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07:25, 25th April 2024 (GMT+0)

Experiment 5: Choosing an ending...

Posted by The GMFor group 0
The GM
GM, 88 posts
Sun 16 May 2021
at 20:43
  • msg #1

Experiment 5: Choosing an ending...




1-2: (Strong) Military action happens
3: (Strong) Military buildup/development happens
4: (Insightful) New technology/magic/power discovered/developed
5: (Insightful) Wealth changes: the culture gets, overall, more, or less, wealthy (perhaps to do with trade with another culture, perhaps not)
6: (Determined) A (non-monster) disaster happens
7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not)
9: (Any stat but Strength) Art: there is a new artistic movement, or a great artwork is created that will stand throughout the ages...
10: (Adaptable) Assimilate other culture: an attempt is made to enfold some other culture into the initial culture
11-12: (Adaptable) Expansion of territory
13: (Determined) Exploration of unexplored territory//not-fully-explored territory
14: (Determined) Divine Guidance/Miracle happens
15: (Determined) Attempt to raise cultural morale: Maybe a festival or something...?
16: An important person (aligned with your chosen stat) appears
17: An important organization or institution (aligned with your chosen stat) appears
18: (Strong) A big (non-intelligent) monster attacks
19: (Strong OR Adaptable) Revolution!
20: Roll again. Add +1 to the 2d6 roll you end up making if it's Round 1, Subtract 1 if it's Round 7. (If you roll 20 twice or more, it stacks if it's Round 1, but doesn't if it's Round 7.)




1-2: (Strong) Military action happens. Describe it! An attack? Defense? Who started it?
 * 10 or better: Military action successful
 * 7 to 9: Military action kind of a draw, or a success with heavy casualties
 * 6 or lower: Military action a loss

3: (Strong) Military buildup/development happens. Describe it!
 * 10 or better: Military gets stronger
 * 7 to 9: Miltary gets slightly stronger
 * 6 or lower: Military gets weaker, or slightly stronger at great cost

4: (Insightful) New technology/magic/power discovered/developed. Describe it!
 * 10 or better: New thing is useful or powerful or both but safe to use
 * 7 to 9: New thing is powerful but not always safe to use
 * 6 or lower: New thing is dangerous

5: (Insightful) Wealth changes: the culture gets, overall, more, or less, wealthy (perhaps to do with trade with another culture, perhaps just finding/discovering a new source of wealth). Explain exactly what happens!
 * 10 or better: Culture gets more prosperous
 * 7 to 9: Culture gets slightly more prosperous
 * 6 or lower: Culture has an economic crash...

6: (Determined) A (non-monster) disaster happens: earthquake, volcano, tidal wave, huge hurricane, magical explosion, horrible blizzard, something else. Describe it!
 * 10 or better: A disaster is narrowly averted with zero or few casualties, and a lesson is learnt
 * 7 to 9: Disaster is moderately bad.
 * 6 or lower: Disaster is terrible

7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not). Describe who the other culture is, what each side wants, and what they end up getting!
 * 10 or better: Your culture gets what they want
 * 7 to 9: Your culture gets most of what they want, with 1 big or 2 small concessions to the other culture
 * 6 or lower: Your culture doesn't get much, if anything, of what they want

9: (Any stat but Strength) Art: there is a new artistic movement, or a great artwork is created that will stand throughout the ages... Either way, describe it!
 * 10 or better: The art will live forever in the minds and hearts of sentient beings
 * 7 to 9: The art is important now... but may not stand the test of time AND/OR the art was kind of expensive to make
 * 6 or lower: Other cultures think the art is weird or depressing or both... and they might be right AND/OR the art is very expensive

10: (Adaptable) Assimilate other culture: an attempt is made to enfold some other culture into the initial culture. Describe what the other culture/people is/are like, and how they're different! Describe what happens after the attempted assimilation!
 * 10 or better: The other culture/people become a permanent part of your culture, for the better, enriching all.
 * 7 to 9: The other culture/people are assimilated into yours, but there is some internal friction.
 * 6 or lower: The other culture/people feel oppressed. Cultural morale lowers...

