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IT IS ALIIIVE! Reviving the Cadaverous Earth Campaign

Started by Steerpike, January 23, 2011, 02:47:33 PM

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Kindling

Okay, so, someone clarify for me... who is actually playing, and as what characters? I'm a bit hazy on who of the old hands (Kaius, Eareg, et al) are returning...
all hail the reapers of hope

Magnus Pym

I might be interested in playing. I can free myself pretty much whenever, but I would prefer either Tuesday, Wednesday or Thursday.

I'm going to read your setting a bit today and see what comes to mind in terms of character archetype. Then I guess I'll just make it happen.

What are the other players playing? In terms of characters archetype. It would help me make a wiser choice.

Steerpike

To clarify who's playing:

The Meanest Guest will be playing Kaius Alexander, a human Armiger (now becoming a Revenant)
Ghostman will be playing Tarim, a ghul Witch
Conundrum Crow will be playing Mr. Carver, a human Executioner (though with grafted bug-eyes, demon-tendril, and other additions, he hardly looks human anymore)
Light Dragon will be playing Wispy, a jatayi Fabler/Witch

Then there are also 3 new players:

Coyote Camouflage will be playing Kol, a zerda Harrier
Kindling will be playing Vetter, a zerda Weapon Master
The Weave will be playing, not sure what yet

The two players who won't be returning due to other commitments are Nomadic (this may be temporary) as Eareg Maar (ghul gunslinger) and Llum as Gorethirst (leechkin Berzerker, who died) or Zaszicar (lilix Man-at-Arms).

As this roster means that if everyone showed up there'd be 7 players total (!), I'm afraid I'm going to have to make that the cut-off.  I'm really sorry Pym - I wish there was more room, but trying to run an 8 person game (9 if/when Nomadic returns!) over IRC would potentially be a bit of a nightmare.  However, if a vacancy becomes available, I'll PM you.  I hope that sounds fair!

Magnus Pym

Quote from: SteerpikeTo clarify who's playing:

The Meanest Guest will be playing Kaius Alexander, a human Armiger (now becoming a Revenant)
Ghostman will be playing Tarim, a ghul Witch
Conundrum Crow will be playing Mr. Carver, a human Executioner (though with grafted bug-eyes, demon-tendril, and other additions, he hardly looks human anymore)
Light Dragon will be playing Wispy, a jatayi Fabler/Witch

Then there are also 3 new players:

Coyote Camouflage will be playing Kol, a zerda Harrier
Kindling will be playing Vetter, a zerda Weapon Master
The Weave will be playing, not sure what yet

The two players who won't be returning due to other commitments are Nomadic as Eareg Maar (ghul gunslinger) and Llum as Gorethirst (leechkin Berzerker, who died) or Zaszicar (lilix Man-at-Arms).

As this roster means that if everyone showed up there'd be 7 players total (!), I'm afraid I'm going to have to make that the cut-off.  I'm really sorry Pym - I wish there was more room, but trying to run an 8 person game over IRC would be a bit of a nightmare.  However, if a vacancy becomes available, I'll PM you.  I hope that sounds fair!

Sounds fair enough :)

Weave

I'll be playing a Mantid... something... I was thinking Weapon Master but I don't want to be stepping on Kindling's toes, so to speak.

I'll be mulling over my options after my classes end today at 5:00pm (EST).

Steerpike

I'm sure having two Weapon Masters wouldn't be a big deal - kind of like a party having two fighters.  Also, because Weapon Masters all have such distinctive fighting styles, dedicating themselves to a single weapon, the characters would be quite distinct in feel, I imagine.

Weave

Quote from: SteerpikeI'm sure having two Weapon Masters wouldn't be a big deal - kind of like a party having two fighters.  Also, because Weapon Masters all have such distinctive fighting styles, dedicating themselves to a single weapon, the characters would be quite distinct in feel, I imagine.
That's what I've been thinking as well, so I think I'll just pick Weapon Master regardless. I just didn't want to chance stealing limelight from someone else. I'll do my best to keep myself distinct and varied.  :)

I'll work on my stats tonight and try and post them later. Looking forward to the game!*

*Speaking of which, on what day(s) of the week do you plan on gaming?


