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Incline Damsels, Adventurers, and Dragons Myths of Malignost Long Term Campaign

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
I was surprised JF agreed to sell her soul for Real Ultimate Power (tm). A true Codexer :martini:

Tbh I only did so to see where this will go, for experimentational purposes.
I have plenty of other characters who aren't gonna get corrupted, so if she gets fucked, I got five more people to fall back to :M
 

mastroego

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JamesDixon

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It's been pretty busy in the writing department. DAD's player section is almost done. I'm up to the spells and I got bored with them. I ended up roughing out the biographies of the gods then switched to creating the entire universe that the Malignost system sits in.

DAD will not have planes of existence. Instead we, JarlFrank and I, opted to go with a galactic model where we turned all of the old D&D planes into actual planetary systems. The Astral Plane got turned into Astral Space and forms the vast ocean that every galactic object "floats" in. I placed the Inner Planetary Systems (Elemental Planes) in orbit around the galactic core. Separating the inner systems from the outer planetary systems (Outer Planes) is the Ethereal Nebula (Ethereal Planes). It's hard to travel safely through, so Concordant Opposition is the hub between the inner and outer systems. Malignost and other campaign settings connect directly to Concordant Opposition. The hub for the outer systems is Limbo which in turn allows you to travel to the other systems based off of planes like Seven Heavens etc..

Poor ACSI Map

GC--IPS---CO/EN---Limbo--OPS
__________|_____Campaign Settings

To be unique, we created cosmic horrors that have been sealed in the Abyss. In ancient times a group created artifacts using the cosmic horrors own essence and used them to seal the horrors into the Abyss sector. The artifacts are lost to time. If someone finds one they are able to summon the cosmic horror to them and awaken them. In the process, the summoner will go insane due to the forbidden knowledge. All told we have over 10 cosmic horrors created. This aspect of the universe will be fully fleshed out by JarlFrank in Galactic Routes Amidst Monstrosities, Pirates, and Swashbucklers (GRAMPS).

If JarlFrank wants to add to this he can. He's working on the biographies to finish them then he'll work on the Malignost System.
 
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JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Yeah universe stuff is for later. We wanna go for a Spelljammer inspired fantasy sword & planet setting that connects different worlds. I always loved sword & planet and space fantasy, so it's a natural choice.
 

JamesDixon

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Today's session was great.

The party was sent by King Ulgar to investigate the forest to the west of the river encampment.

Encounter 3

Day 6 Week 1

As the party makes their way through the dense forest, the tall trees reach towards the sky, forming a canopy that blocks out much of the sunlight. The ground is covered in a thick layer of fallen leaves, twigs, and moss, making it difficult to walk through without making noise. The air is filled with the sound of birds singing and leaves rustling in the wind, and the party may also notice different types of wildflowers and small bushes growing among the trees. The forest is home to a variety of insects and small animals, like beetles, ants, and squirrels. The party may also notice signs of larger animals, such as deer or wild boar, in the form of tracks or droppings. The forest is a thriving ecosystem that is teeming with life.

As they continue on their journey, the party may make an Intelligence check (1d20) that is equal to or less than their Intelligence score to see if they spot any clues of the 5 carnivorous apes that are in the vicinity. The apes are hidden by the underbrush that covers the area, and a successful check means that the party has spotted signs of their presence. The area where the apes are located is 400 feet by 400 feet (122m by 122m) and is dense with underbrush and foliage, making it difficult to navigate.

If the party chooses to avoid the apes, they can make a Dexterity check (1d20) that is equal to or less than their Dexterity score or a Move Silently roll (1d100) that the character has to roll equal to or below their skill to get past the apes without being spotted. A failure in either roll means that the apes spot them and will attack.

Alternatively, if the party wishes to attack the apes from stealth, they will also need to make a Dexterity check (1d20) that is equal to or less than their Dexterity score or a Move Silently roll (1d100) that the character has to roll equal to or below their skill. A failure in either roll means that the apes spot them and will attack.