11-12: (Adaptable) Expansion of territory: describe how it happens? Is a new town/fort/city built? If so, name it! What's life like in this new area? How is it different from things back at home?
 * 10 or better: The expansion of territory is beneficial!
 * 7 to 9: The new land expanded to has one or more built-in problems...
 * 6 or lower: The attempted expansion of territory fails due to dangerous weather, crop failure, dangerous local predators, lawlessness/bandits/pirates, or other reasons...

13: (Determined) Exploration of unexplored territory//not-fully-explored territory. Describe what the explorers find!
 * 10 or better: One or more natural wonders are found, as well as one or more uninhabited spots excellent for habitation.
 * 7 to 9: One or more natural wonders are found, as well as one or more uninhabited spots excellent for habitation, but not both-- unless there are some problems, too...
 * 6 or lower: Dangers! Problems!

14: (Determined) Divine Guidance/Miracle happens. What divine power is doing the blessing/miracle? Do they have a name that we know of? Do we know or understand their motivations for doing this? Explain/describe what happens!
 * 10 or better: The culture is blessed by some divine being
 * 7 to 9: The culture gets a mixed message from some divine being-- maybe a blessing, but also a warning about something they better not do? Or something they should stop doing? Or maybe a prophecy of doom?
 * 6 or lower: Like 7 to 9 (or worse!), but just bad, no good!

15: (Determined) Attempt to raise cultural morale: Maybe a festival or something...? Describe it!
 * 10 or better: Cultural morale is raised!
 * 7 to 9: People are kind of no better off than they were before-- or they are, but it was really expensive...
 * 6 or lower: People are no better off than they were before, AND it was really expensive...

16: An important person (aligned with your chosen stat) appears. Name and describe them and how they change this culture!
 * 10 or better: The person is very beneficial for the culture
 * 7 to 9: The person is sometimes very beneficial for the culture, but they also sometimes make mistakes-- or else they make one BIG mistake...
 * 6 or lower: The person is evil and bad (but maybe secretly (or secretly at first))!

17: An important organization or institution (aligned with your chosen stat) appears/develops, like a guild or an order of knights or monks or a university or a banking system or a hospital or something. Say who they/it are/is, give it/them a name, and explain what it/they do/does and what their/its motivations are!
 * 10 or better: The group or institution is very beneficial for the culture
 * 7 to 9:The group or institution is sometimes very beneficial for the culture, but they also sometimes make mistakes-- or else they make one BIG mistake...
 * 6 or lower: The group or institution is evil and bad (but maybe secretly (or secretly at first))!

18: (Strong) A big (non-intelligent) monster attacks (a dragon, for just one possible example)!
 * 10 or better: The monster is defeated or driven away with minimal property damage and minimal loss of life.
 * 7 to 9: The monster is defeated or driven away with some property damage and/or some loss of life.
 * 6 or lower: The monster is defeated or driven away with great property damage and/or great loss of life.

19: Revolution! Part of the culture attempts to overthrow its leadership! Say who's involved, why, and how it goes!
 * 10 or better: The revolution is either quickly put down (Strength) or else the revolution is fairly bloodless and there's real hope of things being better. Either way, there's hope that this might never have to happen again.
 * 7 to 9: The revolution is either long and bloody before it's defeated (Strength) or else the revolution is fairly bloody, and/or the resulting new society feels somewhat unstable...
 * 6 or lower: The revolution either tears the country apart in a horrible civil war (Strength) or else the revolution is very bloody, and/or the resulting new society feels extremely unstable...



