The GM: Brandon
The Characters:
Game System: Earthdawn
Game Type: Campaign
Related Games:
- None - Starting fresh in the world of Earthdawn
Synopsis:
A band of adepts from Kaer Davarn are sent to explore the outside world when unforeseen events mean the kaer will no longer be able to support its inhabitants.
Session Number |
IRL Date |
In Game Date (@ Start) |
Location (@ Start) |
High Level Session Notes |
1.?? |
?? |
Riag 11, 1506 |
Crossroads near Bloodwood |
Meet the Seven from Kaer Sevenhome (and friends) |
1.?? |
?? |
Riag 19, 1506 |
Midlands Trading Post |
Restalk before continuing to Haven |
1.?? |
?? |
Riag 28, 1506 |
Haven |
Defeated the Horror Mist in the form of Bloodwarden Takaris |
2.00 (recap) |
2024-12-19 |
Riag 28, 1506 |
Haven |
Recap what happened Before |
2.01 (interlude) |
2025-01-02 |
Riag 29, 1506 |
Haven |
Spent Time in Haven, Healing, Training, & Getting Ambushed (Downtime Scenes to get us to Borrum 28) |
2.02 (interlude) |
2025-01-23 |
Teayu 11, 1506 |
Haven |
Spend more time in Haven, meet some kids, save a human from trolls, and fight some "Flesh Beasts" as the Screaming Fountain... screams |
2.03 (interlude) |
2025-01-30 |
Borrum 15, 1506 |
Haven |
The screaming continues, we end up fighting 4 ghouls and a spider with a human(ish) head. Succeeding, we finish our training and decide what course to take! |
2.04 |
2025-02-06 |
Borrum 29, 1506 |
Haven |
The group follows after a blood-mark on the map wall, and a creepy clown... |
2.05 |
2025-02-20 |
Borrum 29, 1506 |
Haven |
Making our way through the Twists in Parlainth, we got to the house Sekra lead us to, and fought a 'fear ball' horror thing for a minute and a half! |
2.06 |
2025-02-27 |
Borrum 29, 1506 |
Parlainth |
The adepts of "First Step" leave Parlainth, Join the caravan, and head south, ending two days passed Tanciarda |
2.07 |
2025-03-06 |
Doddul 15, 1506 |
2 days South of Tanciarda |
First Step limps a wounded wagon into Wolf's Hill, where they discover wolves are terroizing the village, and perhaps there is a ghost involved?! |
2.08 |
2025-03-13 |
Doddul 15, 1506 |
Outside of Wolf's Hill |
Entering the Cave Finn lead us to, we find a worm-like creature and 3 gigantic boars and after a harrowing 12 round fight, we finally manage to drop the last of them. |
2.09 |
2025-03-20 |
Doddul 15, 1506 |
Cave outside of Wolf's Hill |
Leaving Wolf's Hill a safer place, the Caravan leaves and continues it's journey towards Bartertown. |
2.10 |
2025-03-27 |
Doddul 24, 1506 |
On the Trail... |
Get detoured, as First Step gets hired to travel to the Town of Lang, a worried merchant their employer. On the way, they discover the bodies! |
2.11 |
2025-04-10 |
Doddul 25, 1506 |
Near Lang |
Following the trail towards Lang the circle fights a pair of "Lightning Chickens", and then proceed to Lang, to find it smoldering with bodies littered about - and then the dead rise!! |
2.12 |
2025-04-17 |
Doddul 25, 1506 |
Lang |
After defeating the CadaverMen, Frist Step makes contact with the hiding villagers, and finds out about the attacking Obsidemen. As they look around the town, there is a crash from the west. |
2.13 |
2025-04-24 |
Doddul 25, 1506 |
Lang |
4 Crazed Obsidimen were defeated in defense of Lang. The following morning the group followed their path and encountered an Obsidiman performing a ritual involving the Liferock. |
2.14 |
2025-06-27 |
Doddul 27, 1506 |
Lang |
|
4e Errata
Available Options:
Player's Guide, Companion, Questors (All, except anything related to the mad passions), Mystic Paths, Deeper Secrets
Clarifications
Analyzing Opponents
Creature Analysis is for Creatures
Call of Harrow is for Horrorspawn (Horrors and Horror Constructs)
Size Up is for Namegivers
There is now equivalent for spirits or dragons.
