Subj : Official Gamelist - 2 To : All From : _The_Druid_@excite.com Date : Sun Sep 03 2000 09:04 am From: Jason Tamez <_The_Druid_@excite.com> Subject: Official Gamelist - 2 ACTIVE OR STARTING CAMPAIGNS WITH INFO ON FILE: Name System Extras Add-ons Setting Level ******** ******** ****** ******************* ****************** ********* PEACE AD&D-2 None Class Handbooks OK; Standard 6+ Get GM's OK/others ******** ******** ****** ******************* ****************** ********* CITY AD&D-2 None Ask the GM Tandagor 7th-10th ******** ******** ****** ******************* ****************** ********* NOTES: Extras: Rule modifications by the GM Add-ons: Published add-ons to the core rules ************************************************************************ *PEACE] "Sword of Peace" *GM: Boyd & Michelle Bottorf *E-mail: mbottorff@sprintmail.com *Back moves and Info files not yet available. To apply: Need character concept and personality approval first. Most characters will be human (see overview). After approval, basic stats, spell lists, etc., plus any unique possessions or other things we should know before game beginning. Characters will start with some magic items. Feel free to send along a wish list (we reserve veto power), but note that this is not a magic-heavy world. Most characters will have one solid magic item (ring, wand, sword +2, etc.) and a couple expendable ones (potions, scrolls, arrows +1, etc.). Some bargaining may be allowed, AFTER character approval. Bargaining may include things like extra advantages, disadvantages; magical item increase, decrease; stat alteration; and so forth. Please use common sense-- disadvantages should roughly equal advantages. Stats generated with 4d6, drop the lowest. No alignment used. Starting money and equipment will be based on character concept. Most characters will be at least middle-classed economically; many will be upper-class. Tech is pre-renaissance (no guns). Miscellaneous info: The game will be run by both Boyd & Michelle. Boyd will be primarily responsible for putting out the game moves; Michelle will be primarily responsible for move compilations. We will try for a two-week time for major game moves, however, health may interfere with regular moves. Overview: Setting overview: The campaign starts in the Kinddom of Cantada. The kindom is human-run, and almost entirely populated by humans, except for a couple small colonies of gnomes in the eastern portion of the kingdom. Cantada used to exist further east and south, however, a change in weather around 50 years ago made farming in the south a non-viable source of living, and over the last 50 years, most of the people to the south have moved to more fertile spots (especially near the major rivers) in the northern section of the kingdom. What used to be the southern portion of the kingdom is now inhabited primarily by nomadic bands of halflings, which travel around on ponies, following the herds of wild goats that now survive in the scrublands. There are also small groups of goblins who have fallen from what little culture they had, until they live as scavengers and sneaks, barely even having a spoken language. The eastern section is another matter. Bands of orcs have raided the eastern areas of the kingdom off-and-on for a century. There has been no real organization to the raids, but as people got tired of defending their homesteads, they would leave the area (except those who were killed). Only sometimes would the actual army fortresses be attacked; other times, the orcs would scour the surrounding areas until the fortresses were out in the middle of uninhabited areas, occaisonally attacking supply trains to the fortresses, when they would be abandoned as impractical to maintain. The current kingdom borders are roughly 400 miles east to west, and 250 miles north to south. (The eastern and southern borders aren't well defined; the crown still claims to hold all the land of the original kindgom, as defined by the merger of the Cantada-Tinnal kingdoms). To the west is the Goval Empire, an empire primarily human, but with elven, dwarven, and tullan (semi-giant humanoids) citizens. They have been affected by the famine in the south also, and are spending a lot of time and effort trying to rectify the situation in their kingdom. To the north is the Kingdom of Mouldon, a dwarven kingdom known for the odd rocky formations in their kingdom, as well as a couple active volcanos (think black rock hills of the Dakotas, only a lot bigger). Wedged between Cantada, Goval, and Mouldon is the elven lands (no other "official" name). The elves that live there are highly secretive, and no travelers are allowed in the lands. Campaign Overview: The Sword of Peace ("The King's Sword", to most people) was given to the Crown Prince of Cantada ("Tad" or "Tada" are the common forms of the name) at his marriage to Princess Kria of Wabasha, ending the King's War almost 300 years ago. Since that time, it has been the primary emblem of the royal family of Cantada. There are many rumors about the sword among the common people. What they do know is that it is a sword of great power, the emblem of the king's authority, that it is the sword all the kingdom's primary military men swear fealty on, and that it cannot be moved unless it wants to. Period. At formal occaisons, it is placed in the air over the king's throne, and it stays there, in air, without moving. But it's gone. And nobody is sure how it is gone. Scrying for its current location has revealed nothing; searching for traces of what happened the night it disappeared have drawn blanks. The best the royal councilors have come up with is tracing its path, which they have been able to find. Your job, given by the King of Cantada himself, is to follow the sword. If possible, recover it from whoever stole it. If that is not possible, send word as to its location, and if discovered, how its magic was overcome, then stay as close to it as is prudently possible. Character Overviews: Players will be on a mission from the govenment of Cantada. All characters must have some sort of contact