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KickStarter OSR-inspired RPG - Cradle Valley

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
Greetings, fellow codexers.

This is the thread for an online PnP campaign, OSR-based (heavily modified), in the West Marches style (episodic). I am hoping to recruit players whiling to play on Discord/roll20 (text only) on the weekends for 3 or 4 hours per session, the precise time after arranging with the players. The episodic style means a player doesn't NEED to play every weekend/session, these characters will be consider resting/training and can't be attacked.

Character creation in particular is a little creative in that I have also used stuff from Burning Wheel to generate a group of connected level-0 dudes you start playing with before leveling up (or having them die). You start playing with a group of level-0 not-yet-heroes who must survive a "funnel" adventure to become actual level-1 characters.

Text-based here means in chat style in discord for the role play parts (maps, decisions and slower stuff) and a bit on roll20 for the action parts. No voice-based because I'm Brazilian and it's too much of a hassle for me to talk instead of write, which I can do competently enough for a casual campaign. I can only wish to approach the whimsical feel of DCC adventures, but I'll try.

Everyone interested can respond in this thread to be given invites for the game discord server or send PMs to set things up and then we can move to discord and roll20 to play.

Feel free to share your thoughts! Thanks in advance.

And now, for a little information about the setting and system rules (more on Discord):

Setting

The campaign is to be played in a medieval fantasy kingdom, which expanded from one province to three provinces in the period of 150 years during a war with a barbaric kingdom to the south. The expansion brought the need of resettlement to new regions for the people of the kingdom. The specific region of the campaign is an isolated central valley, called Cradle Valley, which has been conquered 70 years ago and been slowly resettled.

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The administration of the region was given to the Count of the Cradle, who further delegated control to a handful of barons who built keeps and other nobles who built manors. Settlements are a dozen of small villages without royal charters and no independent administration, deferring to the aristocratic authority.

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The people of the kingdom are socially organized as in feudal medieval era, but the interesting part of the campaign will be played in a region (the Cradle Valley County) where they are relatively new arrivals with shallow roots to the land and settlements, almost a frontier society. The culture in the kingdom is based on feudal low middle ages - lower tech and lower development - a mostly agrarian economy. Urban centres produce the manufactured goods and the technology for metallurgy and blacksmiths is a bit more advanced to reflect the use of more conventional RPG weapons, armors and tactics.

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The kingdom follows an organized religion of worship of a Lawful Almighty God of Light based on Medieval Christianity. The God of Light communicates with saints and prophets through visions and angels.

Two other pantheons of ancient religions, based on roman/greek and nord mythology also have some influence on the land, particularly in more wild pockets. There are rumors of even elder and obscure gods of forgotten times. These later pantheons include the whole alignment spectrum (From Lawful Good to Chaotic Evil).

Gods and goddesses are powerful nonhuman beings with whom individuals and communities enter into various relationships or covenants. They vary in domain and importance, but minor gods are still worthy of reverence; there have been any number of examples of covenants between small gods and individuals, tribes, or local communities, in which the latter seem to have benefited quite substantially from the interaction.

Some examples of Gods:



Goddess of Agriculture, Fertility and Life: Worshiped mainly by farmers, healers and midwives of most humanoid races, this goddess is known by names such as Demeter, Danu, Isis and Ceres. She is perceived as motherly, helpful and full of love, if a bit naive to the evils of the world. Her cult is not particularly suppressed, since authorities believe that farmers need all their help they can get in their loyal daily toil, but the tendency of her priests and followers to commit excesses of carnal love and baby-making has not been unnoticed by the clergy.
Cleric weapons: Scythes, sickles, hooks and pitchforks.
Unholy enemies: Chaos Primes, demons & devils, undead, chaotic extraplanar creatures, dragons, monsters (particularly pests) and chaotic humanoids.



Goddess of Love and Magic: This pagan goddess Venus of licentious love was an easy target for the kingdom's clerics in rooting out her following. Even so, her cult prospers in the courts, salons, feast halls, taverns and brothels, and in the countryside, at more isolated villages that are away from the eyes of the church. There are always those of romantic inclination who will devote themselves to the Goddess known by many names depending on the area: Freyja, Gefn, Hoern, Mardoell, Syr, Valfreyja, Vanadis, etc. Due to this disconnected and disorganized but passionate veneration, the goddess still possesses much of her magic powers and influence on local affairs that are lacking in old gods that have been forgotten.
Cleric weapons: Swords (any), bow.
Unholy enemies: Stone-hearted and unloving beings.

