An Age of High Adventure: Difference between revisions
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# Legion | # Legion | ||
# Carram | # Carram | ||
# Tananda | |||
= PCs = | = PCs = |
Revision as of 05:35, 31 August 2015
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
Owe List
- Set
- Damrina
- Damrina
- Set
- Legion
- Legion
- Carram
- Tananda
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.