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c8:summary [2021/07/15 11:35] – [Untitled] Kylec8:summary [2023/07/21 12:46] (current) – ↷ Links adapted because of a move operation 18.143.213.4
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 {{section>wiki:headers#Campaigns&noheader&nofooter}} {{section>wiki:headers#Campaigns&noheader&nofooter}}
  
-======Untitled======+======The Ashlem War: Moranon's Gate======
 //Campaign 8// //Campaign 8//
  
-Thinking of starting a new campaign but currently awaiting PDF from [[https://www.kickstarter.com/projects/mattcolville/kingdoms-warfare-and-more-minis|Kingdoms & Warfare]]. The PDF is scheduled for July and physical items scheduled for August/September although they aren't needed to start, would be nice though. I am still working on details of each potential campaign. I fear it's too many ideas, I am excited for each and want to provide potential players with choice, some are self-explanatory but others will need a description. Below is a list of titles in chronological order or [[resource:books#ordered|see here for the minis ordered.]] +**SettingAshlem Rise, 12270 | Level: 5 | Length: Short**\\ 
-  * **12145 Mystical** +//Politics: Low | Roleplay: Medium | Combat: High//\\ 
-    * 125 years between +War between the [[faction:covania|Kingdom of Covania]] and the [[faction:oxtrad|Crown of Oxtrad]] has been dragging on for six years, fighting for control of the resource rich Ashlem Rise, a once beautiful mountain range dividing the two nations. A recent skirmish has broken out in a narrow pass, you are facing down your enemy when suddenly the sky grows dark. Red lighting cracks overhead. Blinding flashes. Smell of sulfur. Screams ringing in your ears. After brief adjustment, you find yourself in an unfamiliar landscape surrounded by demonic and devilish figures. Time to fight like Hell.
-    * 12264 +
-      * Campaign: Land of Exilis begins +
-      * Ashlem War begins +
-  * **12270 The Ashlem War** +
-    * 20 years between +
-    * 12285  +
-      * Ashlem War ends +
-      * Race outlaw in Mor-Thir begins +
-    * 12286 +
-      * Campaign: Promised Archipelago +
-      * Campaign: Land of Exilis ends +
-  * **12290 Pirates of Promise** +
-    * 47 years between +
-    * 12335 +
-      * Campaign: Rise of Narkul +
-      * Campaign: Greyhawk Rebellion +
-      * Campaign: The Queen's Monsters +
-      * Race outlaw in Mor-Thir ends +
-  * **12337 Ascension of Narkul** +
-    * 8 years between +
-  * **12345 MCDM content/Player driven** +
-    * 18 years between +
-  * **12363 The Brightshore Curse** +
-    * 68 years between +
-  * **12431 Cthrion's Reign** +
-  * **N/A Planescape** +
-  * **N/A Mega Dungeon Crawl**+
  
-/* OLD Perditsula +===Character Creation=== 
-====Welcome==== +**Race** All permitted\\ 
-Whether born here or came from Mor-ThirI welcome you to Perditsula. A land ruled by natureshadowed 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, and other professionals to aid in their strifes and goals. Join guildmake your own, or stay independent.+**Class** No Artificer class, or Gunslinger (Fighter) subclass\\ 
 +**Origin** All permitted. Prefer originate from CovaniaOxtradLove Accord and/or have purpose being in the War or region\\ 
 +**Equipment** Starting equipment that would have been taken into battle and a +1 weaponwand, or armour\\
  
-Our adventures begin in Cessanding, largest city and the first established from the colony shipstwo 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 resourcesA recent influx of troubles have caused the two major guilds and many minor guilds and peoples to post contracts seeking help.+**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 Oxtradseeing 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)\\
  
-This game won't have central campaign, focusing more on character stories, shorter quests or adventures and downtime driven by either player or DMthis could be related to your character's goalsseeking the murderer of a close family or friend, a rumour you heard while at the tavern of a buried ruin where a beast guards a mighty hoardor during your downtime a conflict that arises and now you're in a race to beat a rival or find the missing ingredient to a potion.+===Plot hooks==== 
 +Our story opens on the start of 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 WarOxtrad 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 insideOxtrad forces have shored up defences in preparation of a skirmishas Covanian forces hope to get hold of quick supplies. The Love Accord hold small section of the settlement where they tend to wounded from both sidesfighting off any who try to finish off those unable to defend themselves.\\
  
