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From the Beginning

Page history last edited by Kr1mz0n 1 day, 22 hours ago

The GM: Brandon

 

The Characters:

Ben 
Alain
Elf Swordmaster
Claus  
Quendian
Elf 'Tinker' 
Cory

Riki Bluewing

Nester

Windling Wizard 

Elf Archer

Jeff
Phaedreus Lou 
Elf Scout
Rachel 
Basalt
Obsidiman Warrior
Tom F Arin  Dwarf Elementalist 

 

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.?? ?? Sollus 1, 1506 Kaer Davarn The team leaves the Kaer on their year journey around the world outside
1.?? ?? Riag 11, 1506 Crossroads near Bloodwood Meet the Seven from Kaer Sevenhome (and friends)
1.?? ?? Riag 19, 1506 Midlands Trading Post Restock 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 terrorizing 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 2025-06-19 Doddul 27, 1506 Lang First Step returns to Darranis, buys a Mule, Wagon, and supplies then treks to Bartertown to Find Darren at the Brave Warrior.
2.15 2025-06-26 Strassa 6, 1507 Bartertown (Brave Warrior) Darren's job finished, Quen'dian finds another mission (to pay off a debt) that will take First Step to the Servos jungle.  But first, training! 
2.16 2025-07-10 Strassa 12, 1507 Bartertown (Pickled Brithan)

First Step is officially formed, and travels into the Servos Jungle.  Along the way, fight a trio of Jungle Espagras. 

2.17 2025-07-17 Strassa 24, 1507 Outside of Kaer Pioralon Descending into Kaer Pioralon, First Step finds a tablo of death - apparently self inflicted -- cautiously, they descend further.
2.18 2025-07-25 Strassa 24, 1507 On second level of Kaer Pioralon Explore the resident level of the Kaer, and find some survivors - who told of the horror in the Kaer, a Despairthought! 
2.19 2025-07-31 Strassa 24, 1507 Outside of Buried Storage Room After a fierce 30 seconds of combat, First Step has slain the Despairthought and its 4 Gnasher supports
2.20 2025-08-07 Strassa 24, 1507 Inside of Buried Storage Room Leaving the Kaer Pioralon, First Step is accompanied by Jazreal and his two wards as they head north (ambushed by Krojins) 
2.21 2025-08-14 Strassa 25, 1507 Servos Jungle First step meets the Windlings that had found Brogg the Astute's Sister, then heads north towards Bartertown. 
2.22 2025-08-21 Veltom 9, 1507 Bartertown/Grand Bazaar First step takes time to train, resupply, and research within the Grand Bazaar.
2.23 2025-09-04 Veltom 30, 1507 Bartertown/Grand Bazaar The heroes make one more stop on leaving to deliver a ring from beyond the grave - then are ambushed in Bartertown! 
2.24 2025-09-11 Veltom 30, 1507 Bartertown/Grand Bazaar The heroes fight against 4 members of the Grim Legion (maybe), Jazreal & Quen fall (Quen gets back up) 
2.25 2025-09-18 Veltom 30, 1507 Bartertown (Charboyya's Cloths) The heroes take a job to help Charboyya's town, and travel towards it after taking care of Jazreal's funeral. 
2.26 2025-09-25 Charassa 11, 1507 On the trail... First step passes through some villages, and spends the night in the Village of Yellow Stream - and defended an attack (possibly) from the neighboring town of Cherry Pit
2.27 2025-10-02 Charassa 14, 1507 3 days west of Yellow Stream First Step survives an ambush, learns more of the threat to Hanto, and continues their journey, moving carefully to arrive unseen 
2.28 2025-10-09 Charassa 16, 1507 Half day east of Hanto Half the group sneaks up to Hanto to scout, while the other half remains behind to heal, and ... get attacked again! 
2.29 2025-10-16 Charassa 17, 1507 Near Hanto First Step takes out 2 Grim Legion, learns more of the opposition in Hanto, and Prepares for Battle! 
2.30 2025-10-23 Charassa 17, 1507 Near Hanto First Step enacts plan "attack from the west" and confronts the Grim Legion and their Cadavermen! 
2.31 2025-10-30 Charassa 17, 1507 Hanto Continue to confront the Grim Legion, having taken down the Nethermancer leader and her Cadavermen...  
2.32 2025-11-06 Charassa 17, 1507 Hanto In a fierce battle of attrition - Basalt alone faces the two elves of the Grim Legion, but eventually falls to the Beastmaster's claw... 
2.33 2025-11-13 Charassa 17, 1507 Hanto The heroes wake up, bound, and 'under quarantine' by the Grim Legion.  Some resist quietly, some resist loudly, and some... don't resist. 
2.34 2025-11-20 Charassa 19, 1507 Hanto

Quen does some 'tinkering'... and gets the Talking Book 

2.35 2025-12-04 Charassa 19, 1507 Hanto First step confronts Moltaa with the book, explaining it as the source of the power, and the Grim Legion leaves.   
2.36 2025-12-11 Charassa 23, 1507 Hanto First step leaves Hanto to continue their journey to Travar, but interupt a slaving raid (?) by folks in an airship
2.37 2026-01-08 Rua 1, 1507 On the road to Travar (8 days out) The heroes arrive at Travar after taking a boat (the Twisted Fin) from Daiche.
2.38 2026-01-15 Rua 13, 1507 Travar First Step joins the Air Patrol as temporary members 
2.39 2026-01-22 Rua 14, 1507 Travar We find the missing boat and spend time training 
2.40 2026-01-29 Rua 20, 1507 Travar First Step joins the Tree Skimmer as they attempt to escort the Obsidian Flyer in - and confront the Rakkin.  First Step - 0  / Rakkin - 4.   
2.41 2026-02-05 Rua 20, 1507 Travar First Step, following a lead, takes the Cloud Runner to the Talon Kaer, where a grimoire might be found to combat the Rakkin.
2.42 2026-02-12 Rua 23, 1507 Talon Peak Kaer Exploring the Kaer, the heroes made it to the bottom, despite (or maybe because of) lift malfunctions. 
2.43 2026-02-19 Rua 23, 1507 Talon Peak Kaer Finding the Grimoire, the heroes start making their way out of the Kaer 
2.44 2026-02-26 Rua 23, 1507 Talon Peak Kaer Escaping the Kaer, the Cloud Runner and the Heroes are attacked by another Airship, and the Grimoire stolen - the chase begins!
2.45 2026-03-05 Rua 24, 1507 Outside Talon Peak Kaer Catching up with the black ship, the heroes do battle with 30 cadavermen!  The ship breaks off as the 30th falls, and the chase begins anew! 
2.46 2026-03-12 Rua 25, 1507* A full day west of Talon Peak Kaer The heroes come along side the black ship, and again fight off a swarm of attackers, this time augmented by Skeletons and Gargoyles! 
2.47  2026-03-19  Rus 25, 1507  Somewhere between Travar & Talon Peak   

 

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)
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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