• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Norannar OOC

Tumakhunter

First Post
Tis is a steampunk fantasy world, wherein the protagonists are trying to warn the civilized nations of the return of a very ancient enemy who seems bent on either conquering the known world, or razing it to the ground. No-one is quite sure which. It is (obviously) a home-brew world, building out of a weekly tabletop game that died out as most of the players left and/or moved away. I welcome questions, and have room for perhaps two more players if anyone is interested.

Technology is roughly equivalent to earth circa 1880, with a number of weird devices etc. thrown in. The Dwarves (called Duergar in this setting, as they don't like using a human word for short to describe themselves as a race) are a very powerful Imperial presence in the civilized North, though the Empire of Morrakin is beginning to crumble, and the Seven Clans are more like seperate kingdoms now. A few of the human nations along Morrakin's borders were once beholden to the Empire, but 150 years ago gained their independace en masse.

All standard PHB races are present, except Half-Orcs. Gnomes are called Amani, and are a gypsy-like people (using much of the flavour text of the Halfling in the PHB). Halflings are called Chim, and are only found in wild tribes in the southern Hinterlands. The term 'Halfling' tends to refer to those of mixed blood, such as a half-elf or a Duermek (person of mixed dwarven and human parentage).

All classes are as in the PHB 3.5, with the addition of the Artificer from Legends and Lairs new book, Sorcery and Steam, and the Gunmage from the Iron Kingdoms.

It should be noted that Firearms are considered Simple Weapons.

For Mor'Gan, Xavier, Aetolus, and (Feldon?):

Last I recall, Feldon, Mor'gan, and Varnus were in Urne, a decidedly unfriendly town, at least towards the Duer. The three had gon and visited Dawnfather Selgard at the temple of Lanscot, the god of the sun, and light.

It's been a bit, so refresh me, but I think you were heading north to Morrakin next, weren't you? We'll start things off at the Train Station just south of the city...
 

log in or register to remove this ad

Tumakhunter said:
Tis is a steampunk fantasy world, wherein the protagonists are trying to warn the civilized nations of the return of a very ancient enemy who seems bent on either conquering the known world, or razing it to the ground. No-one is quite sure which. It is (obviously) a home-brew world, building out of a weekly tabletop game that died out as most of the players left and/or moved away. I welcome questions, and have room for perhaps two more players if anyone is interested.

Technology is roughly equivalent to earth circa 1880, with a number of weird devices etc. thrown in. The Dwarves (called Duergar in this setting, as they don't like using a human word for short to describe themselves as a race) are a very powerful Imperial presence in the civilized North, though the Empire of Morrakin is beginning to crumble, and the Seven Clans are more like seperate kingdoms now. A few of the human nations along Morrakin's borders were once beholden to the Empire, but 150 years ago gained their independace en masse.

All standard PHB races are present, except Half-Orcs. Gnomes are called Amani, and are a gypsy-like people (using much of the flavour text of the Halfling in the PHB). Halflings are called Chim, and are only found in wild tribes in the southern Hinterlands. The term 'Halfling' tends to refer to those of mixed blood, such as a half-elf or a Duermek (person of mixed dwarven and human parentage).

All classes are as in the PHB 3.5, with the addition of the Artificer from Legends and Lairs new book, Sorcery and Steam, and the Gunmage from the Iron Kingdoms.

It should be noted that Firearms are considered Simple Weapons.

For Mor'Gan, Xavier, Aetolus, and (Feldon?):

Last I recall, Feldon, Mor'gan, and Varnus were in Urne, a decidedly unfriendly town, at least towards the Duer. The three had gon and visited Dawnfather Selgard at the temple of Lanscot, the god of the sun, and light.

It's been a bit, so refresh me, but I think you were heading north to Morrakin next, weren't you? We'll start things off at the Train Station just south of the city...
I do believe that's correct, we were going to Morrakin with Varnus, the Duer being the easiest to get numbers from quickley. Correct me if I'm wrong on that. Were there any elements or items we'd been waiting for in town? I guess if i can't remember then the answer for me is no.
 

I might be interested in playing a Gunmage, what level would I be starting at? Also, what posting frequency do you intend?
 

Characters are starting at fourth level, which is one level lower than those who were in the tabletop game. It's something I've always done - start new characters one or two levels lower than the party. As to a Gunmage - we've already got one, but feel free to make another. They tend to prefer cap-and-ball pistols over those that use pre-made cartridges, because they have more control over the shot that way.

Roll your stats, but be fair. When done, I've a Rogues Gallery thread you can put your character in. It should be noted that current party composition is: 1 paladin, 1 gunfighter/paladin, 1 Scout (An old class I was using as a replacement for the Ranger. I'm grandfathering the class, so Feldon will be the only one ever), 1 gunfighter, and 1 gunmage. All are open, but you can see where the party is most lacking.

I am usually only able to make it online about once a week (Wednesdays) at the time being, so we will be starting off slowly.

And one final note - I will be doing any rolling of dice that is necessary. It's just easier that way.
 

Would a 32 point buy be ok? I'd feel better if the scores could be verified as fair. I'll try to have a char put together tonight or tomorrow.

More questions!

What firearm rules are we using, Iron Kingdoms or Steam & Sorcery?
How much starting money do I get? (I'm assuming 5.400gp per DMG.)
How much does a magelock pistol cost? (I can't find a cost anywhere.)
 
Last edited:

The Gun Rules I'm using are actually from Deadlands d20. Quite a bit more advanced than IK or S&S. Metal cartridges are new, but six shooters are otherwise quite common. A bit of research into the wild west will be helpful, but not necessary.

I like the 32 point buy. Go for it.

And, lastly, a magelock pistol should cost about the same as a masterwork one. So, a Basilisk (the equivalent of a Colt Peacemaker) would cost 15 gp normally, or 315 for a magelock version. [Dalzak Basilsk: cost 15gp; Damage 2d6+1; crit 19-20/x2; Range 30'; weight 3lb; shots 6; caliber .44]

There are a lot more options as well. Email me at tumakhunter@yahoo.ca, and I'll send you a list.
 





Into the Woods

Remove ads

Top