Difference between revisions of "Campaign: Angelus Errare"
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===NPCs=== | ===NPCs=== | ||
− | * '''Ashe'mejis''', a [[Halfling|halfling]] [[Class:_Epochent|epochent]], sent to accompany | + | * '''Ashe'mejis''', a [[Halfling|halfling]] [[Class:_Epochent|epochent]], sent to accompany the second group to allow them to engage in time-travel without having to request assistance from Dom |
==Session A-01 - The Adventure Begins== | ==Session A-01 - The Adventure Begins== |
Revision as of 07:35, 18 February 2010
- "Fifty years ago, during the Tyranid Invasion, a pirate and his crew saved the world from destruction at the hands of three of the most powerful force-users ever known. Thirty years ago, a young musician and his companions stopped an invasion of Lucavic forces, destroying the avatar of Ajora in the process.
- "But there is something very, very wrong with the world. Something ominous is going to happen. The writings of the prophet Zemphitidus have forewarned us of some great cataclysm of the future, and that it has its beginnings in the distant past. He called it... Ragnarok.
- "I fear that time may be upon us."
Contents
[hide]Introduction
The end is nigh.
Will you be among those to fight against it?
Game Time
Due to scheduling conflicts and all that fun jazz, as well as a possible overabundance of players, the Angelus Errare campaign will be composed of a set of two games run simultaneously.
The precise times of these games will be set once all the schedules of those interested in playing have been assembled and reasonable times can be set up.
Game Hopping
Due to the changing work hours of a few players, some PCs will have the ability to jump between the two games. This ability will be explained in-game and have a functional reasoning behind it.
Game Information
Players may choose their method of character creation: 32 point buy, or standard Trinity rolling method. Once the rolling method is chosen, the player will use those stats each time the player decides to switch to rolling method (by which I mean that you cannot roll stats, switch to point buy, then switch back to rolling method to reroll your stats); a player may redistribute ability scores or switch to the other creation method at any point before the game begins.
Additional Trinity stats include: Perception, Luck, Education, and Faith. Note that this means that, when using the standard Trinity rolling method, you roll eleven sets of 4d6, and drop one.
Rolled stats must be rolled in front of the DM at any time that is convenient. Just make sure that you don't lose the stats!
Race Selection
Any Trinity-sanctioned race is allowed.
Class Selection
Any Trinity-sanctioned class is allowed.
Level
Characters will be created with 15000 XP (sufficient XP for 6th level). If you wish to come in as an LA'd race, or otherwise spend XP by making items, feel free to do so.
Prime
Each character will also get to select a "prime attribute." The ability score chosen does not have to be one relevant to your class (ie, you could select Strength as a wizard). You gain additional benefits based on your selected prime.
Time Selection
Due to the nature of the Angelus Errare game, all characters must also have a home time - that is, the time from which your character originates. There are a number of possible selections, which will be made available at some point in the future.
Item Selection
Characters begin with 13,000 gold worth of equipment.
Your Artifact
Each character will also begin play with a specific item given to them by the DM. This item is effectively a major artifact, and will be implementing a modification of the rules found in Weapons of Legacy - that is, it will grow in power with the character (roughly). When you are finished with your character, speak with the DM about your artifact.
Backstory
Characters with backstories will possibly receive additional benefits, such as increased starting XP, increased starting wealth, or possible other benefits.
Character Logs
Similarly, keeping notes or keeping a character journal of some kind (and posting these in a location that will be identified at a later date) will result in additional XP or other benefits.
About the Game
Time travel, bitches. Need I say more?
Campaign
What follows is a short summary of each game session.
Cast
The dramatis personae.
PCs
- ®ß¥!! as Rarpau Mipmu'e, a Yuan-aga Shaman, from the Distant Past of the Kiltian Empire, carrying the Gravitonne Key
- Freya as Kitsune, an Educated Vulpine Learner, from the Distant Past of the Draconic Armageddon, carrying the ???
