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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 5930578" data-attributes="member: 79141"><p><strong>New Party Line-up</strong></p><p></p><p>We now have seven players in total, and two new permanent characters. One new guy had been playing cameos for a while to add verisimilitude to the recruitment process (and because it was fun). Here is the line-up of the unit moving forward, with notes on the development of long-term members:</p><p></p><p><strong>Marshal Korrigan</strong> - The unit's stalwart leader. The rest of the crew defer to him without question. His player is sensible, thoughtful and restrained and the others know they need him to curb their excesses. It helps that he is a tactical warlord, as the roleplaying element is strongly supported by the fact that he is often shouting orders at his men in combat. Korrigan has now gained some mastery of the strange condition that has afflicted him since Yerasol IV, and under certain conditions can now alter his form from earthen to aquatic. Korrigan has begun to realise that he can't defend Risur without political clout, and has shown a genuine interest in thwarting the machinations of Lady Saxby.</p><p></p><p><strong>Uru Scathaig Ciotog </strong><strong>– </strong>Creepy unit mascot. Looks like a little black kid (who could easily be Korrigan’s son), but is in fact a deep faen assassin. (Deep fey, we decided, inhabit the border between the Bleak Gate and the Dreaming.) Uru has developed into a strange amalgam of tribal fey and technologist, obsessed with what makes things live (and die) – or in the case of his contraptions, tick. He's currently gathering corpses to create a garden of the dead in the Nettles where his spirit companions can feel at home: Uru's ghostly contact Little Jack now lives in his clockwork contraption, and two other friendly spirits orbit invisibly around him (helping out occasionally like a <em>mage hand</em>). Uru loves using his <em>hat of hats</em> to dress the part for all occasions.</p><p></p><p> <strong>Leon Veilleux </strong>– Korrigan’s second-in-command. He was the last recruit for the original five-man unit (and the unit’s first target before his official pardon). Leon is a military mastermind, part of a cadre of Danorans trained outside the Dead Magic Zone to fight their foes with arcane energies. By way of redressing his crimes against the fey (with whom he is now wholly enchanted) he has formed a fey pact, and joined the Vekeshi Mystics – the first tiefling ever to do so. Great roleplaying has seen him develop from a potential antagonist to Korrigan into a wholly trusted right hand man. Fantastic example of a player suprising the DM. We changed his keyword from 'antagonistic' to 'resourceful/reliable' when it turned out this is where the character was headed.</p><p></p><p> <strong>Rumdoom Kagan</strong> – a drunken dwarf fighter. I was not overly inspired when the player first suggested this to me, so I insisted he play an eschatologist to add a different dimension to the character. Worked a treat, especially when we decided that his theme power was both unique and <em>accidental</em>. What has raised this otherwise hackneyed character concept above the norm is the level of pathos injected by the player. Lauded by the eschatologists of Flint for his manifestation of the <em>Icy End</em>, Rumdoom seeks nothing but a good ending for himself, following the tragic death of his childhood sweetheart. He really does want to die a glorious death and is equally terrified of a pathetic or ignoble one. He is afraid of water, doesn’t like getting on boats (kind of like a dwarven Mr T), and his favourite possession is his magical floating shield.</p><p></p><p> <strong>Matunaaga</strong> – New character. (Reskinned githzerai hunter-ranger. Homebrew caji theme; keyword - graceful.) Recruited as a replacement for El Perro. A <em>maustin caji</em> whose people live in the Anthras mountains: an ancient civilisation (who may or may not be native to this world) once hostile to Risur, whose proud warrior caste – the <em>caji</em> – swore an oath of fealty to the Kings of Risur many hundreds of years ago. This oath was renounced following the carnage of Yerasol IV and the pursuit of technological warfare. When his people returned to their mountain homes, Matunaaga settled near Flint. He had fallen in love with a buxom Risuri healer, with whom he since has adopted many children. Initially reluctant to join the unit until his wife had a vision that Korrigan was a man worth following. Finds it hard to cope with Flint: the pollution and the overcrowding. Matunaaga is a meditative and contemplative soul (whose player has developed an entire culture around the initial ideas we sketched out).</p><p></p><p> That is the official five-man unit. Also in the party:</p><p></p><p> <strong>Malthusius</strong> – Korrigan’s confidante and advisor. Still ‘riding the boat’ since the events of <em>Dying Skyseer</em> this octogenarian deva is a detective in the RHC, although he was once a Professor of Philosophy at Pardwright University. Although an immortal, he behaves like he has really aged, wearing a long white beard, comfortable robes, and complaining about his knees. Recently discovered that his previous incarnation was the clergy godhand who helped defeat the witches of Cauldron Hill. Malthusius is both a skyseer and a spirit medium, having had a long enough life to master both skills. Brings the evidence he finds to the unit and helps them get into more trouble: The Gale case was his case; he also found out about the fence selling ancient artifacts at the Kaybeau Arms Fair. Trouble is, the unit won’t listen to him when Korrigan isn’t around.</p><p></p><p> <strong>Karl Krauss</strong> – or Sour Krauss, or Crazy Krauss, or the Grumbler (in his political pamphlets). Brought in to help the unit deal with an infestation of sea devils (during a buffer adventure), Krauss is a paranoid conspiracy theorist who believes the upper echelons of Risur are mind controlled by the deep ones. He is an authority on <em>Distant Madness </em>(or at least he claimed to be throughout the last adventure...), which will see him recruited for a second time once the unit has dealt with <em>the Incident</em> at the beginning of adventure #3. His theories about the condition are total <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />, but he does at least know how to cure it. (New character. Krauss is a hybrid artificer/swordmage, with all of his powers reskinned as aelectrical, emanating from his bayonet/carbine. He is human, but experiments conducted by the Deep Ones have granted him all the traits of a warforged. Keyword - paranoid. Gunsmith theme.)