Adventuring!
Adventuring! is a play-by-chat Cypher System fantasy campaign run in the Forgotten Realms, circa 1372 DR. Presently, it is situated in the Dragon Coast.
Characters
- Elyan Gareth is a brash exiled gunslinger [warrior] who crafts unique objects.
- Ghorin is a clever mystical sorcerer [adept] who separates mind from body.
- Quarter Roy is a strong tough warrior who rages.
Barrel
- Sydney is an exiled doomed drifter [explorer, with combat flavor] who never says die.
Players are welcome to create a character for the game and rotate in and out as time allows. See Character Creation for information on making Cypher System characters suitable for the campaign.
Current Events
- The party has has traveled from Reddansyr to a ruined cavern temple of Ibrandul in search of a robe said to be significant from the Time of Troubles.
Maps and Current Location
See the right-hand side of this page for the current hexcrawl map. Unexplored hexes will be revealed as the game progresses and rumors are discovered, the wilderness is explored, etc.
Hex Key
Hexes are 6 miles from face to face (7 miles for opposing corners).
- 0209: Teziir (small city, 10,944) — a major trade city on the Dragon Coast ruled by merchants, boasting a diverse group of temples and shrines to nonevil divine powers, but nevertheless plagued by a thieves' guild infiltrated by the Night Masks of Westgate.
- 0511: Dungeon — believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere among the hills and forest of the area.
- 1008 — a handful of farms dot the area around the small lake.
- 1009: Reddansyr (village, 608) — a small town known as an information clearing-house and a fair-sized temple to Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where information is exchanged freely (or for a price).
- 1010: Transport — an unscrupulous rock gnome named Tover operates a ferry service out of this area.
- 1109: Lair
- Roads
- The road connecting Teziir and Reddansyr is the Trader's Road (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808, 0908, 1008, 1009, 1010, 1111, 1112).
- The road continuing to the east, to Westgate, is the Grand Ride (1008, 1007, 1108, 1207).
Other Areas of Note
- 0510: at least one ogre den was discovered by the party in the hills.
Resources, Notes, etc.
Homebrew and House Rules
All of my accepted house rules are in use for this game, and that page also has Faerûnian homebrew and additional options for the Cypher System.
Play-by-Chat Structure and Guidelines
Adventuring! will run on a 48-hour tick system where players will have 48 hours (ish) to get their updates in, converse about strategy, ask questions of the GM, etc., and then the GM will update with outcomes and move the game forward. More details can be found here.
Cypher Tables
Treat all cypher types as manifest by default. Roll a d20 and use that result for which table to roll on (they're all built as percentile tables, so you can roll d20 + d100 for both together).
Roll | Origin/Type |
---|---|
1–4 | Core/Manifest (p.382) |
5–8 | Core/Subtle (p.383) |
9–11 | Godforsaken |
12–20 | Core/Fantastic (p.382 |
Most instances work in the game and could be represented as at least one kind of physical item, or roll on the cypher form table in Godforsaken (which would be a combined roll of d20 + d100 + d100).
Map of Faerûn
You can view the whole map of Faerûn here.