- Smack as a Fast Human Karateka, from the Distant Past of the Kiltian Empire, carrying the Thirteenth Hour
- Melty as Mardunit, a Strong Human Harrier/Lancer, from the End of Time, carrying the Chrono Trigger
- Catface as Kadyn, a Smart Human Psionicist, from the Distant Past of the Ageless Winter, carrying the Green Amnesia
- Bri as Eden, a Dedicated Clavat Druid, from the <blank>, carrying the Quintessential Falcon
- House as Blondie, a Perceptive Human Gunslinger, from the Distant Past of the Ronkan Empire, carrying the Laulri Pendant
- Dave-O as Qron Nos, a Fast Selkie Harrier, from the Present, carrying the Sea Swallow
- Hamtaro as Zehx, a Fast Changeling Trainer, from the Present, carrying the Millenial Meme
- Hamtaro as M113-E, a Smart Artilect Medic, from the Distant Future of Lavos' Arrival, carrying the Wings of Fate
- Garth as Ixtli, a Smart Artilect Assassin, from the Distant Future of Lavos' Arrival, carrying the Improbability Drive
- Alex as Alex, a Lucky Human Gadgeteer, from the Distant Past of the Ronkan Empire, carrying the Apocryphal Aegis
- Brandon as Pierce, a Charismatic Elf Warlock, from the Distant Future of Lavos' Arrival, carrying the Mirror of Ages
NPCs
- Ashe'mejis, a halfling epochent, sent to accompany the second group to allow them to engage in time-travel without having to request assistance from Dom
Session A-01 - The Adventure Begins
Members: Rarpau, Blondie, Kadyn, Qron Nos, Zehx, Ixtli, Pierce
Initial Time Error: 00y 00m 00d 00h 13m
The group discussed where they could go, and decided upon heading to the time of the Ronkan Empire.
They appeared in the Fovoham Windflats. Using a map that Blondie had in his pack, they made their way south, hoping to come across a road.
During the night of their first day traveling, the group was attacked by a group of four prophet moths. Kadyn suffered some mental backlash from using the mental "ping" ability she had been taught by Tetra, but the group otherwise prevailed, with Zehx managing to capture one of the creatures. Ixtli harvested the poison sacs of the moths, and later brewed up a few batches of prophet moth poison with them.
Two days later, they came across a road, and began traveling west by south-west.
A few days later, they came upon Dorter Trade City. The gate guard pulled out a complicated watch-like device and had the group pass it around; Kadyn sparked purple and silver, while Pierce sparked red and silver. Blondie took the alarmed guard aside and explained that he had an order to escort these individuals to Lesalia. The guard let them through.
They shortly found an inn, the Gremlin's Shack, and acquired lodging for the evening.
Ending Time Error: 00y 00m 04d 12h 28m
Session B-01 - The Adventure Begins (Again)
Members: Mardunit, The Karateka, M113-E
Initial Time Error: 00y 00m 00d 00h 16m
The Karateka needed to go ask permission from his deity to go on this mission, so the group headed to the age of the Kiltian Empire. He informed Kolaita of what was going on, and she gave him her blessing on his new mission.
While doing so, Mardunit returned to the End of Time, due to his issue with deities. He had a terse discussion with Dom, and was sent back to join the others. Dom also sent with him a young halfling epochent, Ashe'mejis, to assist the group in their time traveling endeavors.
After a short discussion of what to do, they decided to head to the ruined future of Lavos' arrival, where M113-E hailed from. Once there, they decided to attempt to head to the epicenter of Lavos' appearance.
While attempting to cross a bridge to the east side of Neo-Mechanicus, their progress was halted by three individuals in power armor. They attempted to cross peacefully, but when one of them demanded Mardunit's weapons, they decided to fight.
After the battle, they crossed the bridge and made for a ruined building. Once there, M113-E treated the wounds of Mardunit and the karateka, and between Ashe'mejis and himself, repaired himself.
Ending Time Error: 00y 00m 00d 05h 11m
Session A-02 - The Hard Way
Members: Rarpau, Blondie, Kadyn, Qron Nos, Ixtli, Alex
Initial Time Error: 00y 00m 04d 12h 28m
Kadyn wakes up to Zehx disappearing from the room in the inn in a flash of bright yellow light, and finds that Zehx has been replaced with an unusual-looking human. Alex - apparently - is yet another addition to the team of time travelers bearing a piece of the Keystones.
