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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Depths of Damnation QnA
Parent thread: Flux Wars: Depths of Damnation
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    Messages in Depths of Damnation QnA
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clockwork demise
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Depths of Damnation QnA

Alright since I've got the minimum party size I need the QnA is up.

As DoD is a quasi-freeform adventure formatted Flux Wars character sheets are designed to give a vague outline of what your characters are good at. In the game I'll do the necessary calculations for checks and attacks. This will give players (I hope) more freedom with their characters and allow the game to evolve more like a story with the heroes as characters in it.

Also a note on experience, there are two ways to level up in Flux Wars. The first is by completing skill challenges and combat encounters as per usual. The second way is through roleplaying, the more you flesh out and develop your character, the more bonuses you will get.


Posted on 2012-01-21 at 11:43:17.

clockwork demise
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Your mission

Alright, so there's the basics on how I'm running the game, now here's what motivates your characters.

Seeking to cash in from the lucrative deals going as hired mercenaries or guides for the multiple expeditions heading from Celia to the infamous Badlands to the north and east (specifically the Arkos Tundra), your characters have wound up in the capital of Demarkon where word has it that the Leaden Cockroach Inn is currently home to a wealthy individual who wishes to put together an expedition to pass into the Broken Plateau south of the Arkos Tundra. Whoever this employer is has offered quite a decent sum, however not so much as to be suspicious.

Upon recieving your backstories I'll then intergrate your characters into the setting. Most likley you'll be in the Leaden Cockroach to meet this employer however one of you (probably Celita's character) will have a little surprise waiting for you.

I'll put character sheets and other details up tomorrow afternoon or Monday.

Until then.
CDM.


Posted on 2012-01-21 at 11:52:19.

clockwork demise
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Character creation details

Alright I'm back.

The contents of this will allow you to create a general character sheet for Flux Wars, some sections will require your character backstory to fill in so I'll be working with each of you seperatley via PMs to complete this.

As I've said before I'm happy to accept other DnD character sheets and format them into this model and if there's anything you think I've missed or want me to put on just drop me a post here or a PM and I'll amend the sheet.

Here is the sheet.

Character Name
Race
Class (Describe what you want your class to do)

Deity (see the origional Flux Wars recruitment and QnA for more details, ignore the bonuses I put in there)

Specialisations
-Weapons
-Armour
-Particular Training (this will include any skills you feel you should get a bonus to or any extra-ordinary modifiers you should benefit/suffer from) Think of this as a feats section.

Backstory (and any bonuses you think you should get from it) Also include a reason for joining the expedition.

Please submit your character sheet by a PM so we can work out the details together.

Thanks.
CDM.


Posted on 2012-01-23 at 11:33:33.

clockwork demise
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Enter Loki Stage left

Okay here's the first character sheet, I'm processing the other 3 so hopefully I'll be able to put a date on when the game starts.


Character Name: Jowayne Cornish
Race: Human (Age 20)
Class: Ranger (but with more of a connection to the land than to animals or hunting anything particular)

Deity: Tain

Specialisations
Practised Hunter – Whilst in the Arkos Tundra or similar terrain grants the party +1 overland movement speed and a +2 bonus to any mundane/folklore checks related to the wilderness. In addition you suffer less severe penalties from natural effects in the Tundra.
Live and Die by the Bow – gain +2 to hit with longbows, +1 to hit with other non-exotic bows (such as shortbows and hunting bows) also gains an additional +1 to foraging. May after 2 turns of preparation launch a special attack which gains +5 to hit instead of his normal bonuses and crits on a 19/20
Self-sufficient – Gains +2 to foraging (total bonus of +3), can fletch arrows and repair his bow with salvaged materials gains +2 to tracking and first aid and hardiness.
Lacklustre – Gains +2 to conceal motive but -2 to checks in most dialogue situations.
Other – Proficient with daggers/hunting knives

Equipped with: Studded Leather and Fur armour (+1 to survival) sturdy light armour that confers penalties to speed when trying to run.
Longbow and 25 arrows
Hunting knife
Flint and tinder + other mundane survival equipment (inc. satchel, a wooden bowl, haversack)

Current Lore Path
Mercenary To Oneself: An outcast in an already small world, Jowayne is used to relying on himself and not looking forwards to the prospect of lugging several southerners and possibly their wagons across the entire tundra. However he’ll see a job through to the end…unless these southerners live up to his worst expectations.
No current bonuses.