Nomadic

To clarify I would like to return, I just can't at the moment. Perhaps this summer.

SA

Cadaverous Earth needs to be a published setting. I keep reading all these official settings for all sorts of games and they pretty much all suck. Cadaverous Earth is where it's at.

LD

You've seen the PDF, correct? :) CE lends itself well to the conversion since Steerpike set everything up quite logically.

I'll agree that CE is better than many official settings, and it certainly is more flavourful than almost all. I think it can sell in digital formal if a big PDF publisher picked it up (what it needs is publicity and the stamp of quality approval by a third party... in order to attract views). Heck, Steerpike could even do all the art for it since he has great skill, which would save costs. The drawback however, is that it would probably never sell more than a couple thousand copies. (My basis for that assertion are comments on numerous 3Party Publishers for Paizo Publishing who sell through their online store...and some threads on DriveThruRPG about sales numbers. There simply isn't much of a market for this. Although, as the Kindle and other e-Readers develop, that statement will change. Assuming that Steerpike could price the setting at 20 USD- he might be able to make a bit... depends on how bad piracy would be.

And if the third party publisher is there as a middleman, Steerpike would see very little return. Alternatively, he could set things up to sell it himself, but selling internationally and through paypal could be a nightmare unless the sales are all done electronically. Once you start printing items, mailing them is a nightmare. The best decision is to figure out a way to efficiently calculate taxes and only sell domestically, and to only sell PDFs online. This cuts Steerpike's potential profits to just Canada, however. I am not an expert on the nuances of NAFTA trade law or international taxation principles, but he might be able to deal with US taxes and sell to the US as well... but that is still a concern that must be checked- and the opinion of a specialized trade law solicitor may need to be solicited (which costs $$).

Magnus Pym

Totally agreed.

I'm not sure the effort and time consumed by such endeavor would be worth it in Canada only though, but if he can deal in the states than he can probably quintuple his sales at the very least. I think.

I would definitely acquire a copy if it was released though. Regardless of if I know everything about it or not. Just the fact of having such adult material makes me drool. (ugh? insane in the membrane... insane in the brain!)

LD

Also of note, CE is why I finally registered at the CBG after nearly 2 years of on/off lurking. It's a great resource that we have here at the CBG and even if SP doesn't decide to eventually monetize it, I think there is a future for it if it gets popularized a bit around the net in some fashion. It's the type of setting that can catch on to some degree like the Fallout PnP game or Genius: The Transgression.

CoyoteCamouflage

OK, here's Kol's full sheet. (Correction, this is before I levelled him up to 5. That sheet is at home, so I don't remember what skills I changed, so I'll edit this once I have access to the other sheet)

Name: Koldobika Nthanda "Kol"
Race: Zerda
Class: Harrier 4

Gender: Male
Age: 18
Appearance: The first thing to notice about Kol are his dark eyes, most likely because he is already looking right back at you. Then, the overly large ears are the next to be noticed-- they are often heavily bedecked with earrings and chains of various worth and taste, sometimes being changed to new positions daily (out of practicality instead of vanity, which few seem to be concerned over). Then his fluffy coat begins to stand out against the back-drop. Like most Zerda, his coat is a light cream color, whorled gently with tans and off-whites, and it is delightfully fluffy, like a child's favorite doll, or something that simply makes you want to hug it, and pet it, and love it, and potentially even refer to it by the archaic name of 'George'.

Like most of his kind, Kol's overall apearance is that of a fox raised into a humanoid and given enough intellect to get into even more trouble than it could have without sentience. This similarity would no doubt be more striking if most people actually knew what a fennec fox was at all. Like his kin, Kol is rather small, standing only a few feet tall at his full height, but he is quite quick for that fact, easily able to outpace creatures many times his size when he wishes to. In all, he is much like any other Zerda-- with the exception of the scar around his neck. Oh, he does sets himself apart from the majority of his kin by actually wearing short pants in public-- though a shirt is clearly right out unless it is his armor.

