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 DnD Campaign

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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: DnD Campaign   DnD Campaign Icon_minitimeSat Dec 22, 2018 9:03 am

A huuuge city covers well over 60% of the entire world and is as old as memory. Buildings have been built over buildings, at ground level are the dilapidated houses of the first folk to have settled here. In the shadier regions of industry there are smoke stacks, people living in poverty. In the newer, cleaner regions there is magic abound. It runs the machinery that keeps the air clean, it runs the transportation (ships with living figureheads), it feeds the city.

Originally, the city used fossil fuels and steam, but as the natural resources are depleting folks have been seeking new alternatives. For the past couple of hundred years the Guild of Innovation have experimented with and cultivated a new kind of magic, one of which is slowly replacing the old methods. But the magic is wild, fickle and sometimes unreliable, and the larger companies find the old methods cheaper to run with fewer casualties.

The wealthy live high above the working class and the smog, on the highest, newest floors of the city. There is a whole district connected with piers and boardwalks, stretching across the skies and wrapping around even taller buildings. They have the most sunlight, wealth (banks), culture and fashion. Even new magic-powered entertainment.

Just below them are the middleclass folk. Here is where you can find marketplaces, the pubs, wellkept shops (rather than dodgy pawnshops).

Then you reach the ground level. Very little, murky light reaches the old cobbled roads and alleys and bridges and tunnels. The ruined, the bankrupt, beggars and lower working class dwell here. There isn't much except a couple of ramshackle pubs, skyhigh factories, maybe a fellow selling watches. Puddles flood the streets where scaggily nags and carts can be heard rattling along every so often.

But there is one more place that lies below the surface. The sewers and subterranean cities of old. Crime runs rampant here, so much that the law enforcement dare not even step foot into it. Shady folk here, dealing in whatever you desire. Rare enchanted weapons? Got it. Illegal substances? You bet. Endangered species? Oh yeah! Cursed armour? No problem. Fish? Truck loads. There is a whole side of the subterranean city that is flooded. Many of the underwater races dwell here, but they do not concern themselves with the Overworld and have lived in much the same for all of their existence, but they are becoming distressed and aggressive due to the growing pollution of their water from the debris and silt from the industries. There is a growing power in the depths.

No one knows what lies outside the city. No one in living memory (even for elves) has ever dared leave the city limits and few has even seen it. The city just... /ends/, unceremoniously. There are, however, few folk who live on the outskirts. Of these are the Watch. An enforcement of military who guards the perimeters, and a group of folk who are, in the opinions of most, wild and uncouth. They live in thatched huts on stilts just outside the city's sewer outlets and live without magic or industry. They survive off of fish and greenery, and seem immune to most poisons that an ordinary city dweller would get from living their lifestyle.

But even further out, across the Endless Nothing which surrounds the city lies a thick impenetrable forest, rich with resource but almost devoid of life. Except for /things./ Great things. Primordial beasts, fey creatures, and a whole world of magic. Floating mountains across a restless sea, lush and unexplored. But there are hints of an age old civilisation. Upside down towers, seemingly well-kept palaces. Giant fossils of dead gods. There are folk here, a wild sort that were born through magic. They scarce ever show themselves, are silent flyers and possess magic to pass without a trace. Never has an outsider been bestowed with their presence and grace. There is perhaps only five hundred individuals spread out between two great cities and a few isolated towers.

They are at war with the growth of the city, industry, and the encroachment of the wild beasts and the dark realm. They only show themselves after the citydwellers venture into the unknown and have slain many monsters. They are suspicious and wary, and many times do they threaten to kill the party, while others plead the help of the citydwellers. They can be convinced to free them, however individuals within their court will still remain unrelenting.

