The Broken Age (Inactive)

Game Master Vinsomner

World Map: Kalinthros

Current Map


The world has been ravaged by a crusade of a xenophobic king in possession of a powerful artifact known as the world gem. Humans under his rule have expanded their territories and purge the lands with zeal of anything non-human. Anything that falls out their mandate of what is worthy of the High King is put to sword or put into slavery to extract resources from the ground to fuel their war machine.

Races of all kinds have been pushed back, alliances stressed to the point of breaking, coalitions broken and the will and strength of many sapped from the constant war that has waged on and the losses suffered. Only now there is a moment of respite, the xenophobic humans crusade halting as a massive dessert, seemingly uninterested in crossing.

The Mad King's war rages on. The country has devolved into chaos. The rate of purges of non-humans climb and mass graves begin to litter the middle continents. Many towns and cities are claimed by the Mad King, flying the banner of the new order. Armies march to the thunderous beats of war while many flee.

Freeport, where the armies are locked into a siege for Moon Sea. Murthinguard has become a bastion, holding the only easy passage into the elven east and dwarven north. The south of Luthias Sea and the complete Thurgan Plains are under the Mad King's Rule. The Green Peaks are contested and the king's armies march towards the Korthargu Ridge.

A exodus of refugees from the middle continent, wives, children, farmhands, ex-militia, nobles who have fallen from grace. Any non-human from all walks of life flee for their life, all fleeing to the desert for one single reason… salvation. Word escaped that the king's armies haven’t crossed the sands and there’s rumors abound, speaking of a hidden city, one that even the Mad King can’t attack and has become the only hope that many seek.

The Brisal Desert, a land of untamed monstrous atrocities, beasts and a golden city rumored to exist drive you and everyone else to save haven

Requirements:

Posting: I expect a certain level of skill with the english language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.
At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting the speech in only bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Posting Rate: Since this is a big campaign all players need to be able to post at least once every day, if an outside circumstance comes up, please contact the players via the Discussion tab for DMCP and let them know so things can be worked around the absences without too much of a disruption.

House Rules:

Healing Magic: All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Feat Tax: I will be using the system suggested here.

Spells: Spells do not require a spell-book to replenish your daily use. Spell-books are only required to change your allotment or learn new spells.

Skill Checks: Even if your skill check is high enough to pass the DC of the required check without a roll, you must roll regardless. Even with your high skill in that check, you still have a chance of critically failing, but also having a critical success which will grant additional boons.

Traits: Traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play.

Crafting: A whole new system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be giving one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation into he campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.

Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories:

  • Armor
  • Weapons
  • Spellcraft (This is the existing Spellcraft in skills)
  • Potions
  • Siege
  • Traps

    What you need to craft?
    To craft items in the campaign you must have the raw material to do so. Most raw materials can either be found, salvaged, or bought. There will be unique materials and components you can find to add special affects or bonuses.

    When you have the required materials, you can do one of two things. You can either find/purchase a schematic in order to know the quantity of resources you need. Or you can make a Craft [Category] skill check to see if your character knows how to craft that item that you want. If you fail to pass this knowledge check you have to buy a schematic or take a penalty to your Craft [Category] check to when you craft your weapon.

    How long does it take?
    Crafting takes time in the game world, there will be moments when you enter towns where you will have access to what you need to craft your items. The length of time is calculated from a Craft [Category] check and the complexity/quality of the weapon. You can rush your crafts but you will take a penalty on your Craft [Category] check for quality.

    How are the stats determined?
    I will determine final base stats of your item. Your will make your final Craft [Category] check to determine your characters success at making the item. This check will help determine the quality of your item, or if your character blunders and wastes the materials.

    Can I get an example?
    Of course you can! (Note: All data here is an example and does not represent what the materials actually do.)

    Targen the Dwarf decides he wants to make a one handed waraxe. First he makes a check to see if he is knowledgeable enough in crafting it.

    He has a Craft: Weapons skill of 15. His final roll tallies results in a 25. Crafting a standard waraxe is pretty common knowledge so he doesn't need a schematic. He finds out he needs 2 ingots to craft it and it will take approximately 2 full days to make it.

    Targen the Dwarf has enough Darksteel and Obsidian to craft it. He decides to use Darksteel because it gives a inherent +2 to attack rolls against Goblins. He knows this because of a finding a tattered book on Darksteel. Though a Craft Weapons check could reveal if he worked with that material before and possibly gleamed what it might do.

    Targen then makes a Craft Weapons Skill check to Craft the weapon. He doesn't have enough time craft it so he wants to attempt to craft it in one day which raises the difficulty of the check. His skill check results in 20. Luckily since it is a simple weapon with no other enhancements he makes it without too much difficulty. His weapon now has the base stats of a common waraxe, but with a +2 to attack rolls against Goblins.

    If he had extra time, he could lower the difficulty of the check or opted to use extra materials to try and get a boost to its effect or find a new affect by combining materials.

  • Major Events:

    This is where any major/noteworthy events will be tracked, accompanied by a link to a document with any extra details on the event.

    First Spring:
    Slaves freed themselves
    Encountered mysterious dragon.
    Ambushed two military caravans for supplies and to free slaves.
    Discovered ancient city, overgrown and overrun by wildlife.
    Made base for Resistance.
    Found shrine dedicated to a god and unlocked its power. (Granting first Mythic)
    Slew a Mythic Treant.
    Explored an ancient city, temporarily setting up a base of operations.
    Held off a wave of the undead army residing in the ancient city.
    Liberated a mining camp filled with hardy races, mostly dwarves.
    Began the long trek to the Brisal Desert.

    First Summer:
    Reached the edge of the desert through the Korthargu Ridge.

    Inventory