Difference between revisions of "TheHornedRaidersReturn"

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The Rain's survivors have need of the horned fighters to rescue them. The Earl’s descendant, Duke Goodspear, has called on the invaders to enter the Settled Lands and aid the embattled folk. Roving from town to town, the Raiders will meet the walking dead, brutal greenskin invaders, and roving monsters (ogres, trolls, etc.) unchecked since the fall of civilized rule.  
 
The Rain's survivors have need of the horned fighters to rescue them. The Earl’s descendant, Duke Goodspear, has called on the invaders to enter the Settled Lands and aid the embattled folk. Roving from town to town, the Raiders will meet the walking dead, brutal greenskin invaders, and roving monsters (ogres, trolls, etc.) unchecked since the fall of civilized rule.  
  
Needed: fun-loving players who can post daily (most of the time), write fun posts and think up a setting-relevant character concept. Reserve the right to veto concepts that don't fit.
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System: D&D 5E.  
….
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System: D&D 5E. I’m still learning the (great-looking!) edition, so need folks who have at least looked at the latest rules. Level one start. This is a low level setting where a level 5 character is considered heroic.  
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 +
Chargen: 4d6 best of 3, switching lowest score (only) to 16 if these are crappoid. Think of a motivation and weakness (will generate re-roll points).  
  
Chargen: Don't start til I've checked your concept, but you will rolls stats, 4d6 best of 3, switching lowest score (only) to 16 if these are crappoid. Think of a motivation and weakness (will generate re-roll points).
 
 
Classes and races: this is deliberately restrictive to evoke a particular setting. Emphasis is on fast, frantic melee between lightly or at most medium armored combatants (no heavy armour exists in the [high , not late medieval tech] setting). A party will consist of the following classes and races, mostly humans and fighter-types, including:  
 
Classes and races: this is deliberately restrictive to evoke a particular setting. Emphasis is on fast, frantic melee between lightly or at most medium armored combatants (no heavy armour exists in the [high , not late medieval tech] setting). A party will consist of the following classes and races, mostly humans and fighter-types, including:  
  
 
One or more (Viking-like) 'Raiders'*:  
 
One or more (Viking-like) 'Raiders'*:  
Raider Warrior: FIGHTER. Loses heavy armour prof but uses d12 for hps. Must wear (unhistorical) horned helm and carry Viking-ish arms and armour.  
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'''Raider Warrior''': FIGHTER. Loses heavy armour prof but uses d12 for hps. Must wear (unhistorical) horned helm and carry Viking-ish arms and armour.  
Raider Berserker : use BARBARIAN.  
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'''Raider Berserker ''': use BARBARIAN.  
Raider Skald: BARD (with storytelling, chanting, etc as performance trappings).  
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'''Raider Skald:''' BARD (with storytelling, chanting, etc as performance trappings).  
 
*all Raiders gain a +2 (ancestral) melee weapon at start of play.  
 
*all Raiders gain a +2 (ancestral) melee weapon at start of play.  
  
 
One or more extra fighters:  
 
One or more extra fighters:  
Kite-shield Knight-a rare Settled Lands survivor of the Green Rains. Use FIGHTER. Early medieval style gear with kite shield, chain (no plate armour in the setting). Gains diplomacy and Animal handling as free skills but must give up half money and peasant-useful magic items to aid locals.  
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'''Kite-shield Knight'''-a rare Settled Lands survivor of the Green Rains. Use FIGHTER. Early medieval style gear with kite shield, chain (no plate armour in the setting). Gains diplomacy and Animal handling as free skills but must give up half money and peasant-useful magic items to aid locals.  
Greenskin 'Slayer' (use half-orc, but really a hobgoblin), a FIGHTER mercenary. -2 to diplomacy with locals, but +2 to intimidate.  
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'''Greenskin 'Slayer'''' (use half-orc, but really a hobgoblin), a FIGHTER mercenary. -2 to diplomacy with locals, but +2 to intimidate.  
Peasant/ yeoman hero- a FIGHTER who gains only shield, simple weapon and light armour profs. Gains Animal handling, Bluff, and (Craft or Tracking) as free skills. May have an animal companion (cat, fox or dog).  
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'''Peasant/ yeoman hero-''' a FIGHTER who gains only shield, simple weapon and light armour profs. Gains Animal handling, Bluff, and (Craft or Tracking) as free skills. May have an animal companion (cat, fox or dog).  
  
 
One arcanist:
 
One arcanist:
Minstrel (human, Settled Lands trickster; BARD, the only human arcane class ‘allowed’ in the setting
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'''Minstrel '''(human, Settled Lands trickster; BARD, the only human arcane class ‘allowed’ in the setting
Dragonborn or Tiefling SORCERER (arcane powers natural to these races)  
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'''Dragonborn or Tiefling SORCERER''' (arcane powers natural to these races)  
  
 
One 'Friar':  
 
One 'Friar':  
Wandering Friar-human CLERIC but lose armour ability and forgo martial weapons for a WIS bonus on AC. Their ‘god’ is the Archangel Orchris, a demiurge of the Great High One (we won't go into theological detail). Domains include Law.  
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'''Wandering Friar'''-human CLERIC but lose armour ability and forgo martial weapons for a WIS bonus on AC. Their ‘god’ is the Archangel Orchris, a demiurge of the Great High One (we won't go into theological detail). Domains include Law.  
  
