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Age of Darkness
Saturday, 24 June 2006
Archives
The players arrived in a small village in the Northern part of the Holy Roman Empire, near Poland. The village though quaint was quite out of the way, no main roads led to it, and only an occasional boat would sail by on the nearby river.
They soon learned that strange things have been happening in this village recently. It began with a few missing chickens one day, then a missing pig. Many of the townsfolk believed that it was wolves, or perhaps some other wild animal that was causing the ruckus. This despite there being no evidence of wild animals (no destruction of chicken coops, no paw prints, no carcasses found later on).

The players soon were made aware that the village founder (Junker Sven) had gone missing as well. Junker Sven was an old, retired knight, a hero of the 4th Crusade, and co-founder of the village. He and his friend Karl (the owner of the Huntsman Inn, and fellow crusader) founded the village 2 years ago in an effort to find solitude and to live in peace and pennance for their deeds in the 4th Crusade.

(the 4th Crusade ~1202 to 1204~ was Western Christians against Eastern Orthodox Christians, and many felt it was a mistake on the part of the Church, or on the crusaders)

The players learned of Sven's dissappearance thanks to a young girl named Anna, a hyper 9 year old who ran through the village telling of the Junkers disappearance. Upon going to the inn, the pc's met Karl the owner and as mentioned the co-founder of the village, and a fellow crusader companion of Sven. They also met Jutta, a young bar maid, who is a great source of information and quite friendly.
The pc's soon learned that Sven was not the first villager to disappear.
The first was Corbin; a young man, aged 14 who vanished one month ago while fetching water.
The second was Stieka; a woman, 32 years of age, who vanished 9 days before the players arrival.
Then Sven.

Upon Anna's fears the pc's, along with Karl went to Svens modest home to investigate. The home was well kept, modestly furnished, and nothing seemed to be out of the ordinary. They found two locked chests in the bed room, they contained 254 gold coins, and quite a bit of silver as well, as well as a receipt from an Italian stone mason for work done, totaling 500 gold.
Also in the bed room was a suit of chain armor, with a helm and shield, as well as Sven's long sword, a flail, and a small hand axe. There were several pairs of clothing, and placed upon the night stand, next to the bed was a book, written in a language that none in the party could translate; though Father Conrad was able to discern that it was an ancient text.
In the kitchen area of Sven's home sat a table, pots and pans, a cleaver, two sharp knives, four sets of bowls and plates, and two wooden goblets.
There was also 1 pound of flour, and ½ dozen eggs, and some salted beef hanging on the wall.
The dining room was plain, there is a large round table and one chair, in the corner of the room sets a bow and a quiver of arrows
There was no evidence of foul play in Junker Sven’s home.

The group returned to the inn and a town meeting was called. Many speculated that the disappearances were the result of a curse that was supposidly put upon Sven, Karl, and all who come to make the village their home.
Karl would eventually re-tell the tale.
When he and Sven founded the village, they were unaware that an old witch lived in a nearby cave. She was angered that the men had chosen her "area" to found a village, and she began to use her magic to hamper their efforts. Karl related how the old hag had caused their wood to warp, and then a fire, and so eventually he and Sven were forced to call upon the Church; which promptly sent two inquisitors to the village.
The two men entered the cave and drug the witch out, kicking and screaming, but before she was taken away she pronounced a curse upon the two men, and the village, that all who came to dwell there would die horrible deaths.

Just before the meeting broke apart a distraught woman entered the inn, claiming that her husband and her 12 year old son Traffas were among the missing. Suddenly, a young man named Ulf claimed that he did not trust the group, and that he would find out the answers to the missing townsfolk. The young man stormed out of the inn into the night.
The group, thinking that the witch story was their only clue, decided to investigate the old cave in which she dwealt.
They found that the cave was inhabited by bats, blind toads, and in one particular room there was an ancient alter.
The alter was spotted with blood stains but the stains were old, even older than the two years it had been since the witch had been taken away. The alter itself was made of solid stone, which the pc's discovered when they toppled it.
The only other interesting thing of note in the cave was a strange carving upon the Eastern wall in the alter room. The carving was described by the Celts in the group as what appeared to be a Celtic Cross. It was roughly the size of a mans thumb, and carved with fine detail. Though it was disfigured by Tarnin as he investigated it with his knife.

