Game Details/Rules

Eric.D
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Eric.D
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Game Details/Rules

#1 Post by Eric.D »

The Adventure:

Alkared, one of the Ten, the ancient Wizards, is offering a reward for anybody who can bring back the Red Diamond. Finding it isn't the hard part, everybody knows where it is. Getting it out of Telkomel, the black city in the desert, where shadows and demons walk, is.

Characters:

Suen Magir Hire of demons
offspring of a "demon"
capable of sorcery
member of the black citadel cult led by his half sister Sabit

Nutesh The unrestrained Force:
Gifted but untrained
former student of Algash the cruel
D'annan: brother within the black citadel cult
Carrock: bird familiar
Ku-Aya: ghost of true love

Lilly Seeker of fortune and love <3:
dwarven teenage girl tinkerer
elven goth boyfriend

Maximillian von Lange He who summons:
Noble born summoner
Arzon: Demon pal

Farouk The Merchant of Telkomel:
mundane human
trades and has connections with the inhabitants of the Telkomel outskirts
unaware of his otherworldly demon aura
Farah: Farouks mother that despises him for leaving the nomad tribe

Others:

The Ten, the True Wizards:
Alkared: pays for the red diamond
Algash the cruel: summoner that disappeared (unknown to most)

Demons and Shadows of Telkomel:
?

The Black Citadel Cult:
Zealots that try to come along with the entities of Telkomel

Inhabitants of the outskirts of Telkomel:
A group of (human, elvish, dwarvish, else?) outlaws that live in the Hegurji Mountains close to Telkomel and make a living by salvaging the safer outskirts of the city.

Landmarks:

Telkomel, The Black Bity:
the expansive ruin of an ancient city located on the Sipe River which carves through the Hegurji Mountains within the deserts of Nor
made out of an alien black stone
left by civilization decades ago for unknown reasons
used to be reigned by kings (the last one was one of the ten ancient wizards) that had the red diamond in their possession
is now "haunted" by unknown horrors

Terracielo, The Gem of the North:
large city far to the north of Telkomel
home to Alkared

Campaign ID:
1065


Rules:

Behavior and Etiquette
Be polite and kind. If someone thinks you aren't being polite or kind, please take that in stride. We all want a friendly game.

There will probably be at least some R-rated content (PEGI 18). That doesn't mean that everything will be gross, ultraviolent or sexual. Just that those things might happen.

We expect posts at least every other day, and prefer once a day. Life happens, but a post every other day isn't too much to ask.

If there are rules questions, GM settles it. There is no rules lawyering—it isn't fun in person and it's less fun in a PBP. (You can discuss things with me in PM to make your case, but if I decide against you, don't throw a fit)

Have fun. If you aren't having fun, feel free to let us know and dip out. No hard feelings! Games are meant to be fun!

Gameplay
Your FoRKs are preapproved. I will overrule them only if I determine they do not make sense in context. This can be lost if you regularly abuse it.

Help is assumed. The onus is on the Active Player to review the Helper's character sheet, make sure they have an appropriate Skill, and inform the Helper they have earned a Test. If the Helper decides their character would not have helped in this situation, they have veto rights.

In both these situations, if a die is vetoed, the last die is removed from the roll, regardless of success or failure. If there is ever any concern about order, Help is removed first, then FoRKs.

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