</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 5930578, member: 79141"] [b]New Party Line-up[/b] We now have seven players in total, and two new permanent characters. One new guy had been playing cameos for a while to add verisimilitude to the recruitment process (and because it was fun). Here is the line-up of the unit moving forward, with notes on the development of long-term members: [B]Marshal Korrigan[/B] - The unit's stalwart leader. The rest of the crew defer to him without question. His player is sensible, thoughtful and restrained and the others know they need him to curb their excesses. It helps that he is a tactical warlord, as the roleplaying element is strongly supported by the fact that he is often shouting orders at his men in combat. Korrigan has now gained some mastery of the strange condition that has afflicted him since Yerasol IV, and under certain conditions can now alter his form from earthen to aquatic. Korrigan has begun to realise that he can't defend Risur without political clout, and has shown a genuine interest in thwarting the machinations of Lady Saxby. [B]Uru Scathaig Ciotog [/B][B]– [/B]Creepy unit mascot. Looks like a little black kid (who could easily be Korrigan’s son), but is in fact a deep faen assassin. (Deep fey, we decided, inhabit the border between the Bleak Gate and the Dreaming.) Uru has developed into a strange amalgam of tribal fey and technologist, obsessed with what makes things live (and die) – or in the case of his contraptions, tick. He's currently gathering corpses to create a garden of the dead in the Nettles where his spirit companions can feel at home: Uru's ghostly contact Little Jack now lives in his clockwork contraption, and two other friendly spirits orbit invisibly around him (helping out occasionally like a [I]mage hand[/I]). Uru loves using his [I]hat of hats[/I] to dress the part for all occasions. [B]Leon Veilleux [/B]– Korrigan’s second-in-command. He was the last recruit for the original five-man unit (and the unit’s first target before his official pardon). Leon is a military mastermind, part of a cadre of Danorans trained outside the Dead Magic Zone to fight their foes with arcane energies. By way of redressing his crimes against the fey (with whom he is now wholly enchanted) he has formed a fey pact, and joined the Vekeshi Mystics – the first tiefling ever to do so. Great roleplaying has seen him develop from a potential antagonist to Korrigan into a wholly trusted right hand man. Fantastic example of a player suprising the DM. We changed his keyword from 'antagonistic' to 'resourceful/reliable' when it turned out this is where the character was headed. [B]Rumdoom Kagan[/B] – a drunken dwarf fighter. I was not overly inspired when the player first suggested this to me, so I insisted he play an eschatologist to add a different dimension to the character. Worked a treat, especially when we decided that his theme power was both unique and [I]accidental[/I]. What has raised this otherwise hackneyed character concept above the norm is the level of pathos injected by the player. Lauded by the eschatologists of Flint for his manifestation of the [I]Icy End[/I], Rumdoom seeks nothing but a good ending for himself, following the tragic death of his childhood sweetheart. He really does want to die a glorious death and is equally terrified of a pathetic or ignoble one. He is afraid of water, doesn’t like getting on boats (kind of like a dwarven Mr T), and his favourite possession is his magical floating shield. [B]Matunaaga[/B] – New character. (Reskinned githzerai hunter-ranger. Homebrew caji theme; keyword - graceful.) Recruited as a replacement for El Perro. A [I]maustin caji[/I] whose people live in the Anthras mountains: an ancient civilisation (who may or may not be native to this world) once hostile to Risur, whose proud warrior caste – the [I]caji[/I] – swore an oath of fealty to the Kings of Risur many hundreds of years ago. This oath was renounced following the carnage of Yerasol IV and the pursuit of technological warfare. When his people returned to their mountain homes, Matunaaga settled near Flint. He had fallen in love with a buxom Risuri healer, with whom he since has adopted many children. Initially reluctant to join the unit until his wife had a vision that Korrigan was a man worth following. Finds it hard to cope with Flint: the pollution and the overcrowding. Matunaaga is a meditative and contemplative soul (whose player has developed an entire culture around the initial ideas we sketched out). That is the official five-man unit. Also in the party: [B]Malthusius[/B] – Korrigan’s confidante and advisor. Still ‘riding the boat’ since the events of [I]Dying Skyseer[/I] this octogenarian deva is a detective in the RHC, although he was once a Professor of Philosophy at Pardwright University. Although an immortal, he behaves like he has really aged, wearing a long white beard, comfortable robes, and complaining about his knees. Recently discovered that his previous incarnation was the clergy godhand who helped defeat the witches of Cauldron Hill. Malthusius is both a skyseer and a spirit medium, having had a long enough life to master both skills. Brings the evidence he finds to the unit and helps them get into more trouble: The Gale case was his case; he also found out about the fence selling ancient artifacts at the Kaybeau Arms Fair. Trouble is, the unit won’t listen to him when Korrigan isn’t around. [B]Karl Krauss[/B] – or Sour Krauss, or Crazy Krauss, or the Grumbler (in his political pamphlets). Brought in to help the unit deal with an infestation of sea devils (during a buffer adventure), Krauss is a paranoid conspiracy theorist who believes the upper echelons of Risur are mind controlled by the deep ones. He is an authority on [I]Distant Madness [/I](or at least he claimed to be throughout the last adventure...), which will see him recruited for a second time once the unit has dealt with [I]the Incident[/I] at the beginning of adventure #3. His theories about the condition are total :):):):):):):):), but he does at least know how to cure it. (New character. Krauss is a hybrid artificer/swordmage, with all of his powers reskinned as aelectrical, emanating from his bayonet/carbine. He is human, but experiments conducted by the Deep Ones have granted him all the traits of a warforged. Keyword - paranoid. Gunsmith theme.) [/QUOTE]
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