On day two of working on the repairs to my war hammer and the arrow heads for Merrick, I noticed an odd clanging sound after I stopped working. The local smithy said that is the bell to gather towns folk to help defend Thurmaster. With the work needing to cool, I went straight to the meeting at the front gate. Of course, we have to go and try to save some fishermen that are being attacked by some giants.
We arrive just in time to see two giants preparing to leave with a human body
Life's always throwing curve balls and every time i go back to the long business plan and try and implement it, stuff gets in the way. I've found its my love and its going to get done anyway, so why not just make it available to all?
After resting, we go back to Milborne, We get there late and arrange for rooms for the night. The next day, I looked for some better armor to purchase, but there is none to be found. We then set out for Thurmaster, but have to leave Corabell at the inn. She seemed to be in some type of trance. The Barkeep was paid to take care of her until we returned. As we set out, Blintz, Rennek, Tristiana, Dengar, and Godric are nowhere to be found. Hopefully the 5 of them have set out for Thurmaster earlier
Does anyone use "luck" in their games as some sort of official mechanic? Is it personal or group based? We have both good and bad as an actual mechanic. I've tried to come up with a good way to approach a "shared" luck approach without much agreement. The 2 prevalent solutions are
1) All personal luck can be conferred on another party member
2) There's a sep. luck for the group that is less powerful but can be used by any in the group.
The first one
We have a discussion going in our gaming group about the definition of a hero or villain in gaming terms, that is understood by both player and GM.
Is "heroic" usually based in good/evil or malicious/virtuous? I would guess its gotta be good/evil since evil may act virtuous in pursuit of their goals.
Here's the initial text -
Hero or villains are labels for those characters adopting roles center to the game plot who also choose a code of conduct (evil