-Levelling is through XP and each player will track their ownmeaning you can complete solo tasks or team up with others to take on greater tasks at the weekly game.+**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 allegiancedo not let any other than wounded and our own in.\\
  
-Read more about the three islands and the guilds here: [[nation:perditsula|Perditsula]] +===Timeline=== 
-====Character==== +  * 12264 
-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 forRace, Class, Feats, & Starting spells.\\ +    * CampaignLand of Exilis begins 
-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. +    * Covania makes first attack on Campnora Mine controlled by Oxtrad 
- +    Ashlem War begins 
-**Level** 1\\ +    Oxtrad retaliates by destroying the Campnora Mine entrance 
-**Race** [[resource:list#race|Any listed here]]\\ +    Multiple skirmishes begin in the region 
-**Class** [[resource:list#class|Any listed here]]\\ +  12265 
-**Stats** Standard array or point buy\\ +    Covania deploys [[faction:blinding_spear|Task Force: Blinding Spear]] 
-**Gear** Normal starting gear +    Oxtrad retakes Nabilhime Fortress and establishes powerful defence 
-   +    Oxtrad blocks multiple passes trapping and starving out Covanian forces 
-====Rules==== +  12266 
-===Game=== +    Covania razes unprotected city on Frigid Coast, killing civilians and disrupting food supply  
-**[[homebrew:rules:injuries|Lingering Injuries]]**\\ +  12267 
-25% chance of sustaining lingering injury on criticals or roll 1 on saving throw. +    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 
-===Optional Content=== +  12268 
-**Foraging & Brewing**\\ +    Oxtrad breach Kings Strait and attack Sunwood, Capital of Covania 
-[[https://www.gmbinder.com/share/-LZZ_rmIIa2wOfnTle6v|Kingsmill Materia Medica (Chrome)]]\\ +    Covania able to repel attack after large losses 
-[[https://www.gmbinder.com/share/-LleWczblJcjif0KpjPb|Kingsmill Materia Medica (Other)]]\\ +  12269 
- +    Oxtrad starts conscription after large losses 
-**MCDM**\\ +  * 12270 
-  [[https://thebakery.net.au/downloads/dnd/Homebrew/Books/Strongholds%20&%20Followers%20v1.12.pdf|Strongholds & Followers]] +    Love Accord created by defectors who are sick of fighting in War 
-  * Kingdoms & Warfare (ETA July 2021) +    * Covania and Oxtrad make a push for Garson Pass,  
-  [[https://thebakery.net.au/downloads/dnd/Arcadia|Arcadia]] & [[https://thebakery.net.au/downloads/dnd/Homebrew/Class/Illrigger_v2.4.pdf|Illrigger]] +    * **CampaignThe Ashlem WarMoranon's Gate** 
- +  12285  
-**[[homebrew:rules:downtime|Downtime]]**\\ +    Ashlem War ends 
-Downtime activities take real time, excepting any agreed upon time skips with other players. +    Race outlaw in Mor-Thir begins 
- +  * 12286 
-**[[homebrew:race:human|Human Variants]]**\\ +    CampaignPromised Archipelago 
-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. +    * CampaignLand of Exilis ends 
- +  * 12335 
-Includes Covanian, Oxtradian, Retonite, and now the new Perdite below. +    CampaignRise of Narkul 
-===Perdite=== +    CampaignGreyhawk Rebellion 
-You hail from [[nation:perditsula|Perditsula]], a land full of untamed wilds and faltering communities. As such you gain the below traits:   +    CampaignThe Queen's Monsters 
-  **Languages.** You can speak, read, and write Common (Tsulan) and one other language. +    Race outlaw in Mor-Thir ends 
-  * **Skills.** You gain proficiency in Animal Handling and Persuasion. +  * 12337 
-  * **Islandborn.** You have advantage on saving throws involving non-magical water. +    Future Campaign: Ascension of Narkul 
-*/+  * 12345 
 +    Campaign: City of Cinders
  
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