Backstory - Jowayne Cornish had been in Demarkon for little under a week and had already grown tires of the sothern softies that lived there. They whined about the wind, about the rain, about the cold, they whined about things they didn't know. He'd decided to journey to the town, from his homeland in the north, in the hope of earning some gold, but that hope had been dyeing since he'd arrived. He'd lived his life roaming the frozen lands of Valsarathar but doubted any of the groups he'd seen so far would live more than a two-week. The last group he's met caused him to doubt they'd survive a ten-day let 'lone a two-week. He'd asked them what god's they kept, some said Arcus, some Viel, one Gariael. He'd answered they should keep Tain and pre to him noon and night "wilds dona care for justice, gila, or strength. Only Tain’ll save ya when ya freeze in the night." The group had forsaken his company after that, "fools should'd listened" he remembered thinking.



Posted on 2012-01-27 at 03:53:44.
Edited on 2012-01-29 at 07:04:35 by clockwork demise

clockwork demise
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A note on geography

Hi all,

Almost ready to start, just finalising character sheets, ect.

During character creation I noticed that I've made an oversight concerning Geography. The places reffered to in the origional Flux Wars lore are in Coast, an island continent to the south of the Celian Empire. As of such I would like you to disregard any places mentioned in the lore.

I'm hoping to have a map up soon!


Posted on 2012-01-29 at 06:58:44.

clockwork demise
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Keeper of Dragons

Here's the next character...only 2 more to go.

Character Name: Ayrmeith
Race: Elf
Age: 22 (Yes you are still basically an elfin adolescent)
Gender: Female
Class: Animancer (Basically a more mage-like druid you wield the power of nature controlled by the stipules of magic)

Deity: You worship the spirits that the elves originally believed breathed life into the world and sung the people from the hills, stones and water.

Specialisations
-You are, unfortunately rather physically weak and hence unable to bear the weight of heavier weapons such as assault crossbows or glaives, however a sturdy staff is all you need in battle...and handy if your magic leaves you a bit weak at the knees...
Can use staffs as a basic weapon (1D6 dmg, no bonuses) but cannot wear any armour heavier than a leather cuirass.

Apprentice Animancer - You have particular mastery over natural forces, coupled with a recent apprenticeship to a mage of questionable repute you are a formidable caster.
Gain spell usage as well as +2 to magical lore checks and magical history checks.

Level 1 Spells
Moderation - Heals an ally for 2D6 but leaves them with a -2 damage penalty for a round (2 uses per encounter)

Eclipse - Reduces an enemy's armour by a moderate amount and the armour of nearby enemies by a slight amount (3 uses per encounter)

Spirit Conduit - Does 2D6 Nature damage to an enemy you can see (quite long range, usable 6 times per encounter)

Knowledge
Knowledgeable about most races' histories and on the subject of modern religion

Equipment: Cloth and leather clothing, several satchels, ink and parchment, a short-staff.

Current Lore Path
Learning Curve: With your master you seek to complete your training as a mage, an act you believe will rob the Celians of their victory over your people, for whilst the animancer tradition survives, there is hope for the elvin people to return to the 'old path'.
No current bonuses.

Backstory: Ayrmeith was born in the Gann Vale, a land to the west that has long since been subsumed into the Celian Empire. Inhabited almost entirely by elves, the Vale was one of the last havens of the ancient race's heritage, with almost all of the other elfin lands lying dangerously close to Celia.
Trained by your elders from when you were a child you exhibited a remarkable connection with the primal energy that infuses the world of Siren, allowing you to quickly master spells that it would take another mage years to learn. However, this connection came at a cost, physically you were very weak and often tired quickly from most activities save the castings of spells.
With such a passion and talent for your art you would surely have become one of the greatest animancers of your time...that was until the Celians came.
Determined to stamp out the 'old ways' your elders were carted off to the dreaded Greenjade Mines to toil until Tain took them, which you prayed would not be long. However the invaders never suspected you, the frail adolescent, to be anything more than a diminutive elf-girl and, like the rest of your people, were sent into the Empire's agricultural heart to use your knowledge of plants and the land to supply its other citizens with food...as an animancer perhaps you would have made a good farmer...then Caverlen came.
A human mage happened to come by the town you were to work in, stopping off for the night, but clearly in a hurry. However, during the night you were woken by a soft touch upon your lips, a gesture you understood as both one of warning and an opportunity for escape.
From Caverlen you learnt at a far greater rate than the Elders could possibly have taught you, for the disparities between your magic and his seemed to allow the two of you to share an understanding of the other's discipline. Soon you were aiding in your new master's experiments as he travelled around Celia, 'waiting' as he put it 'for something.'
Then, just as war with Coast was declared, Caverlen was called to the estate of a desperate lord in Demarkon, who pleaded with the mage to save his daughter who had been caught in a warehouse fire and was nearing death's door. It was then that you gleaned an insight into your master's character that it was perhaps better not to know. Using your unique powers, Caverlen was able to spin life into specifically forged limbs of metal to replace the girl's broken ones and imbue her ruined body with the wholeness of iron.
Saleya, as the girl was called, lived, however to her father's horror she had, during the course of Caverlen's twisted miracle, become beholden to the mage who you now recognised truly as not so much a wizard but more as an artificer or, at worst a necromancer. However Caverlen was not, by nature evil and your unique empathy with him allowed the two of you to quickly forgive the other...however the father did not see things this way. Ordering Caverlen's imprisonment you were cast into the streets whilst Saleya was abandoned to vedigris and, her father hoped, a quick death.
Facing a life of beggary or worse, slavery, you sought a way out until, to your surprise, an offer came to you in the shape of a man called Talent Garthell. He suggested that you meet with his employer who was lodging at the Leaden Cockroach and was in need of a duo of magi for his expedition. Your trepadation at this offer was soon transformed to joy when it transpired that the second mage of the duo was, indeed, your master although how he escaped the gaol is a fact better left to him and your new employer, a man named Verkoth.


