BACKERKIT CLOSING! And our first Master Storyteller submissions!
almost 6 years ago
– Tue, May 15, 2018 at 11:31:15 PM
Hail Journeyman,
I don't mean to harp but I felt I should send out another update about the Backerkit closing in the morning, May 16th, 2018. As I have said before if you have not verified your address and pledge in the Backerkit please do so in the next 24 hours! You do not need to pay anything or select any ADD ONS to do this.
Once the Backerkit closes you will have to contact me individually to verify your pledge and enter your shipping address. There are only about 31 pledges that have not been confirmed and about ten of these are $0 or $1 pledges which I will be closing out myself unless you contact me directly and indicate you would like to obtain some ADD ONS but just need more time.
Once the Backerkit closes I will have the information to start sorting the pledges and judging what to start paying for first. I am happy to say that Robert Altbauer who did all three of the current maps has returned for The Wooddam Forest map. I am very excited about seeing what he comes up with based on the concepts and proposal I gave him.
Finally, we have started receiving the first batch of Master Storyteller concepts and I am really liking the thought and creativity that has went into them thus far. Some of them even share a common theme which gives me an idea of what Backers would like to see more of in future supplements (Jesters! anyone?)
As promised I am copying the concepts here for the Backers to discuss and offer comments and suggestions on. I have removed the names of the Backers who submitted them as this is not a competition and everyone's submission is just as valued as the others. Instead though I have given the submissions the names of Dwarves from The Hobbit so Backers can refer to the groups by their Dwarven name when discussing them. I am waiting on a few more, as I know at least one Backer wanted to pick up The Master Storyteller pledge before the day was out so hopefully I will have enough to add to the next update as part two:
DWALIN
1. First character is named Krrrystal the Dark Bane. She's sort of a fox spirit-like person. That is, she is a humanoid fox that can shift into the appearance of a human. She is almost always wears her human face, and very very few know what she really is. She uses her looks, style, knowledge, and mastery of languages to talk her way into places that are normally hard to get into, particularly temples or dens of "bad guys." When that fails, her ninja-assassin side comes out, and she uses her ninjitsu to turn invisible, help her scale walls, see in the dark, and even run across water to get where she needs to be: and that is to dispatch whatever evil is her target. You have to purr the "rrr" so to speak, if you say her name in fox-form.
2. Second character is named Brandish, and he is a towering warrior clad in a suit of mail from head to foot. He has two pairs of arms, one arm of which is used to wield a massive shield, two of which often hold a large two handed sword, and the last which can be used to throw ranged attacks which are often explosive potions he has brewed of his own design. Very few have seen this warrior's face. Few know his true face or true name, but those who have survived encounters with him all agree that the nickname Brandish applies to more than his impressive weaponry, but to whatever purpose drives him ever forward... seeking... something. It is said that he comes from another world.
3. My third character is a mage named Ulfen (a "weak" name that his clan gave him). He comes from a tribe of arctic dwellers (think Viking-like people), except he dishonored his clan by not passing the trials that would have made him a warrior. Too weak and frail to take up the mantle of berserker (those who tattoo themselves and run into battle for glory, honor, and death in the first life and prepare for the great battle in the second), Ulfen found he had a knack for the arcane. He tattooed himself wth forbidden magics, and he now journeys forth seeking to make a name for himself and either earn himself a new name, or gather enough fame and magic knowledge to turn the name Ulfen into one which his race doesn't deem weak but royal
BALIN
1. Campfire (Character) - name: Sanja Rej - background: deceased traveler, who is haunting the campfire for centuries
2. Circus (Encounter) - name: Eclipse Bizarr - background: Travelling folks who have been cursed by their former fortune teller and are forced to cannibalism
3. Tribe (Encounter) - name: Manicha Er - background: coming from the far of unknown lands and plundering the continent
4. Hollow (Character) - name: Romor Kustak - background: got lost and died in the swamps, now haunting and teying to lure travelers to the same fate 5. Monastry (Encounter) - name: Circle of doldrums - background: peaceful druids, who have been settling down quite recently and providing their services to any char of good alignment
KILLI
1. Karl McGwire - Fighter / Ranger - Very experienced/knowledgeable about plant and animal life. Great survival skills -- foraging for food, knows healing properties of local plants, etc. Usual ranger fighting/tracking ability. Very loyal. Animal lover; doesn't like to kill animals unless absolutely necessary
2. Brother Francis - Monk - Has extensive knowledge of archaeology - great at identifying treasure/magic items, especially those of a religious nature. Some medical knowledge as well - healing powers. Speaks several languages. Absolutely lawful good and will not participate in unlawful/evil activity and may leave the party if too many others do
3. Bobby Dillon - Bard - Can play several instruments and can use them to raise party morale, calm/hypnotize adversaries, etc. Only a journeyman and is still learning his craft. His songs sometimes backfire.
