1. We are rolling initiative at the top of every turn. Everyone will write their initiative number down on the dry erase page and put it in front of them.
2. You must now describe your attack, using your character’s name.
a. Stacie will now say, before she rolls, “ArorA slashes at the goblin.”
3. Work together. I’m implementing a new technique called “Synchronized strikes”. If two players work together and attack the same target, the second attacker will gain advantage if the target has not yet taken its turn. It’s simple, for example:
a. ArorA’s initiative is 13, Brant’s is 10, and the Skeleton Warrior’s is 8.
b. Stacie says “ArorA nods to Brandt and slashes at the Skeleton Warrior.” She rolls to hit and damage, if she hits.
c. Mike says “The Skeleton Warrior is defending ArorA’s attack and Brandt takes advantage of the distraction, stabbing at its ribs.” Mike rolls advantage and damage, if he hits.
4. Use your skills.
a. Dave wanted to use his acrobatics last time. He had to roll to see if his unique, acrobatic attack worked. From now on, if he does that and succeeds, he will gain advantage. Dave, you have Acrobatics (5), Animal Handling (3), Athletics (2), Insight (3), Perception (5), Sleight of Hand (3), Stealth (3), and Survival (3).
b. Matt, your top skills are Deception, Intimidation, Performance, and Persuasion. I won’t let you constantly use this and it won’t always work, but if used in a smart way you can gain advantage. For example, you won’t be able to INTIMIDATE a troll, but you may be able to Deceive it or do a little dance (Performance) and confuse it.
c. Mike, you have Acrobatics (4), Athletics (5), and Survival (4) could be helpful in a fight.
d. ArorA, Acrobatics (4), Athletics (3), Intimidation (2), and Stealth (2) might be useful.
5. Cut down on rule lawyering (arguing over rules or if something is unfair). I’ve tolerated it to keep things fair, but be aware of it. My goal is to make sure everyone has fun and is challenged. If you feel something isn’t fair, definitely bring it up, but work with me to come to a solution.
It’s been a while since we’ve played. Here’s a catch up.
Your characters live in the world of Averan.
There are many diverse creatures, races, religions, and cultures in this world.One thing is known: When you die, you go to Ibin Faej. The demons that exist in Ibin Faej sometimes, somehow, return. They are called "The Reven".
A brief history:
The most powerful countries in Averan are Edowen, Korsil, and Urun. Urun, a peaceful country, produce magical and technological marvels. Engines, automated armor, and machines that traverse great distances; all combining technology and magic. But Urun are fiercely protective of their advances, fearing they could be weaponized. For several decades, both Edowen and Korsil sought exclusive trade rights with Urun, after many failed attempts at invasion. In time, this competition turned to bloodshed and Edowen and Korsil went to open war with each other.
This war split Korsil into two kingdoms, as the country as a whole did not agree on the war. The rugged, mountain-born people of the north in Calrudon, had no choice but to go to war, as they are so near in radius to Edowen. Irum, in the south, enjoyed a peaceful life, trading with Tarkolm and Jire. In time, the war ended in a stalemate, but tensions rose between Calrudon and Irum, since Irum left Calrudon unsupported. Additionally, it was believed Edowen may have been receiving support from Irum.
Decades of peace passed. Then, without provocation, Calrudon marched their army south. Led by King Ranser, the army seemed unstoppable. Irum’s military is broken into two primary branches: the High Guard and the Magis Order, a group of battle mages led by an incredibly powerful magic user named Ulorion.
After this war, there was a decade of peace. Contact between Calrudon and Irum was non-existent, until the King of Edowen forged peace with the country of Korsil by marrying off his children. The last marriage, between King Ranser of Calrudon and an Edowen princess, occurred less than six months ago. *Because of this, it is odd that Calrudon would launch an unprovoked attack on Irum.
Calrudonian Warbringer (primary soldiers – you guys haven’t fought one)
Irumian High Guard (Brandt and Bael were High Guard and fought in this war)
Current events:
Quick summary:
- King Ranser leads a Calrudonian army south to invade Irum. Upon slaying Ulorion, leader of the Magis Order, he turns the army around and they return north.
o Brandt and Bael fought in this war.
o ArorA was dealing with events in Lorsil at the time.
o Eluna was travelling south, through Murgal.
o Arian was finishing his martial arts training in Jire.
o It is unknown what Tiron was doing.
o The war lasts 5 years.
- The war ends. There is a decade of peace.
- Brandt and Bael decide to become Waywardens, “wilderness constables”, rather than sit and guard a wall somewhere.
- ArorA and Eluna meet up on the road, Eluna trying to steal something from ArorA. While ArorA chases Eluna, a band of Orcs ambush them. Together, they dispatch the Orcs. ArorA agrees to allow Eluna to live. Eluna returns what she stole from ArorA during the fight.
- ArorA heads to Fargate, meets Waywarden Captain Brandt and Waywarden Bael along with their superior officer, Sarjana. They were commissioned to investigate rumors of Calrudonian spies seen in the woods to the west of Fargate.
- Eluna, Tiron, and Arian are hired by the mysterious Xinion to steal a magical stone from a protected location. They clash with another group of mercenaries, also hired to perform the same task. In the end, they obtain the stone and travel to the small inn outside Fargate to deliver the stone.
