An Age of High Adventure: Difference between revisions
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= | = Chapter Oracles = | ||
'''Chapter 0 - Whispers of the Serpent God - God-Kings of War''' | |||
* 2D - A cask of honey wine, tribute to a fierce bandit-queen. | |||
* 8D - An order of magician-monks who punish blasphemers. | |||
* 9D - A much-decorated company of the enemy’s light cavalry. | |||
* JD - A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe. | |||
'''Chapter 1 - Driven Before the Storm - Blood & Sex''' | |||
* 3C - The arrival at a way house of four unusual travelers. | |||
* 6D - A practitioner of luck-magics traveling ahead of a ferocious storm. | |||
* 8H - The local lord’s daughter, tramping after strawberries. | |||
* 10H - The child of a great and renowned theologist, forced into priesthood against both inclination and nature. | |||
'''Chapter 2 - Demon Interruptus - Nest of Vipers''' | |||
* 4D - The proprietress of a wanton-house, with her manservant. | |||
* AD - A great convocation of mages, with many orders attending. | |||
* KH - A night-wisp, who devours its victims' magical potency. | |||
* 10H - A wizard jealousy guarding her magical territory. | |||
'''Chapter 3 - Tomb of the Warrior Queen - The Unquiet Past''' | |||
* 8D - A long-dead queen still trying to defend her realm. | |||
* 8C - The father of a child possessed by a voracious spirit. | |||
* 6S - A convocation of a ruins, ghouls, gaunts, and whisps. | |||
* 9S - A woman's long red hair incorporated into a bird's nest. | |||
'''Chapter 4 - Helen, paging Helen of Troy - God Kings of War''' | |||
* 4D - The arrival of a hundred fearsome warships on an unprepared prosperous peaceful coast. | |||
* 7D - The sight of a pitched battle, ground churned and stinking, and the widows mourning there. | |||
* 5S - A great warship, set with a ram and mangonel, and its crew. | |||
* 7S - The guardian spirits of a foolhardy, naive, reckless, and impressionable young person | |||
'''Chapter 5 - Initiation - Blood and Sex''' | |||
* KS - A jealous and vengeful rival, who has an infamous temper and is quick to violence. | |||
* 4H - The night each year that a certain ghost is allowed her freedom. | |||
* 2H - The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self. | |||
* QC - The seizure of arcane powers by an arrogant and brutal wizard. | |||
'''Chapter 6 - A Funny Thing Happened On the Way to the Kurgan - God-Kings of War''' | |||
* AD - The human servant of a mighty and unspeakable demiurge. | |||
* 6H - A speaker for the ancestors, carrying secrets and warnings. | |||
* KD - A chest containing the tax monies of a rural province, and the soldiers carrying it. | |||
* 10H - A tender of war-bulls (aka minotaurs), shaved-headed and fearless. | |||
'''Chapter 7 - To Live and Die (and Sow Chaos) In Eruk - A Nest of Vipers''' | |||
* 10C A devil of the lower air, malicious and full of pranks. | |||
* 2H A conjurer who needs blood to entice his uncouth spirits. | |||
* 8D A ghoulish eater of dead flesh, driven by unusual lusts. | |||
* 5C The young mother of a baby prince, whose husband the king has been overthrown and put to death. | |||
'''Chapter 8 - It had to be snakes - The Unquiet Past''' | |||
* 3S - A rough wolf-hunter, surly, filthy, and crude. | |||
* 7C - A ruthless bully of an under-officer with high ambitions. | |||
* AD - The boasting chief of a team of rock quarriers. | |||
* 2H - A serpent-demoness, malicious and venomous, seeking vengeance. | |||
'''Chapter 9 - - The Unquiet Past''' | |||
* JC - A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit. | |||
* 9S - A woman’s long blood-red hair, incorporated into a bird’s nest. | |||
* 3C - The secret central shrine of a temple to forbidden gods. | |||
* 6C - The burglary of a magical order’s innermost library. | |||
'''Chapter 10 - - Blood and Sex''' | |||
* JC - The death of the primary heir of a local noblewoman. | |||
* 3H - The sorcerously animate homunculus of a wizard, more clever than wise. | |||
* AC - A spirit of the lower air, caught up in joyous human celebration. | |||
* 9D - The secluded home of an exiled court wizard, dense with unseen population. | |||
= PCs = | = PCs = | ||
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| template=IAWACharacterList | | template=IAWACharacterList | ||
| link=none | | link=none | ||
| sort=Chapter | | sort=Chapter,Name | ||
}} | }} | ||
Add a PC: {{#forminput:form=IAWACharacter|query string=IAWACharacter[Campaign]=An Age of High Adventure&super_page=An_Age_of_High_Adventure|button text=Add PC}} | Add a PC: {{#forminput:form=IAWACharacter|query string=IAWACharacter[Campaign]=An Age of High Adventure&super_page=An_Age_of_High_Adventure|button text=Add PC}} | ||
