Cast
1 Virgil - Human Rogue (Steve)
2 Allfray – Human Cleric (Law)
3 Phlannel- Human Lumberjack-Ranger (Dave)
NPCs
4 Bahlgrim – Dwarf fighter
5 Voshimma – Jackalla Warrior
Waiting at the blood pool, they realize there is a sluice gate directly above, where the liquid life drops, and they begin to question how they can get up there, or if they will need to. After a very short time before they see a black garbed woman, emanating strong evil, having five imp creatures, approach them. They identify her as a priestess of Keran, the Evil Lord of Night and Fears. She and Voshimma know each other. The evil priest is critical & condescending about their efforts, and while imposing she and her impish fiends don't seem to be threatening, they are keeping an eye on the same blood gate.
When the evil priest hears about the Ice Sword, she sends one of the imps away. She offers the team help, at first they politely dismiss, but she tells them that she is no ally to the Ice Queen...Voshimma confirms this and says that the Knights of Keran are always willing to help take down undead or other enemies. The dark cleric tells them that they are heading in the wrong direction, the blood pool may potentially weaken creatures or items, but there are no divine items here, they should be
looking elsewhere, somewhere with a potential for hidden magic. Both Allfray and Virgil have the same thought at once - the vile pool above in the main chamber, they make their way back. Almost the same time, one of the imps she sent way comes back and drops a medallion near their feet. When they examine it, the see a snowflake emblem, the unholy symbol of Rowenna, goddess of the ice and lady mistress of undeath. When Virgil takes it his hand freezes, but Alfray casts a spell to shield him
from any further debilitating effects.
They head up, then out to the well, the only spot that hasn't been poisoned or harmed to investigate. While not holy, it is certainly clean, Bahlgrim descends, and the pool itself while clean, there is no connecting passageway to the pool in the building. They go into the main chamber, and decide it is best to heal the bathing pool, and determine the water from the well is the best plan. They decide to distract the large snake like creature while dumping buckets and wineskins of the well water into the pool. The plan somewhat works, the water does heal the poisoned water to a limited effect, but the creature doesn't need to be distracted, it notices them, but ignores them and sinks back into the water. The poison of the pool cannot be fully cured, but they can see a set of descending stairs.
The team decides to head down the stairs, as Virgil goes into the poisoned water, the unholy symbol congeals the pool's water very similar to it freezing solid, as it settles, it allows easy passage down into a connecting room below. The room smells of death and vile substances, they head to the connecting passage right away...as they do they come into a much longer area, filled with many carved metal plaques placed on both the floor and walls. Both the cleric and Bahlgrim recognize this as a place where dwarves are interned. As they make their way further into the room, they see a group of shambling humanoid figures move towards them, Alfray shouts – ghouls!
Allfray raises his holy symbol and commands the undead to depart, but their connection to the mortal realm, here in the crypts is far too strong, and he fails in the attempt. The undead are the first to slam their claws into both Phlannel and Allfray, and they both fail in their first round to connect. Voshimma – their undead hunting Jackalla companion steps up into the fore. On the second round, the Jackalla and the Lumberjack take claws, as they both tear into the undead, as the hunter's blade and the lumberjack's axe connects, at the same moment, the cleric takes a step back, calling forth a spiritual weapon to slam into one of the undead, as the cleric begins to heal his comrades. As each round steps up, slowly the team takes down the evil undead, taking limited damage as they co-ordinate their attempts. At the end, the cleric has used much of his spells, but had used only limited turning success. Virgil searches the body, finds some coins, keys and insignia of ranger militia. The cleric makes sure to bury them permanently with his Holy Sand.
They move forward once again, and enter a new much larger room, this one more than one hundred feet wide, with eight prison cells along the sides. Most of them are filled with, a humanoid with leafs skin, a Construct, a female with a snake lower half, a minotaur with massive horns, an old wrinkled woman, and a three headed puppy dog. There is also a large statue of a fifthteen foot tall human in very impressive armor, holding a sword and a lance spear. The Minotaur demands to be let out, promises rewards if they group releases him, the cleric asks why he is imprisoned, the minotaur says bluntly he went on a killing spree – then rages at himself for admitting the truth. These cells, Voshimma explains the prison compels the prisoners not to lie.
Above the cells of the Leafy-humanoid, the Snaky female, an empty cell, and the three headed dog a black rose flower emblem of the Dark Lord Keran, showing that they are their responsibility. Voshimma explains that the varying prisoners are technically guarded by their different jailers...
The cleric asks the leafy woman her story, and she explains that her name is Azania, and she was caught looking for a magical device, a seeder staff of her people, needed to help them move podlings (children) to a safe spot, she was caught looking in some of the prison cells. The cleric is moved by her story, but the Jackalla Knight warns them not to judge the prisoners, they are not responsible for the prisoners and she will not help them if they unlawfully release anyone. Azania explains her goal is not personal, it is to help her people, and she would be willing to do anything to help her podlings. Allfray feels her imprisonment is wrong, but Voshimma explains that they cannot violate the prison, there is a process, and they simply cannot break someone out. He is not convinced, but goes to the next prisoner marked by the black rose.
The snake lady, Osa, explains that she she is a creature from the celestial heavens, come to help Knights in a part of the world called Tharon, a notorious human nation in the South. She was framed for a crime she did not commit, but she accepted a punishment here on the mortal plane rather than be banished and unable to return. She has the means to be freed legally, she needs for them to contact any obelisk of the Chai-Nall, they will arrange to provide the restitution, so she can be freed. None of the team recognize the divinity, but Allfray agrres to contact them to assist.
Voshimma and the cleric begin a conversation about the rightness on their plan of action, to free the prisoners, anyone that's good, but Alfray objects seeing the system is corrupt and many of them shouldn't be in here. She reminds him that there are individuals of various beliefs and ethics, everyone could be seen from a certain perspective to be innocent or at least not guilty enough to be in a place like this. But it was a lack of proper courts and process, that some of these people were in a place like this...
During their heated conversation, the Mechanoid speaks up, he tells them that he can probably help them as he has significant knowledge of the prison. When asked what he was doing in the cell, he explains that he was imprisoned for failure of completing his tasks. Although guilty, he did not believe the sentence was fair but it had run it's course, he should have been freed if his original jailers, his clockwork brothers were still the prison guardians. He asks them to look at his prison door, there is no lock, he stayed in the prison out of respect of the institution, not because the site could physically detain him, but he would not open the door. If they could free him, he would help them complete their mission. After conferring with his colleagues, they agree and open the door allowing prisoner, Z1-774 to walk out.
It explains that his mechanoid kin were once the keepers of these jails, after the Hunter's failure to keep their Holding cells safe, they took it over for a long while. Others, especially, Keranic Knights and the Phaetox have stepped in, but in return keep their own prisoners here, those they find especially troublesome, here in the Core. He knows the place very well, not all of it's secrets, but most of them. They begin to ask each other some questions, but it is Voshimma that mentions it is best not to speak here in front of the others, so they retreat to the previous room.
Phlannel believes he might know where Azania's staff is, and tries to knock the staff out of the statues left hand, but with help from the others the staff is the same metal as the rest of the statue.
The cleric speaks a little more with the Mechanoid, the Clockwork figure, renown for their durability and faithfulness, while not attuned to devotions, they were free thinking and could decide things on their own, unlike others of their spring-kin. If one looked at the metal figure, it looked very similar to any humanoid, but upon closer inspection, one could see the metal bindings and screws that made up their individual parts. As Z1-774 answered his questions about where it would be best to secured items, they realized that the hidden Central Prison Room was the most protected locale in the prison. They went back into the room and looked around, the large statue stood out the most, and they went behind it, and started searching, eventually they find a hidden set of stairs heading down beneath the statue. They find a secret room, and three items of note: a staff with a nest of seeds, a helmet radiating nasty evil, and a sword box covered with three black roses, which is the Sword of Ice that they were quested to find. They take the Sword box and the Staff.
Phlannel goes to the staff, and sees that it has rooted itself to the wall, many small vines growing out. He removes the vines, and it immediately straightens up. It is not emanating magic but when he grabs it, a greenish energy covers his arm, and slowly starts to change his body colour. He lets go of it, and the magic, the life-energy slowly drains from him. He wonders, is this safe? Both the cleric and slayer ally believe it is. As he seizes it, his body continues the change, and after a few minutes he stops breathing, but he is alive but more as a plant now than a human.
The cleric and Jackalla look upon the black box, they both sense the evil magic inside it. They are unsure if they are able to open it, but the cleric realizes this is perhaps the way around it, if the box is removed without opening it, will the undead protector still be summoned? Voshimma confirms she thinks this should work, it would be a way to get it out of the prison but she says, that is what she needs, that is what she wants. Allfray says that it is better for them to remove it without Savro finding it. Their Mechanoid ally is surprised at this, he knows of the faun, Savro, this ally of the fey is someone they can trust on missions, he has connections to the heavens. He may not be lawfully bound, but he is someone who helps, always. Allfray is surprised, after being warned by the paladins, now he is unsure...but Z1-774 reiterates, his people may not have trust him with secrets, but he was an ally especially if it weakened evil.