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Goddess of Darkness and Fate: The Morrigan, the Terror Queen, has been training and blessings armies in the Otherworlds since time immemorial, but her presence in the kingdom is very small. Her acolytes try to bring her attention to the region so she can bring the havoc and conquest as was foretold in prophecies, or so they would have you believe.
Cleric weapons: Swords, spears, daggers.
Unholy enemies: Angels, Lawful beings, paladins, those who defy their destinies.

Magic

This campaign will use most of base DCC RPG magic-system and "lore" to create varied and unpredictable magic-users. Patrons will be very important.
A couple examples of Patrons created for the setting:

S'Dashdj, Elemental Sorceress-Princess of Mud

The Archomental Sorceress-Princess of Mud takes the figure of a tall, robust and curvy woman with a constitution of reddish-brown molten clay. She is a power to be respected and feared by those residing or trying to cross the moist hills of the Para-Elemental Plane of Mud. From soft earth creatures to bubbling oozes, she controls tons of minions from her gleaming mud palace. Her home communicates openly to plenty locales in the material plane through magical acidic bogs and swamps or at silts and clay deposits exposed by hydraulic erosion of hills and river margins. S'Dashdj is a warm and friendly Archomental with a driven agenda of submersing every living thing under a big landfill for her elemental pets to play in.

Invoke Patron check results:

12-13 Bubbling magical mud is summoned, and covers the body of the caster. The mud takes damage instead of the caster while slowing the caster's movements up to a base speed of 15’, for up to 1d12+CL minutes. Once the caster has taken 10 damage, the bubbly mud disperses. While encompassed by the mud, the caster has a +3 bonus to Armor Class.

14-17 The caster is turned into living mud! He gains the ability to recompose his body into a formless mud pool and crawl around at a base speed of '15, with +5 to Armor Class. His "arms" are mud apendages that can be split into two sets of thick brown tentacles that allow him to perform two actions for every Action Die, but each action is reduced by –1d if he chooses to do so, and the actions must be those hand-less arms can perform. The caster can attack with these arms for 1d6 damage + entanglement (Fort save DC 15, 1d6+CL damage on a failed save, or CL damage on a success). Entangled targets remain in this condition until they roll a Fort save DC 10 to disentangle. The caster retains his eyes and ears but loses his mouth, remaining mute through the period and not able to casts spells. This transformation lasts 5 rounds per CL.

18-19 The caster may designate one weapon of his choice per caster level to be covered in magical clay. As long as the weapon is wielded by a Chaotic creature, the weapon is considered magical and does an additional 1d4 points of damage. A creature hit by this weapon must make a DC 10 Fort save or lose its next action due to wracking pain. This effect lasts for 1 minute per caster level.

20-23 A swarm of small mud elementals is formed from likely locations – soft ground, dirty pools, moist cave walls, etc.., within 100’ of the caster. They take 1d3+1 turns to form and approach. A number of creatures arise equal to 1d8 x CL, and they remain for 2d6 rounds, obeying the silent will of the caster before their spirit breaking up and the materials either melting or drying up. Small mud elemental: Init -4; Atk slam +2 melee (1d4+2); AC 11; HD 1d4; MV 15’ or dig 30’; Act 1d20; SP elemental traits; SV Fort +5, Ref -4, Will 0; AL N.

24-27 Mass Entanglement. The caster targets a group of normal-sized enemies within 100’ and points to him. The targets are completely covered by magically summoned mud and paralyzed. The targets are crushed, taking 1d6 damage immediately unless they succeed on a DC 12 Fort save. If the save is failed, the targets take another 1d6 damage on the following round with another save to resist. Each time the targets fails a save, the suffocation continues another round, lasting until they succeeds on a save. The summoned mud lasts for 1d6 rounds per caster level, when it magically disappears, freeing the targets.

28-29 Same as above, but with DC 18 Fort save.

