A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Apr 2008
    Location
    CA

    Default [5E] Post-Apocalyptic America-OOC

    Life marches on after the fall of the ancient civilization (our modern world). Humans continue to struggle to survive and add meaning to their existence, in an agrarian world built upon the ruins of the old. After decades of conflict, an uneasy stability has been established, but the rise of a military leader in the East threatens that stability.

    System: Dungeons and Dragons: Fifth Edition (D&D 5e)
    Player Count: 4-5 players, as many waitlisted as want to be on a waitlist
    Style of Play:

    • Play-by-post on the Giant in the Playground Forum
    • PMs used to convey private plot details and RP individual scenes (will be collected and included in the canon for later reading if players are interested)
    • 40-20-40 mix of Roleplay, Puzzle, Combat
    • Player agency is essential
    • Theater of the Mind combat, with occasional Google Sheets maps for truly complex situations.
    • Posts expected within 48 hours of the last DM update; DM is expected to post within 24 hours of players. (Weekends excepted)

    Allowed Content:

    • Player's Handbook (including Feats and Variant Human)
    • Xanathar's Guide to Everything
    • No homebrew, other WotC published materials available upon request, with link.

    Character Creation:

    • Backstory: Your character finds themself in Walnut Creek at the start of the game.
    • Experience: 0 XP = 1st level
    • Wealth: starting class equipment + background equipment and wealth OR starting class wealth from pg. 143 of the PHB (either unspent or used at discretion to purchase equipment) + background equipment and wealth
    • Ability Scores: 27 point buy (useful tool! no stat above 15 before racial bonus) or standard array (15, 14, 13, 12, 10, 8) arranged at will
    • Hitpoints/Health: average HP after level 1,
    • Alignment: Must be able to work with a party.
    • Races: Humans only.
    • Spellcasting: Scrolls can be used by any spell caster, even if it is not on their class list. Magic is rare, and I am not looking for full casters for the party (though a truly exceptional character might convince me otherwise)--if you are looking to have spell casting be a part of your character, a partial casting class like Ranger or Paladin is more likely to make it into the game. The gods are as distant/ non-existent as our own.

    Other Notes:



    Spoiler: On Settlements
    Show

    There are no settlements with more than a 1000 people—all settlements are villages, or smaller. They are governed by local representatives who dwell within them, whose titles vary. Typically, the power is drawn from loyal militia, or thugs, depending on the rulers alignment. In defense, the leader might have a personal bodyguard, or the town might have a sheriff to enforce order, but otherwise assembles militia, posses, or bands to that purpose. Commerce is nearly entirely local, with settlements relying on self sufficiency, primarily agricultural, but sometimes sufficient to support a class of specialists that produce some unique or valuable economic export, or sufficient to create a surplus that can be traded to other settlements in the region. However, in doing so, the settlement makes itself a target for raiders. Organizations are minimal, but typically settlements have local religion—often based in Christianity, but rarely recognizable by modern standards. “Villagers produce food in one way or another—if not by tending the crops, then supporting those who do by shoeing horses, weaving clothes, milling grain, and the like. The goods they produce feed their families and supply trade with nearby settlements... Famers live on their land, which spreads them widely around the village center. At the heart of the village, a handful of structures cluster together: a well, a marketplace, a small temple or two, a gathering place, and perhaps an inn for travelers.”

    Alameda
    Population: 350
    Government: Dictatorship
    Defense: 1 professional, 170 conscripted
    Commerce: Agriculture, Fishing; Beer
    Organizations: Merchant's Guild
    Atmosphere: The Dictator of Alameda is iron-willed, but respected among the community and by outside neighboring settlements. St. Joseph Basilica has existed since the ancient times, and is the center of the highly religious community, which takes fierce pride in being Alamedan. A number of recent murders seem to be connected, but the authorities say there is no cause for alarm.

    American Canyon
    Population: 50
    Government: Gerontocracy
    Defense: 20 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Two families struggle for control over the small community, each equally old and venerable, and each on opposite sides of the eponymous creek. This rivalry has produced a strong warrior tradition, which the settlement is known for. The city is in the midst of a small civil war, with one of the houses besieging the other.

    Antioch
    Population: 510
    Government: Magocracy
    Defense: 1 professional, 250 conscripted
    Commerce: Agriculture, Fishing; Exotic Goods
    Organizations: Merchant's Guild
    Atmosphere: The Wizard of Antioch is feared throughout the region for their magical power. Trade from the east flows through this city, making them the only location to find a variety of exotic goods, including manufactured goods from more advanced, albeit distant neighbors. The Merchant's Guild is the center of power in the town, and is on good terms with the Wizard. The rise of Pittsburg has placed the city on the brink of war.

    Bay Point
    Population: 720
    Government: Theocracy
    Defense: 2 professional, 350 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The High Priest claims to hold the keys to eternal salvation, and has convinced many of the town of the veracity of such a statement. Hordes of beggars clog the streets as the church demands high tithes, which go to feed the poor, but keep them in a state of eternal poverty. A specific set of weather conditions create an air pattern which keeps the stench of the masses, and the fisheries, hovering over the city. Bizarre creatures have been spotted rising from the bay to assault the fisheries, but have so far been driven back.

    Benicia
    Population: 750
    Government: Oligarchy
    Defense: 2 professional, 370 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: A number of noble families divide control of Benicia, with figurative rule determined by a vote among these families. A religious cult has arisen, with a dynamic and charismatic leader. The city's economic success and position in the region supports a small academy of scholars—success which is due in part to control over the the trade that goes across the rebuilt Benicia-Martinez Bridge, the only span across the bay. The recent figurehead has died suspiciously, likely a symptom of the political intrigue the city is known for.

