Ruins Of Archaea
Jump to navigation Jump to searchAdventurers finding fame and fortune in the ruins and wilderness of Archaea, a continent on the world of Kruhl.
Setting
Vodni Brana was once a flourishing town on the Pohranici River, on the border of Karelia. The Blight, a terrible plague that killed four-fifths of Karelia, changed that. Trade on the road and the river dwindled to nothing, and many of the outlying buildings of Vodni Brana fell into disrepair.
A generation has gone by, and trade is slowly on the increase -- not to the level it was before the Blight (nowhere near), but enough to restore communication and friendly relations between Vodni Brana and the towns nearby.
Yet no word has come from the direction of Khuraghol, on the other side of the river, for over 20 years...
Chapters
Chapter One: Vodni Brana
Characters
Zhuur-Al
- Leslie
- Zhuur-Al
- Female Zinjan Rogue
- Athletic: bonus die on Athletics rolls.
- Heat Adaptation: comfortable in the extreme heat
- Night Vision: see as well at night as in daylight
- Natural Weaponry: bonus die on their Hand-to-hand Combat attack rolls when using their claws
- Wiry: +1 to their Brawn attribute during character creation, after attributes are initially purchased
- Lightning Strike
- Sense Danger: moderately difficult (DV 3) Perception (Reason) roll
- Agility 5
- Brawn 4
- Endurance 4
- Presence 4
- Reason 4
- Power Level 0
- Athletics *
- Deception
- Hand-to-hand Combat *
- Lockpicking
- Sleight Of Hand *
- Stealth
- Ranged Combat
- Survival
- Elusive
- Sneak Attack
- Linguist
- Perfect Recall
Jakob
- Craig
- Jakob
- Male Human (Vaerinjar) Warrior
- Hand-to-hand Lethality
- Assess Opponent
- Indefatigable: Most folk need to rest after eight hours of strenuous activity or suffer a penalty die on all skill rolls until they do, and if they go more than 24 hours without sleep, they suffer another penalty die. Humans alone are capable of pushing themselves for days without rest. A human can exert themselves (at a level of effort similar to running 16 kilometers per hour) for up to 48 hours before the need to sleep overcomes them. When they do finally stop, they must rest for half as long as they exerted themselves (8 hours minimum).
- Social: Humans have the Cooperative gift for free.
- Stubborn: Humans have the Tenacious gift for free.
- Survivor: Humans are harder to kill than their size and strength would lead one to expect. When the character's current Endurance would be reduced to 0, they may restore their current Endurance to 1 at the cost of incurring a penalty die on all skill rolls and temporarily reducing their maximum Endurance by 1. They may do this repeatedly, until their maximum Endurance is reduced to zero. These penalties will remain in place until the character is able to get a solid night's rest.
- Agility 3
- Brawn 5
- Endurance 5
- Presence 4
- Reason 3
- Power Level 0
- Athletics
- HtH Combat *
- Nature
- Perception
- Ranged Combat *
- Riding
- Survival
- Tradesman
- Blind Fighting
- Combat Reflexes
- Hard Target
- Ranged Lethality
Ogilvy Prettyheart
- Emily
- Female Havlin Warlock
- Agile: Havlins are quicker and more nimble than most people expect. Havlins add +1 to their Agility attribute during character creation, after attributes are initially purchased.
- Lucky: Havlins are preternatually lucky. The player begins each game with one extra plot point.
- Willful: Havlins are stable and resolute by nature. Havlins gain a bonus die on all defensive Presence rolls.
- Arcane Caster gift for free.
- Familiar
- Agility 3
- Brawn 3
- Endurance 3
- Presence 3
- Reason 3
- Power Level 7
- Culture
- Diplomacy *
- Investigation *
- Perception *
- Ranged Combat *
- Thaumaturgy *
- Curse
- Reputation
Eldon
- Lloyd
- Male Forest Elf Mage
- Agile: Forest elves are preternaturally graceful. Forest elves add +1 to their Agility attribute during character creation, after attributes are initially purchased.
- Immortal: Forest elves are immune to the ravages of time. They never grow old or die from "natural causes".
- Light Step: While in a natural environment, forest elves gain a bonus die on Stealth rolls and they leave no footprints.
- Night Vision: Forest elves can see as well at night as in daylight, but they can't see in complete darkness, such as underground.
- Reverie: Elves do not need to sleep. Elves may rest their minds in the strange paths of elvish dreams, even as they walk open-eyed in the light of this world. An elf must spend around 8 hours in reverie to gain the same benefit as other races get from a solid night's sleep. An elf in reverie incurs a penalty die on all skill rolls.
- have the Arcane Caster gift for free.
- Mage Sight ability.
- Agility 3
- Brawn 2
- Endurance 4
- Presence 3
- Reason 5
- Power Level 7
- Investigation
- Medicine
- Perception
- Stealth
- Thaumaturgy *
- Counterspell
- Elusive
- Perfect Recall
Avantimanisha
- "Avanti"
- Female Havlin Paladin
- Agile: Havlins are quicker and more nimble than most people expect. Havlins add +1 to their Agility attribute during character creation, after attributes are initially purchased.
