Nestferatu

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'Nestferatu..The Hell Pits of NightFeather'

  • A Gloranthan game of Ducks and ...well....duck vampires.
  • Using MGRQII or whatever we feel like
  • ducks

Concept[edit]

  • An ancient evil: Repe Sorsa
    • The red square is your village. 3 dots are Duck out posts. Two river raiding/lookouts and a hidden smaller village closer to the cliffs.
    • The adventure is confined to the area of the map....though you can go where you want ;)
  • The heroes are a band of tough cigar smoking bad ass Ducks. Leaders of their new community of refugees. Each with their own story to tell of banditry, swashbuckling and daring do....
  • A good mixture of archetypes please...Zoro ,kung fu, sombrero wearing bandits...katana wielding, Iron chopstick throwing with hacking coughs. Did I mention crossbows?
  • Mention of canon will lead to being fired out of one... Emphasis on fun here and not nit picking
    • As leaders of your cult your word is law. So you can decide what your cult does or has done. We all know enough of glorantha to keep it flowing and I shan't be telling you how to be a storm bull cultist. What you say in game is how it is and can't be disputed by other players (unless fucking stupid :) )
    • Anything you as a real person know about the Zola Fel, Prax, the Wastes and your homeland is exactly what your character knows. We shall just have to see if its true...;) I think if enough of you know the same thing, well then its true innit.
  • Remember You eat Uz for breakfast.
  • Remember this is 1984....anything goes
  • And yes the sun will coincidentally go down when ever you get somewhere...funny that.


  • Below are some rules to aim us in the right direction..sort of.

Before the beginning[edit]

  • Once characters are completed and the IC is up...
  • Each character can post a short story (few paragraphs just for a feel of who they are) of something heroic happening exactly one year ago in flashback form.
  • E.g fighting Delecti's undead, destroying a powerful Lunar foe, annoying the hell out of some Orlanthi, a perfect heist , or floating content on their local Duck pond..etc.

Player Characters[edit]


Duck cults n stuff[edit]

  • Anything you guys come up with. Here are some ideas.

Allied spirits[edit]

  • Go for your life

Duck Breeds[edit]

  • Feel free to have any colour/type duck you want. The below are just some easy guide lines. If you want to be bright yellow or look like daffy duck, no worries.
  • Canards
  • Emerald-Crown
  • Ivory Mallard
  • Woods
  • Keets possible to have a visiting duck or Keet from Kralorela or the Eastern isles.


Creating Characters. Skills etc[edit]

  • Pick a Breed and apply their skills etc
  • Characteristics 1d6+2 additional points to spread about
  • Hero points 9
  • 2 X legendary ability. Ignore amount of hero points you need but must meet other requirements.
  • Profession pick one out of the book or make one up.
  • Each character is the village's leader of their cult or equivalent .
  • 500 free skill points
  • Common magic +30%
  • Swimming +30% and swim at your walk rate. No disadvantage to fighting under water.
  • Characters start with +25% Sardonic Manipulation (INT+CHA)
  • -25% influence when dealing with humans.
  • Bog lore as a skill will help with actions taken whilst in your bog. If your regional lore is upland marsh then that covers all bogs/swamps.
  • Each Character has an embarrassing secret that he can't possibly let the other ducks find out. You can PM me what it is. Something appropriate to your situation etc.
  • Default crossbow skill..hand crossbow or repeating. Quick draw holsters are readily available thanks to an ancient heroquest....two handbows?..you got it!
  • Unlimited ammo pulp style
  • Duck Knacks Choose two (you're heroes!)
  • Duck Quirks Choose one . Extras can be bought for 10 skill points each
  • you can stay underwater for 6 minutes then a luck roll each turn or take 1d4 dam. You fight normally under water..unlike Humans Ha ha
  • Henchducks Up to 3 expendable initiate/lay members each..no need to stat em. name 'em, arm em and give them a one sentence description. I'll do the rest. They're there to die in many multi feathered ways....
  • Helpful Languages
    • Newtling
    • Beast speech

Spells[edit]

  • Common magic +30%
  • Pick a cult and preferred level within it.
  • Common magic 8 points
  • Divine magic whatever you get from your pact
  • No flight spells
  • Some handy Duck magic talents pick one that takes your fancy. You can do this naturally at no MP cost. Just something you've picked up along the way. Picking one removes it from the list.
  • New spells
    • Iron beak same as the old iron hand
    • Feather stiff same as protection. With some pre casting trimming, feathers can be plucked and thrown like darts. Dam depends on MP used. Feather stiff 4 causes 1d4 dam.

