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{{section> | {{section> | ||
- | ======Untitled====== | + | ======The Ashlem War: Moranon' |
//Campaign 8// | //Campaign 8// | ||
- | Below is a timeline | + | **Setting: Ashlem Rise, 12270 | Level: 5 | Length: Short**\\ |
+ | //Politics: Low | Roleplay: Medium | Combat: High//\\ | ||
+ | War between the [[nation: | ||
+ | |||
+ | ===Character Creation=== | ||
+ | **Race** All permitted\\ | ||
+ | **Class** No Artificer class, or Gunslinger (Fighter) subclass\\ | ||
+ | **Origin** All permitted. Prefer originate from Covania, Oxtrad, Love Accord and/or have purpose being in the War or region\\ | ||
+ | **Equipment** Starting equipment that would have been taken into battle and a +1 weapon, wand, or armour\\ | ||
+ | **Extra info:**\\ | ||
+ | Conscription in Covania had been in place since start of the Ashlem War\\ | ||
+ | Oxtrad started conscription five years after the war started (one year before campaign start)\\ | ||
+ | The Love Accord was established 10 months after conscription was brought in for Oxtrad, seeing that leaders don't intend to deescalate some defectors create the Love Accord to defend civilians and wounded no matter their allegiance.(two months before campaign start)\\ | ||
+ | |||
+ | ===Plot hooks==== | ||
+ | Our story opens on the start of a skirmish on the edge of an un-named Oxtradian settlement but run by the Love Accord a group of mercenaries and defectors from both sides of the War, Oxtrad forces have cleared the opening of an iron mine that collapsed amongst the recent earthquakes. Many carts of iron ore ready to be refined await inside, Oxtrad forces have shored up defences in preparation of a skirmish, as Covanian forces hope to get a hold of quick supplies. The Love Accord hold a small section of the settlement where they tend to wounded from both sides, fighting off any who try to finish off those unable to defend themselves.\\ | ||
+ | |||
+ | **Covanian Army** - Garson Pass has an iron mine rumoured to hold already mined resources, just need to get in and bring it home.\\ | ||
+ | **Oxtradian Army** - Rubble in front of an Iron mine in Garson Pass has been cleared, intel suggests Covania has learnt of this, keep watch and hold off any unknowns until iron is extracted.\\ | ||
+ | **Love Accord** - A small medical centre open for any wounded no matter their allegiance, do not let any other than wounded and our own in.\\ | ||
+ | |||
+ | ===Timeline=== | ||
* 12264 | * 12264 | ||
* Campaign: Land of Exilis begins | * Campaign: Land of Exilis begins | ||
+ | * Covania makes first attack on Campnora Mine controlled by Oxtrad | ||
* Ashlem War begins | * Ashlem War begins | ||
- | | + | |
+ | | ||
+ | * 12265 | ||
+ | * Covania deploys [[faction: | ||
+ | * Oxtrad retakes Nabilhime Fortress and establishes powerful defence | ||
+ | * Oxtrad blocks multiple passes trapping and starving out Covanian forces | ||
+ | * 12266 | ||
+ | * Covania razes unprotected city on Frigid Coast, killing civilians and disrupting food supply | ||
+ | * 12267 | ||
+ | * Covania awakens and allies with an unknown dragon who takes control of Nabilhime but allows none to enter | ||
+ | * Oxtrad Arcanists discover new mass production method for potions and minor enchantments | ||
+ | * 12268 | ||
+ | * Oxtrad breach Kings Strait and attack Sunwood, Capital of Covania | ||
+ | * Covania able to repel attack after large losses | ||
+ | * 12269 | ||
+ | * Oxtrad starts conscription after large losses | ||
+ | | ||
+ | * Love Accord created by defectors who are sick of fighting in a War | ||
+ | * Covania and Oxtrad make a push for Garson Pass, | ||
+ | * **Campaign: | ||
* 12285 | * 12285 | ||
* Ashlem War ends | * Ashlem War ends | ||