    Berkeley
    Population: 790
    Government: Dictatorship
    Defense: 2 professional, 390 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The Dictator of Berkeley is hard but fair, and draws power from the library the ancient University possesses. The Dictator demands their citizens to participate in rigorous military training during the winter, between the harvest season and the sowing season. The Dictator has the support of the most powerful family in the settlement, into which they have married, but rumors circling around the Dictator threaten that support. Berkeley and Oakland are long-time rivals, but after a devastating war a decade ago, have not engaged in conflict beyond minor skirmishes.

    Birds Landing
    Population: 20
    Government: Meritocracy
    Defense: 10 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Birds Landing settlement is threatened by annual, but as yet unpredictable floods, which make agriculture difficult but provide fertile soil which leads to lush wilderness. The settlement elects a ruler each year based on merit, and the current ruler has been in power for several years. The community is strictly atheistic, worshiping nature and preferring hunting and gathering to agriculture due to the inconsistent flooding, in both time and location.

    Castro Valley
    Population: 110
    Government: Confederacy
    Defense: 50 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: A number of neighborhoods band together for mutual protection and economic support, an arrangement which has provided historically beneficial, but now, famine threatens the Confederacy of Castro Valley—a settlement previously known for its delicious cuisine and beautiful wildflowers, now earning a reputation for riots and unrest.

    Collinsville
    Population: 40
    Government: Magocracy
    Defense: 20 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Collinsville is as godless as its neighbor Birds Landing, but without the moral fabric binding the community together. Rather, fear of the tyrannical Sorcerer keeps the population in line. A river separates the Sorcerer's Tower from the farms that are forced to pay seasonal tribute to their aloof ruler. Bizarre experimentation is taking place within that tower, and unusual creatures have been spotted on that side of the river.

    Concord
    Population: 210
    Government: Monarchy
    Defense: 100 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Queen of Concord is well-respected for fairness and just rule. However, the city itself does not share the reputation, rather being described as cruel and sinister—citizens of Concord are considered untrustworthy and rude. The Prince and heir shares their reputation, despite the Queen's best efforts. The Queen is concerned that the city will devolve into civil war on her death, leaving them vulnerable to attack from outsiders.

    Daly City
    Population: 690
    Government: Gerontocracy
    Defense: 2 professional, 330 conscripted
    Commerce: Agriculture, Fishing; Gambling
    Organizations: Merchant's Guild
    Atmosphere: The Elders of Daly City have been deposed by the next generation, who rather than wait their turn have seized power through apparently legitimate means, claiming infirmity of their superiors. Many of these New Elders have ties to the Gambling Hall, and its boss. For years, Daly City was a warzone, fought over by San Francisco and South San Francisco, but through tireless efforts (read: well-placed bribes) by the Gambling Hall's boss, an uneasy peace has lasted for nearly a decade. Now, violent strife between supporters of the Elders and supporters of the New Elders threaten calamity and anarchy.

    Diablo
    Population: 190
    Government: Feudalism
    Defense: 90 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The new Duke of Diablo has seized power after murdering the old Duke, and the settlement is close to open revolt. He has taken several steps to cement power, including the outlaw of all faiths and the seizure of religious assets, and closing the local school which bestowed the reasonable general education the citizens of Diablo were known for. Now, a new cult rises in the shadows, with the aim of overthrowing the Duke—but despite it sharing the sentiments of many of the citizens, this new cult's strange beliefs alienate many.

    Dublin
    Population: 510
    Government: Autocracy
    Defense: 1 professional, 250 conscripted
    Commerce: Agriculture; Exotic Goods
    Organizations: Merchant's Guild
    Atmosphere: Adventurers are flocking to the town of Dublin, which has recently unearthed an ancient bomb disposal facility, which is both perilous but promises great reward. The ruler's reputation for justice and fairness adds to the settlement's allure for settlement and trade, as does the position atop the intersection of important trade routes. The people of Dublin are adamant about their patriotism, and the honor they feel it bestows upon them; many resent these newcomers.

    El Cerrito
    Population: 180
    Government: Dictatorship
    Defense: 90 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Dictator of El Cerrito is strong-willed, bordering on stubborn, but respected by their community. The community is devout, but differences in belief threaten violent unrest. It is rumored than in the last days of the ancient era, the only survivors of the catastrophes that ended the old civilization lived in this area, survivors whose descendants now populate the entire area. This myth has given the settlement an aura of protection, but many no longer believe in, or perhaps no longer care about, the purported history of the region.

    El Sobrante
    Population: 170
    Government: Feudalism
    Defense: 80 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Duchess of El Sobrante has ruled for many years with an iron fist, from a large fortress that her family has held for generations. While past rulers governed fairly and ensured prosperity, her rule has been marked by high taxes and famine that have beggared and impoverished the settlement.

    Hayward
    Population: 290
    Government: Magocracy
    Defense: 140 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The High Mage of Hayward rules through their supernatural ability, but rules well, sufficient to support a small library where magic is studied. The community's exposure to actual magic has lessened their faith in religion, or the rules that govern those who fear the power of the divine. However, some suspect that experimentation by this College of Mages is responsible for the increased number of wild beasts that roam the outskirts of the community.

    Lafayette
    Population: 70
    Government: Autocracy
    Defense: 30 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The feared Autocrat of Lafayette uses extortion and intimidation to secure their power. Rumors that the autocrat uses dark magic to maintain the settlement's wealthy position continue to swirl despite frequent denials, likely due in part to the unbalanced and unsustainable ratio of working class to wealthy. Locals have begun to believe that their settlement is doomed, but remain trapped by a combination of fear, exhaustion, and greed.