30-31 The caster is taken into the mud palace of S'Dashdj, where he is safe from harm, for 4d6 rounds. A magical pool of mud is formed on the area where the caster once stood, taking whoever dives on it to a random spot at the Para-Elemental Plane of Mud. While the caster is sequestered in the palace, he may select a gift from the Archomental. Afterwards, S'Dashdj returns the caster to the material plane, placing him at any desired location within 50 miles of where he was removed to the palace.

32+ One giant mud elemental champion arrives per caster level. For each giant mud elemental so summoned, 1d3 mud mephits (small, winged creatures with more or less humanoid features) are also summoned. The group of mephits remain in the vicinity of the giant elementals they are summoned with, and will attack their enemies, or of any creature also attacked by the giant elementals. The giant elementals are the caster’s to command for 1d6+CL hours. In addition, the caster’s primary weapon becomes a magical clay weapon (as per 18-19, above) for this entire time.

Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.

Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.

Patron Taint: S'Dashdj

The patron taint from S'Dashdj is a combination of three factors: actual patron taint, missions that the Sorceres-Princess desires the caster to perform, and fits of rage that occasionally overcome her Moisty Majesty when she is disturbed by the lesser casters she backs. Once a caster has received all taints at all levels, she needs roll no further.

Roll Result
1 When first rolled, the caster develops a strong liking for mud, and will go out of his way to play with it. When rolled a second time, the caster gains the ability to locate mud within a 100’ radius, as a dwarf can smell gold, and his craving for muddiness increases – he must make a Will save (DC 10) to avoid taking risks in order to obtain it. When this taint comes up a third time, the caster becomes physically dependent upon mud, and must smear his body with at least 10 pounds of fresh mud every day, or suffer 1 point of Stamina

2 The Sorceress-Princess of All Muddiness requires the caster to take care of a muddy pond or bog for her, protecting it from predators or other dangers. Why this area is important is known only to S'Dashdj herself, although she answers the call of her small charges as well as those of those who patronize her. The first time this is rolled, the hive is within 1d4 hours travel, what is required is relatively obvious, and relatively easy to deal with. For instance, S'Dashdj may wish the caster to stop a nearby fire, or to prevent a peasant from removing the mud infesting his land. The second time this comes up, the hive is 1d8 days away, and the problem is either more complex or less obvious. Something is damaging the area, but it is not clear what, or it is a nobleman who wishes to clear muddy waters in his land. The third time this patron taint is rolled, the judge is encouraged to come up with a truly unique situation dealing with mud elementals, a hive of extra-planar mud-like creatures, or a trip to another world where mud-like creatures (or even mud-like humanoids) are threatened. This should be a full, and difficult, adventure, where the caster has need of his allies. Failure does not sever the link between S'Dashdj and the caster, but the caster does owe S'Dashdj a favor, and each level of this taint repeats until the caster succeeds in her mission. Failure to make a good effort, though, does sever the bond, and earns the enmity of S'Dashdj.

3 Some creature has taken an action that offends S'Dashdj, and the caster must avenge her. When this is first rolled, the revenge need not be lethal (but must be a real revenge), the creature the caster must chastise is no more than 1d3 days away, and is 1d3 Hit Dice below the caster’s level. When this is rolled a second time, the revenge must be lethal, the creature may be up to 1d3 weeks away, and is roughly equal in power to the caster. When this is rolled a third time, the creature may be up to 1d3 months away, or even on another plane or world, and has 1d4+CL Hit Dice or levels. If the caster fails, S'Dashdj ends her relationship with the caster – indeed, in some cases, the creature that the Sorceress-Princess wishes to be avenged upon may well be casters who failed her in just such a mission.

4 The Sorceress-Princess is irritated by requests for aid, and she cares little about the survival of the weak. When this is first rolled, the caster is struck by a magical mudball hit (1d4 damage). When rolled a second time, the caster is attacked by an entire swarm of mud melphits (1d8 creatures). The third and final time this is rolled, the caster is attacked by an extra-dimensional mud elemental of fearsome aspect, fully 9’ tall and of a bubbling brown and red hue. The caster must prove that he is worthy to survive to gain the respect of S'Dashdj.

Mud Mephits: Init +2; Atk claw +1 melee (1d4) or acid breath weapon +2 (1d4+2); AC 10; HD 1d6, MV 15’ or dig 30’; Act 1d10; SP once per hour can hurl an acidic blob with Fort save DC 15 or 2d4 damage; SV Fort +2, Ref +1, Will +1; AL N.

Giant Mud Elemental Champion: Size 20' x 20'; Init +4; Atk slam +12 melee (4d6+4); AC 20; HD 12d8, MV 15’ or dig 30’; Act 1d24; SP elemental traits; SV Fort +10, Ref +2, Will +8; AL N.
5 In a fit of pique, S'Dashdj causes a misfortune to befall the caster. When this is first rolled, the misfortune is minor, and is definitely not life-threatening. Money is lost, clothing rips, or the character stumbles upon stairs but does not fall. The second time this is rolled, the misfortune is more severe, being roughly in line with a normal miss being turned into a fumble. Although the result of the misfortune may be life-threatening, the misfortune itself is not. The final time this is rolled, the misfortune is potentially life-threatening – a horse throws the caster of his saddle, rocks fall when he passes, his food is contaminated, and so on. In general, the event causes damage equal to CL x d8, with an appropriate save type (Reflexes or Fort DC 15) for half damage. If the caster survives these three misfortunes, S'Dashdj begins to see him as worthy of power.

6 S'Dashdj curses the caster with Muddled Mind. When rolled for the first time, the caster starts having feelings of confusion, forgetfulness, a lack of focus and mental clarity, akin to a brainfog, only though his mind is being filled with mud, making it harder for him to concentrate on casting spells (-1 penalty). When rolled for the second time, the mental blur intensifies and the caster has to make an effort to focus and remember anything, even to . All checks that involve the mind in any way including reflexes and fighting are taken with -4 penalty. Up until this point the caster can ask for a quest for appeasing the Sorceress-Princess to remove the penalties. When rolled for the third time, the curse goes too far and the mind of the caster is forever lost, his brain being turned into mush.

Patron Spells: S'Dashdj

Level 1: Mud pit

Level 2: Summon Mud Chameleon

Level 3: The Clay Army

Spellburn: S'Dashdj
The Archomental is a playful and capricious patron. When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an event specific to our campaign.

1 The caster submerses himself into a pool of mud on the ground, covering himself, and subjecting to painful discomfort (expressed as
Strength, Agility, and Stamina loss)

2 The caster concentrates and begins to sweat mud from his pores, and vomits great quantities of black bile from his mouth. The physical distress of this is expressed as Strength, Agility, and Stamina loss.

3 A explosion of projectile oozing mud erupts from the caster’s mouth. The caster may take up to 10 points of spellburn, which he can have come from himself or any close allies – the caster must immediately determine who the insects sting, how many points will come from each target, and which ability scores (Strength, Stamina, or Agility) each point will come from. The caster has no option to discuss the matter before making these choices.

4 Irritated at the caster, S'Dashdj requires twice the normal spellburn for the benefit gained. Spellburn manifests itself in muddy pus blisters on the caster's skin.

Dis, Father of Riches

The Arch-Devil Dis was once a god of wealth and prosperity in the past, but as he was forgotten by the people he has traded divinity for supernatural and material power. Originally a god of riches, fertile agricultural land, and underground mineral wealth, Dis retreated further through the depths until he founded a city and sought protection from Chaotic Lords, rising to the rank of Arch-Devil among the evil denizens of the Lawful lower planes. Currently, the renewed Arch-Devil, who has never again expresses an emotion, has found new purpose: avoid life, love and cheer; amass great wealth to bring to the Afterlife. Sitting on his gigantic marble throne on his Infernal City, populated by the souls he now owns, Dis can bestow supernatural powers and riches to his "adopted sons" on the Material plane as an investment for carving a greater fortune for himself in the underworld.

System Rules

A character is defined in the broadest terms by six attributes/ability scores:

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From these ability scores, a character's Saving Throws and Health (HP) are derived.

Every player gets 50 points to generate level-0 characters, those who may become heroes if they survive the adventures. To generate a character, you choose setting/social class and pay for its costs then roll 3d6 for abilities.

Optional rule: the player rolls all abilities, THEN choose setting/social class and occupation

Here are the basic costs of a character based on sex and age

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Here are the settings and social classes, and their costs

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Sample settings and social classes:

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Combat rules

For 0-level funnel adventures with dozens of characters, combat may be extremely simplified for speed of play, while adventures with less characters of higher level can make use of more complex combat rules inspired in more sophisticated systems, if the players want to.
 

sgm

Educated
Joined
Feb 17, 2013
Messages
79
Location
cá nada
Great sessions so far. Hangings. Beheadings. Near death experiences. Fantastic old school ttrping.

More codexers should join our prestigious campaign.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
Sounds great , by OSR, you mean it play more like AD&D 1E ? Could be tempted to join, never used roll 20 although always FG2.
 

Catacombs

Arcane
Patron
Joined
Aug 10, 2017
Messages
6,116
Sounds fun and interesting. What have been the start day and times for previous sessions? I might be tempted to join.
 

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
Next session is Saturday, at 1 PM (Brazilian time GMT +3). It plays more like DCC but with some variations, simplifications and complications, depending on the rule. Anyone who wants to join the Discord to take a closer look at the rules and setting, just contact me! Let's get the dice rolling and the dungeons, crawlin'!
 

sgm

Educated
Joined
Feb 17, 2013
Messages
79
Location
cá nada
Our Kodexian Kill Krew has completed its first adventure and has leveled up from plebeian 0-level scrubs to 1st-tier adventurers. Some may have fallen in their pursuit of the fabled "Level-One Status", but those that have survived can find solace in the loot they have secured and the thrashing they have given to a band of degenerate Goblin mooks.

What awaits our newly appointed murder-hobos in their future conquests? More riches? Curses most foul? Possibly (or most likely) imminent death?

Who cares! Death is for low-level PCs and should be embraced with mirth and the knowledge that rolling new characters with better stats means more loot and a higher kill count! Huzzah!
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,496
It's worth mentioning most casualties have occurred under some codexer's blade. Next session will obviously be deadlier too many chars survived.
 

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
Here's a long form format of the campaign so far, excluding today's session:

The Cradle Valley Adventures

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The Cradle Valley adventures began in mid-march, at the prosperous town of Arbedwag. Everyone from the nearest 25 miles has come to join the celebrations of the Equinox which coincide with the celebration of the main holiday for the Goddess of Life and large fair at the market. Arbedwag lays on near Lake Barscene, where following the River Silt it connects to Stonebridge, the capital of the County.

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Everyone's character is attending the feast, even if not for religious purposes. During the festivities, 3 weddings are celebrated and plenty of merriment is carried on, as the winter is finally gone and it's time for the farmers to start sowing the next crops. However, a rumor starts spreading that something strange and evil is going on in the hills between Arbedwag and Stonebridge. Some say farms and manors have been raided by mobs of men-animals and goblins coming from the ancient abandoned fortress at the steps of the hills.

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The farmers that are from the south don't know the answer, but they insist that the raids are from animals that walk as men and from goblins, who attack at night. They say that farms have been set on fire, everything of value stolen or destroyed, and people kidnapped.

After the soon-to-be adventurers gathered the rumors and alerted the military of Arbedwag, a messenger was sent to Stonebridge. They also requested an audience with Bishop Alfred of Arbedwag to explain the situation and be granted blessings aid for a planned trip south to investigate what is happening to the farms.

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Lord Brimboldt, one of Arbedwag’s finest, was tasked by the Bishop to mount an investigation into such rumors as quick as possible. The adventurer’s now leave the town through the West Gate, which is full of movement in the morning, people going in and out, guards checking their merchandise if that's the case since there are taxes to be paid. To those accustomed to the wildlands, leaving the dense and crowded town is a blessing. Even the rural and pastoral surrounding it feels like freedom. As for the townsfolk, never used to leaving the safety of walls and towers, it puts a chill on their spine.

The beginning of the voyage would be an indication of the troubles outside the orderly town, an encounter with bandits was the first stop. After violently dealing with the group of a dozen bandits waiting to ambush travelers on a bridge midway between Arbedwag and Bypassville, they interrogate the survivors and are informed of a presence of a Bandit Camp in the nearby forest then they execute the prisoners. After marching without further incidents, they finally reach Bypassville where they are greeted by the village’s Lord, Richard.

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The Lord of the manor invited Sir Brimboldt and the other nobles to his house for lunch with his crew. The others were greeted by the villagers and the reeve, who serves as an improvised mayor for the villagers. They had lunch in the village main hall, which is also his home. During lunch, after trading pleasantries, both groups talked about the most pressing news: the attack on farms and the bandits recently dispatched.

While the reeve and some villagers were worried about the bandits, they were even more worried about the farm attacks, since they feared they could be next. The reeve said their manor has never been attacked but he and some others have heard rumors of such attacks further south.

The Lord of the manor, Sir Richard, and his crew were impressed about the bandit encounter, and were prompted to launch a hunting expedition to the nearest forest up north from Bypassville to track and take care of the bandits. About farm attacks, they heard the rumors but apparently consider their manor safe. They wished luck in the adventurer’s quest to investigate what is happening in the south farms.

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Soon, in their first expeditions to the southwest of Bypassville, after another violent encounter with vicious dog-creatures (dog-men?), a fight that ended up with Sir Brimbolt very wounded, the adventurers discovered that two of the farming villages had suffered terrible attacks indeed. Alconaville’s had been raided at night in the earlier week, with several peasants kidnapped by what everyone agreed was a goblin horde, before being repelled. The fate of Streamfarm was way worse. Apparently the goblins were successful in ruining the whole village in flames, with the whole population of the village being unaccounted for.

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The adventurer group had been investigating the origin of the attack on the farms to the south of Bypassville, and eventually all leads pointed to the Ancient Fortress. Roland, the group’s ranger, had ventured: "if we follow the tracks it would point us in the correct direction, right? I mean, the goblins are certainly within a small distance from the Ancient Fortress and the paths they were following to the villages would obviously be a trail leading to that place". Among the adventurers, the lawful good knights and clerics who were counting on Roland to follow the tracks, said. "I'm sure someone like you should be very careful if we were to meet foes more dangerous. The goblin raiders can't be very experienced in defending surprise attacks ways, but the evil coming from the Ancient Fortress can be felt from miles away.”

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Indeed, in the first trip to the Fortress, they suffered casualties when dealing with evil shadow spirits, but were very lucky considering how utterly unprepared they were to deal with supernatural things. They encountered these hazards in their first foray in Streamfarm and near the forest. On a second trip, the survivors of the first expedition group moved back, but through another path to the Fortress from Streamfarm, where they found and investigated what later was identified as an abandoned Mars temple. Even though the Fortress they wanted to locate was in plain sight to the northeast, there was goblin camp raised in front of it that they managed to avoid.

There were It was no doubt because they arrived too late to help or salvage the goods lost in an expedition from Alconaville to rescue kidnapped peasants, those seemed to have perished against the shadows. In any case, the group could not find any way to deal with the guarding shadows in the outer courtyard and could make no progress there.

After infiltrating the Fortress’ outer walls and sniping a good number of goblin sentinels from one of the surviving outer towers, only some of the surviving goblins gathered in a corner of the camp. After taking care of freeing the kidnapped peasants from the camp’s prison, the adventurers were immediately pushed back as a volley of rocks and missiles flew through the air from behind them.

After some insistence, the expeditions of the would-be-heroes coming from Arbedwag, in the middle of the province of Cradle Valley, was finally successful, managing to scout the Ancient Fortress and rescue some peasants taken from Alconaville in that midnight raid by goblins. Even so, the adventurers and their new friends quickly got back to safety. There was not a lot of fun to be had exploring the Fortress, either inside or outside of it, since there were little in the ways for the would-be-heroes to break into or find a way in.

Perhaps another time they will return well prepared to deal with the evil magic beings and investigate what is inside the Ancient Fortress, which seems somehow related to the evil besetting the south of the Cradle Valley region.

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As the adventurers got back, taking back the rescued captives, they are received as heroes in Alconaville for having brought a speck of hope back to the little village. The settlement is on the brink of being abandoned after the multiple threats to its existence. Those not only include the notorious goblin raid after which the Lord in care of the village, Sir Hughes, took what is left of his court and cowardly exiled himself to his mountain keep in the south, but also other mysterious events disappearances of livestock in the night and even a farmer’s wife is reporting a missing baby. The tilling of the land is way behind scheduled by the season’s standards and the spring crop will probably reach a third of the average yearly rate, making this a poor year for the village, further lowering morale.

One of the villagers is even convinced that things have gone as bad as is it can get, remembering all the problems from the last few years with the elves, goblins, and what’s supposed to be witches, and thinks that this is the last year they shall really suffer with something like that being a common occurrence (no, that is not a misprint or coincidence). The adventurers may need to take action and save the villagers and the village itself from a future of despair.

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Meanwhile, on Bypassville’s manor, where the adventurers have been installed after their return, every noble and important member of the village has been accommodating to their presence. There have been goblin and other weirder creatures’ sighting; no doubt they are looking for a weakness. Thankfully, on the opposite way of Alconaville, the Lord of the village, Sir Richard, while away on trip to the nearby province of Gal capital. A knight that Lord Richard had sent to Arbedwag has returned with a group of mercenaries that include more fighting men, clerics and even a wizard. They will be ordered to stand by defending the village in case of any attacks while Lord Richard himself with a retinue of knights and men-at-arms will travel outside Cradle Valley to the capital of western border province of Gallagli to warn the authorities of the attacks and to raise more levies to mount a fully armed expedition. However, he’s not expected to return within 3 weeks.

Not feeling safe and weary of threats to their farms and homes, the villagers have been increasingly requesting that someone important speaks to the King. The people have come to the King in tears to save him, and they know they must do it for him. The people’s hearts are broken, and they cry out for a hero to save them. But the King is not ready for them yet. What they need now is someone on Bypassville. During the next month or so, the adventurers Maximillian, Godefroy and Gawayne will be training with the mercenaries and the local guard in military ways, while Phillip and Roland will be training in the nearby wilds for ranger ways. Menriva, Severin and Braedwen are studying and praying with the local clergy to receive an advancement in their cleric ways. Far more discrete, both Vincent and Bodach are being trained by the mercenary wizard Ghuvis in magnificent magic arts that aim in putting men beyond the scope of religion and Gods.

After recovering from his wounds, Lord Brimboldt procured a horse to return to his holdings in Arbedwag and personally report to the bishop of its diocese. His Holiness had agreed in writing that he was satisfied that the matter was being cleared up and was happy that Brimboldt was returning. The fact that there was no evidence which would have led the bishop to believe that the report was true did not, in any way, change the tone of the letter. In fact, what may have caused him to become so convinced of Brimboldt testimony was the Lord’s reputation as a pious noble in town, where he received an honorary knighthood in the past.

According to the bishop’s latest letter, almost the whole town of Arbedwag has been frightened the last days of the week-long feast, so much so that when the horses of his servants came to the town to be taken for the local militia, the town council, which had been warned by him to let them enter, did not let them pass at first. To raise the spirits of the townspeople, the bishop informed the people of Arbedwag that he received news that the King of the Aradians, helped by commander Gilderic the Count of the Cradle Valley, had finished another campaign against the enemy in the south and opened another gate for settlement. There was a very good army there, including the sons and daughters of King Adelfonse the Third!

While the affairs with goblins, creatures and ancient evil are to be dealt with by more experienced people from the Cradle Valley, more people with adventure in mind have been attracted to Bypassville to either prove their worth or obtain personal gain, and the leads to the Bandit Camp in the woods has been making rounds as quest worth pursuing.
 

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
Next session starting this Saturday with new players.

It's a continuation of an Urban adventure that was voted by the current players such as sgm and Mortmal and is having some twisting developments.

I'm hyped.

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CHAPTER XVI - THE MARKET LOOTING

The ambush brawl inside Omar’s Pawn Shop attracted the attention of all in that part of the market. Particularly after nobleman Peter Recarey was seen organizing a salvage operation for the poisoned members of the adventure group into the market ward hospital. The market ward was filled with onlookers in disbelief as to why the Adventurers were not killed and how they could survive at such an extremely dangerous time, as the battle was raging.

