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John_Geeshu
April 3rd, 2013, 15:26
Our group has four reliable, engaged players. We want one more to round out the party and ensure that any lighter attended weeks don't cripple the party.

We are using a homebrew rule set and campaign setting. It's sword and sorcery fantasy without the orcs, goblins, elves, and halflings. We've got oodles of humans and even some weird types such as changelings, malevolent clouds of vapor, and evil children who want to hang you on meat hooks.

Before applying, you must browse the rule set. You don't need to read every word on every page, but you must read enough to know whether this RPG interests you.

Rule set: https://dl.dropbox.com/u/83733879/Medieval%202e.pdf

Calendar entry (to apply): https://www.fantasygrounds.com/calendar/index.xcp?id=797

To reach me: PM or send me an e-mail: [email protected]

John_Geeshu
April 5th, 2013, 17:32
Your hook. Are you the one to help free Tinsdale from its occupiers?

You’ve been rotting in this grim gaol for five days with no end in sight. On your way somewhere else, anywhere else, you took a room for one night in Tinsdale, a pleasant but ordinary high-country town. If only you had resisted the smell of roasting potatoes and the softness of a stuffed mattress.

The following morning you were accosted by militiamen in the street on your way to the east gate. A large force of well-armed soldiers had appeared at the walls. The town was under assault, defenders were fleeing from the enemy's sorcerers like ****roaches from the light, and the defenses were failing.

Locked inside a town under seige, you soon realized resistance was futile. The defenders were demoralized and were routing. Vengeful mercenaries were raging through the streets, slaying anyone foolish enough to stand against them. You were rounded up by the invaders, and placed into the gaol with the bulk of the town’s surviving security forces.

But now you hear the sounds of a battle in the square outside! The clash of steel, shouts and screams of fighting men. Then the sounds are closer still. It appears a group has forced its way inside the gaol and is attempting to retake it! You may make it out of this in one piece after all. The battle in the gaol rages for what seems like an eternity before dying away. In the silence that follows it is difficult to tell whom has won…

John_Geeshu
April 15th, 2013, 20:06
We're still in need of a fifth player.

Our next session is April 28, so there's plenty of time to join, build a character, and get up to speed on the campaign background. The post immediately above provides the hook for our next session, but we can negotiate something else entirely if it doesn't ring your bell.

Come help liberate Tinsdale from its oppressors! :rv:

mmyzzle
April 21st, 2013, 07:19
Im interested in playing but this would be my very first time attempting to play and you guys seem a little too advanced for me

rahkshasa
April 22nd, 2013, 04:01
What level of registration does the GM of the game have?

John_Geeshu
April 22nd, 2013, 17:25
I have a full license; players need at least a lite.

John_Geeshu
April 26th, 2013, 16:34
Wow. Recruitment is as tough as ever; so let me say this. If you are looking for another campaign to join, why not drop by Sunday morning and see what we are up to? There will be blood, breaking bones, and fireworks on display. PM me for connection details.

John_Geeshu
April 30th, 2013, 17:35
Your hook, should you decide to become our fifth player:

The party has retaken the armory and gaolhouse but there is scant time for rest. If anything, the batle for Tinsdale rages even more fiercely in the square outside. While Alyia takes a few moments to recover her strength, Neldiv keeps watch, and Manse and the Watch Commander begin freeing their security forces locked in the gaol. The armory has been stripped of much of its gear, however, what remains of the arms and armor is taken up by the released men; and leaving them to prepare themselves the party reenters the square to face the sorcerers leading the The Saurian’s mercenary army. On the east side of the square, Ralen, the redoubtable Scout, and his bowmen have engaged a group of enemy attempting to reinforce their beleagured men outside the courthouse.
Neldiv, Alyia, and Manse face down three armored sorcerers and an unarmed bodyguard, their leader a tall, strong woman with long red hair and a shining helm and breastplate. As the two groups meet, magical energies sparkle and bones crack. Neldiv uses his knowledge of sorcery to counter the enemy’s magic, causing many of their deadly attacks to fizzle at their source. Aliya sends a searing gout of flame, burning a crawling horror to ash. The flame-headed leader is the first to fall, her breastplate rent by Alyia’s deadly blade and dented by a powerful blow from Manse’s trusty staff. Next to fall is the bodyguard, his muscled chest pierced clean through by the warrior-maiden’s now bloody sword. One of the remaining sorcerers is slain, and the surviving enemy surrenders.
With the justice complex now under control of Tinsdale’s leadership, mop up operations begin and shortly after dawn the remaining mercenary forces have been killed, captured, or driven from the city.
The party rests for a few days inside Tinsdale, assisting with cleanup and receiving keys to the city. A rider is sent west to Festoon’s Crossing with the intelligence gathered from the defeated mercenary army.
Within the documents left behind by the sorcerers are orders directing a group to move on St. Martin’s Abbey to the south and recover Prabean’s Key, a reference no one in the party recognizes. A second rider is sent to Festoon’s Crossing advising the military leadership there that the party is headed next for the abbey to investigate the The Saurian’s interest in the Key.
A guide leads the party through the hills along a secret road over deep ravines and jagged chasms, enabling them to reach St. Martin’s much sooner than they might otherwise. There they seek an audience with the Abbess.