Runecairn - A Broken World [ EDIT ]
This game has been retired! That means it's no longer being run.
The core Runecairn rules can be found here: Runecairn SRD
About This Adventure
Beneath the Broken Sword is a starting adventure intended to introduce new wardens and players to the world and setting of Runecairn.
This adventure is recommended as the start of a one-shot or longer campaign and can be finished in 2-3 hours.
Runecairn
To run this adventure, the warden requires a copy of Runecairn: Core Rules. Runecairn is best played with a warden and 1 player.
Characters
This adventure is suitable for fresh characters of any starting class, though characters with 1 Vigour are lost quickly.
Death is not the end
Slain characters wake at the last bonfire rested at, but lose 1 Vigour. They keep all items and all physical changes in the cave are not reset.
Enemies previously killed respawn in their original location with no memory of their deaths. Stronger enemies (such as the stone demon) do not return once slain.
Bonfires
Resting at a bonfire heals an adventurer’s Resilience, re-fills their mead flask, and restores any temporary ability damage. Resting at a bonfire also revives any defeated enemies, who retain no memory of their deaths. Stronger monsters (such as the stone demon) are not revived.
Background
In a long forgotten age, a raging war shattered and devastated the worlds of gods and men. Now green life blooms amidst the ruins of the lost worlds. Wondrous and terrible beings roam the Nine Realms. Civilisation stumbles forward, fresh and reaching. Fate weaves the skein anew but there are loose threads, lost long ago in the wars, with no place in the tapestry. These threads must seek the fire within and weave their own path.
The Adventurer
You wake in an echoing cave lit by a waning bonfire, with little memory of who you are or how you arrived here. You wear your armour but carry no weapons or items. As you venture further into the cave and find your scattered equipment, you start to regain fragments of lost memory.
Goal
The adventurer must navigate the Cave of Echoes, retrieve their weapons and items, acquire their mead flask, and escape further into the Nine Realms.
About This Adventure
Beneath the Broken Sword is a starting adventure intended to introduce new wardens and players to the world and setting of Runecairn.
This adventure is recommended as the start of a one-shot or longer campaign and can be finished in 2-3 hours.
Runecairn
To run this adventure, the warden requires a copy of Runecairn: Core Rules. Runecairn is best played with a warden and 1 player.
Characters
This adventure is suitable for fresh characters of any starting class, though characters with 1 Vigour are lost quickly.
Death is not the end
Slain characters wake at the last bonfire rested at, but lose 1 Vigour. They keep all items and all physical changes in the cave are not reset.
Enemies previously killed respawn in their original location with no memory of their deaths. Stronger enemies (such as the stone demon) do not return once slain.
Bonfires
Resting at a bonfire heals an adventurer’s Resilience, re-fills their mead flask, and restores any temporary ability damage. Resting at a bonfire also revives any defeated enemies, who retain no memory of their deaths. Stronger monsters (such as the stone demon) are not revived.
Background
In a long forgotten age, a raging war shattered and devastated the worlds of gods and men. Now green life blooms amidst the ruins of the lost worlds. Wondrous and terrible beings roam the Nine Realms. Civilisation stumbles forward, fresh and reaching. Fate weaves the skein anew but there are loose threads, lost long ago in the wars, with no place in the tapestry. These threads must seek the fire within and weave their own path.
The Adventurer
You wake in an echoing cave lit by a waning bonfire, with little memory of who you are or how you arrived here. You wear your armour but carry no weapons or items. As you venture further into the cave and find your scattered equipment, you start to regain fragments of lost memory.
Goal
The adventurer must navigate the Cave of Echoes, retrieve their weapons and items, acquire their mead flask, and escape further into the Nine Realms.
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CHARACTER GENERATION INFO
1. Name
Choose or roll a name for your character. Also
2. Ability scores
Roll 3d6 for each ability in order, swap any two.
Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc.
Dexterity (DEX): Used for saves requiring agility, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.
Wits (WIT): Used for saves to interrogate, investigate, provoke, manipulate spells, etc.
Spirit (SPI): Used for saves to charm, self-control, intimidate, persuade, belief, etc.
3. Vigour
Roll 1d6 for your starting Vigour score. Vigour determines your self- determination, drive, and focus. Vigour is what stands between you and the hollow void.
You lose one point of vigour at death.
If your vigour drops to 0, you become a shade, a hollow being neither dead nor alive, and are lost to the darkness.
4. Vitality
Roll 1d6 to determine your Vitality, how hale and hearty you are.
5. Resilience (RES)
Resilience is your ability to avoid damage in combat. Resilience is made up of Vitality and Vigour. Add the two stats together to get your Resilience.
If your Resilience drops below 0, you start taking STR damage. If that happens, prepare to die.
6. Starting class
Determines initial equipment and skills.
Each background has a key ability and key item. Your key item adds new skills. Change your class by picking up a new key item, if you meet the requirements.
You can only carry one key item at a time.
Your starting class does not determine what type of character you are. What you were does not dictate who you can be.
1. Name
Choose or roll a name for your character. Also
2. Ability scores
Roll 3d6 for each ability in order, swap any two.
Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc.
Dexterity (DEX): Used for saves requiring agility, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.
Wits (WIT): Used for saves to interrogate, investigate, provoke, manipulate spells, etc.
Spirit (SPI): Used for saves to charm, self-control, intimidate, persuade, belief, etc.
3. Vigour
Roll 1d6 for your starting Vigour score. Vigour determines your self- determination, drive, and focus. Vigour is what stands between you and the hollow void.
You lose one point of vigour at death.
If your vigour drops to 0, you become a shade, a hollow being neither dead nor alive, and are lost to the darkness.
4. Vitality
Roll 1d6 to determine your Vitality, how hale and hearty you are.
5. Resilience (RES)
Resilience is your ability to avoid damage in combat. Resilience is made up of Vitality and Vigour. Add the two stats together to get your Resilience.
If your Resilience drops below 0, you start taking STR damage. If that happens, prepare to die.
6. Starting class
Determines initial equipment and skills.
Each background has a key ability and key item. Your key item adds new skills. Change your class by picking up a new key item, if you meet the requirements.
You can only carry one key item at a time.
Your starting class does not determine what type of character you are. What you were does not dictate who you can be.
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