<span style="color: red;">'''Enter a new character in the following format: Character Name/C# where # is the number of the Chapter the character appears in'''</span> | |||
= NPCs = | = NPCs = | ||
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| format=template | | format=template | ||
| template=IAWANPCList | | template=IAWANPCList | ||
| sort=Chapter,Name | |||
| intro=<TABLE class="smwtable" cellpadding=4 border=1 rules="all" frame="box"><TR><TH>Name</TH><TH>Role</TH><TH>Chapter</TH></TR> | | intro=<TABLE class="smwtable" cellpadding=4 border=1 rules="all" frame="box"><TR><TH>Name</TH><TH>Role</TH><TH>Chapter</TH></TR> | ||
| outro=</TABLE> | | outro=</TABLE> | ||
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| template=BasicPlaceList | | template=BasicPlaceList | ||
| link=none | | link=none | ||
| sort= | | sort=Name | ||
| ?Name | | ?Name | ||
}} | }} | ||
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{{#forminput:form=BasicPlace|button text=Add a place|link type=|query string=BasicPlace[Campaign]=An Age of High Adventure&super_page=An_Age_of_High_Adventure&preload=An_Age_of_High_Adventure/PlacePreloadTemplate}} | {{#forminput:form=BasicPlace|button text=Add a place|link type=|query string=BasicPlace[Campaign]=An Age of High Adventure&super_page=An_Age_of_High_Adventure&preload=An_Age_of_High_Adventure/PlacePreloadTemplate}} | ||
[[Category:Campaign]]{{#set:gamedesc=An Age of High Adventure|system=IAWA|GM=Munin?|Campaign=An Age of High Adventure}}{{DISPLAYTITLE:An Age of High Adventure: IAWA}} | = House Rules = | ||
'''Changing Forms''' - Players can choose to change Forms mid-conflict if they accept ''Injury'' or ''Exhaustion'' first. | |||
= Conflict Quick Reference = | |||
'''CONFLICT – ONE ON ONE''' | |||
# Opposing players pick two forms and pick up the corresponding dice. | |||
## If players have an applicable particular Strength, pick up its die as well. | |||
# Players roll their dice and compare their highest results. | |||
# If all die rolls match, players can mutually agree to back away from the fight. If they decline, each re-roll the lower die. | |||
# The player who wins lets their dice stand. They dictate their action and challenge. | |||
# The answering player re-rolls their dice. | |||
# If the highest die of the challenger at least doubles the highest die of the defender, the fight is over. Set terms. | |||
# If the highest die of the challenger DOES NOT at least double the highest die of the defender, then 1 of 3 things happens: | |||
## If the challenger's die matched or was better than the defender's die, the attacker takes the advantage die and the fight continues. | |||
## If the challenger's die is less than the defender's die but better than half, the defender takes the advantage due and the fight continues. | |||
## If the challenger's die is half or less than the defender's die, the fight is over. Set terms. | |||
# The character that rolled lower dice in Round 1 goes on the Owe list at the beginning of Round 2. | |||
# Negotiate if you want, continue rolling if not. | |||
# In each additional round, both players re-roll their dice as above but advantage dice are added to their highest result. Perform steps 3 through 6. | |||
# If the challenger's die match or beat the defender's die in Round 3, they win absolutely. The defender wins absolutely if the challenger's die falls short. Set terms. | |||
'''CONFLICT – TWO ON ONE OR MORE''' | |||
# Challengers should name their target. The defender(s) will re-roll their dice as above. | |||
# If a defender answers before their turn comes, they don't get a move later. | |||
# If someone is not challenged, they re-roll their dice and make a challenge and name their target. | |||
# Multiple combatants can earn advantage dice. | |||
''EXHAUSTION:'' lose a die size from '''directly''' and with '''violence'''. NPC: lose a die size from both '''action''' dice.<br /> | |||
''INJURED:'' lose a die size from '''covertly''' and '''for others'''. NPC: lose a die size from both '''maneuvering''' dice.<br /> | |||
''HUMILIATED:'' lose a die size from '''with love''' and '''for myself'''. NPC: lose a die size from both '''self-protection''' dice. <br /> | |||
''TAKEN OUT:'' If any two Forms go to 0, the character is taken out for the rest of the Chapter.<br /> | |||
[[Category: Inactive Campaign]]{{#set:gamedesc=An Age of High Adventure|system=IAWA|GM=Munin?|Campaign=An Age of High Adventure}}{{DISPLAYTITLE:An Age of High Adventure: IAWA}} |
Latest revision as of 12:31, 6 November 2022
Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there was an age undreamed of.