HOW TO PLAY:

--Name your culture
--say what they are (human? not human?)!
--and what they are like!
--and say where they mostly live (Arctic, Coast, Desert, Forest, Jungle, Plains, Mountains, Hills, Swamp, Caverns, something strange like a floating sky-city?)!
--Each player chooses one stat!
--Name the capital city/town/tribe and say what it's like!

THEN, each player rolls for 7 rounds.

ROUND 1 starts:

"Here is what is known about the fascinating history of the INSERT CULTURE NAME HERE. Our earliest records of them tell..."

Then roll, and describe.

SIX ROUNDS LATER:

ROUND SEVEN-- FINAL ROUND:

After discussion with other players, the last player to post in Round Seven finishes up like this:

Finish the last sentence up with:

--a good ending: "...which brings us up to the present day."
--a mysterious ending: "...No one knows exactly what happened to them after that... perhaps some day we'll find out."
--a tragic ending: "And so, soon afterward, their society was entirely destroyed. Today, there is hardly any sign that they ever existed."

If the players all feel undecided, just roll normally:

If the final roll result is:
 * 10 or better: "...which brings us up to the present day."
 * 7 to 9: "...No one knows exactly what happened to them after that... perhaps some day we'll find out."
 * 6 or lower: "And so, soon afterward, their society was entirely destroyed. Today, there is hardly any sign that they ever existed."
The GM
GM, 89 posts
Sun 16 May 2021
at 20:52
  • msg #2

Experiment 5: Choosing an ending...


I'll choose Determined, for a change...


--Name your culture: THE FEY
--say what they are: BEAUTIFUL THIN FOLK WITH BIG EYES
--and what they are like! TRICKSTERS WHO FOLLOW MAB, GODDESS OF WILDNESS, MADNESS, AND ANCIENT SECRETS
--and say where they mostly live (Arctic, Coast, Desert, Forest, Jungle, Plains, Mountains, Hills, Swamp, Caverns, something strange like a floating sky-city?)! FOREST (NOT FAR FROM A LARGE HUMAN VILLAGE)
--Each player chooses one stat! DETERMINED!
--Name the capital city/town/tribe and say what it's like! CAPITAL IS JUST CALLED "THE MOUND." THEY LIVE UNDER IT.

(What's your stat gonna be?)
phantom
player, 66 posts
Mon 17 May 2021
at 00:37
  • msg #3

Experiment 5: Choosing an ending...

I will Choose Strong, since these are Forest Fey.
The GM
GM, 90 posts
Mon 17 May 2021
at 15:08
  • msg #4

Re: Experiment 5: Choosing an ending...

phantom:
I will Choose Strong, since these are Forest Fey.


(ROUND ONE (1 of 2)

10:01, Today: The GM rolled 20 using 1d20 with rolls of 20. (plus 1 to next 2d6 roll!)
10:01, Today: The GM rolled 6 using 1d20 with rolls of 6. Disaster.
10:02, Today: The GM rolled 9 using 2d6+3 with rolls of 4,2. Moderate.)


Someone in the Unseelie Court, farther into the fey realm than the inhabitants of The Mound, unleashes a wilting curse upon The Mound and those inside it. All foodstuffs spoil, and many weaker fey get sick. There are many deaths before the curse passes... And now we need to gather food for the winter all over again, and to venture farther from The Mound to do so...
phantom
player, 67 posts
Mon 17 May 2021
at 15:30
  • msg #5

Experiment 5: Choosing an ending...

11:20, Today: phantom rolled 2 using 1d20 ((2)).
1-2: (Strong) Military action happens
11:23, Today: phantom rolled 9 using 2d6+2 ((6,1)).

Lotharian a great general of the Fey, rallied many of the Mound to assaults the Unseelie's Dark Citadel seeking the Curse's caster.  The battle was hard fought, but the Fey suffered tremendous losses between the curse and the fighting.  But in the end Lotharian found the caster and killed him, breaking the curse.  1,000 Fey march, but only 100 returned.  A try Pyric victory.
The GM
GM, 91 posts
Mon 17 May 2021
at 17:25
  • msg #6

Re: Experiment 5: Choosing an ending...

phantom:
11:20, Today: phantom rolled 2 using 1d20 ((2)).
1-2: (Strong) Military action happens
11:23, Today: phantom rolled 9 using 2d6+2 ((6,1)).