Shortly thereafter, the group hears gunfire in the direction of Dorter's east gate; Blondie, Ixtli, and Alex go to investigate, telling the others to stay behind. Upon arriving, Blondie takes relative control of the situation from the gate guards, using his military rank to do so, and finds out what's going on: a small group of individuals from Wayverith are outside the gate, demanding entry.
Blondie hops off the wall, and attempts to talk to them. They show little interest in parley, and Blondie shoots one.
It turns out that one of the four Wayveri is an esper by the name of Ifrit, who turns into a huge flaming creature with demonic motifs. He proceeds to set the gate and the surrounding wall aflame, killing a number of guards in the process. The other three, meanwhile, exchange magic missiles with the group present, who shoot/stab at them. Eventually, Blondie, Ixtli, and Alex are all taken out by either a giant fire-breathing magic elemental or by magic missiles.
Meanwhile, the rest of the group can see some of this going down (able to see Ifrit's flame over the wall of the city), but have to traverse roughly ten minutes' worth of city between the inn and the gate. Using their ridiculous speed to their advantage, it takes roughly a minute for them to arrive, though the others in the group are dead by the time they show up.
Kadyn vaguely remembers a lesson from Tetra regarding the power of magic, referencing this particular event - the sacking of Dorter - as a lesson on the power of magic, and especially espers. This event stands out because the esper managed to maintain his alternate form for a much longer period of time than normal; Tetra mentioned wanting to look into it later, but never did so. Kadyn informs the group as to the importance of what is going on, and she, Rarpau, and Qron Nos manage to take out the esper, as well as finishing off the remaining Wayverith mages.
EV: Preventing the Sack of Dorter (Key => Alt)
Kadyn notices that the esper dropped something as it died, and picks it up; she sparks a lot, red and purple. She is uncertain what the golden orb the esper carried is, and hands it off to Rarpau, who does not spark when holding it.
Rarpau, unable to bring back the dead, leaves to go visit the lake upon which Dorter sits, in order to attune himself to the element of water. Qron Nos, meanwhile, gathers up the dead, while Kadyn seeks out assistance. She runs into a small group of Ronkan guards, led by the clavat John Miyazaki, who are heading to the disaster site to assist in fighting the fires Ifrit set; Miyazaki informs her that he is a medic, but if her friends are dead, she will require a priest. He sends a guard to fetch one.
Kadyn arrives back at the scene of the combat with the guards in tow, having been joined by a priest on chocobo. There is a short discussion about the deceased, in particular their religious leanings, and the priest mentions he finds it hard to trust them given the presence of a selkie; Kadyn is surprised to find that the Ronkans are steadfastly racist against them. Miyazaki takes her aside and tells her to seek out a gnome by the name of Max, on the other end of town, who may be able to assist her with her friends, while he tries to prevent the Ronkan guards from acting against the group.
The group arrives at the address given to them by Miyazaki, and are introduced to a rather eccentric gnome chemist, Max. He revives Blondie and Alex, and gives Kadyn possession of some chemicals that will assist Alex in overcoming the burns he suffered from the fight. Once back to health, the two repair Ixtli to working order.
Ending Time Error: 00y 00m 04d 14h 18m
Things To Do
This is my to-do list for getting this game going.
Mechanics
- Finish up enough powers to make psychokinesis a functional discipline.
- Remember to pay attention to the skills, too, not just the feats. The advanced skills in particular are nifty.
- Figure out how learner memes work and do a write-up of the ones Freya has access to.
- Remember the notepad file about this.
- Should've included the name of the file, here. Now I have no idea what file I'm talking about.
- Remember the notepad file about this.
- Resolve the inconsistencies in the prime attribute system, and figure out how primes for the additional ability scores work.
- Speak with Robbie about the shaman class, and any ideas he has for making it functional.
- Finish out the druid terrain tables.
Finished
- Resolved the inconsistencies in maximum Jump heights (between horizontal and vertical jumps) attained for the lancer class.
- Round out the techniques list to make the karateka a little more versatile.
- Make sure the mimic is functional, and in so doing figure out the role of the akashic in the Blue.
- Threshold and overload modifiers for high ability scores should be accurate now.