They emerge from the storage, and they immediately see the exclamation of Azania, the leafy humanoid, as her staff is found. The cleric tells her that they will return the item to her people and will do everything they can to free her from prison. They are unable to hide the box holding the sword...can they get it out of the prison without being spotted by undead or anything else. They are soon being hailed by a group of paladins, requesting them to join them back to Knight's Grove. They see a familiar face, Savro, their fey contact. He pulls them aside and explains that his contacts requested for him to be here at the abandoned Mathai prison as soon as he could. Allfray is unsure, but uses one of his detection spells to determine that Savro isn't evil, and while he is certainly not someone liked by the paladins, he is someone they should learn to trust.
Each day going back to the Fortress, they realize they are being followed by a group of Dark Keranic Knights, but every day they are joined by more Paladins and fey into their convoy, helping their logistics. They arrive safely, and the cleric arranges a meeting with Vessi, high cleric of Japeth, leader of the community. Allfray explains that they have found the ice Sword but even more, that Savro is exactly who and what he says he is, a fey, and a strong ally. Vessi expresses her disbelief but will leave him (Savro) as there is no proof, and he does always seem to come through for them. Vessi tells him if his team is willing, that she will provide some missions for them.
On the first evening, the team along with Savro gathers at the obelisk, and they witness a simple but powerful ritual. Savro's words open the gate, allowing a portal to another world to appear, and out from it a large Lion Humanoid along with eight bright skinned angelic figures. They are unable to directly handle the box, so they use binding chains of light to seize the box and carry it into the portal. The Lion gives Savro four elixirs as payment. When they have departed, Savro gives each of the party members one of the celestial elixirs, explaining they can either gain a permanent once a day spell (3rd level or lower) or have a permanent +4 to one their ability scores.
* * * * * * * * * * * * * * * * * * * * *
Aftermath
The rogue Virgil has plenty of fun drinking, gaming and taking little things from many of the visitors in the camps. His parties actions have increased their visibility but also their trust, enabling him access to much more than before. He learns of the scandals of many of the Nobles, as most of them are unhappy about serving here, but being dutiful Knights, they are bound to obey. Yet, there are others, who like him, are with teams, he learns of their missions, and their stories, gleaming about the legends of magic devices.
The cleric Allfray is bound to the Obelisk, to study, pray and learn. He too makes connections, as many of the Knights and soldiers look to him for wisdom, but so too, many fey. He learns of the forest, its inhabitants, and its hidden trails, this is why the Knights are here, the trails lead to many lairs in the forest, and the Rangers no longer have the numbers to protect. Vessi offers him a role at
the Obelisk, but he turns it down, his road for now is still on the path.
Lumberjack Phlannel stays as little as possible in the fortress, he prefers to be in the wilds now more than before. He feels pulled as he hears the forest in a new way, being apart of its spirit. Yet, he knows he can walk away, put the Spear down and be himself. Yet, he knows he is bound to help them. The woodlings, as most call the plant-people, need help and he feels he knows the path to go...he starts asking questions, to learn more about his new task.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts
Friday, 20 July 2018
Thursday, 28 June 2018
Session Nine - Into the Crypts
The team awakens, and in their morning meet. Virgil explains to them, they have been hired by their fey contact, Savvo to find an Ice Sword, in an abandoned Mathai fortress, it should be either within or near a crypt. They gather supplies and make arrangements to travel with the Japeth Knights, as they have patrols going out daily to ensure the forest is safe. Their primary rule, this is the fey forest, so while the magical buggers may be annoying they are the rulers of the forest.
The forest is quite deep, and the patrols stick to the well-traveled roads. On the first day they encounter a hunting trio of ogres that the Paladins easily handle. On the second the team meets a group of dwarven traders, with many small, specialized kegs of alcohol; their comrade believes these dwarves have invisible protectors, which is why they are very carefree in this fey-filled forest. On the last day of their travel, the Knights run into a group of other-worldly creatures, red-scaly-skinned humanoid hunters with sharp black claws and horns called schir demons. This battle lasts far longer, and while the knights do emerge victorious, they took substantial losses. The cleric steps up to heal the injured knights, who is given 90 silver as tribute. It isn't long on their fourth day of travel that they encounter the fortress, that looks quite like a small church; Allfray tells the Knights their mission is inside, the Soldiers of Japeth retort that their teams pass by here every 2 or 3 days, they will make sure that others groups check on them.
The group scans the large two story building, it has two completed towers, and a third either incomplete or half destroyed. Virgil is determined to climb up the half finished tower. Before he gets to the top, realizes there are a few windows near the half-way mark and tries to go inside the nearest one to him. As he tries to open the window, Allfray and Bahlgrimm the Dwarf warrior spot a green skinned winged humanoid crawling towards him. The cleric responds with a thrown hammer at the creature - but misses. The rogue realizes something is wrong when he is cut by a claw, as he sees two more of these green skinned creatures crawling towards him, He immediately starts drops down, trying to get away from these goyle like beasts. The cleric casts spiritual weapon, hammering one of the creatures as the rogue dodges any other attacks. While difficult to spot, the group sees at least half a dozen of these creatures crawling over the roof. These are a gargoyle cross-breed, but more than this the group is unaware.
They decide to change their tactics, and approach the front doorway. The gates have long since been ripped away and they see patches of blue and green grass, on the far left an excellently maintained well, and on the other side, to Allfray's dismay, a destroyed obelisk. As the cleric approaches the stone monument, he notices that none of the debris is around, everything broken off is gone. As he steps closer to the betrayed he starts to feel his divine magic empty from him, his own symbol of light drain of energy. Shaken, he stays more than twenty feet away, far enough for the magic to slowly refill him; he is torn, he wants to know what happened to the obelisk, but is afraid of going too near again. What happened to the obelisk guardian - the angelic figure that protects the holy site? The well, unlike everything else here is full, and in good condition. The large wooden front doors are in terrible condition, and they can easily make their way through.
Going into the large open room, it has huge pillars on the sides, a large rectangular pool filled with abysmally dirty water and half-decayed corpses, and six cages, one filled with Carcass Undead and three with skeletal ones. The upper ceiling has beautiful art, but now much it is in very poor condition, some of it still stands out, showing the beauty of the forest and the many creatures within it. Allfray states that this was a place of worship, but probably not a temple.
Allfray the cleric bashes one of the undead in a cage, and after a moment it slowly regrows. This is what the cleric was afraid of, the undead would regenerate...they could release them from the cages, but it was better for now to keep them inside. Virgil knows the stories of pools often being the primary receptacle of offerings, where coins and gems often dropped in, payment to the spirits. He throws small marbles into the pool, as they land in the water, a large grey coloured tentacle breaks the surface, and sway along the top. The size of the tentacle betrays the pool size, it looks too large to be here, Virgil steps back.
Towards the back of the room, a large ripped curtain still barely holds up, with two doors near the back corners. They take one of the doors, which has a small hallway heading towards half a dozen, tiny private rooms, similar to the priestly rooms Allfray lived in at his complex. All of them were stripped of anything personal, but everything was carefully removed, remarkably clean. It strikes the team, that the entire area is very clean, no dust, no debris a very sterile environment. Some of the other items found was a set of stairs heading down, another set heading up along with a Knight-like statue holding a purple sword and shield (purple is associated with Casna, god of Order.)
They eventually find a fresco, a carpet painting, with a background of an obelisk with many wonderous creatures on it, behind it is a blue metal door, but no apparent key-hole or other opening latch. Virgil tries to open it, but as he does a vaguely humanoid face appears within it, asking him what he wants. No answer he gives placates the door guardian but it is more receptive to Allfray the cleric's request to open. The door opens and the group sees a small room with a two foot tall obelisk, a small pool and a hooded humanoid - who grabs a weapon at their sudden appearance.
The two sides speak, tersely at first, as the lone figure is unsure of them. After a moment he removes the hood to show her jackal headed face, she is a Jackalla, a figure renown for keeping ritualistic burials in the city within the mortuaries known as the Towers of Silence. In wilder areas they are respected for their undead hunts, for destroying the vile beasts. She explains that she like others of her kin are waiting for the presence of the Aspect of Unliving, to destroy. Others of her kin are nearby, and will help. When asked what they are doing in the Burial Crypts, Virgil tells her they are seeking a Sword of Ice. The Jackalla explains they are far from the first group to seek it, but they like the others will probably fail, as it is hidden within the crypts, but even her kin are unable to find it. When asked what will happen, she explains that this is the warning that many of her kin believe will release the Aspect into this world, and when that happens, she will take it down.