Game Logs
Recent logs:
- The White Channel, the 11 September 2022 session log
- Barren-hearted, the 28 August 2022 session log
- It had to be snakes, the 10 July 2022 session log
- To Live and Die (and Sow Chaos) in Eruk, continued, the 29 May 2022 session log
- To Live and Die (and Sow Chaos) in Eruk, the 22 May 2022 session log
- A funny thing happened on the way to the kurgan, the 17 April 2022 session log
- Initiation, the 10 April 2022 session log
- Tomb of the Warrior Queen, the 9 August 2015 session log
- Demon Interruptus, the 20 July 2015 session log
- Whispers of the Serpent God, the 20 June 2015 session log
- Driven Before The Storm: Part 1, the 7 June 2015 session log
Chapter Oracles
Chapter 0 - Whispers of the Serpent God - God-Kings of War
- 2D - A cask of honey wine, tribute to a fierce bandit-queen.
- 8D - An order of magician-monks who punish blasphemers.
- 9D - A much-decorated company of the enemy’s light cavalry.
- JD - A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.
Chapter 1 - Driven Before the Storm - Blood & Sex
- 3C - The arrival at a way house of four unusual travelers.
- 6D - A practitioner of luck-magics traveling ahead of a ferocious storm.
- 8H - The local lord’s daughter, tramping after strawberries.
- 10H - The child of a great and renowned theologist, forced into priesthood against both inclination and nature.
Chapter 2 - Demon Interruptus - Nest of Vipers
- 4D - The proprietress of a wanton-house, with her manservant.
- AD - A great convocation of mages, with many orders attending.
- KH - A night-wisp, who devours its victims' magical potency.
- 10H - A wizard jealousy guarding her magical territory.
Chapter 3 - Tomb of the Warrior Queen - The Unquiet Past
- 8D - A long-dead queen still trying to defend her realm.
- 8C - The father of a child possessed by a voracious spirit.
- 6S - A convocation of a ruins, ghouls, gaunts, and whisps.
- 9S - A woman's long red hair incorporated into a bird's nest.
Chapter 4 - Helen, paging Helen of Troy - God Kings of War
- 4D - The arrival of a hundred fearsome warships on an unprepared prosperous peaceful coast.
- 7D - The sight of a pitched battle, ground churned and stinking, and the widows mourning there.
- 5S - A great warship, set with a ram and mangonel, and its crew.
- 7S - The guardian spirits of a foolhardy, naive, reckless, and impressionable young person
Chapter 5 - Initiation - Blood and Sex
- KS - A jealous and vengeful rival, who has an infamous temper and is quick to violence.
- 4H - The night each year that a certain ghost is allowed her freedom.
- 2H - The ascension to mastery of a student wizardess, unrecognized by her order but absolutely clear and undeniable to her inner self.
- QC - The seizure of arcane powers by an arrogant and brutal wizard.
Chapter 6 - A Funny Thing Happened On the Way to the Kurgan - God-Kings of War
- AD - The human servant of a mighty and unspeakable demiurge.
- 6H - A speaker for the ancestors, carrying secrets and warnings.
- KD - A chest containing the tax monies of a rural province, and the soldiers carrying it.
- 10H - A tender of war-bulls (aka minotaurs), shaved-headed and fearless.
Chapter 7 - To Live and Die (and Sow Chaos) In Eruk - A Nest of Vipers
- 10C A devil of the lower air, malicious and full of pranks.
- 2H A conjurer who needs blood to entice his uncouth spirits.
- 8D A ghoulish eater of dead flesh, driven by unusual lusts.
- 5C The young mother of a baby prince, whose husband the king has been overthrown and put to death.
Chapter 8 - It had to be snakes - The Unquiet Past
- 3S - A rough wolf-hunter, surly, filthy, and crude.
- 7C - A ruthless bully of an under-officer with high ambitions.
- AD - The boasting chief of a team of rock quarriers.
- 2H - A serpent-demoness, malicious and venomous, seeking vengeance.
Chapter 9 - - The Unquiet Past
- JC - A small room under the foundation, its doorway bricked shut, the prison of a dreadful and malicious spirit.
- 9S - A woman’s long blood-red hair, incorporated into a bird’s nest.
- 3C - The secret central shrine of a temple to forbidden gods.
- 6C - The burglary of a magical order’s innermost library.
Chapter 10 - - Blood and Sex
- JC - The death of the primary heir of a local noblewoman.
- 3H - The sorcerously animate homunculus of a wizard, more clever than wise.
- AC - A spirit of the lower air, caught up in joyous human celebration.
