109 lines
5.6 KiB
Markdown
109 lines
5.6 KiB
Markdown
Title: Adventuring!
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Description: Adventuring, in the Cypher System!
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Footer: Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are
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trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte
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Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games,
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LLC. <a href="/cypher/fan-use-policy">Full Disclaimer</a>.<br />Adventuring! is unofficial Fan Content
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permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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# Adventuring!
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Adventuring! is a play-by-chat [Cypher System](/cypher/) fantasy campaign run in the Forgotten Realms, circa 1372 DR.
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Presently, it is situated in the Dragon Coast.
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|> [](faerun-dragon-coast-westgate.jpg)
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|: The current campaign location, an area of the Dragon Coast.
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{: .right }
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## Characters
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* [Elyan Gareth](elyan-gareth) is a brash exiled gunslinger [warrior] who crafts unique objects.
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* [Ghorin](ghorin) is a clever mystical sorcerer [adept] who separates mind from body.
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* [Quarter Roy](quarter-roy) is a strong tough warrior who rages.
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### Barrel
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* [Sydney](sydney) is an exiled doomed drifter [explorer, with combat flavor] who never says die.
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Players are welcome to create a character for the game and rotate in and out as time allows. See [Character
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Creation](character-creation) for information on making Cypher System characters suitable for the campaign.
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## Current Events
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* Following a lead regarding the slave fighting group, the party has traveled to Westgate, where they have also
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encountered Raven's Dawn.
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* The party traveled from [Reddansyr](reddansyr) to a ruined cavern temple of Ibrandul in search of a robe said to be
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significant from the Time of Troubles. [The robe was sold to a Zhent buyer](arcs#redeem-ibrandul).
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## Maps and Current Location
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See the right-hand side of this page for the current hexcrawl map. Unexplored hexes will be revealed as the game
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progresses and rumors are discovered, the wilderness is explored, etc.
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|> [](faerun-dragon-coast-westgate-reddansyr.png)
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|: The immediate area of the campaign, including Teziir and Reddansyr. Darker hexes are unexplored.
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<span style="background: #444444; color: #dddddd;">
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**Map legend:** <span style="color:#1f9834">■</span> forest <span style="color:#f6f592">■</span> hills
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<span style="color:#a4f0f7">■</span> lake/river <span style="color:#ed9b69">■</span> mountains
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<span style="color:#ffecc9">■</span> plains (cleared) <span style="color:#f6be93">■</span> badlands
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</span>
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{: .right }
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### Hex Key
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Hexes are 6 miles from face to face (7 miles for opposing corners).
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* **0209: Teziir (small city, 10,944)** --- a major trade city on the Dragon Coast ruled by merchants, boasting a
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diverse group of temples and shrines to nonevil divine powers, but nevertheless plagued by a thieves' guild
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infiltrated by the Night Masks of Westgate.
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* **0511: Dungeon** --- believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere
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among the hills and forest of the area.
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* **1008** --- a handful of farms dot the area around the small lake.
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* **1009: [Reddansyr](reddansyr) (village, 608)** --- a small town known as an information clearing-house and a
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fair-sized temple to Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where
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information is exchanged freely (or for a price).
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* **1010: Transport** --- an unscrupulous rock gnome named Tover operates a ferry service out of this area.
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* **1109: Lair**
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* **Roads**
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* The road connecting Teziir and Reddansyr is the **Trader's Road** (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808,
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0908, 1008, 1009, 1010, 1111, 1112).
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* The road continuing to the east, to Westgate, is the **Grand Ride** (1008, 1007, 1108, 1207).
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#### Other Areas of Note
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* **0510:** at least one ogre den was discovered by the party in the hills.
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## Resources, Notes, etc.
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### Homebrew and House Rules
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All of [my accepted house rules](/cypher/#homebrew-and-house-rules) are in use for this game, and that page also has
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Faerûnian homebrew and additional options for the Cypher System.
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### Play-by-Chat Structure and Guidelines
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Adventuring! will run on a weekly tick system where players will have a week(-ish) from the last update to get their
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updates in, converse about strategy, ask questions of the GM, etc., and then the GM will update with outcomes and move
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the game forward. More details can be found [here](play-by-chat).
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### Cypher Tables
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Treat all cypher types as manifest by default. Roll a d20 and use that result for which table to roll on (they're all
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built as percentile tables, so you can roll a d20 and a d100 for both together).
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| Roll | Origin/Type |
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|--------|--------------------------|
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| 1--4 | *Core*/Manifest (p.382) |
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| 5--8 | *Core*/Subtle (p.383) |
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| 9--11 | *Godforsaken* |
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| 12--20 | *Core*/Fantastic (p.384) |
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Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher
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form table in *Godforsaken* (which would be a combined roll of d20; d100; d100).
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### Map of Faerûn
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You can view the whole map of Faerûn [here](faerun-map.jpg).
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