The cleric vows that they won't provide the Ice Sword to Savvo their patron, but they still want to find the item. When asked if the has any proof that could implicate Savvo, with the Japethian Knights, she doubts it, as she doesn't have enough proof for a legal court but the Anubian Knights generally don't bother with courts, as they simply find and execute their quarry. But if they could get him arrested, her kin would be very happy as they have long suspected him of dark dealings. So too the Casnian Knights of Order, but they are strict disciples of law, great allies of both the Quannian and Anubian Knights. When asked why the fey would work with such a figure, the undead hunter laughs, the fickle fey care little about honour or law, while not evil, they are chaotic and self-centered, useful allies but only for a task or two, they have their own intentions.
Allfray asks if she can go with them, to find the Ice Sword. She agrees, introducing herself as Voshimma, Guardian of the Zare. Since nighttime is approaching, she recommends them staying in her room, as the more powerful spirits are active at night, but the physical ones are roaming all day long. She leads them to the set of stairs which goes down into a series of crypts and mass burials. Periodically she explains some will have undead emerge, while her people are unsure of which, some of the crypts have tunnels that lead out of the building.
They first make a circle around the lower area, Voshimma explains that this was originally a crypt for animals, but it was eventually changed to a humanoid burial due to ongoing battles. None of the crypts are permanent, as the bodies as per custom are laid to rest for twenty-five to fifty years, then sealed within a longer internment spot. Her people didn't begin the process, but are maintaining it, as custom is so important. Virgil mentions about the subtle temperature changes, which Voshimma is unsure about, he takes the team back to the stairs heading down, poking around, finding a false panel...opening up into a small, tight passageway. (after I had prepped the dungeon maps, grrr.)
Opening the area up, they go through, the Jackalla is quite surprised, all of the secret areas should have been sealed. In a few moments they find a ladder tree, and make their way down. Even before getting down, they see the movement of soldiers, four skeletal figures heading towards them. The cleric shows their holy symbol calling upon his faith to return the undead to eternal sleep, as the bright light emerges, two of the skeletons are held at bay. Voshimma runs forward, their black scimitar already out, smashing the two other undead abominations, this was her people's calling, this was what they lived for, this was what she had trained for and there were no one better at this task than her kin. Once there are no other active undead mobile, the cleric relaxes, and concentrates, and takes back the turning energy, regaining the used turning. At the same time, the rest of the party demolishes the two previously turned undead.
The tunnels are rough, and cut out of the natural stone, very unlike the crypt they came from. The passageway heads in both directions, they choose to go east and head towards a curve in the passage. As the rogue and jackalla head thru, they must immediately dodge as sharp, rock-like beings are dropping down, trying to pin them. They get through, and see the upper corner is filled with these rock beasts. Though injured, they can smash the piercer rocks to ensure safe passageway. They go around and see what is on the other side of the corridor, except they pay more attention to the sides, and walk slowly, carefully along the walls to not disturb the natural rock beasts that are again at the top of the roof. As they move past they see the passageway loops around, and on the other side, a large red pool, both the rogue and Jackalla realize this is a pool of blood, thirty feet across, about ten feet wide.
Friday, 1 June 2018
Episode 7 - Circling the City
Allfray, the cleric awakens, and the same as every other morning, along with his Brothers & Sisters greet the morning sun with prayers, there are no strangers at the Obelisk unlike last night, but he is cautious. The dwarf Bahlgrimm slowly awakens, but he is alone in a tenderfoot pub having overindulged with his blue fairy friends. He learned many of their songs, and picked up some of the fey tongue as well, but most surprising is his hand is marked with a small blue mark, while he is unsure of its meaning, but knows it is a blessing from his new small fey-kin friends. Their sorcerer Solauder played it safe, returning to his drover allies, he spends most of the night in a common room, reading over books, and studying his magic spells. He knew there were always the Towers, but he did not have the coin or membership to study in any of those places.
The cleric is careful leaving his monastery, wanting to get a good view all around in case he is being followed, he casts detect evil...and sees a presence of two black ravens flying overhead. Black is the colour highly associated with Keran, God of Night and Fright - an almost exact opposite of his own goddess, High Lady, Quanna. He was uncertain if they were watching him, but their presence around Quanna's obelisk was quite unusual. None of his brothers know what could be going on, but without knowing his mission, couldn't really give him specific advise.
The group goes right away to the river bridge, the first spot on the map, and survey the area. A huge bridge, made in a much older style than the majority of the city brick-works. There are twenty empty flag poles on each side of the bridge, most are in very good condition, but none have flags. While the bridge is not busy, there is constant movement of activity between city sections. They slowly walk forward, casting both detect magic and evil spells. Around halfway across they spot two cloaked humanoids working at a flag pole and a third around twenty feet away from them.
The group shouts a warning, but they are ignored. As they approach, the group tries to figure out what the cloaked figures are doing. Moving forward, the two solitary figures turn and cast spells towards them, the cleric retaliates by casting protection from evil. The fighter dashes forward, immediately lashing out with his axe, but he is not concerned with the cultists but strikes the flag pole... the reverberations echo out and reveal to him a secret, the Great River from the basin below still runs. They cannot see it, but in the echoing noise, he sees that which is hidden. The fighter strikes again, as the sorcerer releases magic missiles, as the cleric tries to hold them still with a spell. Their combined force brings down the two, and as they turn towards the last of their enemy, has already started running away. They see the flying banner above them only when they touch the flagpole, they use their magic to rip the banner off and direct it down. The city map shows the first area marked by a pink mark where the bridge is on the map.
They then head to the second area on the map, the empty well. A much poorer area, with many tall buildings near-by. The lot looks abandoned, as more than a dozen broken water pails are strewn out along the area. The team looks around and not seeing anything else, glance down the well, realizing
it is an empty well, a sandy bottom. At first, they see nothing else, but eventually they notice a number of small shadowy figures skirting around in the well port. The cleric, confirms they are multiple sources of evil. The sorcerer takes over, taking his time, he blasts them with his sorcerer spells one at a time. Once cleared of the impish figures, the group starts to move down the well.
They go less than twenty feet down when they see a rough side tunnel, which should not be there and they deter through that instead. They head through the side passageway, then reach another drop.They slowly do down, and head down into another rough cavern, when they are attacked by large, thin centipedes. It takes several rounds to put them down, as the centepedes are much faster than anything underground they've seen before, and even worse, their bite inflicts poisonous wounds.
In the center of the unnatural bottom cavern, is a small black pool, they are unsure of the murky substance. The cleric doesn't detect poison but they can't see very well into it. After some hesitation the fighter reaches into the inky substance, he touches something, an arm? A body? All of
the party members agree, he should remove it. He gently removes the body from the dirty water, revealing a small and quite attractive female elfling, a water nymph. The black oil quickly drips off the body, to reveal both her fragile shape, her lovely blue hair and elaborate clothing. The
cleric casts a minor healing effect, not much, but enough to awaken her. Her bright blue eyes open and her face is a youthful figure, she hugs the cleric and then the others and expresses her appreciation and excitement at being awakened. She is angered when she hears her well has been emptied, but tells them she will care for it again, and they can return anytime and she will do whatever she can to assist them. The second mark, a small blue spot appears
on the map.
Next they make their way towards the lesser known spot on the map. Unnervingly, it is close to the temple of Keran. Not just a holy spot, such as an obelisk, but a large structure, with dozens or more of the vile worshipers, known for their horrid acts of faith. They are cautious, but head over. When they triangulate on the map, they believe it is an almost ignored posting board, seemingly in the middle of many things, yet so unimportant to be almost invisible. They cautiously approach, and see the many bit of paper on it, hundreds of notes, to and for and about just about every subject. The wizard casts detect magic again and see dozens of magic writing, but when he meditates, four pieces of magic writing emerge. At the same time, the group realizes they are being watched, a silvery humanoid knight, just in the distance,yet like the post, while not hidden, you could not notice it.
They look on each magical postings, and after reading them realize the are open invitations, if they accept they will be bound to a mission. But how do they accept and which one do they take. They realize the knight has been watching them, watching the post. The approach it and the cleric begins
talking to it, looking for some kind of response, but there is none. Seeing their frustration, their fairy friend emerges from her invisible status, takes the note needed and goes to the knight, saying, "We accept the Seed Tower mission." Now only the single message is still glowing, the group takes
the note and each confirms agreement. The words on the note start glowing as magical etchings show on each of their arms, marking their acceptance of the quest to clear the Seeding Tower. Now a small grey spot appears on their map, marking the posting board.
They go to the Aviary, a tall builidng, formerly a Seed Tower. These are one of the most common types of magical buildings in cities, especially the Spirelands as it is the main way for every population to grow it's food. Most are inhabited by tenderfeet, (halflings in common tongue), who care for the tower and the plants inside. This one, was intended to be converted from a Seedling to Aviary yet for some reason the task wasn't completed. They are unsure of how they get in, as the locks are bolted. They try their weapons, but they are useless on the bolts. They see the birds in the air, the black ravens as before but also golden ones and purple ones and silver ones. They all seem to engage each other, but not in combat, but playful push back.