- Eluna, Tiron, and Arian are intercepted by ArorA, Brandt, Bael, and Sarjana.
o All find out Xinion is an official from Calrudon.
UPDATE: He’s an official, not a member of the military.
o After much arguing, Arian convinces Sarjana to let him haggle with Xinion, learn what he can about the stone and why a Calrudonian official is here.
o Xinion escapes, the group survive an ambush, and all learn that this magical stone is one of two.
o Tiron throws a fit, not wanting to give the magical stone to Sarjana and the Irum military.
Eventually, cooler heads prevail and they give the stone over, with Jire ambassadors present.
- Tiron and Bael chat about the Magis Order; the military faction comprised of battle mages. The Magis Order are curious as to why Tiron has not “registered” with the Magis Order; they document everyone in Irum who possess magical powers, to better uphold peaceful use of magic.
- The group receive magical weapons.
o Arian a wind-walking cloak that allows him one free escape action per encounter.
o Brandt, a shield with exceptional defensive abilities.
o ArorA, a throwing weapon.
o Tiron, a chaotic orb of wild magic.
o Eluna, a cloak of stealth.
- The team join three members of the Magis Order to investigate a location associated with the magical stone. It turns out, the stone is used to summon monstrous elementals. There are two, one controlled by the team and the other by Xinion.
o These monsters clash, Xinion’s is beaten, and ultimately Xinion is taken into captivity.
o ArorA dies in the battle. She is soon resurrected by Irum military clerics outside Fargate.
- The team is told of an impending battle against a Calrudonian army headed south.
o Realizing the team cannot much help in this upcoming fight, they are tasked with investigating a legendary weapon that is said to protect Fargate in its time of greatest need.
UPDATE: It’s a legendary weapon, not an artifact. Slight change.
- The team travel to the location where the weapon is supposed to be found. They descend into a fortress under a mountain, fight a troll, sneak through tunnels full of goblins, and stumble upon the diary of the Lord who looked after the fortress.
o The diary spoke of a stranger with “pure white eyes” who caused the soldiers guarding the fortress to fight each other.
o The Lord of the fortress was supposed to travel with his troops to an outpost being built to the west; the outpost a century later turns out to be Fargate.
o The Lord never left, citing this stranger’s evil intentions. The bodies of the slain soldiers have all disappeared. The last entry in the diary mentions the Lord found where they are, the stranger took them to the dungeons below the fortress.
Characters:
Lord Vincintian - Ruler of Irum
King Ranser - Ruler of Calrudon
Arian – a Scion from the country Jire. Scion are like the elves of Averan; they live long lives and are born with inherent magical abilities. A noble at birth, Arian sought to see the world rather than read about it, lounging on soft pillows on luxurious, perfumed terraces. Interested in the elegance of hand to hand combat, Arian became a quick study and took his lessons with him to Irum, where he would act as an official. There he took a job to retrieve a magical stone. This introduced him to Eluna, a cat-like creature of the “Rin” race, and Tiron, a demon of the “Reven” race.
Tiron – A Reven warlock. The Reven are creatures from Ibin Faej. Little is openly known about their existence or how a creature from the after-life can walk among the living. Commonly, most Reven were once mortal but unaware of their past. As such, Tiron is unaware of his life before becoming a Reven. He carries a ring of unknown origin, which he believes was important in his mortal life. Tiron met Arian and Eluna, taking a mercenary job. Naturally distrustful, he was wary of Brandt, Bael, and others who represented the military. It has taken him time to grow comfortable with the group, but having saved their lives and been saved by them, he’s slowly accepting them as travelling companions.
ArorA – Also a Reven, ArorA was once a barbarian. Due to her stature and rugged build, it is possible she was from Calrudon when she was alive. She briefly fought alongside Eluna before being hired by Brandt to help with a mission. Although her methods are unconventional, she is a loyal companion. Recently, she fell in battle, her spirit returning to Ibin Faej. As a result, an anti-magic aura hovers about her; both a blessing and a curse. Additionally, she’s become slightly more “mortal”, emotionally, since returning from the dead. Before death, she was cold, almost inhuman in her reactions. Now, she expresses actual sentiment. Feelings.
Like Tiron, ArorA knows little of her past. She has nightmares that may be connected, but she always wakes too bewildered to remember them.
(Excuse the picture, I couldn’t find the art Stacie supplied for ArorA. This is pretty bad ass though, imo.)
Eluna – a creature called a “Rin”, hailing from Rolkad. Her race consist of many half-animal, half-human creatures. Their appearance varies dramatically; while Eluna appears to be a 5 foot tall cat-girl, others may be a 2 foot tall bipedal fox or a 7 foot tall were-bear.
Eluna is a thief, relying on her stealth and speed to attack and escape to safety. She recently acquired a magical cloak that allows her to move nearly undetected.
Brandt grew up near the mountainous southern region of Irum. Joining the ranks of the High Guard when Calrudon invaded, Brandt climbed up the ranks. As Field Commander, Brandt fought in the key final battle, where King Ranser slew the Magis Order leader Ulorion.
The loud mouthed but jovial Bael fought beside Brandt. They became quick friends. Bael offers up wisdom but needs looking after, as he is quick to temper and a loud mouth.
Bael
Enemies we’ve faced:
Shadowleaping Goblins
Troll
Coming soon…
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