** This is just to give y'all an idea for your histories and what kind of environment you will be playing in. You don't have to follow this to the letter in the slightest, I sure as heck will break my own rules more than you guys. <3
Work in Progress.
Races (and their factions)
- Dwarves. The Houses of Ironhall is where some of the greatest craftsmen of the city have came from. Many of their folk have gone into the military or law enforcement, have built the great courtyards of the High Districts, or built their wealth and business empire through trade, bravery and risk-taking. Of the more common folk, dwarves often go into the workforce as bankers, merchants, brewers, pilots, soldiers, craftsmen and workers. Particularly with gunpowder. Even dwarves of the more disreputable kind are prideful of their family name and gloat of their family connections in the higher places. Dwarves stick to their own for the most part, although they have been known to mingle with gnomes and men.
- Gnomes. The innovative feykin of Ashhearth House is where the greatest inventors, industrial masterminds and even many of the High Guild of Innovation have came from. Those outside of Ashhearth have also become priests, toymakers, loremasters, tradesmen, workers and all sorts of entertainers. For the most part, gnomes stick to their own in their own districts and rarely intermingle with other races.
- Goblins. In the old days goblins were the monsters who sought to undermine society, and some of the earliest accounts of civilisation spoke of their raids and burning of the first buildings. Well over 600 years ago the lords of the city first declared the equality of all creatures in the city, and since then many goblins, hobgoblins, orcs and other sorts have worked hard to clear their image, but their reputation still remains, especially in the hearts and minds of the long-live'd folk, such as elves and gnomes and families who had lost distant ancestors to the raids. No goblins have ever been represented among politicians even to this day, and few have ever been successful and walked among the courtyards of the High District. Typically goblins are workers or impoverished, thieves and smugglers in order to survive. Sometimes you might find one hawking wares or as staff at a bar.
- Elves. The House of Ethervale is among the greatest. The greatest politicians, magicians, innovators, artists and law enforcement and military leaders have came from the Elf clans, but many have also left this house to pursue their dreams and quests on their own, disagreeing with the policies and laws of the House. Full-blooded elves are usually found at the higher reaches of society with their full-blooded family and cousins. However, their half-blooded children and grandchildren are often shunned by their own parents and instead seek their lifestyles as far away from them as possible, or seek to rise to their level and prove themselves worthy of their heritage. Many of the finest inns, tailors and other stores are owned by half-elves, much of the military has elven blood among them, and at the same time there are many unsavoury folk, even among the full-blooded Elves. Corrupt politicians to assassins, it's all here.
- Orcs. The House of Bloodtusk has changed a lot since the old days, and while it is one of the newer houses, established only 200 years ago, it is also one of the eldest. It was only officially recognised by the officials after a public outrage, as a ploy by a politician trying to clear his name. In the beginning days, Bloodtusk was a clan of orcs who were taken prison in a raid (among other things) eventually became integrated with the main populace. Half-Orcs are not so uncommon, and are often part of the militia, tradesmen, workers, pilots and smiths. There has even been a couple of politicians who had been partially orcish in recent years.
- Humans. The Houses of Steelhilt and Ravenspire are perhaps the most diverse of the Old Factions. Many of their men and woman have influences of the other folk in their veins and features. Steelhilt in particular prides itself upon these members and their achievements which varies as there are new achievements to discover and filful.
- Halflings. The second most common folk to be found besides humans, halflings lack an offical house but instead holds members in almost every one. Halflings rarely go into the militia, and instead prefer the relatively safe occupations such as craftsmen, pilots, servants, teachers, librarians, entertainers, bartenders and brewers.
- Tieflings. An uncommon folk to see walking the streets and winding boardwalks, all Tieflings hail from one of two clans. One with a focus on religion, healing and magic, the other on wealth, entertainment, casinos and drinks. Both families are of great renown if not for their deeds than for their glorious appearance and charisma.  
- Firbolg. Firbolgs are another uncommon folk, but their members can be found among the Guild of Innovation and at most any market. Occasionally a Firbolg will become a priest. Famously, there was a Firbolg on the crew of the very first airship. As a cook. Not many folk have ever seen one due to their low numbers, except for on the very outskirts of the city.
- Kenku. Even to this day, the existence of Kenku is little known among the other races. Their families lurk in the shadows and darkness, stealing from the unwary. With no voice of their own, they struggle to fight fate and crawl out of the hole that has been their lot since the very beginning.
- Aquatic Races. A folk far removed from the ways and happenings of the Overworld and have been happily forgotten about until recently. Their home is being threatened by pollution, and some of them have chosen to leave the depths to make their voices heard.

The Wild Folk
- A kind of fey that resembles elves, but with great wings upon their backs, the lower half of a deer and their shamans and leaders appear to grow antlers which may or may not be a headdress.
- Aarakocra, the bird folk. Among their population individuals are noted to resemble owls,
eagles orother predatory birds.
- Centaurs. A truly wild folk with no society outside of their herd consisting of a few families living together. For the most part they are wild and wear little to no clothing except perhaps decorations in the form of flowers and braided vines. They are men and women from the waist up with the bodies of deer, horses, mountain goats and oxen.