Distinguishing Features: Kol's throat is a mess of unpleasant-looking scar-tissue-- though his fur has since regrown to cover the grievous injury, the fur is discolored and unseemly in appearance.  Even non-Zerda have little difficulty discerning the presence of the large scar across his throat. Although he has a number of small weapons on him, he clearly favors the well-crafted bone shortsword above the rest. The weapon itself is simplified and spartan-- lacking even a cross-guard, but like many Zerda, Kol displays a fair amount of skill with the small, otherwise unassuming, weapon.
         
Strength      12   +1
Dexterity      20   +5
Constitution      15   +2
Intelligence      12   +1
Wisdom      12   +1
Charisma      10     0

AC:    20 = 10 + 4 (Class) +5 (Dexterity) +1 (Size)
HP:    10 +3d4+18
Speed:   40ft

Initiative: +5

BAB: +4
Attacks:
Masterwork Shortsword +12 = +4 (BAB) +1 (Size) +1 (MW) +1 (Weapon Focus) +5 (Finesse)
   1d6+1, 19-20/x2, Sword, finesse, piercing
Shortbow +10 = +4 (BAB) +1 (Size) +5 (Dex)
   1d6, x3, 60ft, Projectile, piercing

Circumstantial
+4 Fort vs. Hot weather
+1 AC (Dodge) Dodge Pool: 14 max. 1 token per miss. Each token grants +1 AC.
+2 Saves versus Fire
+4 Survival in desert-like conditions
+4 AC versus Attacks of Oppurtunity

Saves
Fortitude   +6
Reflex      +9
Will      +5

Feats
Run
Dodge (Mastery 1)
Weapon Finesse (Shortsword) (Mastery 1)
Weapon Focus (Shortsword) (Mastery 1)

Languages
Zerda
Shambles
Flicker (Sign)
Serpentine
Chattelchatter
Hextongue
Jatayi

Traits
Desertborn (+2 v. Fire. Survival always Class. +4 Survival in desert-like. Only half food/water)
   Dunestalker (+2 Balance, +2 Tumble)

Skills
Agility:    7
   Balance (Dex)      +16 = 7 (Ranks) +5 (Dex) +2 (Synergy) +2 (Trait)
   Escape Artist (Dex)   +12 = 7 (Ranks) +5 (Dex)
   Tumble (Dex)      +21 = 7 (Ranks) +10 (Dex) +2 (Synergy) +2 (Trait)
Athletics:    7
   Climb (Str)      +10 = 7 (Ranks) +1 (Str) +2 (Item)
   Jump (Str)      +14 = 7 (Ranks) +1 (Str) +2 (Synergy) +4 (Speed)
   Swim (Str)       + 8 = 7 (Ranks) +1 (Str)
Other:
   Deceipher Script (Int)   +6 = +5 (Ranks) +1 (Int)
   Forgery (Int)      +8 = +7 (Ranks) +1 (Int)
   Heal (Wis)      +5 = +2 (Ranks) +1 (Wis) +2 (Item)
   Hide (Dex)      +16 = +7 (Ranks) +5 (Dex) +4 (Size)
   Listen (Wis)      +10 = +5 (Ranks) +1 (Wis) +4 (Racial)
   Move Silently (Dex)   +14 = +7 (Ranks) +5 (Dex) +2 (Racial)
   Sense Motive (Wis)   +6 = +5 (Ranks) +1 (Wis)
   Speak Language (Int)    __=  4 (Ranks)
   Spot (Wis)      +5 = +2 (Ranks) +1 (Wis) +2 (Racial)
   Survival (Wis)      +8 = +5 (Ranks) +1 (Wis) +2 (Racial)

Racial Abilities:
Small Size
Low Light Vision (4* normal distance)
Natural Weapons: Bite (1d4) and 2 claws (1d3)
Heat Endurance

Class Abilities
Combat Mobility (+4 AC, AoO. 2* Dex to Tumble. Tumble full speed at no penalty.)
Combat Speed (+10 speed bonus)
Mobile Assault (Move action, then attack; + to hit equal to number of squares moved. Max = level.)

Feat Mastery:
Defense   2
Finesse   2
Projectile   1
Other      0

Backstory: Koldobika Nthanda never talks about himself, or his past. This is because Koldobika Nthanda does not talk at all. The mass of scar tissue around his throat is clear enough indication for the reason to his silence. He is a mute, and it was neither a choice nor a fact of his birth. It was, truly, quite the traumatic experience when it happened. But Koldobika Nthanda would not talk about it, even if he could. But his hands are quick, working the rapid signs and motions of Flicker fast enough that he personally refers to the sign language as Flickerflash. Those articulate enough to read his silent stories learn.