The party failed their move silent/Dex checks and the bull ape sees them. He charges and attacks one of the rangers. He hits all three times with two punches and a bite doing enough damage for the ranger to lose half her health.

The bull ape got attacked on the way in and took half damage. The next round, the apes got initiative, so a female ape notices the fight and proceeds to charge the party. The bull ape attacks at Alex's ranger again, but rolls a 1 to attack. He critically fumbles so he ends up falling on his ass. Almost all of the party gangs up on the bull ape with Alex's fighter smacking the ape so hard that the battle axe cuts the ape's head off. The head goes sailing into the clearing.

Two of the druids cast Entangle on the female ape with her saving against one, but fails against the second one. She is held in place. Alex's cleric casts Bless.

The three hidden female apes see this. Two of them fail their morale check and flee the clearing. The third one charges the party and is 200 yards away.

The first female ape is about 20 yards from the group.

Mastroego's thief is working her way around the entangled area using move silent and gets behind the entangled female ape. She uses her sling that causes the bullet to penetrate the back of the skull and come out of one of the ape's eye sockets. The female ape is shot by Alex's ranger to drop it dead.

The rest of the party forms ranks for the next round. The fighters are all in front with the mages, clerics, and druids in the middle and the rangers all in the rear.

The second female ape charges and gets within 80 yards of the party. The party decides to do a volley of arrows and sling stones. Mastroego's fighter has the best chance of success. Due to using a combined action he got a +1 to hit and Bless gave him an additional +1. He rolled really well so all the arrows and sling stones hits the female ape. They do enough damage that it kills her.

The druids hold a small ceremony thanking Malignost and Erishti-Aya for their bountiful blessing and protection. The rangers butcher the ape bodies while the rest of the party builds their camp for the night.

Encounter Four

Day 6 Week 1

The party is resting in the middle of a moonless night, the sky is covered by thick clouds, blocking any light from the stars or the moons. The temperature is low, and a cold wind is blowing through the forest, making the trees rustle and creak. The party is resting, trying to get some sleep in their makeshift camp, when they hear a strange noise. At first, it sounds like a low growl, but as it gets louder, it becomes clear that it's the sound of animals baaing.

The party members quickly wake up and grab their weapons, unsure of what to expect. They hear the sound again, closer this time. It's coming from somewhere in the darkness ahead of them. The party tries to light up the area with torches, but the darkness seems to be swallowing the light, making it hard to see.

As they move forward, they see the silhouette of five animals, standing in a clearing, not far from the camp. The clearing is surrounded by dense forest and has a small hill in the middle of it. The animals are baaing, and they are agitated. The party members realize that the animals are goats, but something is different about them. They are bigger than normal, and their eyes are reflecting the light of the torches, making them look eerie.

The sound of the goats baaing is getting louder and more frantic, and it's clear that they are disturbed by the presence of the party. The party can hear the sound of their hooves stamping on the ground, the rustle of bushes, and the snapping of twigs as the goats move around.

The party decides to try to tame the goats. Mastroego's ranger fails to use animal empathy. His druid tries to use Animal Friendship and the goat saves. Kalarion's ranger manages to use animal empathy on one of the female goats. His druid manages to get the buck under control. They successfully capture the 5 goats and lead them back to their camp. The next day they pack up and return back to the river encampment. They report their progress of 1 mile west, the attack of the apes, and the capture of the goats.

That's where we stopped for the session.
 
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mastroego

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well, yes, erm... that's what happened, except, uhm

*dabs sweat gathered upon his brow*

I have no Ranger

*flees*
 

JamesDixon

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Update: Myths of Malignost is nearly finished. The only sections that are left is the god biographies being cleaned up and detailed. The planet/moon/sun descriptions needing to be written up. Art and final layout will be after that. It's been a long year of writing this and seeing it take shape. I've had a lot of great support from various people. I thank them for it.