    Larkspur
    Population: 310
    Government: Gerontocracy
    Defense: 150 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Eldest of Larkspur is close to death, and a new Eldest must be determined, with competing claimants and their supporters threatening civil war. A religion based on the pre-ancient Miwok tribe that once inhabited the region has recently built an impressive temple complex there, capable of self-sufficiency and advocating for self-governance as well. The majority of the population believes that this temple and the activities there are responsible for reports of bodies returning to life in the settlement's cemetery, though these reports are unsubstantiated.

    Livermore
    Population: 360
    Government: Monarchy
    Defense: 170 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Oracle of Livermore is both the community's political and religious leader, a position once separate but now unified after the death of the heirless King left the community on the verge of extinction. The building that houses the citizens of the community not engaged in agriculture bears her title in massive red lettering which has existed since the ancient times, a monument to the truth and wisdom of her words. Now, as she grows old, and without an heir, the community is divided on the matter of her successor. Those who seek religious experience and information travel far to reach the Oracle, and drink of her magical liquor that brings clarity and foresight to those who drink it.

    Martinez
    Population: 140
    Government: Autocracy
    Defense: 70 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Several cults lay claim to the religious heart of Martinez, but only one has the ear of the settlement's ruler. The others seek to supplant their rule, and replace them with a more sympathetic leader. The settlement is famously close-minded toward outsiders, and it is rumored that some who come to the area are never seen or heard from again, possibly the victim of one of the different religions. Although their attempts at military control over the nearby bridge have failed, the new cult across the bay has ties to the faith shared by Martinez's ruler.

    Mill Valley
    Population: 330
    Government: Confederacy
    Defense: 160 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: California wildflowers blanket the steep slopes, covering the ground among the dense forests that protect the city to the south and west. A confederacy of family-tribes has elected a popular but foolish leader as figurehead, but the true power lies with a handful of family-tribes. The settlement is built atop ancient ruins, though access is strictly guarded and controlled by the Confederate, one of the few actual powers the figurehead possesses. The patriarch of the most powerful family-tribe has recently died under suspicious circumstances, and that family-tribe is pressuring the leader to bring charges against one of the other powerful family-tribes, but so far, the leader has refused. Mill Valley is known for its loyal citizens, and despite internal rivalry, there is little chance to divide the community in the face of an outside force.

    Novato
    Population: 540
    Government: Oligarchy
    Defense: 1 professional, 260 conscripted
    Commerce: Agriculture, Fishing; Exotic Goods, Wine
    Organizations: Merchant's Guild
    Atmosphere: Novato is an important trading center, both for its access to the north along SR-101, and its production of wine, a popular commodity. A few noble families control the wineries and vineyards, and operate in a productive consortium, but recent competition between these families threatens stability in the settlement. Trade has allowed for the development of a fashion industry, the only one in the region, but few communities can afford to follow the trends send by the Novato fashion house.

    Oakland
    Population: 940
    Government: Matriarchy
    Defense: 3 professional, 500 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The Matriarchy of Oakland is a council of elder women, who elect a Queen Matriarch. T he current iteration a feared tyrant. The settlement is rundown and destitute, and many of the inhabitants depend on the charity of the Matriarchs to survive, begging for fish from the fisheries they control. Despite these hard circumstances, the longevity of the matriarchy convinces many that there is no other way to survive—but not all. A Resistance exists in the sewers of Oakland, hiding in a recently discovered ruin; their mere existence threatens to send the settlement into chaos.

    Pittsburg
    Population: 450
    Government: Militocracy
    Defense: 1 professional, 270 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: With the help of a cabal of influential oligarchs and religious leaders, a new military general has risen to power in Pittsburg, advocating for Pittsburg's dominance over their neighbors and pushing military training for their citizens. The new general has used the settlement's strength to conquer the relatively minor settlement of Tassajara, a small farming community of no major importance, and which has few political or economic ties to the rest of the region. Pittsburg's citizens are enthusiastic at the prospect of regional domination, particularly over their immediate neighbors, Antioch and Bay Point. Beyond her military prowess, the new general also makes use of dark magic to bolster her army's strength.

    Pleasant Hill
    Population: 190
    Government: Gerontocracy
    Defense: 90 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Pleasant Hill has a council of Elders, but also a cabal of influential farmers and families that are the true seat of power behind the council. The Cult of the Pleasant Face seeks to transform the community's reputation for rudeness, by any means necessary—and those who offend the cult seem to have a habit of disappearing, even the Elders who attempted to stifle the Cult's early growth.

    Pleasanton
    Population: 690
    Government: Oligarchy
    Defense: 2 professional, 330 conscripted
    Commerce: Agriculture; Exotic Goods
    Organizations: Merchant's Guild
    Atmosphere: Pleasanton is the center of trade with regions to the south, and the oligarchy is brought into line by a powerful, tyrannical ruling noble, who preserves economic prosperity at the cost of human rights. This noble seeks to cement power for generations to come, transforming the settlement into a monarchy by ensuring their heir take power after them, against custom and tradition. Thirty years ago, when the Bay Area was threatened by invaders from the south, the Savior of the Bay Area successfully led the defense outside Pleasanton, and remains there to this day, lending prestige to the settlement.

    Richmond
    Population: 810
    Government: Gerontocracy
    Defense: 2 professional, 400 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The oldest members of the most powerful families hold the settlement in their clutches, oppressing the farmers and fishers in destitute conditions, despite their superior numbers. This gerontocracy keeps the profits from the trade of goods that flow from Richmond to the rest of the region. A powerful wizard recently arrived in town, and the downtrodden have placed hope of their redemption in the wizard's hands, an expectation the wizard seems to have no intent to fulfill, preferring instead to study what tomes remain in the ancient libraries there.