- Lucky: Havlins are preternatually lucky. The player begins each game with one extra plot point.
- Willful: Havlins are stable and resolute by nature. Havlins gain a bonus die on all defensive Presence rolls.
- Reputation gift for free.
- Healing Touch ability.
- Agility 7
- Brawn 2
- Endurance 4
- Presence 6
- Reason 2
- Power Level 0
- Athletics
- Diplomacy
- Medicine
- Perception
- Riding
- HtH combat
- Ranged Combat
- Tradesman
- Elusive
- Lightning Stroke
Game Sessions
2021-04-19
Recording of game session (YouTube)
Vodni Brana, late afternoon...
Ogilvy and Avanti are having a drink at the Legend, a tavern on Havlin Street, when Jakob drops by to grab an ale before heading back upriver to Leirplass. They (Avanti, actually) are approached by a havlin rogue named Grigori. Grigori has run afoul of the Spyglass Society, a semi-legal group of enforcers which answers to the Lord Mayor and the Town Council. Grigori needs to lay low for a while, but he asks that Avanti find Grigori's girlfriend, a human named Ilyana. He's worried that she will be picked up by the Spyglass Society.
Grigori suggests asking for Ilyana at the Sow's Ear (a bar, a casino, brothel, and death trap, all in one convenient location). Ilyana has friends who work there. He says to tell them that "Grigori brought them their earrings", so they will know that Avanti was sent by Grigori. He'll meet them here at the Legend tomorrow, at sundown, to see if they have managed to find her.
After Grigori leaves, a group of thugs enters the tavern (ducking their heads due to the low ceiling. They aren't wearing any uniforms or insignia, but they carry shockstaves -- short black staves that glow blue at one end. These are known to be weapons of the Spyglass Society.
The leader of the group, Holic, does most of the talking. They demand that if the PCs find the girl, they turn her over to the Spyglass Society. If they do it promptly, they'll even get a reward. But if they don't, they may end up guests at the Glass House themselves (the Glass House is the headquarters for the Spyglass Society).
Avanti is a bit confused that the thugs are not interested in Grigori, but Holic is emphatic: they want the girl.
Meanwhile, Zhuur-Al and Eldon enter the tavern, and hear most of this exchange. Zhuur-Al goes to the bar and gets an ale, while Eldon starts casting paralyzation spells on the thugs. Astonishingly, they are so focused on trying to explain what they want to Avanti that they don't immediately notice that four of their number have been magically immobilized.
[GM Note: this was my mistake -- they really should have noticed this immediately. This made the Spyglass thugs come across as buffoons rather than the dangerous thugs they are. Ah, well.]
Holic wraps up the conversation with Avanti, and notices that most of his cronies are paralyzed. He starts shaking them out of it, but the crew departs the tavern before the Spyglass thugs can put two and two together. (They will, though, and they won't be quite so friendly next time.)
2021-04-26
Recording of game session (YouTube)
The characters head to the Sow's Ear, which is a tavern, brothel, and gambling den. Grigori said that Ilyana has friends working there, Frantiska and Izabela, and that they might know where she is. Zhuur-Al has been here before.
A few hours pass, while the characters scope out the place, dropping Grigori's name a few times. Zhuur-Al sees a well-dressed man she knows named Ondrej. After gambling for a bit to make it look like she's just an ordinary patron, she takes him to a private room and asks him about Ilyana, Frantiska, Izabela. He doesn't know Ilyana well, but he leaves and returns with Frantiska. Frantiska says that she doesn't know where Ilyana is, because Ilyana didn't want her to know. Ilyana is in hiding, and it's safer for her friends if they don't know where she is.
Meanwhile, a few Copper Blades show up, and tell them in no uncertain terms that they should stop looking for Ilyana. Because if they got Ilyana killed, Lord Konstantin za Brabec (a wealthy and politically connected man) would be unhappy with them.
Having concluded that this was a dead end, and contemplating leaving Ilyana to stay hidden until the Spyglass Society finds her on their own, the group leaves the Sow's Ear.
A few blocks away, they are confronted by a small group of the town watch, who order them to step into an alley. While a watch member keeps lookout, the leader of the group, Sergeant Pavel, says that he knows they are in a pickle, but he can help them, if they do what he says. He gives them a crudely drawn map to the Flooded Market, a black marketplace in the sewers beneath Vodni Brana. He says to meet with someone named Radu, and that everything will be fine.
The group heads into the sewers, and manages to find the Flooded Market and Radu. Radu is a large lizardfolk, with red and yellow markings. He appears to be some kind of information broker. He will give them a lead to finding Ilyana, if they set up a meeting to arrange the return of the black book she stole from Lady Miroslava. All that Radu wants in return is to be able to speak with Lady Miroslava: she has to be at the meeting, but if she knows that Radu will be there, she won't be, which is why he can't arrange it himself.
The group agrees to these terms, and radu tells them that Ilyana is hiding in plain sight: at the Lázně Na Zámku bath house.
Useful Links
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{{#vardefine:campaignname|Ruins Of Archaea}} {{#vardefine:campaigncategory|Fantasy}} {{#vardefine:campaignmoderator|bblackmoor}}
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