If I had to describe Myths as a game it'll be AD&D+CK2+Civ+Total War. The core is basically my version of AD&D 2E, CK2 for the kingdom and barony building, Civilization for the tech research and technological ages, and Total War due to having actual wargaming rules to play out the battles between the various kingdoms.
 

JamesDixon

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Today's game was really good.

Encounter 5

Day 10 Week 1 Year 0

Encounter Five

As the party moves forward, they see the silhouette of seven giant spiders, standing in the clearing, not far from the camp. The clearing is filled with thick webs that stretch from tree to tree, creating an eerie and unsettling atmosphere. The ground is slick with a viscous reddish-black liquid that has a horrible smell. The stench is overpowering and it makes it hard for the party to breathe. The liquid is thick and it sticks to everything it touches, it seems to be some sort of oil or tar.

The spiders are massive in size, standing at around 8 feet tall, with powerful muscles and sharp teeth. They are covered in thick fur, which ranges in color from dark brown to black. The spiders are in a hostile state, and it is clear that they will not be calmed or negotiated with. They are foraging for food, and the party's sudden appearance seems to have startled them.

The spiders are moving around, the males are trying to protect the females, and the females are trying to protect their young. Some of the spiders are banging their chests and making loud humming noises, others are swinging their arms, showing their sharp claws. They are clearly agitated and ready to defend themselves.

The spiders are blocking their path.

The party decided to retreat with all but Haban, a first level fighter controlled by mastroego, succeeded in their Dexterity rolls. Haban rolled a one and fell into the reddish-black liquid. He failed his save v. polymorph and gets transformed into a young adult bronze dragon. He is the first dragon on Malignost. Haban destroys the spiders and the party sets up camp a bit from the clearing.

During the night, Haban comes back, as a dragon, and greets two of the party members then goes to talk to his wife Kullah. He knocks on her tent and waits for her. She exits to have a short conversation with Haban. Haban picks her up gently to give her a hug. She tells him that she never wants to see him again. In response Haban gently kisses her forehead before flying off into the night.

One of JarlFrank's characters made Kullaa a dragon carving earlier in the day.

The next day the party follows a trail of wild elephants only to end up having to spend the night.

Encounter Six

Day 12 Week 2 Year 0

The party is making their way back to the valley, following the path through the forest. As they move forward, they stumble upon a clearing with a large pool of viscous reddish-black liquid in the center. The clearing is surrounded by twisted and gnarled trees, their branches elongated and twisted, ending in sharp, claw-like fingers. The roots of the trees writhe and writhe in the ground, as if they are alive. The clearing is dark, but it has an eerie and unsettling glow on the twisted trees, making it hard to see clearly. The smell is overwhelming, a mixture of rot and decay that makes the party's eyes water and their stomachs churn. Surrounding the pool, the party notices the skeletal remains of large forest animals, including giant spiders, wild cattle, and other creatures that are unlike anything they've ever seen before. The bones are scattered around the clearing, and some of them are still partially covered in flesh and fur. The sight is gruesome, and the party can sense that something terrible has happened here.

As the party approaches the clearing, they can hear the sound of dripping water coming from the pool, creating an eerie and unsettling atmosphere. The sound of raindrops hitting the leaves and branches of the twisted trees creates a rhythmical, almost hypnotic background noise that makes it hard to focus. The wind howls through the clearing, whistling through the twisted branches of the corrupted trees, creating an eerie and ominous sound. The sound of the roots of the corrupted trees moving and shifting under the ground, adding to the unsettling atmosphere of the clearing.

In the center of the clearing, the party sees four twisted, corrupted trees that appear to be living, standing guard around the pool. Their bark is blackened and cracked, revealing twisted, gnarled wood beneath. Their eyes glow with an eerie, unearthly light. Their branches are elongated and twisted, ending in sharp, claw-like fingers. They have the appearance of snarling faces, revealing razor-sharp teeth. They are fiercely protective of the forest and will do whatever it takes to defend it.

