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---
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media.
---
# Aldfric "Silver" Gauveld (Human Rogue 1)
Silver is a former assassin, reformed after facing the ramifications of his conduct, a rehabilitation incidentally
associated with a prolonged incarceration. His moral code may be a bit unique and personal, but he has given up the
murder-for-hire business and is trying to do something "better" after seeing the suffering of many, though doing so
sometimes initially conflicts with his natural cynicism. He doesn't apply his services for hire anymore, at least.
## Build
### Ability Scores
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score (Mod)** | 13 (+1) | 19 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 17 (+3) |
| **Mod + Level** | +2 | +5 | +2 | +3 | +1 | +4 |
### One Unique Thing
Silver occasionally sees images of a person's past or future self when looking at them.
### Icon Relationships
* **Positive w/Prince of Shadows** (1): Silver is one of "the Prince's people", believing even after reformation that
he is influencing the world for the better as the Prince would see fit.
* **Conflicted w/Emperor** (1): technically, it's "Duke Aldfric Gauveld" via hereditary peerage. Silver tries not to
deploy this fact unless he has to, and maybe it's better he doesn't, as him and the Emperor don't exactly see
eye-to-eye.
* **Negative w/Lich King** (1): Silver has seen enough death, he doesn't need undead reminders, especially of his own
deeds.
### Backgrounds
* **Reformed thief and assassin** (4): Silver spent plenty of time in the dark parts of the criminal underground,
before getting caught.
* **Well-traveled information seeker** (4): Silver's work has taken him to many civilized (and not-so-civilized)
areas, and he always tries to remember where to get information.
### Combat Stats
* **HP:** 21
* **AC:** 15, **PD:** 14, **MD:** 13
* **Recoveries** (8): 1d8+1
* **Initiative:** +5
### Kin Power, Class Features, and Talents
* **Resourceful:** gain a bonus feat of the highest tier you qualify for.
* **Bravado:** gain a point of Bravado when natural initiative roll is even or first time you hit with a rogue attack on
your turn.
* **Rush Attack:** rogue melee weapon attack against an enemy you were not engaged with at the start of your turn deals
bonus damage.
* **Sneak Attack:** rogue melee weapon attack against an enemy engaged with one or more allies deals bonus damage.
* **Adv. Feat:** Sneak Attack also works against enemies who are [many temporary conditions including dazed].
* **Skulduggery:** two uses per arc, reroll a failed skill roll involving rogue things, a second use + narration for a
+3 bonus.
* **Both Styles Now:** you gain both Rush Attack and Sneak Attack, only one per attack.
* **Murderous:** +2 crit range against staggered enemies.
* **Tumble:** +3 bonus to disengage checks, can disengage check as a free action to avoid an intercept.
* **Adv. Feat:** +ED to disengage checks.
### Basic Attacks
* **Rogue Basic Melee** (dagger): Dex+Lvl (+5) vs. AC, 1d8+Dex (1d8+4) damage, level (1) miss damage.
* **Rogue Basic Ranged** (dagger): Dex+Lvl (+5) vs. AC, 1d6+Dex (1d6+4) damage, level (1) miss damage.
### Powers
* **Evasive Strike** (at-will): as rogue basic melee attack, except can pop free from target on hit.
* **Slick Feint** (at-will, 1 Bravado): Cha+Lvl (+4) vs. MD attack to feint, hit deals damage and dazes on natural even
and allows second attack; second attack on same or other engaged target Dex+Lvl+4 (+9) vs. AC, deals weapon damage.
* **Tumbling Strike** (1/battle): as rogue basic melee attack, except +2 bonus to disengage checks this turn; can move
to engage, make this attack, and then use a quick action to attempt to disengage.
### Gear
Leather armor, a dagger, some more daggers, another dagger hidden in his boot, dice, a worn deck of playing cards, a
dark cloak and a set of clothing, 1 adventurer-tier healing potion.

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Characters I've made for other campaigns:
* [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings
* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
### Former Campaigns

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[TOC]
|> [![Map of the island of Wald](wald.png)](wald.png)
|: The island of Wald
|: The island of Wald.
{: .right }
Age of Parted Shadow is a [13th Age](../13th-age/index.md) points of light campaign set on the island of Wald, an
@@ -23,6 +23,8 @@ threats that put the island of Wald at risk of ruin or collapse. 13th Age is a g
the table by way of backgrounds and icon relationships, so the particulars of the emerging threat(s) taking center stage
will be determined during play.
**Current status: [RECRUITING](recruitment.md)**
## Icons of Wald
There are nine powerful icons in the Age of Parted Shadow that make up the milieu of conflict across the island. Players
@@ -131,19 +133,26 @@ In prior ages, Wald was largely explored, mostly understood, and heavily settled
Wald of the Age of Parted Shadow is generally mapped but largely unexplored, at least concretely. There are few major
cities, and the scattered towns and villages come and go without warning. A general route spanning from east to west
exists, but it is especially rough and vague on the western half of the island. The southern peninsula is even less
welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth.
welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth. Countless settlements
are scattered throughout the island.