Posted by planet/ageofdarkness at 1:07 AM MDT
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Combat
In combat a d6 is rolled for initiative at the beginning of every round. The higher the better. Some players get bonuses to initiative based on various items such as training, surprise, ect...
Then the player must determine if they wish to attack or dodge in that round. Some players may have multiple attacks but this is only based on a players training. However a player can dodge any number of attacks that are directed at him/her in a round, though the percentage of success diminishes with each attack.

To successfully hit or dodge a d100 is rolled and if the result is lower than the players hit and dodge scores then it is a success. Then damage is rolled, or a dodge is made depending on what has transpired during the round.

If an attack is not intended to be fatal, or entirely harmful then before the attack the PC must designate that he/she is pulling the punch, or otherwise holding back.

SAMPLE COMBAT ROUND
In combat the players will roll for initiative, to hit, and damage if applicable. The DM will roll initiative for the enemy combatants, to hit for the enemies, and damage if applicable. I will also roll to determine where sucessful, un-dodged hits strike the target (as armor may decrease damage). Finally I will replay the round giving the results of the round.
In times past players have wanted me to make all the rolls secretly, that is not a problem for me as I will be present every single day and can do so. Its up to the players.

Posted by planet/ageofdarkness at 12:41 AM MDT
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Weapons, Armor, and Equipment
Here is a list of weapons and prices. Weapons, Armor, and Equipment is one area of this game where things may not be exactly historically accurate.

Weapons Cost
Arrows (1gp per quiver)
Battle Axe (7gp)
Hand Axe (1gp)
Bow/ Short (15gp)
Bow/ Long (65gp)
Blow Gun (15gp)
Bola (5sp)
Caltrop (1gp for 10)
Club (1sp)
Crossbow/ Light (25gp)
Dagger (2gp)
Dart (5sp)
Footman’s Flail (3gp)
Horseman’s Flail (8gp)
Halberd (10gp)
Harpoon (5gp)
Javelin (1gp)
Lance/ Light (10gp)
Mace/ Footman’s (6gp)
Mace/ Horseman’s (8gp)
Morningstar (5gp)
Sap (2sp)
Sling (4sp)
Sword/ Bastard (25gp)
Sword/ Broad (12gp)
Sword/ Long (16gp)
Sword/ Scimitar (15gp)
Sword/ Short (8gp)
Sword/ Two handed (32gp)
War Hammer (30gp)
Quarrels/Bolts (1gp per 20)
Whip (2sp)

Armor and Clothing Costs
Chain Mail (40-50gp)
Breast Plate (85gp)
Great Helm(15gp)
Helm/ Pot (8gp)
Hide Armor (usually not for sale)
Leather Armor (14gp)(more for full)
Padded Armor (2-3gp)
Scale Mail (30gp)
Buckler (2-5gp)
Shield/ Small (10gp)
Shield/ Medium (25gp)
Shield/ Large (50gp)
Studded Leather (16gp)
Coif/ Chain (8gp)
Coif/ Leather (2gp)
Belt (2sp)
Boots/ High-Hard (4gp)
Boots/ High-Soft (10gp) (thigh high)
Boots/ Low-Hard (1gp)
Boots/ Low-Soft (8sp)
Boots/ Wool (5sp)
Cloak/ Cotton (5sp)
Cloak/ Fur (1-100gp)
Cloak/ Silk (50-200gp)
Cloak/ Wool (2gp)
Gloves/ Cotton (1sp)
Gloves/ Wool (6sp)
Hat/ Cotton (1sp)
Hat/ Noble (5-25gp)
Hat/ Fur (2gp)
Hat/ Straw (1sp)
Pants/ Cotton (3sp)
Pants/ Wool (1gp)
Pants/ Silk (1-50gp)
Robe/ Cotton (1gp)
Robe/ Silk (10-200gp)
Sandals (2sp)
Shirt/ Cotton (2sp)
Shirt/ Fur lined (10gp)
Shirt/ Silk (10-100gp)
Shirt/ Wool (1gp)
Tabbard (varies)
Toga (varies)
Tunic (varies)
Vest/ Cotton (1gp)
Vest/ Silk (10-40gp)
Vest/ Wool (1gp)

General Equipment Costs
Backpack/ Leather (5gp)
Backpack/ Wicker (1gp)
Birdcage (2-50gp)
Blanket/ Cotton (2sp)
Blanket/ Wool (4sp)
Book (very expensive)
Candle (1gp for 12)
Scroll Case/ Bone (5gp)
Scroll Case/ Leather (2gp)
Scroll Case/ Wood (1sp)
Chest/ Sm. Wooden (5gp)
Chest/ Lg. Wooden (12gp)
Chest/ Ornate (60-200gp)
Comb (1sp - 25gp)
Crystal Ball (20gp)
Fish hook (1sp for set of 10)
Fishing Line (1sp for 10 ft.)
Fishing Net (1gp)
Ink/ bottle (50 use) (3gp)
Ink/ bottle (100 use) (5gp)
Ink Quill (2sp - 10gp)
Lock/ Good (5gp)
Lock/ Poor (2gp)
Pouch/ large (8sp)
Pouch/ Small (5sp)
Rope (50 ft.) (1gp)
Rope/ Silk (50 ft.) (4gp)
Sack/ Large (2sp)
Sack/ Small (1sp)
Scales/ Alchemist (25-150gp)
Scales/ Merchants (10-100gp)
Scales/ Fixed (200gp)
Shovel (1sp)
Wine Skin (1gp)
Saddle Bags (2gp)
Standard/Banner (2sp - 100gp)
Sword Stand (1-100gp)
Tapestry (50-1000gp)
Tent/ Military (50gp)
Tent/ 10 man/ Good (12gp)
Tent/ 10 man/ Poor (8gp)
Tent/ 5 man/ Good (6gp)
Tent/ 5 man/ Poor (2gp)
Tent/ 2 man/ Good (2gp)
Tent/ 2 man/ Poor (8sp)
Thieves Picks/Tools (25-40gp)
Tinderbox (3gp) (flint/steel included)
Tobacco (1 pound) (1-5gp)
Tobacco Pipe (1sp - 20gp)
Torch (1gp for 10)
Trail Marker (chalk) (1sp for 10)
Rations/ Common (4gp for 1week)
Whet Stone (2sp)
Barding/ Chain Mail (75gp)
Barding/ Padded (20gp)
Bit and Bridal (1gp)
Saddle/ Heavy (30gp)
Saddle/ Medium (24gp)
Saddle/ Light (20gp)
Harness (1gp)
Yoke/ Horse (5gp)
Yoke/ Oxen (1gp)
Specialty Saddle (50-1000gp)

All prices are subject to change depending on the location and availability of the items. There may be many things that the PCs may want to purchase that are not listed. Just let me know if you want something that isn't listed.

Posted by planet/ageofdarkness at 12:39 AM MDT
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Some Notes on Historical Magic
First and foremost this is not D&D, AD&D, or D&D 3rd edition (or whatever the hell its called). It’s not Palladium; it’s not Vampire or Shadow Run. That being said, it is more history based in its use of magic. To just about everyone in the Middle Ages magic was considered to be real. Sure there were some who were tricksters and scam artists, but the existence of magic was not in doubt. However magic wasn’t like it is in the fantasy games we are all so familiar with. It was more practical in its usage. It could be used to heal, to get someone to fall in love with you, to tell the future, to be an aid in battle, or to bring about some kind of material blessing of sorts. In this game the practitioners of magic range from the commoner who is trying to better his crops, to the elite court magician who has vast knowledge in Alchemy, Astrology, and Herbalism. Also within this game, any player (provided that they are able to learn it) can pick up bits of knowledge of magic. Just about any crusader who has returned from the hot temperatures of the Holy Land can tell you of the magical properties of the aloe plant in easing the pain of a sunburn. Now to us such a knowledge may not seem like magic, but during the Middle Ages many things that we now know as science were magical. However there were some things that would fall into the category of being truly magical. Even the Jewish and Christian holy books speak of such things (The Witch of Endor, and Simon the Sorcerer are two examples). To gain such knowledge and abilities one must be a devoted student of magic; a witch, a sorcerer, a mystic, a seer, or a magician of some sort. It takes years of study, and learning to become such, just as it would for someone to become a doctor, a doctor of the church (theologian), or a great warrior of renown.
For more on magic, herbs, poisons, and other mystical things follow the link.
More on Magic

Posted by planet/ageofdarkness at 12:33 AM MDT
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Game Background
This game is set in the High Middle Ages, period of history commonly agreed upon to be from 1000 A.D. to 1300 A.D. Though it is set in a historical setting and culture there will be fantasy elements found within.
All PC’s will start as commoners unless they have been approved to play a noble. They will begin with modest possessions, and limited skills, and should be of a young age as to allow their characters to grow and develop into fuller characters throughout game play. Though commoners (or lower ranking nobility) their lives are on a collision course with destiny as they are thrust into world changing affairs, political upheaval, and strange happenings of the supernatural.
For more on the historical background of this age see the article at Wikipedia concerning the High Middle Ages
Wikipedia Article

Some Important Characters of the Time Include:
Holy Roman Emperor: Otto IV (1209-1218)
Pope: Pope Innocent III (1198-1216)
Adolf, Archbishop of Cologne: (1193-1205)
Philip Duke of Swabia: (1177-1208)
Otakar I: King of Bohemia (1198-1230)
Hermann I: Landgrave of Thuringia (died 1217)
Henery I: Duke of Barbant (died 1235)
Louis I Wittelsbach: Duke of Bavaria (1173-1231)
St. Thomas Aquinas: (1225-1274)
King John: King of England (1166-1216)
Philip II: Philip Augustus King of France (1179-1223)
King of Spain: Pedro II (1196-1213)
Byzantium Emperor: Theodore I Laskaris (1204-1222)
Genghis Khan: Mongolian Emperor (1162-1227)
St. Francis of Assisi: (1182-1226)

Posted by planet/ageofdarkness at 12:27 AM MDT
Updated: Sunday, 25 June 2006 9:52 PM MDT
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Finishing Touches of Character Creation
Hit Points (HP) are equal to 1/4 of the characters STR. Rt.

Magic Points (MP) are equal to 1/2 of the characters MA. RT. (Though some of you will no doubt not be needing this depending on what path you choose later in game)

ALIGNMENT
Idealistic (to do good, help others, and make the world a better place)

Pacifistic (to avoid killing or hurting anyone if possible)

Righteous (advancement of the cause is more important than anyone's life, including your own)

Karmic (to fight in challenging battles and continually prove oneself, and to follow your own code of honor)

Opportunist (stay alive and stay ahead)

Psychotic (kill as many 'enemies' as possible)