 
One rogue or ranger:  
 
One rogue or ranger:  
Catfolk ‘sneak’: ROGUE  
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'''Catfolk ‘sneak’''': ROGUE  
Woodsman- RANGER- settled land native, Robin Hood-like (?) liberator  
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'''Woodsman'''- RANGER- settled land native, Robin Hood-like (?) liberator  
Delver-a class of risk-taking ruin scourers; human, halfling or catfolk ROGUE
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'''Delve'''r-a class of risk-taking ruin scourers; human, halfling or catfolk ROGUE
  
 
NB: so no playable wizards or druids; clerics and sorcerers restricted as explained above
 
NB: so no playable wizards or druids; clerics and sorcerers restricted as explained above
  
 
Races: in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn.
 
Races: in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn.
NB: no elves or dwarves, thanks.  
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NB: no elves or dwarves, thanks.
 +
 
 
==Player Characters==
 
==Player Characters==
 
[[BrotherGilroyTHRR | Brother Gilroy, a Friar]]
 
[[BrotherGilroyTHRR | Brother Gilroy, a Friar]]

Revision as of 09:17, 6 December 2017

The Horned Raiders Return

Concept

Concept: In days of yore, the Horned Invaders looted the towns of the Settled Lands. None could withstand the might of the longboat Raiders until the rise of Earl Goodspear, who stemmed the tide of their invasion in battle.

But now, after the Rain of Green Fire, the Settled Lands have fallen. Wizards in the civilized palaces grew too powerful and corrupt, unleashing an arcane war that ended in fiery destruction. Cities burned under the onslaught of necromantic Green Rain , and undead rose in the ruins to swarm the countryside.

The Rain's survivors have need of the horned fighters to rescue them. The Earl’s descendant, Duke Goodspear, has called on the invaders to enter the Settled Lands and aid the embattled folk. Roving from town to town, the Raiders will meet the walking dead, brutal greenskin invaders, and roving monsters (ogres, trolls, etc.) unchecked since the fall of civilized rule.

System: D&D 5E.


Chargen: 4d6 best of 3, switching lowest score (only) to 16 if these are crappoid. Think of a motivation and weakness (will generate re-roll points).

Classes and races: this is deliberately restrictive to evoke a particular setting. Emphasis is on fast, frantic melee between lightly or at most medium armored combatants (no heavy armour exists in the [high , not late medieval tech] setting). A party will consist of the following classes and races, mostly humans and fighter-types, including:

One or more (Viking-like) 'Raiders'*: Raider Warrior: FIGHTER. Loses heavy armour prof but uses d12 for hps. Must wear (unhistorical) horned helm and carry Viking-ish arms and armour. Raider Berserker : use BARBARIAN. Raider Skald: BARD (with storytelling, chanting, etc as performance trappings).

  • all Raiders gain a +2 (ancestral) melee weapon at start of play.

One or more extra fighters: Kite-shield Knight-a rare Settled Lands survivor of the Green Rains. Use FIGHTER. Early medieval style gear with kite shield, chain (no plate armour in the setting). Gains diplomacy and Animal handling as free skills but must give up half money and peasant-useful magic items to aid locals. Greenskin 'Slayer' (use half-orc, but really a hobgoblin), a FIGHTER mercenary. -2 to diplomacy with locals, but +2 to intimidate. Peasant/ yeoman hero- a FIGHTER who gains only shield, simple weapon and light armour profs. Gains Animal handling, Bluff, and (Craft or Tracking) as free skills. May have an animal companion (cat, fox or dog).

One arcanist: Minstrel (human, Settled Lands trickster; BARD, the only human arcane class ‘allowed’ in the setting Dragonborn or Tiefling SORCERER (arcane powers natural to these races)

One 'Friar': Wandering Friar-human CLERIC but lose armour ability and forgo martial weapons for a WIS bonus on AC. Their ‘god’ is the Archangel Orchris, a demiurge of the Great High One (we won't go into theological detail). Domains include Law.

One rogue or ranger: Catfolk ‘sneak’: ROGUE Woodsman- RANGER- settled land native, Robin Hood-like (?) liberator Delver-a class of risk-taking ruin scourers; human, halfling or catfolk ROGUE

NB: so no playable wizards or druids; clerics and sorcerers restricted as explained above

Races: in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn. NB: no elves or dwarves, thanks.

Player Characters

Brother Gilroy, a Friar

PC Sheet, copy and make your own page

Marching Order and Watches

Marching Order (List two-wide and single)

  • Two-Wide
  • Single File

Watch Order

  • 1st watch:
  • 2nd watch:
  • 3rd watch:
  • 4th watch:

Treasure

Locations of Note

Raider Coast.PNG


A Map of the Raider Coast: scale: the road in red from Loomton to Talltowers is 70 miles with twists and turns.
The Coast has been protected by the low, craggy hills known as the Cairns. Ghouls who rose in the Rain-struck town of Talltowers have not crossed this range for some reason. But the villages are terribly exposed to Greenskin assault as the brutes now move freely from the Pale into the unprotected country.
Non-Raiders are currently holed in at the fortified (earth dyke , wooden wall) village of Loomton, hemmed in by marauding greenskins.
A longboat will soon land near the settlement , letting off the Raiders who will go immediately to the same village.

House Rules

Links


Ephemera