Lotharian a great general of the Fey, rallied many of the Mound to assaults the Unseelie's Dark Citadel seeking the Curse's caster.  The battle was hard fought, but the Fey suffered tremendous losses between the curse and the fighting.  But in the end Lotharian found the caster and killed him, breaking the curse.  1,000 Fey march, but only 100 returned.  A try Pyric victory.



(ROUND TWO (1 of 2):

12:21, Today: The GM rolled 6 using 1d20 with rolls of 6: Disaster!

12:21, Today: The GM rolled 8 using 2d6+2 with rolls of 4,2.)


The Mound got through the long winter and famine only because there were less mouths to feed. There were a few deaths... but some of the younger fey stole cattle and/or livestock or other foods from the nearby human village. Might there be consequences for such acts down the road...?
phantom
player, 68 posts
Mon 17 May 2021
at 18:09
  • msg #7

Experiment 5: Choosing an ending...

14:04, Today: phantom rolled 7 using 1d20 ((7)).
7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not)
14:05, Today: phantom rolled 10 using 2d6-1 ((6,5)).


Much like Lotharian was a great general, so to was Sehain a great diplomat.  She stepped in before the situation with the humans become dire.  Sehain was able to negotiate a mutual support treaty between the Mound and the Human villages in the area.  This include trade and mutual defense and medical assistance.  First the first time since the dread winter, the Fey were starting to recover and some of the Fey moved into the human villages.
The GM
GM, 92 posts
Mon 17 May 2021
at 22:05
  • msg #8

Re: Experiment 5: Choosing an ending...

phantom:
14:04, Today: phantom rolled 7 using 1d20 ((7)).
7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not)
14:05, Today: phantom rolled 10 using 2d6-1 ((6,5)).


Much like Lotharian was a great general, so to was Sehain a great diplomat.  She stepped in before the situation with the humans become dire.  Sehain was able to negotiate a mutual support treaty between the Mound and the Human villages in the area.  This include trade and mutual defense and medical assistance.  First the first time since the dread winter, the Fey were starting to recover and some of the Fey moved into the human villages.


(ROUND THREE (1 of 2):
16:53, Today: The GM rolled 10 using 1d20 with rolls of 10.
Assimilate other culture
16:54, Today: The GM rolled 7 using 2d6-1 with rolls of 4,4.)


The Mound soon (historically-speaking) attempted to actually assimilate the village, called Heathmoor, into their own culture. The results were mixed. The humans lived longer, were healthier, their children more beautiful, their music became more haunting. But they were never quite as magical nor as beautiful as the fey of the original Mound heritage, and so they often felt like second-class citizens...

And, of course, there were other problems... They grew older the farther they traveled from the village's boundaries, and seemed strange to other humans passing through... Heathmoor began to get a reputation as a strange village, fallen backwards into oddly heathenish ways...

 * 7 to 9: The other culture/people are assimilated into yours, but there is some internal friction.
phantom
player, 69 posts
Mon 17 May 2021
at 23:19
  • msg #9

Experiment 5: Choosing an ending...

18:57, Today: phantom rolled 7 using 1d20 ((7)).
7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not)
18:58, Today: phantom rolled 7 using 2d6-1 ((3,5)).