High above they see the bird entrances, the avians should be able to just fly in or out of the tower, but none of them do. Unsure of what they must do, the cleric and drow try to intrepret the scratched writings on the door. Not exactly a magical script yet it seems to be a ward. Slowly the drow recognizes some of the letters, it matches some of the script on the invite. The drow takes the invite and concentrates, then starts reading out the script in a magical tongue, the sounds coming from his mouth have both an audible and visible form, and as the last words are spoken, they swirl around the caster until landing on the door in a swirl, which opens the locked door.
They push the door to reveal a dark, vast, barren tower, so very different than the seed tower or what it should have been turned into. There are dead vines along the main walls and support bars. They enter the area, and immediately see the shadowy figures flying above. The cleric and fighter turn to each other, knowing what this is, saying - Gargoyles. One of the worst and perhaps best known type of city vermin, they haunt lonely places, seeking both the dead and the injured to turn into more of their sculpted, twisted brethren.
As the group spreads out, some of the gargoyles swoop down, scratching the party members. This was obviously their terrain, able to hide so well in the shadows, to swoop down and claw or bite or seize anyone on the ground. The fighter is the first to notice the cleric's holy symbol, glowing, green. The cleric had never seen or heard this before, but it made sense, the tower as a place of plant mana or energy, this was a place of Holon, the Earth Mother's domain. The drow elf looked at the posting from the script message from the posting board, it too is glowing in the same magical green sheen. As the fighter moves inward, he is attacked more and more by the sweeping goyles, clawing, scratching him. He sees their movement and realizes they are trying to trip him up. The cleric tries to piece this together...why wasn't the ritual completed....what was the ritual? If it was any Heavenly Deity, that would, should have an obelisk, a centre of their faith, but for the druids it should be a pool or tree.
For almost every step he takes, the sorcerer casts bolts of energy, hitting more and more of the goyles. The cleric starts turning, as pockets of green vines burst out, grasping at the flying goyles, seizing them to the walls. But it's the fighter who is barraged repeatedly by the gargolyes, he is who they fear. The cleric yells for the fighter to move forward, to move to the centre of the Tower, but as he does, he sees something hidden, in the back of the tower, he points out a hidden shape, an obelisk, a wooden obelisk!!!? When pointed out, both of his comrades see it and then understand, that is the point they must reach - a perfect balance of the old faith along with the substance of life (wood) but the symbol of new energy (obelisk.)
The elf dashes towards it, reaching it almost the same point as the fighter. They are harassed by a constant barrage of gargoyle claws, the sorcerer is held down, but the dwarf fighter steps forward, he touches the obelisk first, drops his sword and then reaches out for the elf, who passes the quest
note. As the fighters hand connects with the promise note with the wooden obelisk, a green light flashes out, as plants explode out from the obelisk, upwards and outwards, grasping all the goyle figures. A mere moment later the green light dims, but the entire Tower has a huge tree in its centre and dozens of birds fly in.
They see no more gargoyles, as they all seemed to have been consumed by the tree, as there seems to be a balance of plant life in the centre and the dozens of birds at the outside portion of the Tower. Their fairy companion yells congratulations! A final small green dot appears on the map, and the circle is now complete on the map, a colourful circle marks their four actions.
Cut and bruised, the team needs some time too get themselves together, yet minutes later the tower is happily invaded by Tenderfeet and city knights wanting to know what had just happened. The group are lauded as heroes...few knew how to enter the Tower, let alone transform it into the Aviary. But now the hundreds of birds of all kinds are already in the building, flying high above. For the next few days the team is brought back and forth, meeting nobles and Towermen, making connections, telling stories.
* * * * * * * * * * * * * * *
The group is given their payment and they each head back, finished from their duties for this mission. The dwarf Bahlgrimm connects once again with his new found fey friends, and they collectively drink half of his coin, sharing stories and he learns of the fey, their homes, stories and jump-gates. (+3 on all future social fey charisma or wisdom interactions.) They are new allies, ones he knows he can count on, but now his thoughts jump back to his family, and what should be the next steps be for him. He returns to the Wagon, and signs up again for a new mission. (400 crowns; 4000 exp points)
The dark elf Solauder knows he can make connections in the Spell Towers, loose ones anyway with some of the coins at least. He could stay here and work hard, to slowly grow into a respectable position but he hesitates, this is not his home and he realizes there is probably another way to learn what he wants to know. Away from the others, he goes to the Obelisk of Light, and asks to learn the Spells of Light, it was this that best imitates the Fire spells from his home. He then returns to the wagon, and immediately signs up for a new mission. This for now is his home, and while not really content, he knows it is best to stay, and to prepare, for what he is unsure, but he knows something is coming for him. (800 crowns; basic spell advancement; 4000 exp points)
Allfray, the cleric splits his reward with his church - but their gifts more than make up for his offerings. He has learned a lot from the brief adventure, but each time as he is sharing the daily prayer, his eyes watch the strangers, peering to look into their intent. Something is wrong. His dreams show him signs, of himself away from the city, until he wakes up understanding that the temple, this obelisk is not his home anymore, or not now anyway. He needs adventure, he needs travel, he needs to find himself and a way to connect others to the Holy Light. He goes to the Quarnik Maces, and signs up for a mission to travel far from his spire homeland. (400 crowns; 4000 exp points, 7 levels of potions - 3,3,1 or 2,2,2,1 etc)
The cleric is careful leaving his monastery, wanting to get a good view all around in case he is being followed, he casts detect evil...and sees a presence of two black ravens flying overhead. Black is the colour highly associated with Keran, God of Night and Fright - an almost exact opposite of his own goddess, High Lady, Quanna. He was uncertain if they were watching him, but their presence around Quanna's obelisk was quite unusual. None of his brothers know what could be going on, but without knowing his mission, couldn't really give him specific advise.
The group goes right away to the river bridge, the first spot on the map, and survey the area. A huge bridge, made in a much older style than the majority of the city brick-works. There are twenty empty flag poles on each side of the bridge, most are in very good condition, but none have flags. While the bridge is not busy, there is constant movement of activity between city sections. They slowly walk forward, casting both detect magic and evil spells. Around halfway across they spot two cloaked humanoids working at a flag pole and a third around twenty feet away from them.
The group shouts a warning, but they are ignored. As they approach, the group tries to figure out what the cloaked figures are doing. Moving forward, the two solitary figures turn and cast spells towards them, the cleric retaliates by casting protection from evil. The fighter dashes forward, immediately lashing out with his axe, but he is not concerned with the cultists but strikes the flag pole... the reverberations echo out and reveal to him a secret, the Great River from the basin below still runs. They cannot see it, but in the echoing noise, he sees that which is hidden. The fighter strikes again, as the sorcerer releases magic missiles, as the cleric tries to hold them still with a spell. Their combined force brings down the two, and as they turn towards the last of their enemy, has already started running away. They see the flying banner above them only when they touch the flagpole, they use their magic to rip the banner off and direct it down. The city map shows the first area marked by a pink mark where the bridge is on the map.
They then head to the second area on the map, the empty well. A much poorer area, with many tall buildings near-by. The lot looks abandoned, as more than a dozen broken water pails are strewn out along the area. The team looks around and not seeing anything else, glance down the well, realizing
it is an empty well, a sandy bottom. At first, they see nothing else, but eventually they notice a number of small shadowy figures skirting around in the well port. The cleric, confirms they are multiple sources of evil. The sorcerer takes over, taking his time, he blasts them with his sorcerer spells one at a time. Once cleared of the impish figures, the group starts to move down the well.
They go less than twenty feet down when they see a rough side tunnel, which should not be there and they deter through that instead. They head through the side passageway, then reach another drop.They slowly do down, and head down into another rough cavern, when they are attacked by large, thin centipedes. It takes several rounds to put them down, as the centepedes are much faster than anything underground they've seen before, and even worse, their bite inflicts poisonous wounds.
In the center of the unnatural bottom cavern, is a small black pool, they are unsure of the murky substance. The cleric doesn't detect poison but they can't see very well into it. After some hesitation the fighter reaches into the inky substance, he touches something, an arm? A body? All of
the party members agree, he should remove it. He gently removes the body from the dirty water, revealing a small and quite attractive female elfling, a water nymph. The black oil quickly drips off the body, to reveal both her fragile shape, her lovely blue hair and elaborate clothing. The
cleric casts a minor healing effect, not much, but enough to awaken her. Her bright blue eyes open and her face is a youthful figure, she hugs the cleric and then the others and expresses her appreciation and excitement at being awakened. She is angered when she hears her well has been emptied, but tells them she will care for it again, and they can return anytime and she will do whatever she can to assist them. The second mark, a small blue spot appears
on the map.