Monsters:
Peryton, the intelligent horned eagle.

Plotlines:
- Fight in the sewer arenas + meet the tortles.
- Solve the problems in the flooded portion of the city.
- Visit the subterranean city.
- Assist one of the rebel alliances .
- Visit the wealthy parts of the city and the College of Innovation.
- Visit the faintly desi-inspired parts of the city.
- Meet vampires and werewolves in the London-y district.
- Go to what is essentially the underworld. From friendly skeletons in tophats to desperate souls trying to return to their lives. Super scary dark monsters down here. Fight your way back.
- Prison breakout.
- Visit the edge of the city and the military.
- Go into the Outer Realms to scout for resources / explore.


- On the highest, wealthiest district there is magic to make it so you can see the stars, and it is the only place in the city where you can.
- Mechanical wings are used by the wealthy to get around. From clockwork bat wings to enchanted brass.
- The poor get around by walking and using public transport in the form of air ships. Private air balloons are also owned by merchants and the higher middle class.
- Climbing and grappling hooks REALLY useful.


Last edited by Tempest on Sat Dec 29, 2018 2:16 pm; edited 1 time in total
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitimeThu Dec 27, 2018 2:55 pm

The Early Days of the Guild of Innovation
A company desperate to stay relevant with clean, effective, cheap and reliable energy. Before the Guild of Innovation, was the Scarlet Order. Nowadays, just about the worst thing that the Guild's brand of magic would do is cause a magic-blackout, make something sentient by accident or explode. But magic wasn't always so harmless.

It took the Guild hundreds of years to have achieved what they have, and in the early days they also entertained another, less ethical means of collecting magic for use. They called it the Vampiric Method. The mages would collect the essence from special magic deposits in the earth or from beasts, items, and even living people. These procedures were noted to have been immoral, effective, and incredibly painful. Only 70 years ago it was finally made illegal due to a petty report digging up dirt and causing public uproar. The Vampiric Method was banned in all districts and the mages and scientists behind it were dismissed and dispersed to other companies. Or so we thought. The Scarlet Order still exists today, their practices are still in effect in an underground facility. Just before the company was dispersed they discovered something. Thaddeus Reznor Krow discovered a means of gaining power, perhaps, he thought, even immortality. He easily found funds for his research, making powerful connections throughout the city. Even affording his own highly trained mercenaries. And while now he lacks access to the rare magic deposits, there are plenty of folks in the street that no one would miss...

The Rogue Magicians
The Guild of Innovation is always looking for young talented magic users, and if you are lucky to have been born with talent you are most likely to get into - nay, invited to! - the College of Innovation, where they train young bright-eyed mages. Those unlucky and less powerful but persistent and ambitious can also find their ways into the Guild through hard work and perhaps unfair scrutiny.

Not everyone goes into the college and comes out the other end as a fully realised mage. It is in fact a rare thing to see a powerful magic-user, as if often takes years of study but years more of experience. Many simply give up with a year or two. These are the rogue magicians, folks who have learnt magic but are unassociated with the greater powers of the city. Many become entertainers, using their magic to make themselves famous or successful in more unorthodox ways. Some become artificers or apothecaries, doctors or priests. Some never even went to the College. Some may have been tutored privately or by a friend of relative, and occasionally you will see folks who learnt purely from inherit talent and practice. Sometimes in combat. The military and law enforcement have been using magic to augment themselves for a long time although only recently started working closely with the Guild, but many other did not choose to learn. They had to, to survive. They had to, to hunt down their enemies.

The Death of Culture
In the higher most parts of the city the bards of old have mostly been replaced by the clockwork music boxes and street organs. They are cheaper to run than paying a bard (and are less likely to start fights, smell of beer and give you sass.) However in the ramshackle taverns you can still find small bands of ancient dwarves and gnomes who remember when the city was half it's height, and they still sometimes play their songs on instruments older than even some of the elves. Hurdy-gurdies, concertinas, sitars, fiddles, bronze pibgorns and horns, chimtas, mountain dulcimers and even sarangi can be found in the more ethnic parts of the city.  

