Nazis in Fantasyland Quest Part VIII
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It's that most wonderful time of the year! Where mythical worlds full of strange magic and men in snazzy suits with questionable senses of ethics and morality and guns are explored by none other than the fine, cultured folks of /tg/!
You are Oberst Hans Landa, a Combat Engineer with the Third Reich who has an extensive knowledge of civil engineering. An asset to the Reich, which is what landed you a promotion to Oberst for this secret operation.
You have traveled, via magical means, to an unknown world. A world that you suspect holds much more dark and powerful secrets than even your superiors could have ever hoped for. You have brought with you a small army, and have settled in and fortified a location near your arrival point. You have repelled a large warband of Kobolds and Ogres, led by Ironmaw, the most vicious of them all. Having repelled the group with minimal losses, your current holding appears secure. You have managed to bribe Magi Arthur, the wizard that lives in the tower to the south, into opening the Gate earlier than previously expected by a couple weeks. Through said portal emerged a rather impressive force of men, bolstering your numbers to almost two hundred and fifty infantry, plus your various armor assets and ancillary staff.
Amongst these persons was Albert Siegfried, a Thule Society representative that seemed insistent upon the conquest of the nearest city, Redding, which is apparently part of the dominion of Baron Farnsworth. While you have rebuffed his demands for now, building your facilities up with both medical care and a wooden palisade that now encircles your encampment (barring the north, south, east, and west entrances now available), your "Guests" have become increasingly restless.
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Our DM is starting a new campaign soon, and as far as I can tell the setting is going to be very "witch hunt." Religious, lawful/stupid, pitch fork wielding mobs everywhere waiting to lynch the first person they see with a black cloak or a pale complexion. This is apparently because all the kingdoms have been under constant siege by an increasing variety of dark magic and nocturnal monsters for many decades. I've confirmed that even one of my fellow party members will be playing an extremely zealous Paladin whose parents were vampirized when he was a child.
So naturally, I've decided to roll a NG Necromancer, to challenge everybody's worldview and inject a little grey into this white & black morality.
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You are Nrog, daughter of Krog, a half-orc warrior.
Raised by Orcs you were forever teased about your size and lack of physical strength, and seek out a challenge to prove yourself to your people.
You have been travelling north, having left the desert and entered the grassy plains of the human realm. To the east is the coast, where there might be villages to pillage. Further North is a Human city. To the West are mountains, containing Dwarves, and rumours of a dragon.
Hoisting your axe back onto your shoulder you continue, but first, which way?
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>Hacking through shields was a commonly used tactic, so having a strong sword arm and sword were of great benefit. In addition, jumping forward into the enemy with the shield held in front was a common tactic, as was leaping up, resting a foot on the opponent's shield boss, and striking or stabbing the enemy's unprotected back with one's sword.
Anglo-Saxon warfare involved troops leaping up, balancing on tiny portions of shields, and then stabbing unprotected backs with their spears?
Why did nobody tell me that Anglo-Saxon warfare was wuxia in real life?
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So Pacific Rim has me hyped as shit. Monsters, giant robots, international figting team, and a big dose of humanity, FUCK YEAH. Are there any games or systems that would let me pull off some kind of cross of XCOM and Pacific Rim? A team of soldiers and/or mecha pilots must fight the giant monsters and their alien overlords?
Also, just check out the kill count for the Australian mech, holy fuck. The Japanese one has 2. How do you out-mecha Japan?
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Im having some trouble creating a story behind this D&D 2e campain. A bunch of humans from assorted points in history (ex. a french dragoon, black foot native american, and green beret commando) are pulled from their respective universe into the fictional D&D world. My problem is I'm having trouble thinking of a coherent story line for them to follow or a cause why they were pulled from their realm. Some suggestions would be very helpful from you guys.
a couple ground rules
magic exists and the PCs can eventually take advantage of it
hardcore mode activated: if a PC cant perform certain survival skills, communication skills or ammo or supplies are too complicated to craft or replicate, it cant be done by them. so a command only has as much ammo for his rifle as he carried, but a dragoon or native american are able to craft black powder as long as they had the correct ingredients. and lead slugs are simple to craft.