Ruins Of Archaea

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Adventurers 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 Scourge, 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 Scourge (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...

Warlords Of Kruhl RPG

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

Avanti_Manisha

  • 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

Game session summary.

Useful Links

{{#vardefine:campaignname|Ruins Of Archaea}} {{#vardefine:campaigncategory|Fantasy}} {{#vardefine:campaignmoderator|bblackmoor}}

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