The druids Ilgi and Bilit decide to have a conversation with the evil treants. The conversation was pleasant and the two druids were allowed to leave. The rest of the party stayed back to avoid any fights.

Encounter Seven
Day 12 Week 2 Year 0

The party has made it through the twisted, corrupted trees and are now camped in a clearing at night. It's around midnight, and the weather is cool and clear. Moon 1 and 2 are waxing gibbous and moons 3 and 4 are still first quarter. Wild sheep move forward across the clearing. The clearing is surrounded by tall, healthy trees that sway gently in the breeze. The clearing is slightly hilly and the terrain flows through the clearing with gentle slopes. A small brook runs through the clearing providing fresh water to the sheep.

There are 90 wild sheep in total, 5 rams and 85 does. The sheep are grazing on the lush, green grass that covers the clearing. The party can hear the sound of the sheep bleating softly, creating a soothing and peaceful atmosphere. The sound of the grass rustling as the sheep move around the clearing creates a gentle background noise. The sound of the brook babbling adds to the peaceful ambiance. The sound of the leaves rustling in the breeze creates a calming and natural ambiance. The sound of the night animals, like owls and crickets, adds to the peaceful atmosphere of the clearing. The party can see the stars shining brightly in the sky, creating a beautiful and serene scene.

The sheep are healthy and well-fed, their wool is thick and lush, and their eyes are bright and alert. They seem peaceful and unaware of the party's presence. The party can see the sheep's breath steaming in the cool night air, and the damp grass is covered in tiny droplets of dew. The clearing is bathed in a soft, silver light created by the waxing gibbous of Moon 1 and 2. The party can see the healthy trees swaying in the breeze, creating a peaceful and natural setting.

Tahunti, the ranger beastmaster, managed to become friends with the head ram and brought the entire herd back to the camp. The entire party had to deal with all the sheep blocking traffic making things difficult.

Since all the characters had achieved enough experience to level up they went back the river encampment. Over the next two months, 2 action rounds, they leveled up. Kalarion's fighter failed his first level up roll as did JarlFrank's thief. They succeeded during the second month.

The party managed to gather 4,500 gp worth of goods. This allowed King Ulgar to create a barony (1 GB) and build the first fort (1 GB) on Malignost where he named the future town Urak. It would take them 3 kingdom turns (9 months) to finish the hill fort.

The current month of the game is Araḫ Aburru which is the equivalent of our June.

That's where we left off at.
 
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JamesDixon

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I forgot to add that the greater goddess Iltani visited the human camp and introduced some of them to the pleasures of the flesh. I rolled deity involvement on the random round events table.
 

mastroego

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Come on you're not doing justice to poor Kullaa.
She was heartbroken, what else could she have said.

Not to mention she basically saw a live screening of The Fly playing at extra speed and starring her own husband.
And all of that because he tripped over himself.
I say we can cut her some slack....
 

JamesDixon

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Come on you're not doing justice to poor Kullaa.
She was heartbroken, what else could she have said.

Not to mention she basically saw a live screening of The Fly playing at extra speed and starring her own husband.
And all of that because he tripped over himself.
I say we can cut her some slack....

I made no comment about her doing what she did. It's up to you to add in further details. I just reported the facts of what happened. ;)
 

JamesDixon

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I'll be posting the past sessions to catch everyone up. It's the least I can do.

We met yesterday and JarlFrank set up his council of advisors. I'll let him state who is who.

At the start of the first action round of Kingdom Turn 2 I rolled the Magical Event on the random events table. As such, I had a Deck of Many Things appear and each of the main characters drew a card. JarlFrank's Ulgar had one of his hirelings turn against him by drawing Rogue. The_Mask drew up Balance which changed his alignment from neutral good to lawful neutral. mastroego drew the Sun card which he ended up rolling to get a carpet of flying and 50,000 XP. His main character got to third level and has to train now. Kalarion drew Key which meant that he got a stone club +1 after rolling for a random weapon that he could use. They decided against drawing any further cards and the deck disappeared.