Posted by planet/ageofdarkness at 12:25 AM MDT
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Skills
Acupuncture: ability to relieve pain and pressure as well as relax using needles.
Acting: ability to act a role
Alchemy: a medieval form of chemistry
Animal Handling: falconry / bull riding
Animal Lore: A knowledge of various animal types and their traits, habits, habitats, ect...
Animal Training: The ability to train animals for human use (domestication).
Appraise: The ability to correctly judge the value of a certain object.
Architecture: The knowledge of, and ability to design buildings.
Armor Smith: The knowledge of and ability to design and construct armor.
Astrology: a knowledge of star and planetary alignments for purposes of telling the future, about events, person, and objects.
Astronomy: Knowledge of celestial objects, space, and the physical universe.
Barber: an ability to cut ones hair
Black Smith: maker and repairer of iron things (not as specialized as armor smith or sword smith)
Bookbinding: maker and repairer of books.
Bookkeeping (Accounting): ability to keep financial records
Bowyer/Fletcher: maker and repairer of bows and arrows.
Brewer: maker of various alcohols
Bricklaying: a knowledge of construction with bricks and stones
Candle Making: self explanatory
Canoeing: ability to use a canoe
Carpentry: ability to make and repair wooden objects.
Climb: Ability to climb rough surfaces.
Concealment: Ability to hide or disguise an object
Cooking: ability to prepare meals
Dance: ability to dance
Debate: ability to argue a point of view soundly
Determine Depth: ability to determine either ones own depth or the depth of a certain object (a good guess)
Determine Distance: as above but with distance.
Direction Sense: ability to discern ones general location (N,S,E,W)
Disarm Traps: ability to disarm ancient traps
Disguise: ability to change ones appearance to the point of looking like someone else.
Drawing: ability to draw accurately
Etiquette: ability to behave oneself among nobility
Farming: ability to plant and grow food items.
First Aid: stops bleeding and heals 1 point of damage per day.
Fishing: ability to locate fish and catch them.
Forgery: ability to write very similar to someone else.
Gambling: knowledge of games of chance
Geography: knowledge of political and cultural boundaries
Gymnastics: ability to do flips, back flips, hand stands, cartwheels, etc...
Hide: ability to hide oneself from those who might be searching for you.
Hunting: ability to locate and kill certain game animals.
Interrogation: ability to gain information from another by use of various means.
Imitate: ability to act and sound like something else or someone else.
Juggling: ability to juggle various objects
Leatherworking: ability to make various objects out of leather and repair said objects
Lock Picking: ability to pick locks
Lock Making: ability to design and create locks.
Map Making: ability to draw maps to scale accurately
Map Reading: ability to read maps.
Mineral Lore (Geology): a knowledge of various types of minerals and where they can be found within the earth.
Mineral Smith (Iron, copper, gold, silver): ability to smelt and craft various minerals
Mountaineering: climbing, rappelling, basic mountain survival
Move silently: ability to move silently
Navigation: Ability to know ones direction aboard a seafaring vessel by viewing the stars
Oratory (story telling): ability to retell or relate a story (teaching / preaching)
Painting: ability to paint the likeness of various objects living and non living
Play Instrument: ability to play a certain instrument
Pick Pocket: ability to pick another’s pocket without being detected.
Plant Lore (Herbalism): knowledge of various plant types (botany)
Poetry: Ability to write, memorize, and recite poetry
Poison Lore: knowledge of various types of poisons, and their antidotes
Poison Making: ability to make poisons, (must first have poison lore skill)
Read Lips: ability to read another’s lips and understand them.
Read/Write: ability to read/write another language other than pc's native language.
Religion: knowledge of a certain type of religion, its practices, doctrine, and rituals.
Ride Animal: ability to ride trained animals.
Rope Use: ability to use a rope for lasso purposes, and knot tying.
Sailing: ability to sail a wind driven water craft.
Sculpting: ability to create a likeness of something using clay, marble, etc…
Search: ability to search for hidden or concealed items.
Sewing: ability to mend and sew fabrics
Sing: ability to sing well.
Speak Other Language: ability to speak a different language other than pc's native tongue. (Each language is considered one skill)
Stone Lore: knowledge of various types of stone and their uses
Swim: ability to swim
Taylor: ability to make and repair various articles of clothing
Tracking: ability to follow various types of tracks
Trapping: ability to locate and use animal traps to capture certain types of animals.
Trap Making: ability to create various forms of traps
Tumbling: ability to roll when falling.
Weapon Smith: The knowledge of and ability to design and construct ancient weapons.
Weaving: the ability to weave.
Wood Craft: Carving ability
Wound Healing: surgery heals 2 hp +2d4 hp per day, as well as can be used to cure certain diseases, and other medical conditions

REMEMBER::: The list of skills above is not exhaustive, and more skills are available. If you want a certain skill not listed above just let me know.

Posted by planet/ageofdarkness at 12:24 AM MDT
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Character Creation Continued
Begin by rolling 5d100 for stats.

ATTRIBUTES
Strength (ST)(signifies how much you can carry, how much damage you can do and take, and your movement rate)

Alertness (AL)(helps you detect things out of the ordinary)

Agility (AG)(coordination, hitting and dodging, and climbing)

Mental Aptitude (MA) (education level, and magical ability)

Charisma (CH) (overall likeableness and leadership ability)

For each stat, simply roll a d100. Each score has a minimum of 35 and a maximum of 95. Thus if a 34 or less is rolled re-roll the dice for that stat. If a 100 is rolled the stat automatically becomes a 95.

--------------------------------------
Once Stats are rolled and placed, and an Alignment is chosen, then players may choose up to twelve skills from the following list. More skills will be gained through role play. All choices must be approved by the DM (yours truly).


Posted by planet/ageofdarkness at 12:17 AM MDT
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Character Creation
CHARACTER SHEET
NAME:
AGE:
HGT:
WGT:
GENDER:
ALIGNMENT:
TITLE:

HP:
MP:
XP:

STATS:
ST: Lift: Damage:
AL: Spot: Sense:
AG: Hit: Dodge:
MA: MG: Skills:
CH: Reaction Adjustment:

EQUIP:

SKILLS:

BACKGROUND:

Posted by planet/ageofdarkness at 12:13 AM MDT
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