All of that said, there are seven settlements large enough and stable enough to be considered Wald's major cities:
All of that said, there are eight settlements large enough and stable enough to be considered Wald's major cities:
* **Bladesdale** --- the center of trade in eastern Wald, situated conveniently enough between Hydra Pass
and Prism to the north, and Silver Port and NAME HERE across the sea to the south. The closest Wald has to a capital
city, the Gold Regent holds court here.
* **Coldhill**
* **Gale**
* **Hydra Pass**, aka the Gateway to the West, aka the End of Civilization (to those better off in the east) --- a major
trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment along the mountains and near
the Great Wastes.
* **Gold Port**
* **Last Chance**
trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment near the Great Wastes.
* **Silver Port**
* **Last Chance**, as in "the Last Chance to turn around" --- a cosmopolitan city of brigands, outcasts, monstrous
humanoids, the occasional good-natured soul, and the like, Last Chance attracts all variety of unconventional
civilization due to its remoteness and adjacency to Blackmarsh.
* **Onyx** --- the Warlord's kingdom originated in Onyx, his most significant fortress which also serves as his castle
and seat of power. Below it is an elaborate system drawing water from an underground lake, and Onyx is said to drill
even deeper into the underworld.
* **Prism**
And, the most significant (un)natural features of Wald:

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# Age of Parted Shadow Recruitment
Hello! I (bss) am starting up [Age of Parted Shadow](index.md), a 13th Age game. 13th Age is my favorite D&D-like, and
if you are familiar with D&D 4e especially, you will find a lot of familiar components and approaches in the game, but
with less tactical combat minutiae and more collaborative player-driven storytelling. It's a game of heroic action
combat supported by freeform narrative mechanics. I think it makes for awesome fantasy adventuring.
|> [![Map of the island of Wald](wald.png)](wald.png)
|: Where we'll be playing.
{: .right }
Information about the game and world can be found on the Age of Parted Shadow page linked above. Below I have some notes
for how I see getting the game together. If you are interested in joining the game or have questions or anything, you've
probably already let me know, but as we get closer to "ready to play", I will be building some long-term places for us
to communicate and play.
## Gameplay
**Probable venue: Foundry Virtual Tabletop.**
I have a Foundry VTT server running on my own infrastructure, along with a LiveKit subscription for (hopefully)
convenient audio/visual conferencing. 13th Age does not need a battle map, but does benefit from one, and I think this
arrangement will sufficiently cover live play. I would have the server running and allowing connections for a while
before and after our scheduled game time, for people to make level up adjustments, check things, remember what we were
doing, and so on.
Note: I am choosing not to use Discord for A/V (or chat, see below) for a variety of reasons. If we literally can't get
anything in Foundry VTT or Mumble or whatever to work, it's an option, but I am trying to avoid it.
If everyone ends up being local, I would be open to playing in my basement. The gaming table seats six, and there's
generally plenty of room to congregate. However, I'm expecting this might be a bit more convenient if we're playing
online, obviously so if some of you are not in "the area". I don't think I'd try to do a mix of in-person and remote, it
tends to be a headache unless someone here happens to be an expert at teleconferencing production.
## Scheduling
**Proposed time: Wednesday evenings (Central Time), biweekly.**
Here's the sad truth: my schedule is pretty limited between work and kids and other obligations. The #1 option for me
right now is Wednesday evenings, US Central time. Monday evenings might work, but they would have to be alternating with
my other gaming group, and Friday evenings have an off chance of working but are prone to conflicts on my side. Tuesday
and Thursday evenings are difficult and more time-constrained but not quite excluded, but the weekends are all but
certainly excluded except as a one-off or maybe where we can put major events.
When letting me know if you're interested, please include schedule info.
## Organization and Downtime Discussion
**Probable venue: mailing list or forum.**
I'm guessing that this game may be spread across multiple of my circles, so we'll need to settle somewhere in order to
coordinate and confirm sessions, talk about post-game things, let the group know about conflicts, and so on. This
function especially I do not like walling this behind Discord, and I don't plan on making a Discord instance for A/V, so
we need to pick something. I see some options for this, in no particular order other than my general outlook:
* **Mailing list** --- I run mailing list software already, and it generally gets to recipients just fine. It's the low
tech option that people still kind of know how to work with.
* **Forum** --- I don't currently run a forum to organize on, but if people wanted a post-based experience without using
email, I could see what I can scare up. It'd pretty much be just for this purpose, however. Or, I don't mind using
someone else's forum for this purpose, if such a thing exists.