Line 22: | Line 63: | ||
* Campaign: The Queen' | * Campaign: The Queen' | ||
* Race outlaw in Mor-Thir ends | * Race outlaw in Mor-Thir ends | ||
- | * **12337 Ascension of Narkul** | + | * 12337 |
- | | + | |
- | * 12335 | + | * 12345 |
* Campaign: City of Cinders | * Campaign: City of Cinders | ||
- | * **12363 The Brightshore Curse** | ||
- | * **12431 Cthrion' | ||
- | |||
- | ---- | ||
- | |||
- | **Depending on the players and their experience and preferences, | ||
- | |||
- | ---- | ||
- | |||
- | ====The Ashlem War==== | ||
- | //Demonic invasion// | ||
- | **Setting: Ashlem Rise, 12270 | Level: 5 | Length: Medium**\\ | ||
- | //Politics: Low | Roleplay: Medium | Combat: High//\\ | ||
- | War between the [[nation: | ||
- | |||
- | **Notes:** All races permitted, No Artificer class, guns, or other advandced technology. You can originate from either nation or can be someone else caught in the middle. | ||
- | |||
- | ---- | ||
- | |||
- | ====Ascension of Narkul==== | ||
- | //Save the World//\\ | ||
- | **Setting: Greyhawk/ | ||
- | //Politics: Low | Roleplay: High | Combat: High//\\ | ||
- | During early 12335 a group of adventures discovered an artifact known as the [[item: | ||
- | |||
- | It is now Seedmoot 12337. First month of the year, Spring is reviving the lush green landscapes of Greyhawk, 14 months after declaring its independence from Reton. Politics between the [[nation: | ||
- | |||
- | After the actions and exile of [[faction: | ||
- | |||
- | Heleste has made contact with [[character: | ||
- | |||
- | Our story begins with the Fellowship entering [[town: | ||
- | |||
- | **Notes:** Tieflings outlawed, Dragonborn, Changlings, and Aasimar are looked down on. Technology is advancing greatly, Artificer class and gun are rare but becoming uncommon. | ||
- | |||
- | ---- | ||
- | |||
- | ====Player Driven==== | ||
- | //Player driven//\\ | ||
- | **Setting: Covania, 12345 | Level: 1 | Length: Long**\\ | ||
- | //Politics: Depends | Roleplay: Depends | Combat: Depends//\\ | ||
- | Strongholds, | ||
- | |||
- | **Notes:** 10 years after Narkul and Greyhawk Rebellion. All races & classes permitted. Tiefling still outlawed. | ||
- | |||
- | ---- | ||
- | |||
- | ====The Brightshore Curse==== | ||
- | //Undead Curses//\\ | ||
- | **Setting: Perditsula, 12363 | Level: 1 | Length: Short**\\ | ||
- | //Politics: Medium | Roleplay: Medium | Combat: High//\\ | ||
- | Whether born here or came from Mor-Thir, I welcome you to Perditsula. A land ruled by nature, shadowed in magic, with ancient history buried within. Civilisation struggles to maintain a foothold in the untamed lands. Where guilds hold more power than any nation. The original colony ships arrived to the three islands of Perditsula 37 years ago but tribal communities have been around much longer. Many guilds, businesses, and peoples seek to hire adventures, mercenaries, | ||
- | |||
- | A powerful arcane guild 'The Preservation Coalition' | ||
- | |||
- | **Notes:** All races & classes. You can be one of the undead, there are no flaws or boons for being such in the beginning. | ||
- | |||
- | ---- | ||
- | |||
- | ====Cthrion' | ||
- | //Dragons & Dragons//\\ | ||
- | **Setting: Ostrov, 12431 | Level: 1 | Length: Unknown**\\ | ||
- | //Politics: Low | Roleplay: Medium | Combat: Medium//\\ | ||
- | Over the last decade Dragons have been intruding on the towns within [[nation: | ||
- | |||
- | A Brass Dragon, Ivnarth. Has landed in the town square, demanding to speak with any who will listen. Guards are immediately called and an intense stand off begins. Do you drive off the menace or listen to it's demands? | ||
- | |||
- | **Notes:** All races & classes. | ||
- | |||
- | ---- | ||
- | |||
- | /* OLD Perditsula | ||
