Train To Kingsdale (Sorry I deleted the other one.)

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PaperDragon
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Joined: Fri Aug 05, 2022 12:51 pm

Train To Kingsdale (Sorry I deleted the other one.)

Post by PaperDragon »

Marvel at the power of a newbie as he deletes his own game announcement!

TRAIN TO KINGSDALE

OVERVIEW
In the aftermath of the Siege of Tolkeen tensions are high between the kingdoms of Whykin and Kingsdale. In response to the Juicer Uprising and destruction of Tolkeen, Kingsdale spent years building infrastructure and weapons to ward off any future attacks by the Coalition. This has alarmed the leaders of Whykin and emboldened the loudest voices who call for a preemptive attack on Kingsdale.

As tensions reach their apex Sir Jaspin, the hero of Whykin, mounts a last ditch effort to avoid war by traveling to Kingsdale and negotiating a promise of reasonable weapons build up. He believes Whykin can’t unilaterally demand Kingsdale stop making weapons and fortifications but a deal can be struck to manage the expansion of the Kingsdale armed forces in a manner that doesn’t lead to war. With him is Secretary of State Daniel Hines, to be witness to the talks.

Our heroes find themselves at the crossroads of fate. Sir Jaspin travels to Kingsdale by hovertrain and the heroes are along for the ride. Everything seems to go wrong as the undead or sabotage attempts to stop the negotiations from ever happening.

NOTE: Kingsdale and Whykin are about 100 miles from each other. The train would be traveling around 40-50 mph. Accounting for terrain that might need to be avoided the trip should take 3 hours.


ADVENTURE BREAKDOWN
The heroes are aboard the hovertrain as guards, passengers, or crew. The group does not need to be cohesive, just willing to jump in at the sign of danger. If the game continues characters should be willing or have a reasonable reason to participate in special missions or events related to all out war between Whykin and Kingsdale
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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