Next they make their way towards the lesser known spot on the map. Unnervingly, it is close to the temple of Keran. Not just a holy spot, such as an obelisk, but a large structure, with dozens or more of the vile worshipers, known for their horrid acts of faith. They are cautious, but head over. When they triangulate on the map, they believe it is an almost ignored posting board, seemingly in the middle of many things, yet so unimportant to be almost invisible. They cautiously approach, and see the many bit of paper on it, hundreds of notes, to and for and about just about every subject. The wizard casts detect magic again and see dozens of magic writing, but when he meditates, four pieces of magic writing emerge. At the same time, the group realizes they are being watched, a silvery humanoid knight, just in the distance,yet like the post, while not hidden, you could not notice it.
They look on each magical postings, and after reading them realize the are open invitations, if they accept they will be bound to a mission. But how do they accept and which one do they take. They realize the knight has been watching them, watching the post. The approach it and the cleric begins
talking to it, looking for some kind of response, but there is none. Seeing their frustration, their fairy friend emerges from her invisible status, takes the note needed and goes to the knight, saying, "We accept the Seed Tower mission." Now only the single message is still glowing, the group takes
the note and each confirms agreement. The words on the note start glowing as magical etchings show on each of their arms, marking their acceptance of the quest to clear the Seeding Tower. Now a small grey spot appears on their map, marking the posting board.
They go to the Aviary, a tall builidng, formerly a Seed Tower. These are one of the most common types of magical buildings in cities, especially the Spirelands as it is the main way for every population to grow it's food. Most are inhabited by tenderfeet, (halflings in common tongue), who care for the tower and the plants inside. This one, was intended to be converted from a Seedling to Aviary yet for some reason the task wasn't completed. They are unsure of how they get in, as the locks are bolted. They try their weapons, but they are useless on the bolts. They see the birds in the air, the black ravens as before but also golden ones and purple ones and silver ones. They all seem to engage each other, but not in combat, but playful push back.
High above they see the bird entrances, the avians should be able to just fly in or out of the tower, but none of them do. Unsure of what they must do, the cleric and drow try to intrepret the scratched writings on the door. Not exactly a magical script yet it seems to be a ward. Slowly the drow recognizes some of the letters, it matches some of the script on the invite. The drow takes the invite and concentrates, then starts reading out the script in a magical tongue, the sounds coming from his mouth have both an audible and visible form, and as the last words are spoken, they swirl around the caster until landing on the door in a swirl, which opens the locked door.
They push the door to reveal a dark, vast, barren tower, so very different than the seed tower or what it should have been turned into. There are dead vines along the main walls and support bars. They enter the area, and immediately see the shadowy figures flying above. The cleric and fighter turn to each other, knowing what this is, saying - Gargoyles. One of the worst and perhaps best known type of city vermin, they haunt lonely places, seeking both the dead and the injured to turn into more of their sculpted, twisted brethren.
As the group spreads out, some of the gargoyles swoop down, scratching the party members. This was obviously their terrain, able to hide so well in the shadows, to swoop down and claw or bite or seize anyone on the ground. The fighter is the first to notice the cleric's holy symbol, glowing, green. The cleric had never seen or heard this before, but it made sense, the tower as a place of plant mana or energy, this was a place of Holon, the Earth Mother's domain. The drow elf looked at the posting from the script message from the posting board, it too is glowing in the same magical green sheen. As the fighter moves inward, he is attacked more and more by the sweeping goyles, clawing, scratching him. He sees their movement and realizes they are trying to trip him up. The cleric tries to piece this together...why wasn't the ritual completed....what was the ritual? If it was any Heavenly Deity, that would, should have an obelisk, a centre of their faith, but for the druids it should be a pool or tree.
For almost every step he takes, the sorcerer casts bolts of energy, hitting more and more of the goyles. The cleric starts turning, as pockets of green vines burst out, grasping at the flying goyles, seizing them to the walls. But it's the fighter who is barraged repeatedly by the gargolyes, he is who they fear. The cleric yells for the fighter to move forward, to move to the centre of the Tower, but as he does, he sees something hidden, in the back of the tower, he points out a hidden shape, an obelisk, a wooden obelisk!!!? When pointed out, both of his comrades see it and then understand, that is the point they must reach - a perfect balance of the old faith along with the substance of life (wood) but the symbol of new energy (obelisk.)
The elf dashes towards it, reaching it almost the same point as the fighter. They are harassed by a constant barrage of gargoyle claws, the sorcerer is held down, but the dwarf fighter steps forward, he touches the obelisk first, drops his sword and then reaches out for the elf, who passes the quest
note. As the fighters hand connects with the promise note with the wooden obelisk, a green light flashes out, as plants explode out from the obelisk, upwards and outwards, grasping all the goyle figures. A mere moment later the green light dims, but the entire Tower has a huge tree in its centre and dozens of birds fly in.
They see no more gargoyles, as they all seemed to have been consumed by the tree, as there seems to be a balance of plant life in the centre and the dozens of birds at the outside portion of the Tower. Their fairy companion yells congratulations! A final small green dot appears on the map, and the circle is now complete on the map, a colourful circle marks their four actions.
Cut and bruised, the team needs some time too get themselves together, yet minutes later the tower is happily invaded by Tenderfeet and city knights wanting to know what had just happened. The group are lauded as heroes...few knew how to enter the Tower, let alone transform it into the Aviary. But now the hundreds of birds of all kinds are already in the building, flying high above. For the next few days the team is brought back and forth, meeting nobles and Towermen, making connections, telling stories.
* * * * * * * * * * * * * * *
The group is given their payment and they each head back, finished from their duties for this mission. The dwarf Bahlgrimm connects once again with his new found fey friends, and they collectively drink half of his coin, sharing stories and he learns of the fey, their homes, stories and jump-gates. (+3 on all future social fey charisma or wisdom interactions.) They are new allies, ones he knows he can count on, but now his thoughts jump back to his family, and what should be the next steps be for him. He returns to the Wagon, and signs up again for a new mission. (400 crowns; 4000 exp points)
The dark elf Solauder knows he can make connections in the Spell Towers, loose ones anyway with some of the coins at least. He could stay here and work hard, to slowly grow into a respectable position but he hesitates, this is not his home and he realizes there is probably another way to learn what he wants to know. Away from the others, he goes to the Obelisk of Light, and asks to learn the Spells of Light, it was this that best imitates the Fire spells from his home. He then returns to the wagon, and immediately signs up for a new mission. This for now is his home, and while not really content, he knows it is best to stay, and to prepare, for what he is unsure, but he knows something is coming for him. (800 crowns; basic spell advancement; 4000 exp points)
Allfray, the cleric splits his reward with his church - but their gifts more than make up for his offerings. He has learned a lot from the brief adventure, but each time as he is sharing the daily prayer, his eyes watch the strangers, peering to look into their intent. Something is wrong. His dreams show him signs, of himself away from the city, until he wakes up understanding that the temple, this obelisk is not his home anymore, or not now anyway. He needs adventure, he needs travel, he needs to find himself and a way to connect others to the Holy Light. He goes to the Quarnik Maces, and signs up for a mission to travel far from his spire homeland. (400 crowns; 4000 exp points, 7 levels of potions - 3,3,1 or 2,2,2,1 etc)
Thursday, 24 May 2018
Thirteen Questions Number IV
A simple and fun way to add detail to any city.
The Thirteen Questions Template Number IV
1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of balance. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to moving silently, while many believe this is simply a dance it is actually a deadly martial art. Adherents come, sway, meditate and learn. After ten days of continuous study players can make a wisdom DC 20 to learn +1 on a single attack no more than once a day on physical attacks that do not involve weapons. Adherents can come repeatedly, each time the DC increases by +5, doubles the amount of time needed to gain another +1 to non-weapon attacks. They do not gain extra damage when invoking the ability.
2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
Xaxxoz is a Purple Spectator that owns the Rung, a shop that specializes in climbing, mining & delving equipment. It is a rare species, a purple skinned sentient ball with one large middle eye with eight more eyes on smaller stalks. Though it has no hands or feet, it levitates items to move things around. One cannot lie in its presence if it's looking at you. It charges reasonable rates to buy items, but it is just as interested in buying equipment from adventurers, especially if the item is old and has history. It has strong connections with the Obelisk of Casna, whose followers speak of speak of law, custom and order.
3. Tell me about someone who sells something illicit in this neighborhood
Fessel & Drool - An Imp duo that supply arrows, daggers and other pointy things that are full of Nectar (poison). This poison is not local, and what is more bizarre is that it does not detect as poison. Many local thieves and other cut throats see the pair as their best source. Lots of vials are available, quickly and at good prices. They also have antidotes at much higher prices. The only reason they haven't been arrested is they ensure that law enforcement is provided with any antidote needed. The Nectar poison is a red or orange liquid that quickly evaporates after applied, It lasts for 3.5 hours and inflicts 2d12 dmg or quarter dmg if the save is made, Save DC 18, Constitution based.