    San Francisco
    Population: 990
    Government: Democracy
    Defense: 3 professional, 500 conscripted
    Commerce: Agriculture, Fishing; Artifacts
    Organizations: Merchant's Guild
    Atmosphere: San Francisco has no elected leader, rather operating as a true democracy, with each adult citizen granted an equal voice in decision-making, as well as the right to bring any issue to a vote. Although there are no overt political parties, factionalism exists and shifting priorities and allegiances make forecasting such decisions difficult. The community is well educated, and the city has one of the more complete libraries dating back to the ancient times. A popular and influential citizen has just died under suspicious circumstances, but despite public outcry, no official investigation has yet begun.

    San Francisco, South
    Population: 910
    Government: Patriarchy
    Defense: 3 professional, 500 conscripted
    Commerce: Agriculture, Fishing; Artifacts
    Organizations: Merchant's Guild
    Atmosphere: South San Francisco operates on a similar principle to San Francisco proper, but voting rights are limited to men. This settlement is the headquarters of a powerful merchant family who frequently finances expeditions into the ruins on the peninsula, both the ruins below this settlement as well as in San Francisco and Daly City, in search of valuable artifacts. Like San Francisco, this settlement has no political parties, but rather coalitions that change based on beliefs and needs, but one thing that unites all citizens is their shared, ancestral hatred of San Francisco, a settlement which their founders fled in the face of persecution—or so they claim.

    San Leandro
    Population: 370
    Government: Republic
    Defense: 1 professional, 180 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The people of San Leandro have elected a fair and just ruler to serve as their representative to the outside world, and adjudicate their disputes. Although small, they have a formidable army and navy, well-trained and well-practiced. A religious cult centered around the Children's Memorial Grove, an ancient stone circle nestled within an oak grove, has existed for decades as a nature-worshiping religion believing that a race of child-like faeries are responsible for the downfall of the ancient civilization.

    San Pablo
    Population: 320
    Government: Monarchy
    Defense: 1 professional, 150 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: The King of San Pablo is a renowned slayer of monsters, and the settlement has built a massive wooden statue to his achievement, despite rumors that rather than slaying the monster, the King made a secret deal with it. These rumors are bolstered by the mysterious death of the Prince, and disappearance of the Princess. San Pablo's merchants are notoriously unscrupulous, as they seek to compete against larger, more established communities.

    San Rafael
    Population: 360
    Government: Militocracy
    Defense: 1 professional, 180 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: San Rafael is an important trade hub, consolidating goods from the northwest, Novato, Larkspur, and Mill Valley, into a bayside port. These economic ties have allowed the growth of a strong military tradition, as well as San Rafael's de facto role as protector of those settlements. They also have led to a rise in extravagant behavior, especially among the military elite, as they compete to display their strength through opulence—much to the community's chagrin. Confounding matters is the corruption of merchant's and military elite as they seek to pursue personal enrichment over the needs of the community.

    San Ramon
    Population: 350
    Government: Plutocracy
    Defense: 1 professional, 170 conscripted
    Commerce: Agriculture
    Organizations: Merchant's Guild
    Atmosphere: The head of San Ramon is easily manipulated by the wealthy families that control the farms along the foothills west of I-680. These families have weathered years of warfare as control over the valley and the highway that runs through it has been fought for between the northern and southern settlements along I-680. These years of conflict have strengthened the community of San Ramon, and the survivors have developed their own martial traditions, kept within their families. Mysterious disappearances of travelers along the route are rumored to be connected to one mysterious family, and claims of their supernatural abilities, though yet unsubstantiated, are used to terrify misbehaving children.

    Skaggs Island
    Population: 30
    Government: Democracy
    Defense: 20 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The warriors of the swamp of Skaggs Island are legendary, but few in number, living on small homesteads amidst the marsh. They have no elected rulers, settling all matters by discussing, debating, and voting, bound by oath to protect one another and fight against their common enemies. The stench of the swamp is enough to keep most outsiders away, and coupled with the community's isolation and lack of importance, few see the need to visit. Monsters from the sea have so far been beaten back by the fierce warriors that call the harsh terrain home, but reports of these monsters are growing more frequent.

    Stinson Beach
    Population: 0
    Government: Democracy
    Defense: 0 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Stinson Beach is an abandoned, isolated area, with potential for settlement but no current inhabitants.

    Tassajara
    Population: 60
    Government: Satrapy
    Defense: 30 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: Tassajara has been recently conquered by Pittsburg, and the former Duke has been renamed Satrap, their daughter taken as a hostage to ensure compliance. The assault has left the community in shambles, farms burned to the ground and buildings razed. Neighboring settlements claim the siege the natural order of things, and attribute it to divine retribution for the community's godless ways.

    Vallejo
    Population: 805
    Government: Republic
    Defense: 2 professional, 400 conscripted
    Commerce: Agriculture, Fishing
    Organizations: Merchant's Guild
    Atmosphere: Vallejo is divided between the farmers on the hill and the fishers along the Bay, each of whom elect two representatives, to join with the ruler of the settlement on a council of five. The death of the ruler has lead to contested rule, as the farmers and fishers have each elected different rulers, and the settlement finds itself on the brink of civil war, with its citzens fighting openly in the streets. This chaos has shifted the region's economy, with trade from the north now traveling down I-680 through Benicia, rather than down I-80 through Vallejo, raising the importance of the settlements in the center of the region: Martinez, Concord, Pleasant Hill, and Walnut Creek.

