"Adventurers, you call them?
Thieves, rufians, and ne'er-do-wells I say. Trusted to do
nothing more than disrupt the peace at the most inoportune
moments."
-- Prince Regnhere of Povero
DM: John
Scalera
The Fortune and Glory Mailing List
Move Frequency: Moves will be
issued every Monday. Players must respond by Sunday night to the
previous Monday's move. Any Player who does not respond for two
moves in a row (note that this is two moves, not two weeks,
considering that the GM will not always be timely) without
sending a convincing explanation to the GM will be removed from
the campaign (real life difficulties are always accepted, as
long as they don't become too frequent).
Setting: The Fortune and Glory
campaign is set in the hidden places and wild unknown of the
Eastersea Coast. The campaign will follow the path of a
mercenary company that specializes in underground exploration,
tunnel clearing and extermination, and the retrieval of rare
antiquities. This group sells their services to city and town
leaders to fulfill a variety of missions, sometimes in a quite
legitimate fashion, and keeps their ears to the ground for
discovery of new caves where old legends may rest, waiting to be
reclaimed.
Campaign Specifics: Fortune
and Glory will be an entirely serial campaign. The characters
will remember what has gone before and so will the NPC's. If
enemies are made, they will be kept. The same for friends. All
will generally work out for the best, but there are inherent
dangers to a character adventuring, and even more dangerous is
the type of adventuring that occurs underground. The GM will not
make extra effort to preserve a character that is played
recklessly. Although the story will center on realism, the
occasional slapstick plot will most definitely occur.
It will be stated again, simply because this needs to be
understood: underground adventuring is a very dangerous
profession. There are traps to capture or kill the unwary,
tricks to cause even the shrewdest minds to become lost, and
creatures that are as horrifying in their appearance as they are
evil in their intent. There’s also a honking lot of coin and
valuables stashed in secret caves, hidden tombs, and dungeons
haunted by their former clients. Getting to it and getting out
alive will be the trick of it. Heroism, clever planning, and
good role-play will be rewarded.
Submissions: All characters
are constructed using the standard Hero System rules and Young
Kingdom house rules with no additions. The GM will scrutinize
character construction and constructions that are considered
'power gaming' will be declined. Due to the specialized and
unusual nature of the party, the more unusual classes and races
are available for play, but will require advance approval from
the DM. Characters should be expected to handle themselves in a
fight and add something special or unique to the team’s
underground role.
All submissions are for a mercenary company that is expected
to work together despite any rivalries that may already exist or
evolve over time. Players should be expected to adjust their
backgrounds as needed to fit into this concept once a team is
chosen.
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