4. Tell me about a powerful wizard or warlock in this neighborhood
Resek D'Vannor - a red skinned humanoid with black horns and claws that on immediate glance has the appearance of a typical devil, yet identifies as a mortal creature in all other ways. His magic is devoted to artistic body modification. He gives tattoos and piercings, many of which work the same as magical rings one finds in treasure hoards but they last for a much shorter period. He will often trade favors instead of accepting payment, taking action in kind before he gives his artistic flair. His family name identifies the Vannor clan from the Sea of Stones locale, who are human and very rich.
5. Tell me about a feared warrior who lives in this neighborhood
Sekk Namin - Quillian 12th level Monk. The Quillians are sometimes called porcupine-kin, but they are little known in the spirelands and there are no tribes nearby. It is rumored that she was the survivor of a Gammorec raid that wiped out her tribe but she has stood resilient and ready and ever peaceful. She has some wealth attained by going on missions, but she disdains open display of stature. She has no enjoyment in underground quests, she is always open to above ground quests in forests or swamps. She loves seeing and helping her people, but it is quite rare.
6. Tell me about someone who is wealthy in this neighborhood
Unit Five-Five Wuin (last name pronounced like "One") - is a rogue modron, that came to the city and made quite a name for itself in completing quests. It is a contractor, finding people who do unique jobs for unique payments. It will often accompany his teams but is more interested in scrounging things than hunting. It has connections to Other Land creatures, both for trading and information. It is unable to enter chaotic lands, especially temples or obelisks dedicated to chaotic gods. Yet, it is able to teleport to any lawful lands, especially those it has already traveled to. Not really liked as it is very greedy and self-centered, but tolerated because it helps and often gives very strange but always useful advice.
7. Tell me about someone you can go to for help in this neighborhood
Unnez - A Tenderfoot (Halfling) cook and restauranteur. She is an escaped slave and former highway woman that made a name for herself in daring robberies. This changed when she went rogue to help a pregnant dwarf, that unknowingly happened to be a very rich royal that has since helped her go legit. She has since skittered the law and authorities helping them in just causes, or assisting the other side if called for. Both sides in the city respect her, as she seems to show no bias. Her restaurant (Uni's Delights) is close to the Quanna Obelisk. Most times she serves guests food without them ordering, and it is quite rare for anyone to turn the food away.
8. Tell me about someone you can go to for information in this neighborhood
Quissino a stunningly beautiful nyssian nymph (Cha 25), known for her private dances and whispered words of delight. Her dancing is her means of whispering info to her clients, and she charges them incredibly high prices. Nyssian nymphs do not petrify, rather they freeze limbs at a touch. Well known both for her beauty, her voice and her utter disdain for charity - she respects those who take action. She has a handful of suitors that she gracefully plays with, wanting to keep them nearby for her protection and favors, but not so close that they will expect permanent companionship.
9. Tell me about a gang or criminal organization operating in this neighborhood
The dreamers are a cult that are assigned to watch victims and pay very careful attention; by rule they are not supposed to communicate, merely watch. They then are paid when they get a juicy piece of gossip or secret that will take down their target. It is not entirely sure if they are physically located in the city, They have a Dream-Inn where potential clients must rent a room for the night and propose their project in their dreams. All victims experience the crime inflicted, in a dream but when they awake the events have actually happened.
10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
Reachers, is a popular cabaret where Zagu, a Flumph, runs a very well known hang-out. He has many elven and tenderfoot staff who serve his concoctions, and many types of foreign creatures come to dance, sing, play or non-lethally duel on a floating battle-mat. Not a great place for a negotiation, but many parties happen here. Flumphs normally reside in the underground, Zagu has acquired an odd weakness that means he must be in light (natural or artificial) at all times or he starts to weaken. He does not talk, he communicates telepathically as long as he is touching the person.
11. Tell me about an ongoing problem in this neighborhood
While not considered deadly, the night gremlins have been an ongoing plague in the area for awhile. There was once a open bounty on them as they can spread incredibly quick, but now it is assumed there are only a dozen or so at any given time.
12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Daazig is a Jahlen game combining climbing and jumping done in an abandoned Seed Tower. The Jahlen are Horn-kin, a Minotaur sub-group who reside in virtually every mountainous region in the world. This sport is part of their training regime, except they do it naturally, which means falling means harsh injury. The Seed Towers are Tenderfeet growing towers, used to grow 95% of all plants in the spire cities. They have a natural safety mechanism as there is a levitation function in the centre of the Tower, as long as the falling person can push themselves inwards, they are protected from lethal damage; lots of injuries still happen though,
13. Tell me about a food or drink that is popular in this neighborhood
Loppal - a reddish-white concotion made from fermenting fazzen spider eggs. A bitter tasting brew, it seems to have a side benefit of increasing fertility in women and intimacy effects in many men. Some humans and elves are willing to pay hundreds of crowns for a taste. It is rumored if the imbiber cannot feel love, the brew is a bitter, deadly toxin (DC 30, 2 dmg / hour; Max 30 dmg.)
As always a thanks to Jack Shear...sp
The Thirteen Questions Template Number IV
1. Tell me about a church, temple, ashram, etc. in this neighborhood
Obelisk of balance. An obelisk is type of stand-alone religious site that attracts followers for its special focus. This obelisk is dedicated to moving silently, while many believe this is simply a dance it is actually a deadly martial art. Adherents come, sway, meditate and learn. After ten days of continuous study players can make a wisdom DC 20 to learn +1 on a single attack no more than once a day on physical attacks that do not involve weapons. Adherents can come repeatedly, each time the DC increases by +5, doubles the amount of time needed to gain another +1 to non-weapon attacks. They do not gain extra damage when invoking the ability.
2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks
Xaxxoz is a Purple Spectator that owns the Rung, a shop that specializes in climbing, mining & delving equipment. It is a rare species, a purple skinned sentient ball with one large middle eye with eight more eyes on smaller stalks. Though it has no hands or feet, it levitates items to move things around. One cannot lie in its presence if it's looking at you. It charges reasonable rates to buy items, but it is just as interested in buying equipment from adventurers, especially if the item is old and has history. It has strong connections with the Obelisk of Casna, whose followers speak of speak of law, custom and order.
3. Tell me about someone who sells something illicit in this neighborhood
Fessel & Drool - An Imp duo that supply arrows, daggers and other pointy things that are full of Nectar (poison). This poison is not local, and what is more bizarre is that it does not detect as poison. Many local thieves and other cut throats see the pair as their best source. Lots of vials are available, quickly and at good prices. They also have antidotes at much higher prices. The only reason they haven't been arrested is they ensure that law enforcement is provided with any antidote needed. The Nectar poison is a red or orange liquid that quickly evaporates after applied, It lasts for 3.5 hours and inflicts 2d12 dmg or quarter dmg if the save is made, Save DC 18, Constitution based.
4. Tell me about a powerful wizard or warlock in this neighborhood
Resek D'Vannor - a red skinned humanoid with black horns and claws that on immediate glance has the appearance of a typical devil, yet identifies as a mortal creature in all other ways. His magic is devoted to artistic body modification. He gives tattoos and piercings, many of which work the same as magical rings one finds in treasure hoards but they last for a much shorter period. He will often trade favors instead of accepting payment, taking action in kind before he gives his artistic flair. His family name identifies the Vannor clan from the Sea of Stones locale, who are human and very rich.
5. Tell me about a feared warrior who lives in this neighborhood
Sekk Namin - Quillian 12th level Monk. The Quillians are sometimes called porcupine-kin, but they are little known in the spirelands and there are no tribes nearby. It is rumored that she was the survivor of a Gammorec raid that wiped out her tribe but she has stood resilient and ready and ever peaceful. She has some wealth attained by going on missions, but she disdains open display of stature. She has no enjoyment in underground quests, she is always open to above ground quests in forests or swamps. She loves seeing and helping her people, but it is quite rare.
6. Tell me about someone who is wealthy in this neighborhood
Unit Five-Five Wuin (last name pronounced like "One") - is a rogue modron, that came to the city and made quite a name for itself in completing quests. It is a contractor, finding people who do unique jobs for unique payments. It will often accompany his teams but is more interested in scrounging things than hunting. It has connections to Other Land creatures, both for trading and information. It is unable to enter chaotic lands, especially temples or obelisks dedicated to chaotic gods. Yet, it is able to teleport to any lawful lands, especially those it has already traveled to. Not really liked as it is very greedy and self-centered, but tolerated because it helps and often gives very strange but always useful advice.
7. Tell me about someone you can go to for help in this neighborhood
Unnez - A Tenderfoot (Halfling) cook and restauranteur. She is an escaped slave and former highway woman that made a name for herself in daring robberies. This changed when she went rogue to help a pregnant dwarf, that unknowingly happened to be a very rich royal that has since helped her go legit. She has since skittered the law and authorities helping them in just causes, or assisting the other side if called for. Both sides in the city respect her, as she seems to show no bias. Her restaurant (Uni's Delights) is close to the Quanna Obelisk. Most times she serves guests food without them ordering, and it is quite rare for anyone to turn the food away.