with the government before campaign beginning and be someone the government would think of in a crisis situation. Human characters are recommended. Standard non-human characters are possible, but will take some persuasion. PLEASE READ THE SETTING OVERVIEW BEFORE SUBMITTING ANY NON-HUMAN CHARACTER. No elves from the elven lands will leave those lands, especially not on a mission for another kingdom. ************************************************************************ *CITY] "Tandagor, The Stained City" *GM: Andrew Toth *Email: Andrew_Toth@wlm.toronto.on.ca *Back Move and Info files not yet available. To apply: Characters are to be created using Method V (roll 4d6 six times, dropping the lowest d6 roll each time. Assign stats as desired). Once stats have been established, choose your race. Your character can be of *ANY* race you desire, under a couple of conditions: 1) You must be able to provide for me a set of Attribute Ranges (frex, the necessary stats for the standard 6 races listend in the PHB), and where they come from. A Dragon magazine, a Rules Supplement, a website, I don't care. 2) You've got to tell me all the little quirks about the race. If I don't hear about it, you don't get it. 3) Finally, I reserve the right to disallow your playing that race if I feel the character will be too powerful. After that, choose your class. Same deal as with the race. You don't have to choose a Deity, but if you want to, then once again, the same deal as above. This a fairly loose game with regards to stuff like this. Finally, a list of the following characteristics of your character: Equipment; Spells (if applicable); Uncommon innate abilities (Thieving Skills, etc.); Gender; Name; Height; Weight; Proficiencies (both Weapon and Non); Hitpoints; Skin, Eye, and Hair Colors; Hair Style; and any other little quirks you'd like to instill into your character (Blind, Insane, Deformed, Homosexual, a Drunk, Race-Specific Hatred, etc.). With regards to Level, characters will be between 7th and 10th (Roll yourself a d4 to figure it out). Then bestow upon yourself all the appropriate abilities that come with in. With respect to Magical Items, you receive a number of Magical Items equal to your Level less two. This does not include Magical Armor and Weaponry, only the funky stuff (I once again reserve the right to veto any item I feel is too powerful, or just doesn't seem to belong). For weapons and armor, you can have a number of such items equal to half your level, rounded down, that are magical. The rest, you have to pay for. Starting gold is equal to the standard starting gold in the PHB, multiplied by your level. And *lastly*, as a sample of your skill, please provide a short background, as well as a reason for coming to Tandagor. Please keep in mind that Tandagor *is* a port city, and so transport can be from the following means: horse/pony; cart/coach; riverboat; coast-trader; or yer own two feets! Miscllaneous info: Missed Moves Until Removed: 2 Location: Tandagor, a city on Firyala (a continent of Cadina) Firyala is, in comparison to the other Cadinan landmasses, quite normal. Pretty much the only thing of any note in this category is the structure of Firyali society. There are no countries. Each race (or other form of social community) has established its own stomping ground. Outside their own set laws and ways, there is one overlordship: The Council in Tandagor. Being a Councillor is a life-time appointment, literally. There are 15 seats on the Council. All 15 were first voted in at the beginning of the Council's reign. The vote is continent-wide, and mandatory. Everytime a seat opens up (which occurs only through the death of a Councillor), the people of the continent vote in another to fill the space. The leader of the Council is the Tor. The position of Tor is re-voted every 5 years. Currently, the leader is Windell Stonecrusher, a Dwarf of high repute, who narrowly edged out Darien Furth, a local (to Tandagor) Human favourite. Darien's still a little bitter. This may seem like a rather lax world description, but as the campaign will be focused on Tandagor, I see no point in specifying any points about Firyala. Feel free to provide hometowns, etc. Cadina in general is an akward world. Deep-Sea vessels have not yet been developed, so none of the areas are aware of each other's existence. The lone exception to this is the Rakers of Drakenwold, who have legends regarding the Rakers of Rethclaven; how they strayed from the path and were banished across the ocean. There are three large continents (Drakenwold, Rethclaven, and Firyala), and two notable island chains. Please, do not ask to be from one of the other places. Let's cut that happenstance out by stating that right now, only the POSSIBILITY of the other continents and island chains exist. Overview: Tandagor, the city that rules and houses all (please see the end of this message for further information), is the place of this campaign (for now). Tandagorians have always been fairly strange, often aloof. Lately, however, there have been rumors that something strange is happening in the city. No-one can pinpoint anything, however. Upon arriving in Tandagor, the characters are arrested for variousy and grossly absurd reasons. Some are taken right away, while others are not imprisoned until a day or two into their stay. Ideally, escape from prison will occur in two, probably three Moves. Simply because I want to see, even though this scenario is viewed as over-used, how the players cope with it, and also to set out a few tendrils of story-development. Also, there's going to be an initial move for each player detailing how they were imprisoned. This is a necessary move, and I will tip you off right now that it will contain something(s) that should be remembered for later. *******END************************************************************** -- Jason Tamez _______________________________________________________ Say Bye to Slow Internet! http://www.home.com/xinbox/signup.html -- |Fidonet: _The_Druid_@excite.com |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .