System: Powered by the Apocalypse (only need 2d6)
Platform: In-Person
Date/Time: Saturday, April 26th from 1pm -4:30pm
Location: Tea n More
GM: Jed (Feenie)
Player Slots: 5
Safety Tools: X-card, Lines and Veils
Description:
War has returned to the Woodlands! Welcome to the Root TTRPG where players play as anthropomorphic forest critters who are a part of a vagabond group. This group swears no loyalties to any faction and goes around the Woodlands doing odd jobs for their own personal gain.
Thanks to the vagabonds, The Marquisate's attempt at sabotaging the Eryie Dynasty's strength was unsuccessful. The last minute attempt of an assassination of Gelilah's Groove's governor was thwarted by the brave vagabonds who stood in harm's way. The news of this attempt has sent shockwaves across all Eryie territory. The Eryie King has issued a curfew for all territories until this assassin is caught. Your group has been task with the capture of this assassin. The only clues you have to go on was that they were dressed like they were part of the Woodland alliance and that pointed you to the one place they are rumored to be hiding in: Milltown
Any returning players can bring in their character sheet from before and be able to "level up" their character (since we didn't do it last session) or make a new character.
Is this a one-shot or a campaign?
Sort of both? Let me explain. I will be running this game throughout the year as a series of one shots. While these one shots wont have any relation to each other (except maybe some reoccurring NPCs), what your party does in these one shots will contribute to the world building and will have influence towards each major faction. For example, actions might help a faction tip the scales in their favor in the war, or overthrow the current ruling faction for a particular town and help another faction swoop in. These sessions are made to be open for players to drop-in/drop-out whenever they want to. Returning players will have the option to continue to use the same character or create a new one. New players dropping in on future sessions would not have to know what happens in prior sessions to get up to speed and can enjoy the session as its own thing. Whenever a player is not currently playing, their character will still be active, but doing things in the background with the rest of the non-active player-characters.
More about the world of Root
The Woodlands is made of 12 key sections where three factions are currently fighting for control:
The Eyrie Dynasties: Faction of mostly birds who have ruled the Woodlands since ancient times. This faction has outdated views but rules with an iron wing.
The Marquisate: A new faction of mostly cats from a far away land. They come bearing gifts to the Woodlands and promise to modernize the area with new technology that aims to build a better life. Although the true intensions of this faction remains shrouded in mystery.
The Woodland Alliance - A small, unorganized faction made up of citizens who wants true freedom for all of the Woodlands. Their goal is to get rid of any tyranny force and are willing to do anything to get their way.
Currently, The Eyrie Dynasty has a slight edge over The Marquisate. The Eyrie Dynasty has control over a strategic location called the Cassowary Fortress which prevents the The Marquisate from pushing forward into Eyrie territory. Meanwhile, The Woodland Alliance works from the shadows and infiltrating both sides trying to rally the citizens of the Woodlands to fight back.
Technical Stuff
The game uses only 2d6. I will have plenty of extra dice for anyone who needs to borrow.
For the start, players will have the choice between the 10 playbooks in the Core Rules when making their character. As time goes on, I will introduce playbooks from the expansion for the sake of variety. We will do character creation together during the session. If you want to get ahead of the game or have any questions, feel free to DM me on discord.
Of course beginners are always welcome!