Rob Campaign
Sunday, September 26, 2010
Game 9/19/10
The party was instructed to enter a large tent. Once inside the tent they were struck by a white flash of light.
When their eyes adjusted from the light they found themselves in a city alleyway. A man ran past them as they heard a woman cry out "trevor no, don't leave me!" Then they heard a slap and another man say "keep quiet you" As the party went down the alleyway they saw a gang of men loitering about. One of the men was tieing the woman to a light post. The men then approached the party and demanded a toll from the party. When asked about the woman the gang said she was with the guy who just ran away but he didn't have enough for the toll so they took his lady. Through carful negotiation with the gang the woman was removed from the lightpost and put into a box before the gang attacked the party.
The party soundly handled the gang and saved the woman. Then they were hit by the white light again.
When their eyes adjusted the party found themselves stranded in a desert. The party quickly took an assessment of their situation and set a course in the direction they believed would be civilization. After a little bit of traveling the party was attacked by one of the beast of the desert. The dreaded Camel Snake!!! While the giant furry snake is dangerous and terrifying the party managed to be even more terrifying and dangerous. They took care of the snake and managed to avoid any serious injury. Then they were hit by the white light.
When the partys eyes adjusted they were standing in front of a castle and could hear Justice's voice say they needed to get into the castle and stop a mad wizard...
Saturday, September 4, 2010
Recent Events
- A few years ago a nearby city state was over run by a group of Brown Dragon. Normally dragons keep to themselves but these dragon are young and the desert is dangerous so they came together to form a pack. Justice has issues a command to the citizens and travelers/traders who come to this city state, Zera (it has a name now), to report any information on dragon activity they may notice. This goes to kobol activity as well as they commonly worship and assist the dragons.
- The city state that was overrun now refereed to as the Ruin, was populated by mostly shifters. These shifters had been part of a nomad clan (there are a few nomad clans in the desert. Most are shifters, gnoll, and lizardmen) Refugees from the Ruin have spread out to their neighbor city states. A large number of them came to Zera. Their acclimation has been ok but they are coming to Zera with nothing so they are the poor and forgotten. There have been reports of missing shifters. Justice has not been able to dedicate man power to this situation but that is changing. One of the Queens handmaidens/friends was a shifter and she is missing. Now with high profile support Justice can put resources into this investigation.
- Justice's spy network has reported rumors that Zera's tower will be broken into. Noone but the tower's keepers, a mysterious group of monks, know what is kept within the tower. So what the thieves are after is unknown. The tower is older then Zera by who knows how many centuries. Zera was founded and formed by tower guardians. While the tower does not play into most peoples lives the preservation and protection of the tower is something everyone in Zera takes pride in. Extra guard is needed.
Monday, August 30, 2010
Initial Theme and Dialog of the game
Theme:
Characters are members of the Elite Guard in a wealthy city state of high adventure and high magic. Imagine the Italian renaissance but instead of invention and art it is a revolution of magic and art. The guard answers to a captain and the King but rarely to anyone else and are almost celebrity like musketeers. Guards will sometimes be given specific assignments but a lot of the time they are on their own and tasked with keeping the peace within the city (kind of like spiderman).
Characters start at:
· Level 1
· Any player stated race
· Any class
· Theme option encouraged
· Players are not members of the guard yet, the first game mission is to pass an audition
· Players can already know each other (if they choose)
· Gladiator arenas, political intrigue, corruption, magical experiments, foreigners, ect are abundant in the city. A back story is encouraged and it has no limits. I will make it fit.
· Back story consists of all these points
o Where you came from
o Why you joined the guard
o Ally you may have
o Enemy you may have
Fate points and Aspects can be used if conditions are met.
o Characters can have 1 aspect of their choosing that fits a goal or motivation associated with their back story.
o 1 fate point will be given to each player every third game session.
o Fate points can be used to push the flow of events to your favor. You are heroic characters who do the stuff of legend. But the fate point use needs to be logically associated with your aspect.
o Fate points can be given by the DM as well to compel the party, this also must be a associated with their aspect.
o Every third level (1,3,6,9,12,15,18,21,24,27,30) player can choose a new aspect. This is in addition to any they had before.
o If through the course of the game a players HP is ever bellow 0 after the event is resolved (as in combat) the player will roll 1d20 vs DM. If DM wins the DM can choose a hindrance (a fear, obsession, difficulty) aspect for the player.
o A player can not have more hindrances then they can have aspects. So a lvl 1 player that can only have 1 aspect can not have more then 1 hindrance.
Dils Check
o At the first game 1d20 will be rolled for dils.
o It is only the size of your member if you want it to be.
o Roll 1 - 5 = DM gives the character a hindrance aspect.
o Roll 6 – 15 = no effect
o Roll 16 – 20 = +2 to any 1 skill
o Roll 18 – 20 = Player gains 1 additional aspect
o Roll 20 = Player gains a feat of their choosing that they meet the prerequisites for.
o Player receives all that apply.