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Spycraft Third Edition / Re: Spycraft 3.0 / 10KB ETA on release
« Last post by jimmyiowa on January 21, 2017, 12:09:53 AM »
No worries and thanks for the reply.  Its unfortunate to hear about Mongoose. Hopefully we can see Spycraft Third come to light in the next year or two, I am most definitely looking forward to it and cant wait to see what you guys do with it.
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on January 20, 2017, 03:55:40 PM »
Wow.  I seem to be suffering from Long War hangover.  I'll have to get back to y'all when my head stops pounding.
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Off-Topic / Re: Going to the Movies 2017
« Last post by Viperion on January 20, 2017, 03:53:23 PM »
Roger Corman's Death Race 2050 -- direct to video camp that absolutely demands to be double billed with Tank Girl
Interesting. Looks like an almost complete remake of the original Death Race 2000, but there's no mention of Joe "Machine Gun" Biturbo in the new trailer. Might give it a watch but the original will always hold a special place in my spleen ;)
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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by MikeS on January 20, 2017, 01:40:23 PM »
With a somewhat intimidating aura of officialness, Megaros started working the crowd to determine the whereabouts of the escapee.

Spoiler: show
 MikeS: Investigate [ d20 + 11 = 26 ]


He made good progress, and it wouldn't be long before the quarry was found.

"When we find her," he said with confidence,"attempt to disable her. We do not know if this elf is complicit in the Eisenbart attack, or if she is a victim herself. She may be alive, or she may be undead. We should interrogate her if possible."
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Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by Antilles on January 20, 2017, 10:12:34 AM »
Aiden nods in agreement. "Yes, let's. You didn't find any traps, then?" After Creamor informs the rest of the group that the room and door is trap-free, the group makes it way down, listened to the door to try and hear if there's anything on the other side, then after a round of preparation enters the room ready for anything. The adjacent room is much smaller and contains little more than another narrow spiral staircase going down. The only other things of interest are two corpses, two badly deteriorated skeletons inside broken and worthless suits of of what looks like it was very good platemail armor. From the few remaining symbols on the armor, it looks like they belonged to the cult, and likely died defending the horn so long ago.
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Fantasy Craft / Re: Statting a party of NPCs
« Last post by TKDB on January 20, 2017, 06:53:51 AM »
So basically...forget about it, just build a set of NPCs like I normally would  ;D

Works for me!
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Off-Topic / Going to the Movies 2017
« Last post by Mister Andersen on January 20, 2017, 05:27:05 AM »
Logan redband trailer #2

Power Rangers trailer #2

Colossal

Roger Corman's Death Race 2050 -- direct to video camp that absolutely demands to be double billed with Tank Girl
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Play-by-Post / Re: [IC] The Secret of Kung's Island
« Last post by Ares on January 20, 2017, 02:45:44 AM »
Being a lot closer to the ground and also trained, the goblin brothers easily follow the faint track upstairs and towards the market.
Asking the first guard they come across confirms what they suspected: A sickly looking elf girl in dirty clothes beneath a white lab coat and without boots went past him and vanished into the market.
A quick check with the gate guards confirms that the elf has not left - and since a call from Dr. Eisenbart went in - won't allow her to leave either.

Spoiler: show

Time for investigate checks on the market.

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Fantasy Craft / Re: Statting a party of NPCs
« Last post by Takeru on January 20, 2017, 02:16:57 AM »
One more thing: don't be afraid to give the same NPC multiple stat blocks to fill different roles at different points of a campaign. This is a good tool to use to give a sense of advancement (either the NPC advancing or the PCs advancing past them) or to let you fiddle and change things that you didn't end up using or to enhance things that went over particularly well.

I'd advise against swapping these statblocks mid-scene or possibly even mid-adventure, but the first time an NPC shows up they don't have to have everything they'll need for the whole life of their stay in the story. You just give them what they need to accomplish the needs of that scene. Want a particularly threatening foe to make a daring exit instead of beat your PCs up, but still make them feel threatened? Throw on some high numbers and give them stuff to guarantee they can make a slippery escape, then when it comes time to actually fight them build around that fight instead of the slippery escape.
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Bill Whitmore on January 20, 2017, 01:02:40 AM »
So, uh... they just dropped Long War 2. That was quick...

I just want you to know that you have doomed me to a sleepless night . . . :P
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