Urban Rumours
In the streets you hear the children whisper and gossip about urban rumours. Perhaps you have heard them before in your own youth. You know the ones about the edge of the world and where the city ends there is nothing. You know the ones about tortles and far worse things in the sewers. You've heard about the latest juicy gossip about Miss Westley who owns the casino. The werebeasts that occasionally can be seen on the rooftops on clear nights. But did you ever hear about vampires?

Scarce few people still acknowledge the existence of gods and demons, even the ones that are still commonly worships. Even fewer are the people to have actually met one.

The Old Ones are gods, demons and fae from a time long ago that have learnt to adapt and evolve to the new world. Sometimes they will intervene in mortals' lives. They take particular interest in those who seek them out, although they have been known to meddle in the lives of individuals that interest them or have potential. They are also prone to just cause chaos.

The Old Ones are far removed from what they once were. Their power has diminished, their influence is little and many of them have already faded from existence. Only those who find interest in the modern world or still have influence stay, and even one day they will most likely leave. Then the gods will die, and we will be on our own.


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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Halfling Boi   DnD Campaign Icon_minitimeSun Dec 30, 2018 8:57 am

Suggestion:

After a long time of working in the factories and boiler rooms, ya discovered gambling and found yourself quite good at it. Good enough to start making a name for yourself. But after an unfortunate game of dice you are now in serious debt and desperate to find a way not only to get rich fast, but also to either pay off your debts or to flee from them.



- There is a generational rift between the Elves and a few of the older races in the noble houses.


Last edited by Tempest on Wed Mar 06, 2019 10:34 am; edited 1 time in total
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: PLOT IDEAS   DnD Campaign Icon_minitimeFri Jan 11, 2019 3:25 pm

https://www.reddit.com/r/DnD/comments/7fvu73/d100_city_quests/

Higher Class Area Quests
- They get trapped and forced to fight for the amusement of a bunch of werewolves/vampires in disguise. (Fable III inspired)

- A friend asks the group to investigate something for a friend of theirs, who runs a theatre in the higher middle class district. It turns out that the actors are being poisoned by some fellows hired by a rival (newspaper company?) and are growing sick. Three of the actors, the star which looks strikingly similar to one of the party (Kess, but an elf?), a supporting role (a female dwarf, so Scrooge has to wear a beard and pigtails and a girly voice?) and an extra (for a grumbly NPC ally) have fallen ill on the night and the party has to fill in for them, being bribed or tempted if they need be. On the night, on a high perception roll they might note that there are shady folks in the isles, perhaps even those they might recognise.

- The party has to infiltrate a fancy masquerade ball in the higher class district to meet and talk with a person or in place of two people as dopplegangers, but they need to acquire not only costumes but also find a way inside.

- There is a huge ancient library with catacombs that run deep, rumoured to have been built by dwarves hundreds of years ago. The party mostlike needs to either talk to or find the librarian or ask them for an item kept in the archives, however they learn some strange things about this librarian upon asking of them, such as just how old this person is, and how rarely they are seen outside, or if they ever seem to eat. The party had to venture into the oldest part of the library, fighting swarms of enchanted books and scrolls created to entertain and impress guests, golems formed from errant magic, moving bookshelf mazes that fall down on the party, and, eventually the librarian, a paper dragon who wishes to collect their memories and stories. If they disturb the dragon with loud noises or try to steal a book the dragon ill attack. The dragon is discontented, for many of her books have not been returned. She can be bargained with, if they return the missing literature in addition to artefacts they have on them. If this transaction is successful, she says that she will be happy to work with them in the future, and if they have any new stories and items to show her she would be happy to pay them to add these to her collection.

- The houses of rich folk and magicians are trapped and their furniture comes alive to kill you.

Basically Anywhere Quests
- A city watchman requests the party's help in setting up a sting. If the party agrees, the operation begins, but when the target arrives, at least one member of the party recognises the target and believes them to be innocent.

- A wizard/scholar shows the party some maps detailing the locations of lightning strikes in the city in the past few years/months/days. There is a strangely perfect circle of lightning strikes around a small, inconspicuous area. An orphan is attempting to learn magic, and the spell he's attempting is much too powerful for him.

- A mad alchemist set up shop next to their favourite tavern. The whole establishment reeks of foul eggs and other unpleasant things. The tavern owner asks the party to help convince the alchemist to stop his work or leave.