* **IRC** --- I also run an IRC network where I have a couple games organized and even ran over; IRC is tough to use
satisfactorily for some, I will admit, but I have options to make it more convenient. IRC conversations are great, but
the alternatives might be a bit more natural to folks --- I may make a channel for chit-chat regardless.
Let me know what you think.
## Logs, Journals, etc.
**Probable repository: here, also a wiki?**
This website is backed by a Git repo, and it's simple for me to let folks contribute to it in Markdown or plain text
format. That's easy (for me) but a bit manual and probably not everyone's preferred way to collect stuff. If folks would
like a wiki, I'm open to running one (probably DokuWiki) or using someone else's (as long as it's easy to use).

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---
Title: Caslius
Description: Caslius is a tiefling rogue in the world of Etravar, bss's homebrew setting.
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media.
---
# Caslius (Tiefling Rogue 1)
# Caslius (Tiefling Wizard 1)
Caslius is a tiefling wizard hailing from the Queen's Reach region of [Etravar](../etravar/index.md).
## Build
### Backgrounds
* **Ex-Burclynth Company veteran** (4) --- once one of the best treasure hunters in the Company, Caslius wrote
guidebooks still in use throughout Trezuria. But since falling out with them philosophically, he has gone... *rogue*.
* **Aera Anon survivor** (4) --- Aera Anon, metropolitan and trade-driven as it is, had more than its fair share of
those who looked down on those like Caslius. He's left it, for now, but he knows the city and its people, and
especially its alleys and the undeground, like the back of his hand.
### Ability Scores
| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
|-------------------|----------|--------------|-----------|--------------|---------|----------|
| **Score and Mod** | 8 (-1) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 15 (+2) |
| **Mod + Level** | +0 | +2 | +5 | +2 | +4 | +3 |
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score (Mod)** | 13 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 19 (+4) | 10 (+0) |
| **Mod + Level** | +2 | +4 | +3 | +2 | +5 | +1 |
### Health, Initiative
### One Unique Thing
**Hit Points:** 21 hp; **Recoveries:** 8; **Recovery Dice:** 1d8+1; **Initiative:** +5
...
### Defenses
### Icon Relationships
**Armor Class:** 16; **Physical Defense:** 14; **Mental Defense:** 13
...
### Features and Talents
### Backgrounds
* **Bravado:** gain 1 point by rolling even on initiative or hitting with a rogue attack, or other circumstances, spend
it on powers and etc..
* **Rush Attack:** 1/turn, rogue melee weapon attack deals extra damage against an enemy not engaged with at start of
turn.
* **1st level:** +5 (2d4) damage
* **Skullduggery:** 2/arc, reroll failed skill roll involving rogue stuff, use a second use to narrate a setup
supporting a +3 bonus to the reroll.
* **Shadow Walk:** as a quick action before using a standard action, *shadow walk*.
* ***Shadow walk:*** Close, At-Will if not engaged, expended if, Quick; +3 vs. nearby enemy w/highest MD, or spend
1 Bravado to auto hit, remove self until next turn, where you return nearby and deal double damage.
* **Shift, Wriggle, and Roll:** 1/battle, when hit by a nearby enemy, force a reroll with a -3 (Wis).
* **Tumble:** +3 bonus to disengage, can avoid intercepts.
...
### Powers
### Combat Stats
* **Curse of Chaos:** 1/battle turn a natural 1-5 attack/save result to a natural 1 + extra curse effect.
* **HP:** 24
* **AC:** 13, **PD:** 13, **MD:** 14
* **Recoveries** (8): 1d6+2
* **Initiative:** +4
### Attacks
### Kin Power, Class Features, and Talents
* **Basic melee:** +5 vs. AC, 1d8+4 damage; 1 damage on a miss
* **Basic ranged:** +5 vs. AC, 1d6+4 damage; 1 damage on a miss
### Equipment
* 5 daggers (for poking or for throwing)
* Leather armor
* ***Curse of Chaos*** --- 1/battle, free action, turn an enemy's 1--5 on an attack or save into a natural 1 plus
further curse that has their attempt go horribly. Power approximately other kin powers or a little beyond. Example:
half damage to themselves and dazed until end of their next turn.
* **Cantrips** --- cast Int mod cantrips each battle or approx. 3--6 every five minutes as a standard action. Cantrips:
*alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*, *spark*.
* **Cyclic Spells** --- cyclic usage spells can be cast at least 1/battle, only expended if ED is 0 or odd.
* **Judicious Casting** --- some spells have different effects and side effects, can choose which when casting.
* **Ritual Magic**
* **Evocation** --- 1/battle, when ED 2+, spend a quick action to add an additional target to a spell that targets PD.
* **Prodigious Learner*** (schooled) --- three bonus adv.-tier feats, one becomes champ. at 5th level, another becomes
epic at 8th level.
* **Wizard's Familiar*** --- ...