    Walnut Creek
    Population: 220
    Government: Feudalism
    Defense: 100 conscripted
    Commerce: No surplus
    Organizations:
    Atmosphere: The Duke of Walnut Creek has ruled for many years, and is well-respected, both loved and feared. Walnut Creek is home to an ancient library, and the citizens are well educated, enjoying a climate that allows for self-sufficiency with a surplus that supports a scholarly class, while also providing opportunities for military training and drills. While small, the militia train regularly and work notoriously well as a unit. The citizens complaints of beasts roaming the countryside have spurred the Duke to put together a posse to address the reports.


    Spoiler: On Technology
    Show
    Read this first!

    The secrets of the past are not forgotten. People remember, or have heard stories, of planes flying through the air, drones firing missiles across the world, of trains that moved faster than any horse across iron ribbons, and see evidence of these technologies whenever they leave their house. Wagons roll across asphalt roads, and scrap metal from cars is used frequently in new construction. Although most of the ancient buildings have fallen into disrepair, the buildings that are used in village centers are maintained and supported. There are a handful of libraries in various states of completion, and the settlements that lay claim to them use them, whenever possible. Survivors who are descended from urban dwellers, for example, used these libraries to relearn agricultural techniques used in medieval and Roman times, to build waterwheels to provide limited power for milling grain, to construct forges for producing metalwork at a pre-industrial level. Caches of ancient technology that have been preserved over time are highly coveted.

    However, due to the limited number of survivors, there simply isn't the population to support redeveloping and rediscovering technologies, or generating the necessary power, or recreating the necessary factories, or acquiring the necessary raw materials. Mere existence is a constant struggle, and most people are concerned with ensuring they have food for themselves and their families to last the winter. There is also a stigma attached to ancient technology, as a not-insignificant portion of the population blames the ancient technology for that civilizations downfall--a convenient bogeyman, if not an accurate remembrance.

    Regarding firearms: there are some who still have well-maintained weapons from modern times, and who have ammunition to use them, but that is a finite resource and to be used sparingly. No one is making new bullets. No one is making new firearms. Usually, those who have firearms are monarchs or feudal lords, and the firearm is an ancestral weapon and partially responsible for their power. Your character might find firearms over the course of the game; they might not--it depends on where you choose to explore, or who you choose to work for.

    ---

    Please use Mythweavers for your character sheet and post the link in this thread.

    Players:
    Player Character Description Post Color
    Wulfnor Talonor Waywarder Second son looking for his place in the world Blue
    LeoRiser Samson Hodgins Former soldier looking to unite the region under one banner #B22222
    WhismurWanders Dorian "Dot" Adelwhit Single mother just trying to get by Teal
    Armored Walrus Abrovuch Mesveres Brawn to his brother's brain, he's suffered loss and wants to prevent anyone else from doing so Green
    miinstrel Cochise "Chase" Alvares Protector of the downtrodden separated from his family Purple
    zylodrizzt Ruckus Steel Gearhead born in the wrong century looking to restore the glory of the past #FF0000
    Hiltabily Naamloze Vengeful monk, last of his order Orange
    Last edited by esorscher; 2018-07-08 at 05:16 PM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2008
    Location
    CA

    Default Re: [5E] Post-Apocalyptic America

    Spoiler: Treasure Tracker
    Show

    Adventure One: Beast Slayers of the Pavilion

    Quote Originally Posted by esorscher View Post
    [The wagon] contains: six sealed 20-gallon steel drums; 100' of hempen rope; three barrels of unmilled grain approximating sixty pounds each; three sacks of milled flour approximating ten pounds each; a box of two dozen unshucked ears of corn; five bedrolls; five blankets; five waterskins; a chest of clothing; a half-filled chest of salted pork approximating ninety pounds; a small, cast-iron, hand-powered mill; a crowbar; a sledgehammer; two shovels; a hammer; a spare wagon wheel; two dozen 6" iron nails; four torches; a hooded lantern; a dozen flasks of oil; a large eight-person tent; a dragonchess set; twenty pounds of salt.


    I've accepted everyone who has submitted a sheet into the game. Six Seven players seems manageable, assuming everyone stays--and considering my past experience with PbP, if half the people ghost on us, we'll still be in good shape. If you do decide that this game isn't going the direction you want it to, and PMing me hasn't solved the problem, please do us the courtesy of saying goodbye rather than leaving us wondering.

    Again, if you don't post within 48 hours of a DM update, I'll move the game on without you. I'm happy to work you back into the game if/when you return, but if you know you're going to be gone for a bit (work, travel, life, etc.) please let me know in advance. I'll try my best to post within 24 hours of the last player response to my post, so we should be able to have at least two post-counterposts a week--a pretty good speed for PbP. I won't ghost on you.

    Alright! I'm pumped! I hope you're excited as well. Please claim your post color, and I'll have an IC thread up Monday morning. Also, answer this question: What is your character's daily routine?
    Last edited by esorscher; 2018-07-10 at 09:26 PM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  3. - Top - End - #3
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    BardGuy

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    Default Re: [5E] Post-Apocalyptic America

    Samson's daily routine is precise to the point of ritual, having had it drilled into him in his days as a soldier. Up before sunrise, hour of exercise, light breakfast, then off to face the day. That typically consisted of drills or skirmishes back in Berkeley, but now that he has set out on his own, it typically means travelling or keeping up on maintaining his armor.

    Oh, and I'll use this for post color
    Last edited by LeoRiser; 2018-07-07 at 11:36 PM.

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    Goblin

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    Default Re: [5E] Post-Apocalyptic America

    I'm gonna say he has lived within an hour of walnut for convienience. Just far enough away that not many bother him but close enough so he can check out the library.

    Ruckus is a tad lazy. He wakes up later then most probably. He starts his day off by finishing some of what he had the night before wiping his hands on his holey wife beater. Splashes his face with rain water in a barrel by the garage he lives in. Grabs a nearby cup scoops and popes something in it that some trader called "instant coffee" tastes horrible but wakes him right up. He grabs his last cigar and lights it with a lighter and it breaks with that last flick dìomhair nas aotrom. He goes and checks the motorcycle admires it for a bit remembering his papa. He grabs a wrench and twists a bolt tighter. Seeming satisfied he heads over to grab his stuff for the road. He stretches some before putting on his road warrior armor. He is heading to the library for some more studying over engines and what not. He isn't too good with the reading but he is a wiz when he gets some pictures. He feels like he is real close to being able to ride his papa bike again.

    I like your description of my character lol
    Last edited by zylodrizzt; 2018-07-07 at 10:34 PM.

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    miinstrel's Avatar

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    Default Re: [5E] Post-Apocalyptic America

    Chase will speak in "Purple."

    Upon waking, usually after daybreak (he's always been a heavy sleeper), Chase usually finds somewhere high - a tree, a rooftop, etc. - and looks out over the land to the east looking for signs of human activity that may be his family. Sometimes this is before breakfast, sometimes after. Once he's eaten he gets to work carrying beams, tires, putting up walls, etc.
    They've trained him a little as a town guard but he's mostly good for simple duty - watching for movement and the like, the not-so-complex things. In his spare time he works as a tanner for the hide some folk bring in. He enjoys going on hunts too, though those are less frequent than they used to be in his old life.

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    Ogre in the Playground
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    Default Re: [5E] Post-Apocalyptic America

    Abrovuch speaks in green. Now that he has headed in to Walnut Creek to find his brother, he spends most of his days glaring at all the strange people, wigged out of his mind by being in such a crowded space. Since his brother's busy trying to move up in the world, Abrovuch is left hanging, and does a lot of drinking at wherever it is he is able to stay while in town.

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    Default Re: [5E] Post-Apocalyptic America

    Dorian speaks in Teal. Her routine is fairly simple; Wake up and take care of herself (shower, food, clothes) and make sure her daughter does as well. Then she heads down to her workshop and does some work, whatever special orders she has to make (usually leatherwork, but some people come to her with woodworking projects). Around lunch time she makes a small amount of food to keep her steady until dinner, and takes some simple items (shoes, other clothing, simple wooden utensils and tools) from her shop out to the marketplace and sells them. Usually Jessica joins her and helps with handling the purchases and negotiations, but she's free to not do so if she has something else to do. Business is usually better on days when Jessica helps, however, given Dorian's ill temper. In the late afternoon, usually around 4 pm, it's back to the workshop to continue working on orders and projects, and keeping her tools maintained. She cooks dinner, usually with Jessica's assistance, and after dinner Dorian spends time with her daughter, usually in simple conversation.

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    BlackDragon

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    Default Re: [5E] Post-Apocalyptic America

    Naamloze will speak in Orange.

    Waking up at 5 each morning on the dot, Naamloze's internal clock never fails him although he never quite feels rested and often lays in bed for about 30 minutes until he gains the courage to finally move. Getting out of bed finally, Naamloze moves to the wash basin to splash some water on his face, cleansing himself for the day to come and finally waking him up.

    He then finds a quiet place where he can watch the sun rise as he sits cross-legged, meditating to recenter his Ki and mentally prepare for the day to come.

    Once ready, he sips on a cup of tea and whatever light meal he has scrounged day to day to renourish and rid himself of the last bit of sluggishness for the day. He never had a taste for coffee...

    Being ready for the day, Naamloze continues his day through varying tasks. He takes notes of local monasteries and where he can find them so that he may grow his network of sancturaries when needing a safe place to bunker down for the night or he takes on local jobs around the area saving the locals of Walnut Creek from the apolcolyptic horrors that arise from time to time (looters, raiders, etc.). Other times, he continues his obbsesive search of those that massacred his order. The main thing he focuses on is that his always on the move and never in one place for too long...he hasn't found a place that he can truly call home or a group of individuals he could trust.

    As the sun sets, he finds his next place to stay and meditates one last time to calm his adrenaline and contemplate on the learnings of the day. Ready to finally find some semblance of rest, he typically lays down for another restless night of nightmares and horrors until he awakes the next morning.

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    ElfRangerGuy

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    Default Re: [5E] Post-Apocalyptic America

    The PC Talonor Waywarder will use the color Blue for his dialog

    When Talonor lived at home. Which was until very recently. He along with his older brother Wulf would rises before first light. As the game animals they hunts are most active at dawn. The period of the day from the first sign of light in the east until the sun actually rises over the distant mountains that lay in that direction. Each of them hunted a different quadrant of the forestland that surrounded their woodland home. After that they would check the traps and snares they had set the evening before. Resetting any that had caught anything. Then field dressed any game that they successfully hunted or trap and taking it home to see which of the two had gotten the most game. Then they would fully skin and or pluck their take. With there family eating any organ meat, such as hearts livers and kidneys right away with there eggs. As they were the quickest to spoil. With their mother and younger sister Zareria, having seen to the chickens and milking the goats before breakfast. Took any meat they had brought home and saw to preserving any that would not be eaten that day by preparing it and putting it in their smoke house. Then the women would use the goats milk that was milked from the goats and use it to make butter and cheese. Any excess chicken eggs would be boiled and those not eaten in a day or two would be peeled and pickled. With the help of their father Wulfnor, the two brothers would prepare any skins of the animals they killed that day for tanning. After that was done they had other chores to do. Such as chop wood and haul buckets of water from the nearby stream to fill the water barrel in the kitchen. Then depending on what time of year it was. They might weed the garden or do some pruning in their small pear and apple orchard. An of course during late summer and early autumn, during the harvest season both in the garden and orchard. They pretty much ran around like chickens with their heads cut off. But most days after fighting practice. they would nap for a couple hours during the afternoon. Then the two brothers would be out hunting and checking their traps and snares and resetting them during dusk. Which was from the time the sunset until it became totally dark. Thus was the average routine Talonor had known for a good many years.