They decided to head south after the celebration for the appointing of the council and back to the beach where they started at.

Encounter Eight


Day 12 Week 10 Month 4 Year 0

As the party makes their way through the tropical deciduous forest, they are surrounded by the vibrant greenery of the glade. The trees are tall and evenly spaced, allowing sunlight to filter through the branches and cast dappled shadows on the ground. The air is humid, and the sounds of buzzing insects fill the air. Birds chirp and sing in the distance, their melodies mingling with the rustling of leaves and the occasional rustle of small animals scurrying through the undergrowth.

You suddenly find yourselves stumbling into a large cluster of Thornslinger plants. These carnivorous plants, with their spidery-white tendrils and pale-yellow blossoms, lie very close to the ground, almost invisible in the glade's underbrush. The dew on the petals glistens in the sunlight, making the plants seem almost ethereal.

However, the beauty of the Thornslingers quickly fades as the party realizes that they are surrounded by a group of 24 of these dangerous plants. The Thornslingers have sharp, needle-like thorns that can pierce even the thickest of armor and leave a victim paralyzed. The party must move carefully to avoid getting too close to the plants, knowing that a misstep could be deadly.

As you navigate your way through the Thornslingers, the party can't help but notice the smells of the forest. The air is thick with the scent of damp earth, fresh leaves, and fragrant flowers. The party can also smell the musky scent of animals, hinting at the presence of larger creatures lurking in the forest.

A few of the characters got hit by stingers as they retreated from that area of the forest. They spent the night recuperating and set out again the next day.

Encounter Nine

Day 13 Week 10 Month 4 Year 0

As the party sets up camp in the middle of a small clearing, they are surrounded by the peaceful sounds of nature. The clearing is filled with the gentle sound of a small stream flowing through the center, its cool waters providing a refreshing respite from the humidity of the forest. The area is still a forested glade, with small rolling hills dotting the landscape.

As night falls, the moon casts a soft glow over the clearing. The sky is a tapestry of stars, with constellations twinkling brightly overhead. The waxing gibbous moon 1 illuminates the clearing, providing enough light for the party to see their surroundings.

However, their peaceful night is soon interrupted as the party discovers that they are in the middle of a viper vine nest. These thick, rope-like vines, which are indistinguishable from normal vines 90% of the time, hang from the trees around the edge of the clearing, trailing their ends on the ground to snare unwary animals. The party spots 20 of these dangerous vines, each three inches in diameter and brownish green in color, snaking their way towards the stream.

As the party cautiously approaches the vines, they can't help but notice the smells of the clearing. The air is heavy with the scent of damp earth and fresh foliage, mingling with the sweet aroma of wildflowers. The party can also detect the faint, musky scent of the viper vines, hinting at the danger lurking in the shadows.

The party notices the vines and several of the characters got caught. Over the next three turns the entire group used their strength to free the trapped characters. The party decides to take down their tents and move out of the clearing to avoid being entangled by the vines.

Encounter Ten

Day 20 Week 12 Month 4 Year 0

As the party wanders through the dense, verdant forest, they eventually find themselves in a clearing unlike any other they have seen before. The sun shines brightly overhead, casting beams of light that filter through the trees and paint the ground with patches of golden warmth. The trees surrounding the clearing are tall and majestic, reaching up towards the sky in a display of natural splendor.

The air is thick with the heady scent of wildflowers, their vibrant colors bursting forth from every corner of the clearing. Butterflies and other winged insects flutter about, sipping nectar from the colorful blooms and spreading their pollen from one flower to another. The buzz of bees can be heard in the distance, their industrious hum providing a soothing backdrop to the tranquil scene.

As the party continues through the clearing, they suddenly find themselves face-to-face with a mated pair of sphinxes - an androsphinx and a gynosphinx. The androsphinx is large and imposing, with the head of a man and the body of a lion, while the gynosphinx is smaller but no less formidable, with the body of a lion and the head of a woman.

