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 GeekList: Children's Games That We Like
Posted: Wed, 24 Jun 08:20:58

by iactaBest

A new GeekList has been posted Children's Games That We Like
 New comment on Blog Post Tuesday on the go, without a q
Posted: Wed, 24 Jun 08:09:33

by Derang3d

Related Item: Herald's Call

Q-less did well in the Lunacy, IIRC :).
 Thread: General Role-Playing:: Grim Dark games and levels of graphic
Posted: Wed, 24 Jun 07:33:56

by BardicSkaven

So someone said me not wanting gore in Age of Umbra campaign was me 'being disingenuous' to the genre. Thoughts? I only know Darkest Dungeon and in my opinion not very graphic.
 Reply: RPGGeek News:: Re: RPG Geek of the Week 501: Ryber (Szymon)
Posted: Wed, 24 Jun 06:46:31

by Ryber

Ryber previously rolled d20+7+1 = 26 (very important roll?)
 Reply: Columbia Games:: General:: Re: Order on CG
Posted: Wed, 24 Jun 06:26:33

by sdaddino

Me too...i have placed an order on may....no reply and if you write on personal account of Facebook he read the message but fo not reply....this is a very bad behavoiur and not professional...is it a prelude to the death of another publisher?
 Thread: Mechwarrior: Destiny:: General:: Errata?
Posted: Wed, 24 Jun 06:25:18

by aramis

I went looking for the errata... and it's missing from Battletech.com (as is the whole damned site - a WIP landing page)... anybody got the errata file and willing to shoot me a copy? Or better, u/l it to the files?
 Reply: RPGGeek News:: Re: RPG Geek of the Week 501: Ryber (Szymon)
Posted: Wed, 24 Jun 05:54:57

by M Hisound

Ryber wrote:

Well thank you Monsieur.
I nod and I first shake the box a little, to see if it rattles. And weight it - is it heavier then it should be? Does it smell?

you note cigarette smoke
you feel something in the box shift

roll 1d20 + 7 GOTM bonus + 1 Return bonus
 Reply: Mythic Bastionland:: Sessions:: Re: Bastionland of Myth Campaign Log
Posted: Wed, 24 Jun 05:17:57

by Serpentine_C

Session 11

Though weak, the Armoured Seer thanks them and when they feed him tells them the Scholar Knights are all at least a days ride away but they are riding throughout the realm and seem to be raising an army.

The party chops down the chains holding the Armoured Seer and use them to rig up a pulley system to lower him down the central shaft of his tower. He falls to the bottom and cries out in pain, but thanks them for getting him out and just asks that they take him to someone who can break him out of the armor. Working together and using a ramp, they're able to lift him into a horse cart.

The next morning they hook up their steeds to the horse cart and set out. While riding through the rolling hills towards the central grasslands, something massive appears on the horizon. To the northeast (seemingly somewhere north of Keldon), stretching high into the air, they see twisting branches of a great tree, black and blue in the way that mountains appear faded and faint on the horizon from far away. They don't recognize it; it was not there when they've traveled around the Realm before.

As they wonder about it, they wake up. They're still at the Seer's Tower. They all had a shared dream that night about the great twisting tree in the distance. As they set out that morning, ride through the hills, and through the grasslands, they look to the northeast. There is no great tree on the horizon. It was just a dream.

The rest of the journey is uneventful and they reach Castle Keldon that evening. Queen Kerensa welcomes the party back at her castle, congratulates Ezter when Mnimi brags about him, and is eager to hear about the Armoured Seer they brought. She writes a official sealed letter to give to the blacksmith telling him to free the Seer from his armor. She is sad to hear there is little hope that the Order of Scholar Knights will back down or make peace, and that they're planning to attack. She bids them talk to her in the morning to plan what they should do, and offers knightly accommodations in her castle. Everyone but Mnimi accepts; she instead spends the night in the tavern, eschewing luxury to fulfill her Passion and restore her Spirit stat.

The next morning they take the Armoured Seer to the blacksmith. He thanks them for not telling the Queen that outside of his prison of armor, he won't be able to See anymore.

Then they meet with the Queen and together decide they should head northwest and try to raise as large a force as they can muster. First they stop over at Countess DeNez's estate. Everyone here has been killed, and they find large claw marks. The former king Dorza's corpse is nowhere to be found. Ku-To wonders if Dorza was cursed and became the monster that caused this. Solomon finds a bag of gold; indeed whoever killed everyone did not take any valuables. Mnimi takes a trinket from the Countess's body as proof of what happened.

They continue traveling north, through woods. They go through a patch of blinding spores and hear a breath of wind that grows to a rumble and then a great crackling roar. All the birds, rodents, deer, and other animals in the forest run away from it, running right by the party. But the source of the sound does not show itself.

They reach the tower of Lady Foxwitte, the Moat Knight. A loyal Knight, she pledges her few troops to the defense of the Queen. A couple days later they reach Carrickton, a small mountain village of goat herders and musicians. They're able to muster a militia that follows them back to Castle Keldon. Along the way, clawed limbs burst up out of the ground reaching for Solomon. At every turn more limbs emerge reaching for them. The militia is horrified and turns and runs. As the party flees, the claws retreat into the earth. The party goes around a different way and makes it back to Keldon, two weeks after they set out.

By now the blacksmith has freed the Armoured Seer from his prison of armor, and he is no longer a Seer since it was the armor that gave him those powers. The party doesn't have much time to talk with him however, as the Queen's scouts have discovered the Order's army marching towards the castle!

They decide to ride out to meet them on the battlefield instead of waiting for them to besiege the castle. The two armies meet each other on the grassy fields a few miles from the castle, then charge into melee. Ku-To leads the militia from Carrickton, Solomon leads a militia made up of rural farmers and hunters, and Minimi fights alone. Lady Foxwitte leads a band of archers. Queen Kerensa even came out to the battle too, though she hangs back. The enemies have three warbands, each led by a knight, generally better armored and equipped. One of the knights is recognized as the Incense Knight, who had tried to take Mnimi's squires from her.

In the fierce fighting that follows, the Order's warbands are all routed, while on the other side only the warband led by Solomon is routed. However the Scholar Knights are still on the battlefield, though the party did dismount one. All the Scholar Knights are also heavily armored and wield great, thick swords. The battle is only half over, as the Scholar Knights are not about to surrender.