Appropriate Knowledge skills can be used instead of these abilities for general knowledge, but not specific traits.
House Rules:
1. Healing
When you make a recovery test for damage only, instead of a Toughness roll it is instead Toughness roll + (Circle x recovery level). Recovery level is based on whether you have Durability 3, 5 or 7 from your discipline. The recovery levels are 1, 2 and 3 respectively.
2. Journals
Writing a journal will earn the character Earthdawn Points. In order to earn the points, you have to finish the journal for a session before the beginning of the next session. Each session you write a journal for earns you one Earthdawn Point.
Benefit |
Earthdawn Point Cost |
Reroll player roll before is resolved (max once per roll) |
1 |
Spend a karma point on a test. This is in addition to any other karma that may be spent on the test. (max once per roll) |
2 |
Reroll GM roll before roll is resolved (max once per roll) |
3 |
Add minor change to current scene |
1 |
Prevent PC from dying - character is at one point from death rating and gains an additional wound |
10 |
3. Taking Step
To keep the game moving along, the characters will often just use their step value for determining success or failure. This is basically taking 10 from D&D.
4. Perception/Awareness
When not actively trying to perceive something, your passive Perception/Awareness will be step-2. This is not the minimum for your rolls when you are actively perceiving.
5. Magician characters do not have any spell matrices.
6. Clip the Wing will be usable on Windling Characters
7. Generating Attributes. Roll 4d6 and drop the lowest six times. Until the point cost of your attributes is at least 25, reroll your lowest stat.
8. Personality traits will be used. Select at least two.
Sample Personality Traits: Aggressive, Aloof, Altruistic, Ambitious, Amoral, Apprehensive, Argumentative, Astute, Attentive, Bloodthirsty, Bold, Charismatic, Chivalrous, Cold, Compassionate, Compassionless, Condescending, Confident, Conniving, Conservative, Courageous, Courteous, Cowardly, Creative, Cruel, Cunning, Curious, Cynical, Depraved, Dignified, Disciplined, Dishonest, Drunkard, Easy-going, Eloquent, Energetic, Extroverted, Fanatical, Follower, Forgiving, Friendly, Generous, Good-humored, Gracious, Greedy, Gullible, Honorable, Humorless, Idealistic, Immature, Immoral, Insightful, Insulting, Intellectual, Intense, Intimidating, Intolerant, Introverted, Intuitive, Irrational, Jealous, Judgmental, Kind, Lazy, Liar, Logical, Loner, Loyal, Lustful, Malcontent, Manipulative, Militant, Miserly, Mocking, Moral, Naïve, Obsessive, Opinionated, Optimistic, Overbearing, Paranoid, Passionate, Patient, Persuasive, Pragmatic, Protective, Proud, Rational, Reactionary, Realistic, Reasonable, Rebellious, Reserved, Resourceful, Rude, Sadistic, Sarcastic, Selfish, Sensitive, Sentimental, Shrewd, Spontaneous, Superstitious, Suspicious, Sympathetic, Treacherous, Vengeful, Witty.
9. Starting Equipment: Artisan Tools, Dagger or Knife, Grimoire (magicians only), Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak), 100 silver pieces. The silver pieces can be used to buy additional equipment at book price. Once the game starts prices will vary. The kaer's prices will almost always be higher. Remember that you are living in a town in a cavern and the closest thing to wilderness are the agriculture caves when you buy additional equipment.
10. Each character should have a sentence or two describing how their discipline and their worldview relate to each other. See personal vision p. 79.
11. Have a general background in mind and flesh it out after the first introductory session.

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