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Eastern Frontier RPG Campaign

Are you brave or foolish enough to roam the Eastern Frontier in search of fame and fortune? More to the point are you strong enough to survive its challenges and return body, mind, and soul intact? Adventure beckons, will you answer the call?

This campaign revolves around the daring deeds of adventurers exploring the dangerous Eastern Frontier from their home base, the Goat and Wizard tavern in Fort Brinks. Carved into a great oak table in the Goat and Wizard's taproom is a map of the Eastern Frontier. As the adventurers delve deeper and uncover more of it's secrets they add to this table map. The crude map and the rousing tales told over pints of brew is what binds the adventurers together even though they don't always explore together.

mailing list - downloads - home page - Game Master (email him to get invited to the mailing list)

GM Availability

  • Mon-Fri 6pm - Midnight
  • Sat-Sun 7pm - Midnight

See our calendar for exceptions and scheduled games.

Possible Game Locations

  • DM's House in S. Austin, 290/Ben White and Manchaca
  • BattleForge Games Weds is a night they are open late and not busy. Close early on Mon, Tue, Sun.
  • Dragon's Lair Often busy with tournaments and stuff. Must call events manager, Brian, and confirm any particular day is available.
  • Ninja Pirate Usually has space but is in Pflugerville.
  • Player's house

The Adventurers

Characters of the campaign.

Odo the Initiate - First to speak out against the injustices of Morrik warlord of the Rose Moor.

Brok the Barbarian - Retired, was knighted and is now Barron Brinks.

Campaign Mechanics

This campaign is designed for any number of players to be able to play whenever they have time. There might be 15 players in the campaign. 5 get together almost every Tues, 6 play every three weeks or so, and the other 4 pop into a game whenever it fits their schedule.

The idea is to have a large(15-30+) pool of players. From which groups of 3-6 get together for a game whenever they have time and inclination. Also allowing players to grow their characters and explore a setting instead of just a bunch of unconnected 1-shots(not that those are bad).

It is up to the players to decide when, where, and what they want to do. An email list exists for just this purpose. For example a player might post "Hey I'd like to play next thur at BattleForge. There's something going on in the Grey Marsh, anyone want to check it out?" Others would respond, perhaps suggesting different time/place/goal.

Scheduling caveats are:

  • There must be at least three players committed to a game day for it to happen.
  • DM must be available and must have time to prepare, so schedule at least 1 week in advance.
  • DM may veto any plan that is lame such as traveling West into The Kingdom.

Upcoming games will be listed on our calendar.

Players need nothing other than paper and pencil. Although, many will want to have their own dice and a miniature figure to represent their character.

Rules

Fantasy Concepts d20 rules by Jason "Flynn" Kemp, a fun and streamlined ruleset incorporating recent advances in rpgs but still familiar to anyone who has played D&D 3.x or d20. The product page.

DM's personal description is "Take the awesome from Star Wars Saga Edition, give it a big sword, pointy ears, a fireball or two and bam! Frickin fun fantasy."

Every class has bonus feats (like D&D3.5 fighters feats) that they receive every other level. Every class has several Talent Paths to choose from. There are also racial Talent Paths. Characters receive a talent every other level(the ones they aren't getting a feat). So, there is something new and fun for every character every level! There are also no restrictions on multi-classing. All of this combines for easy, quick, fun character creation/advancement and the flexibility to mold the character you want.

Fame is a simple house rule to add a bit of friendly competition amongst players.

Time and Place how characters being "at" different points of time is handled.

Character Creation

A character sheet may be found here.

Allegiances replace and improve on the idea of alignment. Characters can have up to three allegiances.

Stats

Players have option of two stat arrays to assign to the six abilities Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

Stats Array I: 17 13 13 10 10 8

Stats Array II: 15 15 13 10 10 8

Races

There are seven races to choose from. Each has access to a special Racial Talent Path. Races have other abilities and features than those listed.

  • Human: extra feat, extra skill, bonus talent from class talent path or Human Racial Talent Path.
  • Dwarves: +2 Constitution, -2 Dexterity, bonus talent from Dwarf Racial Talent Path.
  • Elves: +2 Dexterity, -2 Constitution, bonus talent from Elf Racial Talent Path.
  • Gnomes: +2 Constitution, -2 Strength, bonus talent from Gnome Racial Talent Path.
  • Half-elves: bonus talent from Half-elf Racial Talent Path.
  • Half-orcs: +2 Strength, -1 Intelligence, -1 Charisma, bonus talent from Half-orc Racial Talent Path.
  • Half-lings aka Hobbits until we get sued by the estate of J.R.R Tolkien: +2 Dexterity, -2 Strength, bonus talent from Halfling Racial Talent Path.

Classes

Each character has a choice of six classes for 1st lvl. For later levels characters may freely multi-class. Every class has several Talent Paths with which to customize the characters abilities.

  • Aristocrat - The Aristocrat prefers to resolve problems through teamwork and negotiations. Natural leaders.
  • Expert - The Expert prefers to resolve problems through the use of precision, skill, and/or backstabbing. Scouts, rogues, tinkerers.
  • Mystic - Mystic relies on wisdom, enlightenment and insight, calling upon faith in their beliefs to overcome obstacles. Divine magic.
  • Outlander - Outlander can endure tremendous pain and physical hardship to overcome obstacles. Berserkers, rangers, wildmen oh my!
  • Scholar - The Scholar prefers to resolve problems through the application of logic and arcane lore(aka blast it with fireballs). Arcane magic.
  • Warrior - Physically oriented, Warriors traditionally enjoy combat, flexing their muscles and direct solutions such as battleaxe to the face.
 
start.txt · Last modified: 2008/02/02 22:13 by njharman
 
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