   Kol was once a Zerda of little improtance. He lived in the great caravans of slow-moving tortoises, mostly assisting in doing what was necessary-- a mixture of trade secrets and indeceipherable nonsense to read Kol's explanation-- but he was not content with this. Oh no, of course not. It was not 'fun'. It was not 'exciting'. It was not 'dangerous'. Eventually-- Kol's use for description of time is as apathetic as a bored merchant selling sand in the desert-- Kol leaves. A circuit. A caravan from the caravan. He went with traders to trade rarities in the larger cities of those not Zerda.

   It was never fun. It was always dangerous. Poorly veiled threats. Money passed hands for no goods. Goods passed hands for no money. Many not Zerda came. Some bought. Some did not. Others traded more than money. Kol thought one sold a spirit in a vessel-- but the Zerda here had no need for it, so he paid for his gem with shiny gems. Those the Zerda have need for.

   Kol's work was simple. He knew how to use a blade, and a blade was always needed. So he needed to stand around and try to look scary. He rarely succeeded. The not Zerda everywhere were much more scary. But the ones that were not scary were the ones that concerned Kol. He remembered their unpronouncable names and their veiled faces. They smelled different. Not like something else. But like still water from still water hiding a clutch of Ingurgitatrixi. Dangeorus. Not scary. It had a smell all its own.

   Work went. Days passed. Goods and moneys passed many hands. The Zerda traders spoke many languages to many not Zerda. When he could, Kol listened. He would begn to learn here. He spoke much, then. Tasting other words. Words of the not Zerda. Some tasted good. Others foul. But each had a new taste, a new texture to savor. Then the days had passed, and the goods to be sold had been sold, and the goods left would no longer sell. The Zerda traders passed their money for new goods to bring home, and the small caravan of a caravan left the hive-city, passing through many portals and many days before the sounds of the hive disappeared completely. But the smell of the dangerous did not.

   An attack. An ambush. Cowardly, and seemingly with single pupose. Many non-Zerda. Many that Kol recognized. Handfuls of Zerda perished, some goods were stolen or burned, but the Zerda are not weak. They should not be underestimated. They killed the attackers, the Traders, being more than Traders, springing arcane traps-- releasing once-trapped living flames to burn flesh and not-flesh to ash. But too many died. They were left to be consumed by the living flames, angry at everything outside of their cage. But they missed Kol. Kol, who lay still in the sand, bleeding, his vision never fading, never faltering despite countless breaths of impossible pain. The flames left him as they consumed the lost. Kol was not lost. The flames departed, burning themselves out. Zerda came back. Searched for what could be saved. Kol could be saved. Much surprise, to all. Especially Kol. Kol could not give thanks for what happened. His words were stolen by a dead thing's claws.

No matter what Kol did, he could not taste words anymore. He could taste food and drink, but no longer words. No more words. He learned not-words from Zerda traders. Happy he was there, they obliged him, showing him the Flicker signs, then teaching him the words of the not Zerda from that. He devoured them all. Seeking to taste more words again. He tried and tried, but with each new word, there was no more taste.

After much time of sampling words, and perfecting his sword, Kol needed to leave. He needed to go back to the hive-city. To the places of the not Zerda. His words were taken from him in such a place. Maybe he could buy them back from one. Everything is for sale in these places. If not, it does not exist.

That is what Kol fears. If he cannot find his words here, then they no longer exist.
**Updated 9/25**

Ages Lost

In Progress

Game of the Month
Coming Soon!
Maybe.

Steerpike

Such a cool character!

So, I'm thinking of starting this in a couple of weeks.  The campaign will resume a short time after the group returns to Macellaria - we'll skip over the return journey from Shan-Szut.

I ran a short solo session with The Meanest Guest the other week - he had a side-trek involving accommodations that he wanted to run.  If anyone has similar business/house-keeping matters or unfinished business they want their characters to attend to on their own before group play resumes, let me know and we can schedule a solo session.