    Most recently, being on his own living in a lean-to not to far outside of Walnut Creek. Talonor was still doing his hunting and trapping. Sell the meat he did not eat to the Inn and taverns located in the settlement to earn a living.
    Last edited by Wulfnor; 2018-07-08 at 05:58 PM.
    Wisdom & Courage,
    <==)=+Wulfnor+=(==>

  10. - Top - End - #10
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America

    Alright! I think that's everyone! Off to a great start!

    IC THREAD
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  11. - Top - End - #11
    Ogre in the Playground
     
    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    I decided to try to balance out the party with a more jovial character. Also he has an Irish accent

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    Default Re: [5E] Post-Apocalyptic America-OOC

    Oh, as a side note to everyone, since it would seem most of our characters have been in at least some contact with each other, Dorian prefers to be called 'Dottie' or Ms. Adlewhit. "Why my father decided on a man's name for me, I'll never know." Failing to do so will be repaid with grumbling and glares

  13. - Top - End - #13
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    Great post rate, everyone! Let's keep it up! Feel free to introduce yourselves to one another and to roll any checks you intend to do once you reach the site of the attack--things like survival, perception, knowledge, etc. that might give you more information. I'll describe the scene in the next update.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  14. - Top - End - #14
    Pixie in the Playground
     
    BlackDragon

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    Default Re: [5E] Post-Apocalyptic America-OOC

    I cannot seem to figure out the dice roller. How do I get this thing to work?

    (1d20+2)[19]

  15. - Top - End - #15
    Pixie in the Playground
     
    BlackDragon

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    Default Re: [5E] Post-Apocalyptic America-OOC

    It seems to be working here but not on the IC board...

  16. - Top - End - #16
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    Unfortunately, you aren't able to edit posts to include rolling dice--you either need to roll the dice when you post, or separately. Congratulations, though--you've now experienced something every new player to these forums goes through! EDIT: Go ahead and edit your IC post to include a record of the roll, something like Perception: 19 (Rolled OOC) or however you choose to note it.
    Last edited by esorscher; 2018-07-09 at 11:01 PM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  17. - Top - End - #17
    Pixie in the Playground
     
    BlackDragon

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    Default Re: [5E] Post-Apocalyptic America-OOC

    Haha and now I know!

    Thanks and will do :)

  18. - Top - End - #18
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    ElfRangerGuy

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    Default Re: [5E] Post-Apocalyptic America-OOC

    I seemed to have done the same thing. I previewed what I had written. I guess it rolled then and I didn't realize it. An accidently erased the results, not knowing what I was doing. So I will make the rolls I wanted to make here and transfer the results to my IC post.

    Nature: (1d20+3)[18]

    Perception: (1d20+4)[20]

    Survival (Tracking): (1d20+4)[12] I guess it is hard to track on crumbling asphalt and concrete.
    Last edited by Wulfnor; 2018-07-10 at 02:58 AM.
    Wisdom & Courage,
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  19. - Top - End - #19
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    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    I picked up history since I figured it would be immensly useful in a setting like this and to represent ruckus fascination with days gone and the old stories. I just thought of another use however and looking for approval since I don't think many people have thought to use it this way. I think it would be a good substitute for knowledge local at least when it comes to things that have already happened. By that I mean about the local people not just the biggest events in history. Now since its about people I was wondering if everyone would be comfortable with me rolling for thier characters? If it makes u feel better I do have investigation. I kinda was thinking when I took int based skills that is take the ones lesser used and may help me identify useful junk.

  20. - Top - End - #20
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    Quote Originally Posted by zylodrizzt View Post
    I picked up history since I figured it would be immensly useful in a setting like this and to represent ruckus fascination with days gone and the old stories. I just thought of another use however and looking for approval since I don't think many people have thought to use it this way. I think it would be a good substitute for knowledge local at least when it comes to things that have already happened. By that I mean about the local people not just the biggest events in history. Now since its about people I was wondering if everyone would be comfortable with me rolling for thier characters? If it makes u feel better I do have investigation. I kinda was thinking when I took int based skills that is take the ones lesser used and may help me identify useful junk.
    If you mean rolling Knowledge History to know things about the other PCs, that's not necessary--none of them are famous enough to have their life stories be part of any body of knowledge.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  21. - Top - End - #21
    Ogre in the Playground
     
    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    Fair enough. I was thinking of like rrumors

  22. - Top - End - #22
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    BardGuy

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    Default Re: [5E] Post-Apocalyptic America-OOC

    Rumor has it that Samson is eight feet tall, made of metal, and eats it for breakfast.

    Rumor also has it that Samson likes to start rumors about himself among recruits for fun. Get up around Berkeley and they'll tell you all about it. Maybe.

  23. - Top - End - #23
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    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    The wagon itself is largely untouched, but it's unclear what purpose this family was transporting it for. It contains: six sealed 20-gallon steel drums; 100' of hempen rope; three barrels of unmilled grain approximating sixty pounds each; three sacks of milled flour approximating ten pounds each; a box of two dozen unshucked ears of corn; five bedrolls; five blankets; five waterskins; a chest of clothing; a half-filled chest of salted pork approximating ninety pounds; a small, cast-iron, hand-powered mill; a crowbar; a sledgehammer; two shovels; a hammer; a spare wagon wheel; two dozen 6" iron nails; four torches; a hooded lantern; a dozen flasks of oil; a large eight-person tent; a dragonchess set; twenty pounds of salt. Perhaps they were settlers from outside the region moving in, or perhaps they were here for some other reason. Whatever their purpose was, fate seems to have had other plans.
    Truth be told id like a few things if only to have more range of weapons. I have tavern brawler so I'm able to use about anything. I might also suggest relieving the bodies of thier weapons. The things I'd like are torches iron nails oil crowbar sledgehammer shovels and normal hammer but we can split. I likely wont keep any of it long if we want to make the most profit from it I'm good with selling none of which are particularly valuable either. I am interested to see whats in those barrels and I may be able to make something useful out of the plant matter we have here. It's all up to the group though.