- | ====Welcome==== | ||
- | Whether born here or came from Mor-Thir, I welcome you to Perditsula. A land ruled by nature, shadowed in magic, with ancient history buried within. Civilisation struggles to maintain a foothold in the untamed lands. Where guilds hold more power than any nation. These stories take place 45 years after the end of the Ashlem War, the original colony ships arrived to the three islands of Perditsula 37 years ago but tribal communities have been around much longer. Many guilds, businesses, and peoples seek to hire adventures, mercenaries, | ||
- | |||
- | Our adventures begin in Cessanding, largest city and the first established from the colony ships, two of the major guilds have their main base here: Chalwen & Mormont, a once noble court now divided but working together to maintain their limited rule, and Springwell Holdings, a trade guild who aided in the initial transport of people and supplies, now control and maintain the flow of resources. A recent influx of troubles have caused the two major guilds and many minor guilds and peoples to post contracts seeking help. | ||
- | |||
- | This game won't have a central campaign, focusing more on character stories, shorter quests or adventures and downtime driven by either player or DM, this could be related to your character' | ||
- | |||
- | Levelling is through XP and each player will track their own, meaning you can complete solo tasks or team up with others to take on greater tasks at the weekly game. | ||
- | |||
- | Read more about the three islands and the guilds here: [[nation: | ||
- | ====Character==== | ||
- | To help reduce chaos please try to keep to PHB + 1 other source, this is not a hard rule but helps keep balance and ease of tracking details for both player and dm. This applies for: Race, Class, Feats, & Starting spells.\\ | ||
- | If you wish to have multiple characters all of them will start at the low end of the tier most players are in, except when taking over a retainer or follower after a character death or departure. eg. If you are level 10 with a level 7 follower and your character dies, you can if you wish turn your follower into a 7th level player character. | ||
- | |||
- | **Level** 1\\ | ||
- | **Race** [[resource: | ||
- | **Class** [[resource: | ||
- | **Stats** Standard array or point buy\\ | ||
- | **Gear** Normal starting gear | ||
- | | ||
- | ====Rules==== | ||
- | ===Game=== | ||
- | **[[homebrew: | ||
- | 25% chance of sustaining lingering injury on criticals or roll a 1 on saving throw. | ||
- | |||
- | ===Optional Content=== | ||
- | **Foraging & Brewing**\\ | ||
- | [[https:// | ||
- | [[https:// | ||
- | |||
- | **MCDM**\\ | ||
- | * [[https:// | ||
- | * Kingdoms & Warfare (ETA July 2021) | ||
- | * [[https:// | ||
- | |||
- | **[[homebrew: | ||
- | Downtime activities take real time, excepting any agreed upon time skips with other players. | ||
- | |||
- | **[[homebrew: | ||
- | All humans gain **Magical Intuition.** An innate ability to tell if there is magic or undead nearby, this comes naturally as goosebumps, hair on neck and arms standing up, etc. Most do not realise what causes it but scholars and magically inclined know of this natural reaction.\\ Note. You cannot tell direction, distance, school, etc. only that it is there. | ||
- | |||
- | Includes Covanian, Oxtradian, Retonite, and now the new Perdite below. | ||
- | ===Perdite=== | ||
- | You hail from [[nation: | ||
- | * **Languages.** You can speak, read, and write Common (Tsulan) and one other language. | ||
- | * **Skills.** You gain proficiency in Animal Handling and Persuasion. | ||
- | * **Islandborn.** You have advantage on saving throws involving non-magical water. | ||
- | */ | ||
---- | ---- | ||
[[c8: | [[c8: |