Posted on 2012-01-29 at 07:14:30.

clockwork demise
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And a 3rd character

Character Name: Actarsis (AKA: "Tar")
Race: Myanmade (Age: 24)
Class: Scrounger/Survivor
Actarsis has not managed the feat of remaining a living, free Myanmade in Celia by picking nor winning fights, with his most practical knowledge of combat being to know how to run or at least be beat up without being fatally wounded. Instead, having lived a life where every day is a new task to stay alive, and security is nothing more than an illusion at best; Actarsis has managed to pick up a variety of skills that have been essential to his survival. Instead of weapon skills or magical spells, his arsenal is comprised of talents for lockpicking, spotting, pilfering, running, leaping, climbing and lying.

Deity: Tentatively gives thanks to Viel, patron god of thieves, but holds most strongly to the traditional ancestor-worship practiced by most Myanmade.

Specialisations:
Demarkon Street Rat - Keen knowledge of the city and those within grants bonuses when fleeing, hiding or lying within its walls.
Danger Sense - Years of living in fear has ground keen perceptive abilities into Actarsis, and quickly spots, smells or hears threats.
Learned Thief - Has knowledge of lockpicking, practice in lying and can avoid or deflect notice to hide effectively.
Evasive Escape - When fleeing, grants a bonus at avoiding spells and projectiles.
Scrounger - Can easily spot useful or unusual elements, such as valuables.
Climber - Can climb a variety of surfaces with greater ease, and jump from greater heights safely.

Equipment:
-Loose fitting brown cloth breeches and shirt, torn and ripped. Sturdy softleather footwear.
-Very small easily-concealable utility knife, more often used for climbing or breaking open a barrel than combat, and has dulled with time and use.
-Small buttoned pack slung over his shoulder by a leather strap, the pack often used for holding food or loot, with a secret compartment at its bottom containing a variety of makeshift lockpicking equipment (wires, scrap metal, etc).
-A high-quality sap (a small leather pouch filled with powdered lead used to knock people out over the head), recently stolen.

Backstory:
Actarsis was born into an enslaved Myanmade family, but under a relatively reasonable Celian nobleman. Actarsis enjoyed more freedom than the average Myanmade child-slave, at least to the extent of mingling freely with other Myanmade slaves around the property and some of the various animals as well, such as the stable horses. The Celian nobleman who owned him considered him to be too young to be trusted with much work, and had decided he'd rather incite some form of loyalty in his slaves without the common weapon of fear used in most of Celia. In addition, Actarsis was rarely watched, as even as a child he was trusted to know that he'd be treated better inside the property that was his home than he would be anywhere else of populated Celia.

When the nobleman fell ill and died shortly thereafter, rumours had started amongst the slaves that they were all to be sold, as his next of kin did not care to take in more slaves. Actarsis' parents did not want to risk their son being sold to a crueler master, and so convinced him to flee on his own at the young age of seven, confident that the disappearance of a single Myanmade slave, and a youth at that, would not be considered worth chasing or searching after. They seemed to be right, as Actarsis managed to survive for many days in the wilderness, before hunger drove him to the closest city, the capital Demarkon.

Growing up a thief and honing what talents he could in the city, finding and creating hiding spots and safe havens for himself across the city to sleep in and hide what food or other gains he could get his hands on, Actarsis eventually attracted some notice in the underground of the city, and he has briefly worked with other thieves in the past, and even been hired by certain people in the know to steal or find things, or even to act as an informant of some description. He keeps up to date on rumours and political news, knowing their value if he needs some kind of bluff or cover, and often justifies his occasional roam in plain view of authorities or thugs as being a porter - one of the few enslaved Myanmade whom actually have a place in visible society as messengers or deliverers.

