped within Wards as the sun rises, it is unable to escape back to the Core and burns into ash. It is unknown exactly how many Corelings there are, or how many types; at this time, only the Corelings that have been seen in the past few decades are so are actually represented outside of the Core. The old stories tell tales of other types, however. All humanity knows it that no matter how many it traps and kills, the number that rise each night does not seem diminished.

Humanity is in a losing war, safe during the day but reduced to hiding behind its Wards at night. And on the days that the clouds hide the light and storms brew and the Corelings come out before night...


This is the world you would enter into. Some men brave the roads at night, relying on portable runes (which are not infallible, as they can be damaged and scratching a rune in the dirt runs the risk of losing it to wind or rain,) in order to bring information between cities and villages. These men are called Messengers. They are excellent Warders and skilled fighters, but even the most experienced among them are afraid of Corelings.

Women are not unrepresented among the population. They are respected, especially Mothers, those who have borne children - with Corelings afoot, more humans die as a whole then are born each year. Only Mothers can change this. They generally handle all administrative business, as well as most trade and housekeeping, and serve as advisors to most rulers. Some women choose the path of the Herb Gatherer. This path is often lonely, but the women who follow it are rewarded with ancient herbal secrets and powerful medicine, and some even hold the knowledge of Demonfire, a powerful fire that is capable of killing Corelings.

Not all men are traders, soldiers, and Messengers however. There are also the Jongleurs, a type of (usually) traveling sage-Bard. They are smart, amusing, and fulfill the ancient role of a court jester, dispensing wisdom and jokes in equal measure. Of course, there are exceptions; some are merely tricksters, plying their trade. The truly great will rise to advise and entertain Kings and rulers. They often accompany Messengers to remote villages when the Messengers go to collect taxes, providing entertainment for the populace in order to distract from the taxation. Some are nearly as brave and stoic as the Messengers, and they are certainly not helpless against Corelings.


These are the roles you'd be taking, although I am absolutely open to other types of characters. There are several other professions and nations with their own unique classes that I'd be willing to explain in further depth of none of the above roles interest you.

Some vitals on the campaign, if you're interested:



1) 5 people maximum.

2) Death is a real threat. Encounters will often be above your level.

3) This campaign will be balanced more towards those that enjoy Roleplay; do not join if you are not willing to come up with an intriguing and thoughtful backstory for your character. Keeping this in mind, I don't want any dominating roleplayers; this is everyone's story, not just yours. If I have a problem with how you are playing, your participation is a privilege, not a right, and I will tell you to stop coming if you're not willing to try and work out the problem.

4) I love jokes, but keep the out-of-character chatter to a minimum, as it kills mood really quickly. If you want to laugh and be amusing, play a Jongleur and make in-character jokes.

5) It will (PROBABLY) take place on Tuesday, although I would be willing to consider Thursdays/Fridays as well if people are interested not free Tuesdays.

6) There will be no "Deus Ex Machina." If you are feeling like a situation may kill you, you are probably right in backing off and attempting to find alternate solutions.


PM me or post here if you're interested, cheers!
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Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
Iron Wall
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« Reply #1 on: January 08, 2011, 11:48:47 AM »

Bamp for interest?
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Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
NauticalMongoose
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« Reply #2 on: January 09, 2011, 09:41:59 PM »

Any info on the days this will happen? (not tues plz!)
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Iron Wall
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« Reply #3 on: January 10, 2011, 04:28:57 AM »

Well, like I said, if Tuesday isn't workable then Thursdays or Fridays would also work. I'm afraid Monday and Wednesday are out of the question for me.
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Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
AbyssalTide
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« Reply #4 on: January 25, 2011, 11:55:38 AM »

Well I work Friday Nights, otherwise I'm good.

I don't have any DnD experience but I promise ill be good and won't do anything uber dumb.  I think I understand the basics of how to play.
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You'll still be gone
And you're my air
Iron Wall
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« Reply #5 on: January 29, 2011, 01:41:59 PM »

Hello everyone; a few people expressed interest in this at the Icebreaker, so I'm just trying to gauge how many people can actually play. I really can't think of a free day other than Thursday for me at this point, and I know that conflicts with Weeklies, but Friday is out of the question and I'm now running The Light Reborn (for Neverwinter Nights) on Tuesdays. The other alternative is doing something Saturday in the AM? Or early afternoon?
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Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
TurtleClaw
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« Reply #6 on: January 29, 2011, 02:01:52 PM »

Both Thursday and Saturday work for me
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splinterchaos
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« Reply #7 on: January 29, 2011, 02:29:42 PM »

Saturdays work for me. Work may be a problem for thursdays (as well as the fact that commuting from Kits is a bit daunting).
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In the little town of Homefront came a stranger one fine day
Didn't talk to those around him, and he hates the month of may
He was cold and dark and livid, and he wanted to be sure
That he robbed the people plainly with the pistol that he wore

Then the RCMP ranger who was stationed there arose
He got up on his psychic horse and then the stranger froze
The horse it neighed and galloped and the stranger hit the floor
for the ranger's horse was deadly and had beaten him before

Beaten hi
Iron Wall
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« Reply #8 on: January 29, 2011, 02:34:08 PM »

Hm, Saturday in the AM seems to be winning. I have no problems there. We'll see what everyone else's Saturday is like.
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Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
Iron Wall
President
Hero Member
*****
Posts: 1133


Still Flying...

CChaps@gmail.com
View Profile Email
« Reply #9 on: February 01, 2011, 02:55:36 AM »

Thus far I have Jordan, Ilya, and Matt available and interested to play on Saturdays. Any other folks interested? I can take two more.
Logged

Love.
You can learn all the math in the 'verse.
But you take a boat in the air that you don't love.
She'll shake you off just as sure as the turn of the worlds.
Love keeps her in the air when she ought to fall down.
Tells you she's hurting before she keels.
Makes her a home.
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