8. Tell me about someone you can go to for information in this neighborhood
Quissino a stunningly beautiful nyssian nymph (Cha 25), known for her private dances and whispered words of delight. Her dancing is her means of whispering info to her clients, and she charges them incredibly high prices. Nyssian nymphs do not petrify, rather they freeze limbs at a touch. Well known both for her beauty, her voice and her utter disdain for charity - she respects those who take action. She has a handful of suitors that she gracefully plays with, wanting to keep them nearby for her protection and favors, but not so close that they will expect permanent companionship.
9. Tell me about a gang or criminal organization operating in this neighborhood
The dreamers are a cult that are assigned to watch victims and pay very careful attention; by rule they are not supposed to communicate, merely watch. They then are paid when they get a juicy piece of gossip or secret that will take down their target. It is not entirely sure if they are physically located in the city, They have a Dream-Inn where potential clients must rent a room for the night and propose their project in their dreams. All victims experience the crime inflicted, in a dream but when they awake the events have actually happened.
10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out
Reachers, is a popular cabaret where Zagu, a Flumph, runs a very well known hang-out. He has many elven and tenderfoot staff who serve his concoctions, and many types of foreign creatures come to dance, sing, play or non-lethally duel on a floating battle-mat. Not a great place for a negotiation, but many parties happen here. Flumphs normally reside in the underground, Zagu has acquired an odd weakness that means he must be in light (natural or artificial) at all times or he starts to weaken. He does not talk, he communicates telepathically as long as he is touching the person.
11. Tell me about an ongoing problem in this neighborhood
While not considered deadly, the night gremlins have been an ongoing plague in the area for awhile. There was once a open bounty on them as they can spread incredibly quick, but now it is assumed there are only a dozen or so at any given time.
12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood
Daazig is a Jahlen game combining climbing and jumping done in an abandoned Seed Tower. The Jahlen are Horn-kin, a Minotaur sub-group who reside in virtually every mountainous region in the world. This sport is part of their training regime, except they do it naturally, which means falling means harsh injury. The Seed Towers are Tenderfeet growing towers, used to grow 95% of all plants in the spire cities. They have a natural safety mechanism as there is a levitation function in the centre of the Tower, as long as the falling person can push themselves inwards, they are protected from lethal damage; lots of injuries still happen though,
13. Tell me about a food or drink that is popular in this neighborhood
Loppal - a reddish-white concotion made from fermenting fazzen spider eggs. A bitter tasting brew, it seems to have a side benefit of increasing fertility in women and intimacy effects in many men. Some humans and elves are willing to pay hundreds of crowns for a taste. It is rumored if the imbiber cannot feel love, the brew is a bitter, deadly toxin (DC 30, 2 dmg / hour; Max 30 dmg.)
As always a thanks to Jack Shear...sp
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Wednesday, 15 November 2017
Out of the Pits (Pt B)
Starring
Atropa Belladonna, Elven Ranger
Bahlgrimm, a Dwarf warrior
Solauder, Drow Sorceror
Fuantos, Dwarf Soldier (NPC)
Vierna, Human Cleric of Darras (NPC)
The team starts where they left off, at the plant ensconced room. They consider going further in but the trees are so packed tightly in, they hesitate. They can tell it's a fairly small room, but are unsure of anything else within the room because of the heavy leafy presence.
They move ahead in the passageway, and see another locked padded door and leave it alone as it appears to be a locked funerary room. As they go forward, they see a side passageway, with plenty of tracks coming and going, since this is the only place with lots of movement they want to check it out.
As they head into the side passage, a heavy iron portcullis comes down and and they hear the screeching laughs, then see the small yellow eyes of goblins. Bahlgrimm pulls the gate up, just enough for the second dwarf warrior to roll underneath. He rushes forward to take on the pitiful, as Atropa pings away with her bow. Quick enough, they take down some of the goblins as the other ones dart away. Fuantos finds the lever to open the and the rest of the party goes through.
They slowly make their way ahead, being careful not to set off any similar traps. They find a deep pit that covers most of the cave passageway. At the bottom of the sixty foot pit, are sharp spikes and a multitude of snakes crawling around. The team takes quite a bit of time to attack the snakes with missile weapons. After much debate, they decide against going down. They tie ropes to each other to get past the narrow ledges on the side.
They don't have much time before the hear the clanging of boots onto the floor, a small contingent of skeletal soldiers, clad in breast-plate with shields and spears, all marching in formation. The Drow casts a spell of energy, as the two dwarves run in formation up to their foes, bashing them down. All the while the Elven ranger pierces the undead with her arrows. The cleric raises her holy symbol but cries out in pain, she is losing her connection to the divine here. Even with their perfect formation, the skeletons are quickly overpowered and brought down in a flash.
Going further ahead, they see several heavy wooden doors, all well established and enamoured door on the right, no obvious trap or lock., no sign any of them have been entered unlawfully. After the fourth door in a row, they see a heavy wooden bulwark, it covers the full passage width. As they investigate it, the see the tiny flickers of blood everywhere, Atropa believes this is where the skeletons came from, and even worse, where lots of people died trying to get through. But how...where. She goes into a deep trance, she sees in her mind the solution, she sees visions of her walking peacefully through the bushes. If she remains true to the path...she believes she can pass through them. But she hesitates, can it be so easy?
The cleric rips a shred from her bodice and covers her eyes, then simply walks calmly ahead, through the thorny bulwark. When she reaches the end, she hands back blindfold and she reminds them to stay calm, stay true; then, one by one each of her teammates does the same. But Bahlgrimm hesitates, he starts thinking about drowning in the thorns. As he does, the bulwark closes around him, piercing him a dozen times...he struggles to get out. His hesitancy (and rolling number one on the dice.) caused the bulwark to close in on him. Vierna immediately helps the injured dwarf out.
They see a vile pit of blackish bubbling putrescence just pass the bulwark. When they investigate
they see the small bits from previous sacrifices, plus small chairs all around the pit. They almost immediately pass the scene but they eventually look up, they see a three prong rack, used to drop the prisoners into the the black bile, and one body hanging above. Soulauder casts an energy spell, destroying the body. But just a few moments later the see three new, bodies in the rack, while weak they are obviously still alive. The group debates about on whether they should rescue, and come to the conclusion that they could not keep any of the freed prisoners safe, better to rescue them another way.
Moving forward and reach a side door to a much smaller room. This door is open, with a set for three holy symbols. The top, showing the symbol for Lord of Laws (LN - Casna), and the bottom one showing , Lord of Destruction. (CN - Faval) The middle one has a symbol for the Earth Mother (N Holon) has all been torn out. The Ranger looks in and is confused...something about the room is disorienting. She walks out unsure of her next steps. Bahlgrimm steps in to find out on his own and is fascinated, he looks up, and sees a swirling mass of light, and energy and...power! His eyes open wider, as he scans around the small balcony he is on, is there anything that can get him up there. He sees the roots are hanging upside down, hanging up. He starts to climb, but he feels pressure, more pressure with each foot upward, so much so it slams him down to the balcony. He looks up again, thinking about how to get up there, but the calls from his colleagues catches him once again, and he goes back to his group as much as be is tempted to find out what the magical swirl is.
Going further in, they come to an elegant set of wide stairs, culminating in an impressive and very elaborately decorated door. The group approaches, with the ranger taking lead. With some scanning, Atropa notices there is a trap, a false floor. She sets it off, and the see the floor drops...meaning anyone that attempted to open the lock from the stair-top would be dropped into the deep pit. The cleric advises that she has no mana or spell energy left, something near-by is draining her, stopping her ability to cast spells. They carefully search the pit, and find a small control box, which opens the door.
As they go inside, they are surprised at the brightness of the large temple room. Five prisoners, chained to the left and right side. Four huge columns reaching sixty feet up. A large panoramic curtain with a symbol of Keran at the centre fore of the alter 100 feet ahead. Three large, well armed skeletal figures approaching with impressive spears. As the team spreads out, Vierna is walking slowly, painfully. She is in tremendous pain. Atropa spends some time to carefully scan the room, and she determines the curtain, with the evil unholy symbol is causing problems for their cleric. At the same time, in the centre of the room, there is something else, a large presence, an evil otherworldly, figure, stuck in a black pool of goo. It is struggling to get out, to get into this realm. Atropa yells out that she believes it is the curtain that is the source of danger.
The dwarves clash with the skeletal figures, bashing them back. The skeletons have the advantage with reach, but the two dwarves stay strong as rocks – cutting the undead down. Atropa starts to climb, wanting a better shot at getting the curtain. Soulader concentrates on the skeletons he launches some of his energy spells.