Sehain moved to Heathmoor after her successful treaty and her daughter married a human from the village. But it was her granddaughter Ciara, who took up the mantle of diplomacy.  Ciara ventured out and negotiated a treaty with the Unseelie to end the hostilities.  She was successful, but the cost was that Ciara must remain in the Unseelie court and marry a noble.  Sehain was aghast and rallied against such a sacrifice.  But Ciara explained it was a sacrifice she was willing to make, even knowing she will never leave the Unseelie Court again.
The GM
GM, 95 posts
Fri 21 May 2021
at 15:45
  • msg #10

Re: Experiment 5: Choosing an ending...

phantom:
18:57, Today: phantom rolled 7 using 1d20 ((7)).
7-8: (Insightful) Important diplomacy happens (perhaps to do with trade with another culture, perhaps not)
18:58, Today: phantom rolled 7 using 2d6-1 ((3,5)).


Sehain moved to Heathmoor after her successful treaty and her daughter married a human from the village. But it was her granddaughter Ciara, who took up the mantle of diplomacy.  Ciara ventured out and negotiated a treaty with the Unseelie to end the hostilities.  She was successful, but the cost was that Ciara must remain in the Unseelie court and marry a noble.  Sehain was aghast and rallied against such a sacrifice.  But Ciara explained it was a sacrifice she was willing to make, even knowing she will never leave the Unseelie Court again.


(ROUND FOUR (part 1 of 2):

10:33, Today: The GM rolled 1 using 1d20 with rolls of 1.
Military action.
10:34, Today: The GM rolled 10 using 2d6+2 with rolls of 2,6.)



For some reason, The Undercourt-- those fey who make their homes deeper underground, such as dwarrows, knockers, and svirfneblin, attack Heathmoor. They are easily driven away, with no loss of life nor property on Heathmoor's part, but what could be the cause? Could the Unseelie Court have put them up to it? Or was it just a raid, a testing of defenses...?
phantom
player, 70 posts
Fri 21 May 2021
at 16:34
  • msg #11

Experiment 5: Choosing an ending...

12:02, Today: phantom rolled 5 using 1d20 ((5)).
5: (Insightful) Wealth changes: the culture gets, overall, more, or less, wealthy (perhaps to do with trade with another culture, perhaps not)
12:04, Today: phantom rolled 11 8 using 2d6+2-1 ((3,6)).

OOC: Correcting the total


Heathmoor's and the Mound's wealth grew due to the discovery of a Mythrial deposit near the mounts to the north of the Mound.  Heathmoor mined it and sold the raw ore and the Mound's crafts used it to make amazing items which were quasi-magical in nature.  Unfortunately this also brought the attention of the Undercourt and specifically the Dwarrows.  But some quick negotiations and a deal was struck that all three parties were satisfied with.
The GM
GM, 97 posts
Fri 21 May 2021
at 17:37
  • msg #12

Re: Experiment 5: Choosing an ending...

phantom:
12:02, Today: phantom rolled 5 using 1d20 ((5)).
5: (Insightful) Wealth changes: the culture gets, overall, more, or less, wealthy (perhaps to do with trade with another culture, perhaps not)
12:04, Today: phantom rolled 11 8 using 2d6+2-1 ((3,6)).

OOC: Correcting the total


Heathmoor's and the Mound's wealth grew due to the discovery of a Mythrial deposit near the mounts to the north of the Mound.  Heathmoor mined it and sold the raw ore and the Mound's crafts used it to make amazing items which were quasi-magical in nature.  Unfortunately this also brought the attention of the Undercourt and specifically the Dwarrows.  But some quick negotiations and a deal was struck that all three parties were satisfied with.


(ROUND FIVE (part 1 of 2):

12:32, Today: The GM rolled 18 using 1d20 with rolls of 18.
Big monster.
12:33, Today: The GM rolled 10 using 2d6+2 with rolls of 3,5.)


A two-headed giant attacked Heathmoor. Archers and horsemen were able to kill it without it killing anyone or destroying anything but an empty stable and some fencing around a corral, but... the odds of such a creature just happening to cross over from the feylands to Heathmoor, even though the village now spanned the gap between the two worlds, were incredibly low. Who could have sent it? Ciara felt sure that the Unseelie Court was honoring the treaty (so far)... so...?
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