- Public execution ???

- The outer edges of the city are being attacked by giant vines.

- The party is hired as bounty hunters, perhaps while themselves are being hunted.


_______

Item Ideas:
- A cane or gun with the soul of it's crafter (a very british fellow who dislikes violence) in it.
- An enchanted monocle that grants the user advantage on Insight checks. (Found in the Library)
- [url=https://www.reddit.com/r/BehindTheTables/comments/43wsio/books_of_all_sorts/?st=j9a3q728&sh=bf8c876b] Books with a lot of information and sidequest material in them. They are probably recovered from the animated books in the Library.
- A book that only the illiterate (8 int) can read. (Found in the Library)
- Enchanted googles that give darkvision.
- Ring that gives the wearer the ability to grow the most glorious facial hair, particularly moustaches, as they're very much in fashion.
- Dwarf made things often have the side effect of giving the wearer stubble or more rigorous hair growth
- cestus


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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: More Campaign Ideas   DnD Campaign Icon_minitimeFri Jan 11, 2019 3:35 pm

- They are two kings/queens/nobles trying to protect and maintain the frontier, paying gold to rebuild defences.

- Dwarves, have to build reputation within their clan (sharpening their axes, polishing armour, drinking guys under the table, etc) to convince the King and Lords to go to war or something.


Good ol wholesome short campaign:
- The PCs are just trying to get home.
- The whole world is nestled in the feathers of a peacock, and is very very colourful and covered in giant trees and mountains. The stars can always be seen, as can the two moons (one is much closer and bigger).

- It's a wild world with very little civilisation except for small villages quite close to one another, if hard to get to.
- Many villages are up in the trees, or inside winding everchanging woods, or on the backs of giant birds or whales.
- Some families have giant walking houses on rooster feet.
- There are flying air-balloon palaces, caravans drawn by flying turtles, airships with living figureheads,
- Space whales are a thing, and can often be seen in the sky.


Last edited by Tempest on Tue Jan 22, 2019 11:01 am; edited 1 time in total
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Names and Places   DnD Campaign Icon_minitimeTue Jan 15, 2019 2:35 pm

Random NPC names:
Lady Valentine Greywing
Madame Beatrice Blackburn
Rowena Briarwood
Mabella Modestus Dove
Mercy De Los Dolores
Bellatrix Barlow
Winifred Marcel
Aubrey Deeds
Gwendolyn Lonsdale
Florence Taylor
Katie Wren (barmaid?)
Sally Brown
Molly Valentina
Allegory Gossamer
Minerva Hemlock
Eliza Payne
Jemima Banks
Alice Staghorn
Melissa Murdoch
Vanessa Hawkins
Cassidy Tolliver

Artis Godfrey
Sir Walter Montgomery
Bartholomew Scarborough
Mortimer MacBeth
Peregrin MacDuff
Benjamin Ebeneezer Flemming
Percival Marcello
Laurence William Radcliffe
Phoenix Archwald
Alberic Valentine
Finnegan Klinkovsky Marcelus Ludwig Gonzolo
Abraham Theocles Fredrickstein
Grimoire Bellingham
Godric Gallows
Tim Granby
Alexander Stokes
Samwell Underhill

https://www.fantasynamegenerators.com/steampunk-names.php

Random Place Names:
Take a shady sounding name and add add 'district', 'heights', 'mission', 'valley' or 'cliffs' on the end

