Showing posts from October, 2013

[WFRP 2e] Morrslieb's Shadow 21

My PC Mordrin Skorkinson , Giant Slayer. My companions: Udrin Sor-Valdir  - High Elf Wizard Gustav Jaeger  - Human Priest of Verena Ludovic Hasselhoff  - Human Entertainer Ehrwig Hofstetter  - Imperial Knight (Griffin?/Panther?) of Sigmar From Mordrin's point of view: ( Previous updates ) The Heroes of Helmgart left the city, riding beasts of burden, determined to be sure Groz Zorn was still clear of the influence of Chaos. The wizard and the priest spent much time speaking of all things magic. Mordrin occasionally yelled at his mule for being stubborn. The party reached the stone quarry, and the elf ran off to check on the horse he had left here many, many weeks ago. Mordrin, Gustav, and Ehrwig were distracted by a magic ritual going on in the ruins of a building. Mordrin recognized the mad dwarf, young Ella, even while Ehrwig charged her to stop "her evil spell." Mordrin had no way of knowing if the spell was evil, and he knew the knight didn't eith

[D&D 2e] New Spell: Consuming Fire

Consuming Fire (Evocation) Priest - Level 5 Sphere: Guardian, Creation Range: Touch Duration: 3 rounds/level Area of Effect: 1 creature Components: V, S Casting Time: 9 Saving Throw: None At the completion of this spell, a roaring flame barrier surround the caster (or someone else he touches). It is uncomfortably hot on the outside, but comfortable on the inside. Any non-magical item trying to pass through the barrier will be melted (solids), evaporated (liquids), or dispelled (gasses). This includes normal weapons and arrows. Magical weapons trying to pass the barrier will suffer the effect of a Heat Metal spell, increasing in effect per round of attack. The person surrounded by the barrier can ignite flammable material by touching it.

NPC Business Names

I have come across some good business/company/team names during my required research reading this semester. I thought I'd note some down for posterity. Noblit and Hare Polit and Beck Reinhold and Ray The Declaration of (Bogenhafen) The (Marienburg) Code The (Altdorf) Report Zigmund and Snaith Speroff and Nerenz Belin and Dubler Antes and Oxman Grimshaw and Cowman Melnyk and Fineout-Overholt

[D&D 2e] Magic Item: Zorr / Gorlandor

Background Forged by Regor Nikful, Dwarven Forgemaster, in dwarven centuries long gone, Gorlandor is a sentient blade which awaits a bloodthirsty follower of Tempus to awaken it. The axe’s metal haft has Regor’s personal rune engraved into it. This particular axe was found by Zorr Granitecleaver, a newly appointed Battleguard. When it came time for Zorr to head out into the world to propagate Tempus’s truth, the elders suggested that he take the axe with him.  Unknown to Zorr at the time was the sentience sleeping within the axe. Someday the sentience, Gorlandor, will awake and challenge a certain foe in deadly melee. This sentience, when awakened, also speaks Ancient Dwarf. Zorr was killed by a Flame Strike spell in the Caves of Chaos which melded his spirit into the axe. Unfortunately for Gorlandor, Zorr's willpower is higher than its own and Zorr is the sentience now in control. Now the axe goes by either the name Gorlandor or Zorr. Powers When handled by a non-specia

[WFRP] Doomstones Session 3

Acqusitions Unlimited Retrieves the Crystal of Fire! Last seen around the Lonely Tower, the group reference the map and decided to follow the river south to the "stonz". Before leaving, the eagle-eyed elf and the ever-curious Professor espied a cave entrance in the distance. They decided to check it out before leaving. The cave was smelly, like a farm and abattoir. While they were inside checking the place out, the inhabitants arrived home and attacked the intruders. The party fought two minotaurs. One had molten metal blood, which sprayed the party when he was damaged. The other had elastic arms that could reach around his companion to attack. The dwarf squire took a powerful clubbing to the head, but all survived the encounter. The only items of value found were paraphernalia off a dead elf. The party traveled through a part of the forest known as the Twisted Lands by the locals. They saw mind-boggling sights, like the gigantic river snake that sprang out of the wate

[WFRP 2e] Morrslieb's Shadow 20

My PC Mordrin Skorkinson , Giant Slayer. My companions: Udrin Sor-Valdir  - High Elf Wizard Apprentice Gustav Jaeger  - Human Priest of Verena Ludovic Hasselhoff  - Human Entertainer Ehrwig Hofstetter - Imperial Knight (Griffin?/Panther?) of Sigmar From Mordrin's point of view: ( Previous updates ) Play by Post: Mordin asked the Dwarfs of Helmgart about taking over the job of clearing the pass...or finding another worthy clan to do it. He wanted to get this responsibility off his shoulders as soon as possible so he could go about his own business. He wasn't really paying attention to the manling's (the Markgraf) ramblings before he agreed to this charge. On hearing that there was an offer on the table to organize the flood of dwarves seeking riches or rescue in the pass or mountain holds, several dwarves left the room. They soon returned with a wizened dwarf dressed in the finest of tailoring for dwarves. Mordrin immediately recognized this dwarf as Barag

Post-Apocalyptic Genre

Here's what I like about post-apocalyptic: I like finding a habitable space and making it safe and sufficient to life. I know debris or radiation may have to be cleaned up (well, if there's radiation, it may not be habitable). I know mutated creatures may have to be cleaned out. But I want to slowly build my safe zone. There have been times when I thought this way about D&D. I wanted to clear out a dungeon and see about making it my own. Then, with the Expert box, I was more interested in finding an old castle/keep to clear out and make my own. It didn't take long to realize that I like the traveling and exploration part of D&D. I want to go somewhere else, find something new. I don't particularly want to settle down. It has been a long time since I made plans for what I'd do with my cleared-out keep. A post-apocalyptic game is different for me. I want to find a safe zone and only travel out when necessary, say to resupply. It's these little differ

[WFRP] Backstab Rules

I added this rule to my 1e game: 1) To backstab a creature, you must Sneak up behind it. (Sometimes beside it is appropriate.) 2) The character/creature being backstabbed is treated as being Surprised and may do nothing to the backstabbing character that round, including Dodging, Parrying, or Attacking. 3) The backstabber gets +20% to Weapon Skill. It is not an automatic hit unless the victim is prone. 4) The backstabbing player rolls double dice damage (2d6)+S and other modifiers. 5) [In testing phase] Backstabbing player may use multiple attacks, per current profile.