The sphinxes regard the party with interest, but do not attack. Instead, the gynosphinx speaks in a voice that is both melodic and commanding, and presents the party with a riddle to solve:

I am taken from a quarry and shaped by hand,
With a sharp edge, I can cut through many a strand.
I am made of stone, and my uses are many,
From preparing food to making clothes look less frowny.
What am I?

There was some debate amongst the main characters over the answer to the riddle. It was quite humorous to see some of them overthink it and use knowledge that their characters wouldn't know like swords that hadn't been invented yet. At the end of them talking to themselves they reached a consensus that it was a stone knife as that is what they have technological knowledge of.

Ulgar told the sphinxes their answer and they were rewarded with the knowledge of the Mining NWP as well as currency. They unlocked their first Tech Level 2 invention.

We left off there.

Encounter Eleven

Day 21 Week 12 Month 4 Year 0

As the party sleeps soundly, the air is thick with the sounds and smells of the forest. They are camped in a small clearing surrounded by tall trees, their leaves rustling gently in the cool night breeze. The ground is covered in a thick blanket of moss and fallen leaves, making for a soft and comfortable bed.

In the distance, the sound of a small stream can be heard, its gentle babble providing a soothing background noise. The sweet scent of wildflowers fills the air, mixing with the musky aroma of the surrounding trees. Occasionally, the party can catch a whiff of damp earth and the pungent smell of decaying wood.

As the night wears on, the sky is illuminated by the four moons. Moon 1, in its waning gibbous phase, casts a dim glow over the clearing. The trees cast long shadows across the forest floor, and the contours of the land are highlighted by the faint light.

Moon 2, in its first quarter phase, rises higher in the sky, illuminating the clearing with a brighter light. The shapes of the trees become clearer, and the rustling of the leaves can be heard in the quiet of the night.

Moon 3, in its waning crescent phase, begins to fade from view, leaving the clearing bathed in a faint light that barely illuminates the area. Shadows dance across the ground, making it difficult to discern the shapes of the trees and other objects in the area.

Moon 4, in its waning gibbous phase, rises in the sky, casting a similar light to Moon 1 earlier in the night. The faint glow illuminates the clearing, but the shadows are longer and the shapes are less clear than when Moon 2 was at its brightest.

The sounds of the forest can be heard in the distance, the chirping of crickets, the hooting of owls, and the occasional rustling of leaves in the breeze. The air is cool and crisp, and the scent of pine and other forest plants fills the clearing.

Suddenly, the party is jolted awake by the sound of rustling and movement in the nearby bushes. They hear a low growling sound and the skittering of eight legs. Before they can react, four ettercaps emerge from the underbrush, their eyes glowing in the darkness.

The creatures are about the size of humans but have the bodies of spiders, with multiple eyes and long, hairy legs. They move with an unnatural agility, and the tips of their legs are lined with sharp, venomous spines.

Encounter Twelve

Day 25 Week 13 Month 4 Year 0

*Note this encounter takes place on the beach as they had travelled to the coast to explore it. The description isn't updated to reflect the scenery change.*

As the party wanders through the dense forest, they come across a clearing surrounded by tall trees. The ground is covered in thick moss and fallen leaves, making each step quiet and soft. The air is thick with the scent of damp earth and the rich fragrance of vegetation.

In the distance, the party can hear the sound of a nearby stream, the gentle gurgling and bubbling providing a soothing background to the natural symphony of the forest. Birds chirp and sing, their melodies harmonizing with the rustling of leaves as a light breeze passes through the trees.

Suddenly, the party hears a low growl. Turning around, they see a group of four predators emerging from the shadows of the forest. The predators move with a grace and fluidity that belies their strength and ferocity. Their bodies are that of a tiger, with sleek muscles rippling beneath smudgy, smoky-gray fur with irregular patches of varying hues. They are roughly 8 feet long from nose to tail with razor sharp claws.