- 9D - The secluded home of an exiled court wizard, dense with unseen population.
PCs
- Set, played by Lisa in Chapter 0 - Whispers of the Serpent God
- Sorcha, played by Joe in Chapter 0 - Whispers of the Serpent God
- Teru, played by Jacko in Chapter 0 - Whispers of the Serpent God
- Carram, played by Jacko in Chapter 1 - Driven Before The Storm
- Larsa, played by Lisa in Chapter 1 - Driven Before The Storm
- Teru, played by Jason in Chapter 1 - Driven Before The Storm
- Zahir, played by Joe in Chapter 1 - Driven Before The Storm
- Nirar, played by Jason in Chapter 10
- Damrina, played by Jason in Chapter 2 - Demon Interruptus
- Set, played by Lisa in Chapter 2 - Demon Interruptus
- Tamarel, played by Joe in Chapter 2 - Demon Interruptus
- Volmassus, played by Jacko in Chapter 2 - Demon Interruptus
- Carram, played by Jacko in Chapter 3
- Phiona, played by Jacko in Chapter 4
- Teru, played by Jason in Chapter 4
- An-Genet, played by Jason in Chapter 5
- Aurya, played by Joe in Chapter 5
- Hediyeh, played by Gary in Chapter 5
- Khannah, played by Tim in Chapter 5
- Set, played by Lisa in Chapter 5
- Carram, played by Tim in Chapter 6
- Larsa, played by Lisa in Chapter 6
- Nirar, played by Jason in Chapter 6
- Xujak, played by Joe in Chapter 6
- Zakiti, played by Gary in Chapter 6
- Awshalim, played by Jason in Chapter 8
- Sten, played by Jason in Chapter 9
Add a PC:
Enter a new character in the following format: Character Name/C# where # is the number of the Chapter the character appears in
NPCs
Name | Role | Chapter |
---|---|---|
Arroch | Lieutenant of Sorcha, famed commander of her light cavalry. | Chapter 0 - Whispers of the Serpent God |
Jamal | Carter and alderman of Gurbekhan | Chapter 0 - Whispers of the Serpent God |
Sekharoth | Lieutenant/co-conspirator to Teru | Chapter 0 - Whispers of the Serpent God |
Gaman | Servant to Rahar, bodyguard to Larsa | Chapter 1 - Driven Before The Storm |
Kekhmet | Priestess-to-be on the run. | Chapter 1 - Driven Before The Storm |
Rahar | Stygian lord | Chapter 1 - Driven Before The Storm |
Sima | Apprentice to Teru, traveller | Chapter 1 - Driven Before The Storm |
Places
House Rules
Changing Forms - Players can choose to change Forms mid-conflict if they accept Injury or Exhaustion first.
Conflict Quick Reference
CONFLICT – ONE ON ONE
- Opposing players pick two forms and pick up the corresponding dice.
- If players have an applicable particular Strength, pick up its die as well.
- Players roll their dice and compare their highest results.
- If all die rolls match, players can mutually agree to back away from the fight. If they decline, each re-roll the lower die.
- The player who wins lets their dice stand. They dictate their action and challenge.
- The answering player re-rolls their dice.
- If the highest die of the challenger at least doubles the highest die of the defender, the fight is over. Set terms.
- If the highest die of the challenger DOES NOT at least double the highest die of the defender, then 1 of 3 things happens:
- If the challenger's die matched or was better than the defender's die, the attacker takes the advantage die and the fight continues.
- If the challenger's die is less than the defender's die but better than half, the defender takes the advantage due and the fight continues.
- If the challenger's die is half or less than the defender's die, the fight is over. Set terms.
- The character that rolled lower dice in Round 1 goes on the Owe list at the beginning of Round 2.
- Negotiate if you want, continue rolling if not.
- In each additional round, both players re-roll their dice as above but advantage dice are added to their highest result. Perform steps 3 through 6.
- If the challenger's die match or beat the defender's die in Round 3, they win absolutely. The defender wins absolutely if the challenger's die falls short. Set terms.
CONFLICT – TWO ON ONE OR MORE
- Challengers should name their target. The defender(s) will re-roll their dice as above.
- If a defender answers before their turn comes, they don't get a move later.
- If someone is not challenged, they re-roll their dice and make a challenge and name their target.
- Multiple combatants can earn advantage dice.
EXHAUSTION: lose a die size from directly and with violence. NPC: lose a die size from both action dice.
INJURED: lose a die size from covertly and for others. NPC: lose a die size from both maneuvering dice.
HUMILIATED: lose a die size from with love and for myself. NPC: lose a die size from both self-protection dice.
TAKEN OUT: If any two Forms go to 0, the character is taken out for the rest of the Chapter.