4. Parker Doe - Rogue / Thief - Very agile, high dexterity, thief skills. Handy with small weapons - knives, daggers, etc. Orphaned street urchin, will join party but may abandon you and steal your stuff if she feels she's being underpaid or otherwise not treated properly
5. Maria Maleva - (Dark) Cleric - Master of some very dark, occult, arcane magic. Interprets dreams. Claims to be able to, and possibly can, tell the future to some extent. Member of a dark, mysterious sect. Not clear how loyal or trustworthy she is. True motives hard to discern. May not be as evil as she at first may seem.
FILLI
#1 A jester that has a battle of whits and riddles that may tell secrets about important events/items/people in the overland or lead the PC astray.
#2 A dwarf Merchant named Erik Stormsson that depending on the npc reaction roll may attack the players or offer to sell them dwarf wears. If bested in combat will offer to travel with the players and aid them working to sell things and helping with dwarf npc reactions. only aides in combat if fighting orcs/goblins/elves/dragons
#3 A scholar lost and hungry. If fed ration will aid the PC providing a bonus or negative to any npc interaction. first roll to see if the scholar impresses or insults/annoys the npc then apply relevant bonus or negative to the PC roll. Leaves PC if rations ever run out. even stays and tries to aid PC in getting out of court/jail so long as PC still had rations when arrested.
#4 Ronin named Arashi. Challenges PC to a duel. If wins yet duel is close offers to train PC perhaps helping to become a samurai or teaching quickdraw skill or archery skill of some sort. If wins by a lot Gives PC healing and 3 days rations saying come seek me after you have trained more. If loses travels with PC aiding in rolls in samurai area and with samurai style NPC reaction rolls. Also helps in combat.
#5 Family of thieves pretending to be lost and starving. Begs for food. Then based on if PC has little food and money may leave food and gold while PC is asleep, or steal portion of rations and money, or attempt to attack and rob PC off all food and money. If bested in combat leaves their second eldest son or eldest daughter to work for PC in exchange for their lives. Second eldest son acts as a low level rogue/thief that can steal to help PC when in a town, or sneak attack/ low blow/ dirty fighting vs. enemies in combat. Eldest daughter triples the usefulness of all rations and aids in hunting and rolls to avoid getting lost. Bonus to taming animals. Avoids combat and has a percent chance of running away in any town.
DORI
1. Court Jester. Retired from King’s court. If the Jester is cooperative, he will travel with the party. Very talkative, but unpredictable—he might help convince an encountered NPC Character to be cooperative, or he might antagonize him! Roll d% to determine the Jester’s effect on the encounter: 10% chance: -20 to NPC reaction roll; 30%: -10 to NPC reaction roll; 30%: no effect on NPC reaction roll; 30%: +10 to NPC reaction roll; 10%: +20 to NPC reaction roll. If you kill the Jester, you become an enemy of the King. He will never be an NPC comrade.
2. Mistro the Magnificent. Mistro is a wizard. Mistro has a megalomaniacal desire for world domination – he wants to command everyone in the entire Overland. He thinks he is all-powerful (his power level can be adjusted as you see fit). If he travels with the party, subtract 20 from the NPC reaction roll from any encounter—he wants to fight everyone!
3. Farmers. Jacob and Franklin are brothers, and they are travelling in their wagon to sell their produce at the nearest town. If a favorable NPC reaction roll is made, they will sell some of their wares, which can be used as meals. The better the reaction roll, the cheaper the meals will be. They will fight to defend their wagon and its cargo. They will not travel with the party.
4. Fur trappers. A group of trappers back from an expedition (or on their way out to start one: 50% chance). If they are returning, then they have some valuable furs with them, which can be purchased at a discount. If they travel with the party, they will increase the chance of successful hunting by 50% (both finding and killing)