Morwaythien Trails: Difference between revisions
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=='''Experience'''== | =='''Experience'''== | ||
''XP Awards'' | |||
6x Kobolds @ 5xp * 30 | |||
3x Centipedes @ 6 xp = 18xp | |||
3 x Orcs @ 10xp = 30xp | |||
RolePlay xp award: 100 ( | |||
=='''Known Creatures'''== | =='''Known Creatures'''== | ||
*Kobolds* Standing between eighteen and thirty inches tall, these creatures have elongated, doglike snouts, long, almost doglike ears that are mounted high upon the skull | *Kobolds* Standing between eighteen and thirty inches tall, these creatures have elongated, doglike snouts, long, almost doglike ears that are mounted high upon the skull | ||
Revision as of 14:33, 4 May 2025
Morwaythien Trails is a Labyrinth Lord PBP campaign DM'ed by ncc2010 and currently running on RPGnet.
IC | OOC | Recruitment | Wiki
About the Campaign
- After long and careful consideration, this is a Labyrinth Lord game. Basic or Revised is okay. I have both, and have since ordered (though I can't afford it and the wife will kill me when it comes in) the Advanced LL game book. Right now, the Revised (without illustrations) can be had at DriveThruRpg for zero down and zero payments, so in my book, that's a good thing. In any event, LL Basic and Revised really aren't that different, and so I'm not worried about it.
- In any case, we're playing as per rules - nothing special, just follow the rules.
- We'll be doing some cross-country, though the first adventure (which I'm writing) will be a short dungeon crawl, so plan accordingly.
Premise
- The setup simply is that the characters, over the past two or three days, have fallen in together for mutual assistance and protection as they travel through the lands of Morwaythien, following a lesser-travelled and somewhat overgrown road through the forest of Gartha on their way to the town (not quite city) of Rabbitcrown, which seats firmly along the north-eastern coast of Brokensword Bay. Why? Do adventurers actually need a reason 'why'?
Rules
- Labyrinth Lord game. Basic or Revised is okay.
- Use Orokos for the character generation rolls, I'm good with 4d6, drop the lowest, and place where you want.
- Pick your species.
- Mages and Clerics, pick a spell, any spell, that's yours to start.
- No alignment tongues. Thieves Cant ok.
Campaign Map
TBD
Players
- Vai Havenfall - fighter played by rbingham2000
- Imbellir - elf played by Stormraven
- Tarak - fighter played by Knightsky
- Randolph Strongheart - halfling played by Sam I Am
- Dairus "The Recluse" Dingus - magic user played by UnknownCorrespondent
- Wyll "Will" Brygh - cleric? played by RoadScholar
- Malachi Rip - thief played by howareyou
Experience
XP Awards
6x Kobolds @ 5xp * 30
3x Centipedes @ 6 xp = 18xp
3 x Orcs @ 10xp = 30xp
RolePlay xp award: 100 (
Known Creatures
- Kobolds* Standing between eighteen and thirty inches tall, these creatures have elongated, doglike snouts, long, almost doglike ears that are mounted high upon the skull
Treasure
None Collected. Yet.
Notes
About the World
The Skies Above
This world has two moons: Gagav'r ("Small Brightstar"), has a rotational period of 15 days and orbits inside of its larger sibling, the darker Allat ("Dark One"), which has a 21 day orbital period. As suggested, Gagav'r is much lighter and shines brighter than its larger sibling. Allat casts just enough light to help move without other illumination on a dark night.
The Calendar
The calendar is measured from the fall of the destruction of Morath, the once-capital of the Morathian Empire, a continent-spanning empire, an event now 501 years in the past.
The year is 357 days long, and consists of eight months, Armah, Dalpha, Ahah, Asdiel, Nemua, Andej, ibik, and Gielyr. The first three months have 44 days each; the last five months have 45.
The week consists of six days: Naelaph, Sielach, Learza, Paha, Arat and Abaredi. The 'work week' for those places that recognize such things, goes from Naelaph through Arat, and it is almost universally recognized that Abaredi is a day of religious worship.
Deities
TBD
Languages
Morwathian - Spoken by most within the lands of Morwath, it originated during the days of the Empire, nearly three thousand years before the current day. Several tongues come from this root language, including Sondon (spoken in the tundra wastes in the north), Marwei (spoken along the western coast, Waiitti (central plains) and Kallas (along the southern line, up to the deserts of the south). With a similar root tongue, with some work, basic ideas can be communicated back and forth, though accent and vocabulary may vary from place to place, hindering communication.
Locales
- Rabbitcrown:
Named after a local, somewhat specially bred breed of conies whose odd fur coloration gave it the appearance of having a circlet not unlike a crown about the brow. Nevertheless, it once had a position as a major port upon the Alwamank Sea, having in its favor a natural bay wherein flowed the River Anthe. As the world goes, though, rulers and favor rises, rules and favor falls. The hereditary Ducal family of Wehlenspaat, through a rise in favor, had relocated their seat of power forty miles up (north) along the coast to Stormcove a century earlier, leaving Rabbitcrown as a baronial reward to the Harhdeen Family, and that worthy House still controls the city, for better or worse. Mostly...for the average.
Rabbitcrown is primarily an agricultural center, with fields to the south and east, producing enough crops (beans, cabbage, some corn) and livestock (sheep, pigs) to feed itself, its outliers, and to the larger cities, including Stormcove and sometimes as far as Eironcap (Duchy Eironcap's seat) (produces raw metals). Imports include finer qualities of wood, various metals, etc.
Some cities are broken into Districts, others into Suburbs, and others, Neighborhoods. Rabbitcrown, given its name...is broken into various Warrens, now just a tongue-in-cheek reference to the city's origins. The various Warrens within Rabbitcrown include Golden Water, Ivy Shade, The Dog Docks, East Gate, the Haunted Burrow Greens (otherwise known just as 'The Greens'), The Barrows, Cold Gate, South Side, and Darkpole.
- The forest of Gartha
- Brokesword Bay
- Grayhaven
Character Quick Reference
| Character Name | STR | DEX | CON | INT | WIS | CHA | AC | HP | Species | Class | Level | Player |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Imbellir | 14(+1) | 14 (+1/-1AC | 12 | 17 (+2 Lang) | 8 (-1 Save) | 12 | 4 | 6 | Elf | Elf | 1 | Stormraven |
| 16 (+2) | 11 | 14 (+1 HP) | 8 | 11 | 12 | Knightsky | ||||||
| Vai Havenfall | 11 | 11 | 6 | 15 | 15 | 12 | 7 | 7 | Human | Fighter | 1 | rbingham2000 |
| Wyll Brygh | 14 (+1) | 14 (-1AC) | 14 (+1hp) | 11 | 17 (+2) | 15 | 4 | 7 | Human | Priest | 1 | RoadScholar |
| Dairus the Recluse | 14(+1) | 14 (-1AC) | 14 (+1HP) | 11 | 17 |