As the bandits were dealt with, in the end of the combat, everyone was panicking and jumped into the storehouse. In retaliation to what they perceived as treacherous act, a mix of rabble and burgers turned into a whole gang of looters, inflamed by a mysterious woman later discovered to be a fallen noble lady named Marlene Buechler. With the help of her friend, a queer nobility thief called Sir Gannon, Marlene managed to steal a large amount of the precious goods of Omar's business and set the shop on fire.

In the confusion, the fire spread to other unrelated stores, causing destruction and a significant dent in the local economy of the market. It was then relayed by other onlookers to the Adventurers in the hospital, and they said was one of the main goals of Marlene's plan to turn this place into a dump. Her whereabouts and are unknown, as they seem to have escaped with the loot. After an effort by the guard to control the worse of the fire, the Pawn Shop remained closed and the incident was covered up by the guards. The guards took great care of cleaning the ward, they were afraid of punishment from the City Council. However, bad news travels fast...

This was not the first time that the Adventurers had met bandits in town. In their very first hour in town, the group attacked thugs inside the Recarey mansion, while the entire Upper-Class district of Arbedwag was caught off guard. Still, the conflict between the Adventurers and bandits was not over, as they are eager for a revenge for the ambush.

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CHAPTER XVII - ENFORCING THE RULE OF LAW

Peter Recarey was joined in the hospital by a host of nobles from the Upper-Class part of town, where they work with the guards to protect the city outer limits. Little effort to help was made by the merchants, workers and costumers who had come to witness the scene, alas. The nobles, knights belonging to the Order of the Cradle Martyrs, believe that a well-hidden and well-connected gangster mob and its thieves’ guild were responsible for the ambush. There are rumors of these criminals also being involved somehow in the disappearance of the Recarey Golden Cross, even though there is no concrete evidence against them, as they were very discrete in operating under the eyes of the guard.

These nobles who were present in the aftermath of the ambush and who witnessed the attack told the Adventure of their belief that, if left unchecked, the mob would become bold enough to deliberately kill nobles and guards, holding Arbedwag hostage. One of them, Sir Vermund, exclaimed: "If you look at this situation, our ancestors and the nobles of the kingdom are the ones who would take no prisoner. I mean, if you are looking for trouble, trouble should find you!”

Meanwhile, led by the captain in charge of the town’s defense, the guards stopped some kind of riot going on in the Low-class ward and Peter was talking about how he’s heard they were confronted by a vandal woman who could hold a heavy sword, named Kala, and was one of the leaders of the Black Moon Tribe, a proposed nickname for a criminal group in town.

A lot of guards were killed and those who stood up to these Black Moon warriors were massacred. One thief was taken prisoner and tortured by the guards back in the town’s fortress prison, whereupon he had his eyes gouged and was abandoned on an open grave in a nearby forest. Before dying, he revealed the location of a mob hideout a place called 【Warm Spring 】in the hills up north.
 

sgm

Educated
Joined
Feb 17, 2013
Messages
79
Location
cá nada
Is batflu quarantine getting you down? Lack of human, or sub-human, interaction in your life causing you to question the little sanity you had left? Played all the shitty AAA rpgs in your Steam library one too many times and realized only a tabletop experience can scratch that itch? Well, look no further! Cradle Valley RPG wants YOU!

Using DCC rpg as a base and a homebrew system of determining character background, you too can join the crusade to bring all matter of villainous scum and degenerate humanoid to heel in a quest to restore stability in the fledgling nation of Cradle Valley. Stats you ask? They don't matter! Even with the old Gygaxian method of rolling 3d6 in order, your chances of success in most endeavors are more likely to be determined by smart and clever play. "What about Feats?" you may wonder. Let me ask you this: Do warriors forged in the heat of battle pick their abilities from a list designed by autists, or do they acquire them through experience and surviving hazardous encounters? Well, Cradle Valley heroes earn their stripes and "feetz" through the latter. Hard work and choices you make can either be rewarding, or crippling.

Sessions are every Saturday at 11 am (UTC-3) and run by our gamemaster (Irenaeus) through Discord and Roll20. All game interaction is done through text. Those interested in joining can send me a DM and I'll provide a server invitation.
 

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
Alright, time to get this campaign back on the run. Accepting new player candidates, just PM me or reply below.
 

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