Steamworks & Arcana: Difference between revisions
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The four men cornered Vectra in the alley so she unsheathed her sword and prepared for attack. [[Hank and Chet]] (two of the attackers) prepared to defend themselves, but after two quick blows from Vectra's elven blade sent them to the ground. Martigan quickly disarmed the other two (one literally) and sent them on their way. Martigan interrogated Hank and Chet and discovered that they planned to kidnap Vectra and meet with the ship "The Sea Serpent" to sell her off, but they knew nothing else as to why. | The four men cornered Vectra in the alley so she unsheathed her sword and prepared for attack. [[Hank and Chet]] (two of the attackers) prepared to defend themselves, but after two quick blows from Vectra's elven blade sent them to the ground. Martigan quickly disarmed the other two (one literally) and sent them on their way. Martigan interrogated Hank and Chet and discovered that they planned to kidnap Vectra and meet with the ship "The Sea Serpent" to sell her off, but they knew nothing else as to why. | ||
After the conflict Martigan and Vectra found a tavern (one of Martigan's old favorite haunts) and discussed their next move when the burly [[Kardik Brunst]] arrived. Kardik had heard that The Sea Serpent had recently been sighted nearby, after following up with Brunst's contact, Brunst offered his services and ship "The Clementine" to the party and they set out the following morning to hunt the Sea Serpent. | [[Image:KardikBrunst.jpg|150px|thumb|left|Kardik Brunst]]After the conflict Martigan and Vectra found a tavern (one of Martigan's old favorite haunts) and discussed their next move when the burly [[Kardik Brunst]] arrived. Kardik had heard that The Sea Serpent had recently been sighted nearby, after following up with Brunst's contact, Brunst offered his services and ship "The Clementine" to the party and they set out the following morning to hunt the Sea Serpent. | ||
'''A Sagacious Grey Man''' | '''A Sagacious Grey Man''' |
Revision as of 18:30, 17 February 2009
Campaign Introduction
Setting
Set in The World of Vallia similar to our own during the late 1800's or early 1900's in a European/American environment. This world has evolved in tandem with a high level of magic, so most technology is built around such magics.
- Gunpowder (or its likeness) has not been discovered or utilized, so weapons are still stuck in mid evil levels (swords, axes, bows...).
- Transportation for short distances is handled by horses or other living creatures, automobiles do not exist yet. Long-distance maybe covered by a limited number of trains. Few tracks do cross the continent, but they do cross.
- Humans are the dominant species of the world, but all the high fantasy races do exist (elves, dwarfs, gnomes, demons...). The level of interaction they maintain with the humans will be decided by the players.
- The rest of the make up of the campaign and story will be dictated by the backgrounds of the characters. Example: if someone wants to make a mariner, there will me more ocean mapped out.
- I personally like the idea of a large scale war in recent history (10-50 years ago) but it is not required.
The feel for this campaign will be similar to a steam-punk style with high magic; examples of this would be Fullmetal Alchemist, Final Fantasy VI or Eberon
Story
This intends to be an epic quest with the fate of the world hanging in the balance.
The story will be a contemporary character driven piece, i.e. character's motivations and goals will drive the plot forward, no plot for plots sake. Therefore, the plot will be generated from the backgrounds of the characters that are provided to me.
It should also be noted that since I have not run many campaigns (4) and only a handful from this mentality (2), the greater lead time I can have with character backgrounds, the better.
Characters
- Martigan Swift, played by John
- Groth, played by Jess
What Happened
Chapter 1: A Gathering of Heroes
The Dream
All the characters started the campaign with the same dream:
Standing alone on a ship, you lookout across a large body of water. Off in the distance, you see a beautiful city glowing with a white light. You've never seen sucha a city. As you are looking, you notice a ripple in the water. You look closer in the water and you see a gigantic sea serpent encircling the ship. Suddenly the open maw of the serpent springs from the water directly towards you, but you awake before it strikes.
A Fallen Hero
Martigan Swift arrives in Renas to request his commission be reinstated. He speaks with Colonel Alexander, the young new commander of the Anti-Piracy Strike Force (APSF). Alexander dismisses Swift's request, saying that "Pirate hunting is a young-man's game", but he does advise that Swift's former commander, Colonel Marsh (ret.) is in Renas. Swift tracks down the retired colonel, who informs Swift that his daughter Mary Anne, who is heavy with child, has been kidnapped. Marsh says the only clue, was a hankie found at the scene with the initials "VR", and he assumes it must be some pirate from their pasts doing this. Swift jumps into action (after a quick drink) and boards the first train to Salet.
An Elven Wanderer
Vectra has been wandering from Welling, finding her way to the main continent. After awhile, she purchased a train ticket to Salet. While on the train she encountered Martigan Swift carousing and enjoying himself, but given her nature, she chose to keep her own company. After disembarking the train, Vectra noticed four men following her, Martigan noticed this as well. Vectra lead the men into a dark alley in hopes of eluding or ambushing them and Martigan followed the men to see if the lady needed assistance.
The four men cornered Vectra in the alley so she unsheathed her sword and prepared for attack. Hank and Chet (two of the attackers) prepared to defend themselves, but after two quick blows from Vectra's elven blade sent them to the ground. Martigan quickly disarmed the other two (one literally) and sent them on their way. Martigan interrogated Hank and Chet and discovered that they planned to kidnap Vectra and meet with the ship "The Sea Serpent" to sell her off, but they knew nothing else as to why.
After the conflict Martigan and Vectra found a tavern (one of Martigan's old favorite haunts) and discussed their next move when the burly Kardik Brunst arrived. Kardik had heard that The Sea Serpent had recently been sighted nearby, after following up with Brunst's contact, Brunst offered his services and ship "The Clementine" to the party and they set out the following morning to hunt the Sea Serpent.
A Sagacious Grey Man
Meanwhile, Groth awoke due to a bucket of water being tossed on him. The first-mate of the Sea Serpent stood on the other side of some bars from him. Groth realized that in his sleep, he'd been moved into the brig during his sleep. The first-mate informed Groth that Captian Vincent Rufello had some words for him. The Captain Arrived, and told Groth that even though, he was an able crewman and an excellent fighter, he "knew what Groth was" and could not allow him on the vessel any longer and Groth was set to be sold and the first opportunity. Groth did not know what fate had in store for him, but he chose to go along for the time being.
Fight on the High Seas
After throwing together a plan, the crew of the Clementine prepared to get information from the crew of the Sea Serpent. Martigan swam to the rear of the Sea Serpent, and climbed up the back, while Vectra stayed on the Clementine and readied her bow. Five of the crew of the Clementine rowed over with various supplies in a boat and meet with crewmen from the Sea Serpent and pretend to be making a trade. Martigan then began quickly dispatching opponents on the ship, and when the crew of the Sea Serpent realized something was up they started attacking the crew of the Clementine. Captain Brunst saw his men get struck down and ordered the Clementine's main cannon fired. The blast was a lucky one and caused great damage to the vessel, making the locked cell door on the brig move enough that Groth could break it open with a powerful blow. Once free, the former pirate joined the fray, taking on his former first mate.
Upon realizing that his ship maybe lost Captain Rufello began climbing to the crows nest. Having freshly pacified the majority of the crew, Martigan saw Rufello, and gave chase. He grabbed the nearest rope, cut where it was tied and flew up to the top of the mast.