Previous Heroquests[edit]

  • If you feel you've been on one then gain an ability or some cool equipment. Buy it for a couple of hero points. Make it funny not a sword that kills everything. Plenty of time in this adventure to earn that.
    • eg Teeth to chew your cigars properly with
    • Walk on water
    • Breathe water
    • Armoured feathers 1AP

Crossbows and cigars[edit]

  • No need for cash, just sort out what equipment you need. Don't go overboard though...
  • Each player has a large box of cigars
    • and matches of course...it was a bloody good heroquest
  • Each player ( if a rune level) can choose an item made of Iron , Aluminum (floats when enchanted) or other appropriate metal of your cult.
  • Duck weed...choose your poison
  • You can have metal Keet spurs : unarmed skill 1d4 damage 2AP 4HP.
  • All your equipment floats and is waterproof
  • Weird weapons..you provide the stats. everything is possible. Just come up with a good reason
  • Armour any you want, just have a good reason why you want to be traipsing around in plate during a hot Earth season in Prax...in a swamp.
  • Reed armour is available 2pts enc i'll have to look it up
  • Coracles and reed rafts (you can float/swim though)
  • A jar of your favourite grubs

Magic stuff[edit]

  • Old fashioned pow storage/spirit binding crystals
  • Characters start off with a major magical item and one minor. Or 3 minor. Eg cloak that always keeps you warm, a healing potion, a silver feather that always points home. be inventive. Nothing that defeats vampires or anti undead though. :)
  • Major could be: a weapon with a bladesharp 3 matrix, special armour, pow storage crystal or crystal with a spirit bound in it. A javelin that returns to your hand
  • Some possible items
    • I'd suggest some potions of cure disease
    • Healing potions


  • Your characters herolight will increase with each bad pun ( I have no idea what that means but it will somehow benefit you mid game) I will have a pun o meter to show how you're each faring.

Heroquest Ideas[edit]

  • thread
  • At some stage you will need to go on a Heroquest.
  • you guys need to com up with a myth for getting a drop of the River Styx. Would be good if you guys invent it.
    • Engizi, sky river titan had a myth of swim back from death

Try and have a reason why morokanth and grandfather baboon could be involved.

Combat[edit]

  • What ever you want to do. Using your webbed foot to repeatedly slap your foe in the face....unarmed combat skill. Running up the temple pillar to then flip onto the sinister Vivamort priests back...give it a go. Pulpy action in an animation style.

Community[edit]

  • hidden village in the swamps of the zola valley. Roughly 100-120 ducks spread between the 4 duck village/outposts. The heroes and their hench Ducks make up about 50% of the fighting force available. The arduous trek from Dragon's Pass has culled the weakling from the flock. As many of the band of brothers has found out, the young Ducklings are not to be messed with....
  • Newtling friends

Local enemies[edit]

  • Tribe of Gos, living downstream closer to Corflu. Goose people...feral fuckers with teethed bills.
  • Bloody Condors and vultures..you've been fooling them with kites and have shot two down.
  • Anything else bigger than a duck
  • The duke of fecking Rone. You have been raiding his fields, his supplies, his boats and each of you thinks that his daughter fancies you.
    • His bunch of girly mercenaries. You're on to group number three presently.
  • The lunars. You raid about one in twenty of their boats.
  • The rest of local civilized humanity. You raid about one in fifty of their boats.
  • Snapping turtles especially Old Serious the grand daddy of all snapping turtles. Thar he blows....The scourge of Captain Blackbeak and his war canoe.

The Bad Guy[edit]

  • In true Pulp style its highly likely that he ain't gonna die till the fat duck sings. Please deal with it.....

Local sites of interest[edit]

  • Old Second Age Gos village built into the cliffs across the river from the South Bog. Site of an old Mother Gos/Duck shrine and possible Heroquesting area. Known to your village Elders and the local Morokanth.
  • New fort being built upstream
  • Your village.....Reed longhouses, cunning secret paths, totem poles. Pile of Yelmalio helmets used as cooking pots. A captured Lunar chef ( and yes he does have garlic) from the nearby fort. 3 barrels of stolen lunar army gin.
  • Nearby Morokanth who you've been selling your human captives too...ho ho
  • Newtling temple and their various members who are your allies.
  • Several smaller duck out posts that rely on your support.
  • Old ruined buildings amongst the bogs
  • Various Nomad gangs/tribes. Neutral at the moment as there has been nearly zero contact.
    • Many of the tribes come and water in the zola fel, especially near the ford in the south bog. Neutral ground.

And beyond..[edit]

  • If this is fun I think we shall have to play the giants cradle adventure because it is well known that it was the ducks who saved the day...
  • Plus any other local places of interest.
  • I think it is time that Balastors axe was found :) "Whaddya mean Pavis was Half Duck??"