Campaign Details
The Journey to Find The Stone of Telaportathion
The Journey to Find The Stone of Telaportathion
Time to take: Estimated 6 months
Bag capability's: 35 pounds
Items you Must Bring:
-Toothbrush
-Vile of unknown blood
-small pocket book
-2 matches
-an apple
-Loss paper
-1 healing tonic
-1 tonic of greater stamina
Items you can Pick to Bring with(pick no more than 6)
-Knife
-Weather forecast for 1 month
-War Hammer
-Rope
-A small reptile
-4 Healing tonic
-Flintlock pistol and 12 small steel balls
-Book on gambling
-4 blocks of firewood and stack of loose paper
-Bag of treats
-Book on different races
-Book of healing spells (unlearned)
-Small chest with magical unknown item
-A Bone
-2 Small traps
-A Second of your choice
-Raw meat
-1 medium trap
-fire starting rock, one use
-A large glass eye
-Broken large trap
-Flint and stone
-Rust remover gel
-2 Repair kit
-dagger
-Lavender
-notebook and quill
-a pack cow (Bertha)
-an apple
-One chicken (alive in cage)
Beasts known to walk the areas in which you may be heading into, some beasts may not be found, some may show up more than others, it is unknown how much or many there shall be or what they shall all entail.
Gorgon
Wolves
Aurumvorax
Spiked devil
trolls
-Displacer beasts
Large rats
Deer fox
Yuan-ti
rust monster
Worg
Copper dragon
Owlbear
Mind Flayer
werewolves
Mimic
Galatonus cude
Harpy
Roc -Rare-
Cave Troll
Goblins
-more beasts can be found wondering the areas that are not listed here-
Combat mechanics
Combat within the campaign works just like standard T1 role play fighting, but with a twist, which will be explained, first let's go over what T1 fighting is. Paragraph, turn-based fighting.
T1 is a type of fighting style generally used by people in chat. These people are generally the more serious RPers. Average time to learn T1 can take anywhere from two weeks to two months, depending on the time spent learning and perfecting the form. It is based on the idea that the paragraphs you use should appear to come out of a book using detailed descriptions so that the people watching can see what is happening in chat to make Role Playing a more enjoyable experience.
T1 is probably the hardest way to role-play if you are not good at being descriptive. T1 is turn-based, so you have to wait for your opponent to finish typing his/her attack. It is also paragraph fighting. In a T1 match, your opponent can strike you. You have the ability to reverse the attack or take the hit and come back with one of your own. In T1, you can only type one attack each paragraph. If you type more than one attack in a paragraph, you will be disqualified. You may need to type more than one paragraph, so when this is needed, use
Example:
Jhon: (paragraph) Battle entrance
Tim: (Paragraph) Battle entrance
John: (paragraph) Attacks!
Tim: (paragraph) Defends/avoids/takes-the-hit, counter attacks.
John: (paragraph) Defends/avoids/takes-the-hit, counter attacks.
combat in the campaign will be done in the same format, but when an attack is done to determine damage or the attack succeeding or failing on enemy or player a D10 for if it hit or missed, over 5 is a hit, under 5 is a miss will be rolled. Then a D100 will be rolled to determine damage whatever number it lands on the one hit by the attack will take that amount of damage till their hp runs out resulting in being forced to flee, unconsciousness, or being marked as dead. Only the GM will be rolling the dice to be sure it is fair and no rolls are being fudged. The Gm has made a pledge to this group to be fair and just with all doings be it good doings or bad, and all dice rolls will be fair. There is no re-rolling dice You get what fate deems you.
Example:
Jhon: (paragraph) Battle entrance
Tim: (Paragraph) Battle entrance
John: (paragraph) Attacks!
GM: rolls D10 dice see if attack hits or fails
(attack hits rolls over 5) GM rolls D100 dice for damage, Damage 40
(Attack fails dice rolled under 5 if rolls 1 or 2 backlash damage) (if rolls 1 or 2) rolls D100 backlash damage
Tim: (paragraph) Defends/avoids/takes-the-hit if given damage, counter attacks.
GM: rolls D10 dice see if attack hits or fails
(attack hits rolls over 5) GM rolls D100 dice for damage, Damage 70
(Attack fails dice rolled under 5 if rolls 1 or 2 backlash damage) (if rolls 1 or 2) rolls D100 backlash damage
John: (paragraph) Defends/avoids/takes-the-hit, counter attacks.
Repeat
Routs you can take
Route oneGoing by land, South East
Along route by foot or steed, one must leave the iron capital head out of the City of Iron after stocking and gaining goods. Then go along the snakes bend and head south-east to the village of Millmire, after spending time there one must head down into the woods and paths were anything can happen on steed or foot over a cursed bridge that hangs over a canyon water bed with rumours of trolls and goblins around, after braving that one must head south-east still over a large valley plain with many wildflowers but no water and a hot sun. With lips parched but hopefully still breathing, one will come to a small dead town, with a sign saying “warning, owlbears” but in an Exotic language, once there one must travel into the town to exit the other side past broken down buildings and dark ally ways, there are words of bandits that prey on passersby. From there one must steal or pay for safe passage over the river that links with the sea to the island of DeMoor home to the yanti snake clan and village. Upon that island there is word a copper dragon wonders hidden among the people of the town, enjoying to stay in human form and play tricks on people, there is a well-known inn there where it is said it is safe for outsiders to sleep. Free boats mark the cost to a small island to the south-east of Demoor island, take a boat to an underground passage, marked with many old tongue scribbles, and down that passage, you shall find what you seek...maybe. After maybe gaining what you seek you must then brave the trip home the same way you came. There is also a cart that will bring you back to iron safely but it costs coin.
Route Two
Going by Land and Sea, South then East
Starting out you are on foot or Steed as the road takes you down path and around Millmire then down to the dark forest, were monsters in the dark dwell to attack passers and kidnap unknowing victims that don't protect themselves. Large birds are known to fly here as well as harpy's with nests within the woods, there is a path around the woods but it adds more time to your trip and costs supplies. But once past it is a smooth trip to Izen hort a largely human populated town with many inns and bars for you to take in and enjoy. But careful of swindlers and bandits they can be any shape or size here. Once you get in you must charter a ship over the sea, to be able to properly work the ship you must get a captain and crew, as well as a trusted compass, is needed, or sneak aboard a ship already going to De Moor Island, be careful this is risky. To not get found out and spend your life in a Izen Hort prison known for there brutality and strict rules. Once with ship or on a ship, you will head over the sea to De Moor Island, the sea is filled with monsters of its own, let's hope your ship and crew don't find any, may the gods be with you. Once docking port at De Moor home to the yanti snake clan and village. Upon that island there is word a copper dragon wonders hidden among the people of the town, enjoying to stay in human form and play tricks on people and on outsiders, there is a well-known inn there where it is said it is safe for outsiders to sleep. Free boats mark the cost to a small island to the south-east of Demoor island, take a boat to an underground passage, marked with many old tongue scribbles, and down that passage, you shall find what you seek...maybe. After maybe gaining what you seek you must then brave the trip home the route North West back to Iron There is also a cart that will bring you back to iron safely but it costs coin.
Tips when on your path
-Don't mess with Buttercup
-4 is code for run
-Don't smell the flowers
-Lavander can calm Buttercup
-Never hurts to lift rocks to find loot
-Being a loot whore is not wrong
-Be careful of snakes
-Eyes are the gateway to another world
-The dead walk only this path
-Hold fast little rabbit I will love you, run
-Find hope
-Don't take the shiny
Be Careful, and Assume Everything Wants to Kill you, And if you Think it Does not, Just Assume it Does.