As the predators approach, the party can feel the heat emanating from their bodies. They exude a sense of danger and fear, and the party knows that they must be cautious if they hope to survive this encounter. The predators circle the party, their acute senses of hearing and smell allowing them to track their prey with frightening efficiency.

The party finds out from the cats that Haban the gold dragon flies to the coast to watch the sunrise and sunset. He's crying over the loss of his wife Kullaa.

The party spent the next 9 months building up the barony of Uruk and researched spells. Uruk had the following districts built: Arcane, Religious, Craftsman, Merchant, and Residential. A tax office was also built. I called them laying out the town Arts & Crafts with the Adventure Master.

mastroego dropped from the game, so his and Alex's characters were turned into Gold, Silver, Brass, Bronze, and Copper Dragons.

JarlFrank and Kalarion drew from the Deck of Many Things again. Kal drew Throne which granted him a small church that formed a second barony in the county. It also gave his cleric a Charisma and Appearance of 18. Frank drew Stars which increased Ulgar's Strength from 18 (97) to 19.

The_Mask will have to draw from the Deck to catch up.

A new player is going to be joining. They're a friend of mine that I helped with his computer game mechanics. He's hoping to be playing in June.
 
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JamesDixon

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TheMask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
 

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
TheMask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
Dammit bro why.
 

NecroLord

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TheMask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
Nice to see he wasn't fucked over by using the Wish spell.
 

JamesDixon

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Strap Yourselves In Codex Year of the Donut
TheMask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
Dammit bro why.
Because I'm a nice guy and he wanted to have domesticated animals 1 year into the world coming into existence.
TheMask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
Nice to see he wasn't fucked over by using the Wish spell.

I'm a nice AM. He originally said he wanted to have maximum Intelligence for a human... His Intelligence was already human maximum. I gave him a couple of chances to change his wish to prohibit fucking himself over.

He is ESL so I consulted chatgpt to give him an idea for using a wish for domesticating the animals. The first one was only for the area that the realm was in which is about 16,627 square miles as it's a single county. 1 160 mile wide hex is a single county they decided upon. The second choice was global. He chose global and added in the NWP to domesticate other animals.
 

Priest

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Damn, this all sounds so fun and engaging! I would love to give it a try but I can't think why anyone would want a complete PnP noob with broken English in their game.

Tried looking for some people on r/lfg but they all have that strange setting where they make you call them by weird pronouns. I'm all for fantasy and role-playing but it almost seemed like they were too much into it...
 

The_Mask

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Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Dammit bro why.
Okay, so first off, I drew 5 shitty cards in a row. The odds of that are so astronomically off, I got a lot of "compliments" from my DM.

Second off, my main character is a mage. I know, I know... but there are no monks, yet. And I wanted to experiment.

Third: I rolled 2 wishes. One I took for myself, and improved myself. And the other I improved the whole clan.
 

JamesDixon

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Strap Yourselves In Codex Year of the Donut
Dammit bro why.
Okay, so first off, I drew 5 shitty cards in a row. The odds of that are so astronomically off, I got a lot of "compliments" from my DM.

Second off, my main character is a mage. I know, I know... but there are no monks, yet. And I wanted to experiment.

Third: I rolled 2 wishes. One I took for myself, and improved myself. And the other I improved the whole clan.

5 out of 11 of the negative cards in a 22 card deck is highly unusual. :lol:
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Dammit bro why.
Okay, so first off, I drew 5 shitty cards in a row. The odds of that are so astronomically off, I got a lot of "compliments" from my DM.

Second off, my main character is a mage. I know, I know... but there are no monks, yet. And I wanted to experiment.

Third: I rolled 2 wishes. One I took for myself, and improved myself. And the other I improved the whole clan.

5 out of 11 of the negative cards in a 22 card deck is highly unusual. :lol:
Well he did roll a mage. :M
 

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