    Esorcher will u mark off anything we take?

    I'm also volunteer to be the full time light bearer since no one else (except our monk) seems to have many hands free. I've no problem smacking a guy with a torch or shield or head lol.

    How are we getting this back btw?

  24. - Top - End - #24
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    Quote Originally Posted by zylodrizzt View Post
    Truth be told id like a few things if only to have more range of weapons. I have tavern brawler so I'm able to use about anything. I might also suggest relieving the bodies of thier weapons. The things I'd like are torches iron nails oil crowbar sledgehammer shovels and normal hammer but we can split. I likely wont keep any of it long if we want to make the most profit from it I'm good with selling none of which are particularly valuable either. I am interested to see whats in those barrels and I may be able to make something useful out of the plant matter we have here. It's all up to the group though.

    Esorcher will u mark off anything we take?

    I'm also volunteer to be the full time light bearer since no one else (except our monk) seems to have many hands free. I've no problem smacking a guy with a torch or shield or head lol.

    How are we getting this back btw?
    I will keep track of the loot I give you, but who is carrying what is up to you all to determine and mark on your sheets. With 5e in general and in this game specifically cash isn't super useful, so you might consider keeping the items rather than selling them. The wagon itself is intact; you can use it to haul the stuff back to town.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  25. - Top - End - #25
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    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    Ok fair enough. I was just trying to avoid duplicates on sheets.

    Anyone have a problem with me taking what I listed?

    We have 3 to say we move on do we need to wait for everyone to respond or just a majority? Or two days with no response?

    Speaking of the tavern brawler should I just roll the 1d4 or will you or should I and you'll roll if you decide it does more damage?

  26. - Top - End - #26
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    We've had a pretty good posting rate, people seem to be doing a good job of posting within 24 hours of my posts, so I'm not going to rush things.

    I'm not sure what your question is about Tavern Brawler. I also don't see that feat listed on your sheet, but since you are Variant Human and talking about having it, I infer it was your selection from your race. Please list it on your sheet under features and traits. To speed things along for rolling purposes, roll attack, damage, and bonus grapple action (Strength or Athletics Check) if you intend to use it. Example: ((1d20+5)[19], (1d4+5)[7]; Grapple: (1d20+5)[10]) At this point no improvised weapon you are going to use is going to deal more than 1d4 damage, we'll stick by RAW until you take the Brawny feat at 4th level (or whenever) as we discussed via PM.
    Last edited by esorscher; 2018-07-10 at 10:15 PM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  27. - Top - End - #27
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    ElfRangerGuy

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    Default Re: [5E] Post-Apocalyptic America-OOC

    DM I just looked up Bay Area Zoological Parks and got this result:
    https://www.google.com/search?rlz=1C...52.9b3XZAP_GvI

    Was there there a lot of exotic species released into the wild when civilization crash a hundred or so years before the present game time? If so, which species are prevalent near Walnut Creek? What about mutations. Was there a lot of Nuclear Fall Out that might cause that in the environment? BTW, what time of year is it? Is the climate in the Bay Area pretty much how it is now in the real world? I guess that's enough questions for now. Thank's!
    Last edited by Wulfnor; 2018-07-11 at 02:23 AM.
    Wisdom & Courage,
    <==)=+Wulfnor+=(==>

  28. - Top - End - #28
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    Quote Originally Posted by Wulfnor View Post
    DM I just looked up Bay Area Zoological Parks and got this result:
    https://www.google.com/search?rlz=1C...52.9b3XZAP_GvI

    Was there there a lot of exotic species released into the wild when civilization crash a hundred or so years before the present game time?
    Yes

    If so, which species are prevalent near Walnut Creek?
    Many different kinds--if it existed in any of the zoos in the Bay Area, it has a wild population now.

    What about mutations.
    Not so much.

    Was there a lot of Nuclear Fall Out that might cause that in the environment?
    Not in this region--but mutation and evolution are natural processes.

    BTW, what time of year is it?
    Spring

    Is the climate in the Bay Area pretty much how it is now in the real world?
    Pretty much--probably a bit hotter/ more extreme due to the effects of the global pollution epidemic.

    I guess that's enough questions for now. Thank's!
    No problem
    Last edited by esorscher; 2018-07-11 at 06:53 AM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

  29. - Top - End - #29
    Ogre in the Playground
     
    Goblin

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    Default Re: [5E] Post-Apocalyptic America-OOC

    My character sheet seems to like to revert to previous saves and that's what seems to have happened. Tavern brawler is now on the sheet resaved

  30. - Top - End - #30
    Firbolg in the Playground
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    Default Re: [5E] Post-Apocalyptic America-OOC

    AW: The trail will keep; it does not look like it's going to rain today. The only thing burying the corpses will cost you (like all actions) is time.
    Last edited by esorscher; 2018-07-11 at 08:29 AM.
    "Happiness is the meaning and the purpose of life, the whole aim and end of human existence"

    "Everything can be taken from a man but one thing: the last of the human freedoms—to choose one’s attitude in any given set of circumstances, to choose one’s own way."

    "When we are no longer able to change a situation, we are challenged to change ourselves."

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