However, a recent ill-advised failed robbery of a rich woman's house has left Actarsis' name and face on warrants for his arrest posted throughout several of the city districts, warrants made all the more rewarding as Demarkon officials have now confirmed through records that Actarsis is indeed a free (or rather, 'unowned') Myanmade walking within their capital. Having put the name to the figure, Actarsis is now under particular danger (regardless of the actual number of hidden free Myanmade throughout the city) and he has fled to one of the few sections of the city where warrants for his arrest have yet to be placed. He hopes to join an expedition being founded there as a plan of leaving the city until the heat dies down on the search for him, or even using the gold earned in the expedition to travel to a different part of Celia.


Posted on 2012-01-29 at 07:38:10.

clockwork demise
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And last but not least

Character Name: Nak Kar
Race: Dwarf
Class: Barbarian (A powerful warrior who has plied his trade as a mercenary, Nak Kar’s already deadly skills are augmented by his lethal rage)

Deity: None

Specialisations
-Stonecutter: Nak Kar is able to use greataxes and battleaxes (and any other 2 handed axes) he gets bonuses to hit whilst unharmed or lightly wounded and bonuses to damage the more severely wounded he is
-Wild appearance: Nak Kar is clad in bear hide, a testament to his physical power that he was able to fell 2 of the beasts to craft his garments. Whilst wearing these garments he gains +2 intimidate.
-RAGE: Nak is prone to violent episodes of battle-fury. Currently grants a movement speed boost when enemies are near and a free secondary attack whenever Nak scores a critical strike or slays an enemy.
-Hinterlander: Nak has a particular affinity with animals of the hinterlands, having spent most of his time wandering them, he is able to read signs of danger from animals as well as trap them more easily.
-Scorched features: Nak gains a +2 bonus to intimidate and to survival from his ordeals.

Equipment: Hide jerkin and trousers as well as Dwarvern Boots (light armour that confers bonus defence against ranged attacks (but not against magical missiles).
-Greataxe
-Climbing impliments (inc. rope)
-Fishing equipment
-Flint and steel (and other necessary camp-making tools)

Backstory: Nak Kar was a respected Dwarf before his brother decided to hurl a fireball at his mouth. He is unable to grow a beard now and now is more feared than respected as a result. Furthermore, he was unable to eat for four weeks until his mouth was able to open without a bit of skin sticking together and staying shut. A month afterwards he was kicked out and told to wander until he became a respectable dwarf. Moreover, whatever town he went to seemed to kick him out or force him to leave the countryside until he came to Demarkon and he heard that mercanaries were wanted for an expedition through the Tundra. "this could be the chance to regain honour....gold couldn't hurt either so he went in and found out what it was about.

During the years before his arrival in Demarkon, he picked up a battleaxe after some poor adventurer dropped it after dying and learned to use it. That was the first month of the first year. He felled a bear and made a hide jerkin out of it and then fell another one and made hide trousers. That was the second year, 10th month.


Posted on 2012-01-30 at 11:30:59.
Edited on 2012-02-14 at 01:10:16 by clockwork demise

clockwork demise
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Okay

Right, that's all the characters in. I'm looking at starting by Wednesday if that's alright with you, I'm happy to wait otherwise.


Posted on 2012-01-30 at 11:32:28.

Loki
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Wednesday

Wednesday is good for me.

I've got quite a bit of coursework to do this week but next to no lectures which is nice.


Posted on 2012-01-30 at 23:03:00.
Edited on 2012-01-30 at 23:03:11 by Loki

Takley
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wednesday is good

yep, I've assignments to do as well but I find time to post!!!


Posted on 2012-01-30 at 23:14:09.

Celtia
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Alright

As long as one post every day or two on my account is acceptable, I'm ready to start on Wednesday too.


Posted on 2012-01-31 at 14:05:30.

Keeper of Dragons
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ok

Wed works for me


Posted on 2012-01-31 at 22:48:12.

clockwork demise
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Very well

Game thread is up, let's get down to this then!


Posted on 2012-02-01 at 07:19:48.

Celtia
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I'm ready, but...

Erm...are you sure the thread is up? And if so, under which part of the forum? I didn't see any recent Flux Wars or anything titled Depths of Damnation under Rules-Based D&D or the Freeform Fantasy sections, nor is it in the latest updated forum topics anywhere. Could you link it as a related thread to this?


Posted on 2012-02-01 at 09:40:12.

   
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