An Age of High Adventure: Difference between revisions
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= Chapter Oracles =  | = Chapter Oracles =  | ||
Chapter 0 - Whispers of the Serpent - God-Kings of War    | '''Chapter 0 - Whispers of the Serpent God - God-Kings of War'''  | ||
* 2D - A cask of honey wine, tribute to a fierce bandit-queen.  | * 2D - A cask of honey wine, tribute to a fierce bandit-queen.  | ||
* 8D - An order of magician-monks who punish blasphemers.  | * 8D - An order of magician-monks who punish blasphemers.  | ||
| Line 26: | Line 26: | ||
* JD - A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.  | * 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  | '''Chapter 1 - Driven Before the Storm - Blood & Sex'''  | ||
* 3C - The arrival at a way house of four unusual travelers.  | * 3C - The arrival at a way house of four unusual travelers.  | ||
* 6D - A practitioner of luck-magics traveling ahead of a ferocious storm.  | * 6D - A practitioner of luck-magics traveling ahead of a ferocious storm.  | ||
| Line 32: | Line 32: | ||
* 10H - The child of a great and renowned theologist, forced into priesthood against both inclination and nature.  | * 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 =  | ||
| Line 55: | Line 99: | ||
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:   | <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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| template=BasicPlaceList  | | template=BasicPlaceList  | ||
| link=none  | | link=none  | ||
| sort=  | | sort=Name  | ||
| ?Name  | | ?Name  | ||
}}  | }}  | ||
| Line 89: | Line 133: | ||
{{#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.