Stacks / Stax
Clydesdale
Cobberswatch
Glimmerfell
Glumhollow
Copperspeel
Dubburgh
Limestone
Bridgeport
Wellingmoor Pier
Greymouth Harbour
Ashham Valley
Cogmire Heights
Darrow Valley
Webberley Mission
Scarlet Run District
Bellstern Cliffs
Rackford Manor
Paradise Heights (ironically named)
Dimstrut's Alley
The Rook's Roost on Dour Street (inn)
The Railwayman's Timepiece on Alder Street (inn)
The Riveter's Arms (pub)
The Iron Frigate (pub)
The Brass Kraken and Gear Armoury
Curl Up and Dye (barber's shop)
Thud and Sons' Weaponry
Lucien and Lycidas Apothecary
Majesty's Magnificent Millinery
Malevich Modiste
Mortimer MacBeth's Fantastic Fabrics
Godfrey and Godfrey Tailoring and Styling
Kazimir Milling Co. warehouses
Bellstern Brewing Company storehouses
The Athenaeum (library/university, full of monks)
The College of Innovation
Jubilant Gardens University
The High Court
The Eastside Bank Corp.
The Empire Theatre
The Silverstage Concert Hall
The Blushing Bowl (bordello)
Crown Hall (casino?)
High Court Lawmasters' Guild
The Scarlet Quill (casino?)
Jubilant Gardens Hospital Clinic
Jubilant Gardens Astrology Tower
Ravenrook Press (newspaper press)
Limestone Market Publishing
The Owl and the Pussycat (bookstore and maps)
Phoenix Archwald's Mechanical Beasts
Grimoire's Greatest Inventions
Pawn Shop on Cobblelayer's Alleyway
Glumhollow General Store
Barkinstone Fighter Pit
Stonewall Fighting Arena
Greymouth Asylum
Budding Tastes (bakery)
Barlow's Spectacular Circus Fair
Olde Glimmerfell Mausoleums
??some temples and frak??


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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Animals and Food   DnD Campaign Icon_minitimeTue Jan 15, 2019 5:50 pm

Living animals are something of a rarity to find in the city. Apart from a few rare exceptions (as circus animals, in a zoo or as the pet of a wealthy person) all one ever sees are rats and the occasional stray dog or feral cat, perhaps the odd bird, such as a crow. But even these animals are highly distrustful, it is rare to see even these smaller creatures, especially among the higher reaches of the city.

But you might instead find yourself standing face to face with a mechanical bull.

Clockwork beasts come and go in popularity. Occasionally, a merchant will use these beasts to haul their supplies, but the things have a tendency to go dangerously awry and fall out of favour. For the most part, merchants prefer airships and good old fashioned man-powered or enchanted carts to transport their goods, the bonus being that airships can simply fly as opposed to having a beast trudge the whole way on foot. But a clockwork beast is usually a cheaper investment than an enchanted cart, and easier on your back than hauling your own goods. So, clockwork bulls and horses remain a well calculated risk.

When these things malfunction it can be highly dangerous, although it is far more likely with older models.  There is a whole sector of the military law enforcement that specialise in subduing rampaging beasts of burden. It is rumoured that when they take away these creatures that they repair them and either sell them again to an underground training arena. There is actually a problem with faulty mechanical beasts being sold at a lower resale on the black market that law enforcement has yet to have gotten a handle on.

Also mechanical pets are a thing, but rare.
Mechanical Stag
Mechanical Dog
Mechanical Owl
Mechanical Bear
Mechanical Bull
Mechanical Bison
Mechanical Horse (Rarer)


Alcohol is pretty expensive (unless watered down), vegetable matter is a rare commodity and meat, fish and dairy are the food of choice??

There are rare districts where life is more abundant, but for the most part most of the food comes from factories and farms at the outer edges of the city and the occasional company using magic to accelerate the growing process and double the bounty. ??


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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitimeTue Jan 15, 2019 7:27 pm

Me as your wingman: "hey can you see yourself with a short guy"
Random chic: uh-
Me: ARE YOU INTO PIÑATAS?!
Random chic: I guess-?
Me: MEG I FOUND YOUR SOUL MATE
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Inner-City Marketplace Encounters   DnD Campaign Icon_minitimeWed Jan 16, 2019 1:45 pm

The sound of moving carts bouncing on the crooked planks of the boardwalk, the shouting merchants peddling their wares, and the overwhelming smell of fish, spices and scented candles grow increasingly stronger with each step you take. Before long you see the bustling streets filled with coin-laiden folk here to trade, to peruse, and occasionally con. Kegs lines the streets, there are silks, trinkets, food, everywhere you look! Welcome to the Inner City Marketplace.

Tents and stalls are lined up outside of storefronts, and despite the decent sized crowd you stand in what looks to be a fairly open area. Somewhere nearby you can hear the drone of what sounds to be several slightly off-key music boxes playing over one another, a fiddler, and some children playing a game nearby.

Roll perception.

Suddenly you hear yelling behind you, and you turn around and find yourself looking into the disgruntled red eyes of a giant mechanical bison. It snorts angrily, blowing a puff of hot steam into your face.

You hear the rapid cursing of a fellow speaking in Halfling before he changes his priorities and yells at his son. A young burly bloke, human and considerably taller than his father, leaps down from the cart piled sky high with sacks of grain or something like. He takes the bull by the horns, literally, and pulls it away from you, quickly apologising. His father is just, shooting glares at you and waiting for you to get out of the way so he can continue his day.

---

Roll perception.

It's the same old bustling market, but today there seems to be a little more chaos than usual. Every once in a while you hear someone shouting, but you're not too sure what that's about, until...

This little sparking creature comes BARRELING out of the crowd, victoriously holding what looks to be a hat in his mouth. There's a baldheaded guy in the crowd jumping up and down and trying to get past, and you deduct that this guy just got his hat stolen by a clockwork dog of all things. The dog looks behind him, alarmed, and ducks off into an alley nearby real quick and stealthy-like. The man bursts out of the crowd and looks around for the wee beast, but doesn't seem to know where it's gone. What do you do?

This dog belongs to Professor Phoenix Archwald.

---

This time you hear a more ... pleasant sort of music than the constant drawn of the music boxes and street organs, more natural and organic and unpredictable than anything a machine could produce. It almost seemed alive.

Then, you hear the familiar choir of old dwarves, gnomes and perhaps some fresh voices too sing in chorus.

---

Other encounter ideas:

Fireworks for festivals. Usually magical and resemble the dragon fireworks of LotR.

Everytime they cannot run from a situation I give them a creative way to solve it, such as firing cannons or using explosions to collapse things.

Rooftop chase, where they have to catch up with thieves or something with acrobatics, mechanical wings and grappling hooks. Maybe they have to take down an airship.

In the beginning there's be a lot of encounters that are basically just them trying to escape from enemies.

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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Basic Questions   DnD Campaign Icon_minitimeMon Jan 28, 2019 5:55 am

Give me a few connections your character would have in the city. (Gangs, places they or someone they knew used to work (newspaper companies, brewing companies, etc), any family or friends they have, smuggling rings, etc. A list of anything you can think of.)

Where does your character live? (Do they still live with their parents, are they out on the street, do they own their own flat, or do they rent a room at a inn?)

Where has your character been before? (Have you been far from home? What places are you familiar with?)

Have a good think about how they were brought up. (Do you still have any living family members or strong relations with anyone?)
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitimeFri Aug 23, 2019 1:03 pm

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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitimeMon Oct 14, 2019 4:07 pm

http://goblinpunch.blogspot.com/2014/09/false-hydra.html

One shot:
So I have an idea for a oneshot, in which you are both orphans in the town you were born in. You don't remember your families.
It's kind of more mystery-solve-y so don't worry too much.

You've been alone most of your life. An orphan. A local businessman. Or perhaps you'd rather think of yourself as an adventurer. But you've been in this town for as long as you can remember. A bustling little town with friendly enough folk.

But still, you are on your own. And there are many nights that you wish you were not.

Then one day, you find out you weren't always alone.

You find a diary that does not belong to you. And following these clues, you find your family's old home, that you forgot you ever lived in. A portrait of you with your sisters and parents, they match up perfectly with your locket...

Just last month, this town had 5,000 people in it. Now looking around the empty streets and abandoned houses, you'd guess there's not even half that.

There's a manor with no lord ...

Just the other night one of the two inns sunk into the ground.

The old men down the street are insane, they scream at the darkness and claim the moon has a face and has come down to eat people.


In severe cases, split-brain occurs, when one part of the brain strives to communicate with the other. One of the PC's limbs might suddenly become its own entity, one that crudely and violently struggles to convey the danger to the PC. PC might wake up and discover that someone has scratched "IT'S WATCHING YOU RIGHT NOW. THE WINDOW." into their chest, and there is skin beneath the fingernails of their left arm, great. If they decide that their hand is possessed by demons and cut it off, best of all.

When they figure out to deafen themselves or look in a mirror (during the day) they see that the room is covered in dried blood and rot.

When they look in mirrors they see behind them is a long, gaunt face with wet black holes where the eyes should be and a unhinged jaw.
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Tempest
Tempest


● Gender : Female
❤ Mate : Valor ♥
Treasure Treasure : 500

DnD Campaign Empty
PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitimeSat Oct 26, 2019 4:33 pm

wizards banished dragons and beasts into the future ?????????
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PostSubject: Re: DnD Campaign   DnD Campaign Icon_minitime

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