At the same time the Drow sees Vierna in a daze, she has dropped her holy symbol and weapon, and has started walking listlessly towards the evil, invisible presence. Wanting to protect their ally, Soulader casts sleep on her which brings the cleric down to the ground. (Player Gaining advantage for quick thinking, to be used at a later time.)
Atropa having reached the near top, fires an arrow at the curtain's binder. It connects, bringing two binding rings down. As it does, a bright light emerges from behind the curtain. The light hits the invisible figure which roars in pain, at the same moment a flash of energy emerges from the creature which rebinds one of the binders.
At almost the same moment, Fuantos drops from a massive blow inflected by the skeletons. Bahlgrimm stays planted, defending his team by making sure none of the skeletons came too close to the spell-casters. Atropa releases another arrow, which cuts down the last few bindings, causing the curtain to drop. (Player Advantage) As it does, everyone sees a huge mirror emanating a heavenly light that for a moment covers the room, blinding everything. It then quickly starts to fade. The light, sign of the Heavenly Queen, purifies everything, banishing the evil presence in the room, both the otherworldly figure and the skeletons.
The team awakens the cleric and they release the prisoners. They determine the cult was using the mirror's magic plus the blood of the prisoners to attempt to release the demonic creature... They needed the mirror to weaken his goo prison, but not the direct light. Once the cleric has her spells, she casts bless on the large curtain, enabling them to destroy it.
Returning to their employers they are rewarded with 250 crowns (gp) a piece for their efforts. The dwarven contingent are saddened at their comrade's loss but they will be welcomed as rock-brothers into their camp for mourning and nourishment.
Exp Points:
portcullis opening – 150 ex points
four goblins - 200 exp points
snake pit – 250 exp points
4 skeletons - 400 exp points
bulwark - 250 exp points
Stairs Trap – 250 exp points
3 skeletons - 300 exp points
Curtain & Unholy Symbol - 300 ex points
Mission Completion - 400 exp points
=2500 ex points
600 exp points per player
Atropa Belladonna, Elven Ranger
Bahlgrimm, a Dwarf warrior
Solauder, Drow Sorceror
Fuantos, Dwarf Soldier (NPC)
Vierna, Human Cleric of Darras (NPC)
The team starts where they left off, at the plant ensconced room. They consider going further in but the trees are so packed tightly in, they hesitate. They can tell it's a fairly small room, but are unsure of anything else within the room because of the heavy leafy presence.
They move ahead in the passageway, and see another locked padded door and leave it alone as it appears to be a locked funerary room. As they go forward, they see a side passageway, with plenty of tracks coming and going, since this is the only place with lots of movement they want to check it out.
As they head into the side passage, a heavy iron portcullis comes down and and they hear the screeching laughs, then see the small yellow eyes of goblins. Bahlgrimm pulls the gate up, just enough for the second dwarf warrior to roll underneath. He rushes forward to take on the pitiful, as Atropa pings away with her bow. Quick enough, they take down some of the goblins as the other ones dart away. Fuantos finds the lever to open the and the rest of the party goes through.
They slowly make their way ahead, being careful not to set off any similar traps. They find a deep pit that covers most of the cave passageway. At the bottom of the sixty foot pit, are sharp spikes and a multitude of snakes crawling around. The team takes quite a bit of time to attack the snakes with missile weapons. After much debate, they decide against going down. They tie ropes to each other to get past the narrow ledges on the side.
They don't have much time before the hear the clanging of boots onto the floor, a small contingent of skeletal soldiers, clad in breast-plate with shields and spears, all marching in formation. The Drow casts a spell of energy, as the two dwarves run in formation up to their foes, bashing them down. All the while the Elven ranger pierces the undead with her arrows. The cleric raises her holy symbol but cries out in pain, she is losing her connection to the divine here. Even with their perfect formation, the skeletons are quickly overpowered and brought down in a flash.
Going further ahead, they see several heavy wooden doors, all well established and enamoured door on the right, no obvious trap or lock., no sign any of them have been entered unlawfully. After the fourth door in a row, they see a heavy wooden bulwark, it covers the full passage width. As they investigate it, the see the tiny flickers of blood everywhere, Atropa believes this is where the skeletons came from, and even worse, where lots of people died trying to get through. But how...where. She goes into a deep trance, she sees in her mind the solution, she sees visions of her walking peacefully through the bushes. If she remains true to the path...she believes she can pass through them. But she hesitates, can it be so easy?
The cleric rips a shred from her bodice and covers her eyes, then simply walks calmly ahead, through the thorny bulwark. When she reaches the end, she hands back blindfold and she reminds them to stay calm, stay true; then, one by one each of her teammates does the same. But Bahlgrimm hesitates, he starts thinking about drowning in the thorns. As he does, the bulwark closes around him, piercing him a dozen times...he struggles to get out. His hesitancy (and rolling number one on the dice.) caused the bulwark to close in on him. Vierna immediately helps the injured dwarf out.
They see a vile pit of blackish bubbling putrescence just pass the bulwark. When they investigate
they see the small bits from previous sacrifices, plus small chairs all around the pit. They almost immediately pass the scene but they eventually look up, they see a three prong rack, used to drop the prisoners into the the black bile, and one body hanging above. Soulauder casts an energy spell, destroying the body. But just a few moments later the see three new, bodies in the rack, while weak they are obviously still alive. The group debates about on whether they should rescue, and come to the conclusion that they could not keep any of the freed prisoners safe, better to rescue them another way.
Moving forward and reach a side door to a much smaller room. This door is open, with a set for three holy symbols. The top, showing the symbol for Lord of Laws (LN - Casna), and the bottom one showing , Lord of Destruction. (CN - Faval) The middle one has a symbol for the Earth Mother (N Holon) has all been torn out. The Ranger looks in and is confused...something about the room is disorienting. She walks out unsure of her next steps. Bahlgrimm steps in to find out on his own and is fascinated, he looks up, and sees a swirling mass of light, and energy and...power! His eyes open wider, as he scans around the small balcony he is on, is there anything that can get him up there. He sees the roots are hanging upside down, hanging up. He starts to climb, but he feels pressure, more pressure with each foot upward, so much so it slams him down to the balcony. He looks up again, thinking about how to get up there, but the calls from his colleagues catches him once again, and he goes back to his group as much as be is tempted to find out what the magical swirl is.
Going further in, they come to an elegant set of wide stairs, culminating in an impressive and very elaborately decorated door. The group approaches, with the ranger taking lead. With some scanning, Atropa notices there is a trap, a false floor. She sets it off, and the see the floor drops...meaning anyone that attempted to open the lock from the stair-top would be dropped into the deep pit. The cleric advises that she has no mana or spell energy left, something near-by is draining her, stopping her ability to cast spells. They carefully search the pit, and find a small control box, which opens the door.
As they go inside, they are surprised at the brightness of the large temple room. Five prisoners, chained to the left and right side. Four huge columns reaching sixty feet up. A large panoramic curtain with a symbol of Keran at the centre fore of the alter 100 feet ahead. Three large, well armed skeletal figures approaching with impressive spears. As the team spreads out, Vierna is walking slowly, painfully. She is in tremendous pain. Atropa spends some time to carefully scan the room, and she determines the curtain, with the evil unholy symbol is causing problems for their cleric. At the same time, in the centre of the room, there is something else, a large presence, an evil otherworldly, figure, stuck in a black pool of goo. It is struggling to get out, to get into this realm. Atropa yells out that she believes it is the curtain that is the source of danger.
The dwarves clash with the skeletal figures, bashing them back. The skeletons have the advantage with reach, but the two dwarves stay strong as rocks – cutting the undead down. Atropa starts to climb, wanting a better shot at getting the curtain. Soulader concentrates on the skeletons he launches some of his energy spells.
At the same time the Drow sees Vierna in a daze, she has dropped her holy symbol and weapon, and has started walking listlessly towards the evil, invisible presence. Wanting to protect their ally, Soulader casts sleep on her which brings the cleric down to the ground. (Player Gaining advantage for quick thinking, to be used at a later time.)
Atropa having reached the near top, fires an arrow at the curtain's binder. It connects, bringing two binding rings down. As it does, a bright light emerges from behind the curtain. The light hits the invisible figure which roars in pain, at the same moment a flash of energy emerges from the creature which rebinds one of the binders.
At almost the same moment, Fuantos drops from a massive blow inflected by the skeletons. Bahlgrimm stays planted, defending his team by making sure none of the skeletons came too close to the spell-casters. Atropa releases another arrow, which cuts down the last few bindings, causing the curtain to drop. (Player Advantage) As it does, everyone sees a huge mirror emanating a heavenly light that for a moment covers the room, blinding everything. It then quickly starts to fade. The light, sign of the Heavenly Queen, purifies everything, banishing the evil presence in the room, both the otherworldly figure and the skeletons.
The team awakens the cleric and they release the prisoners. They determine the cult was using the mirror's magic plus the blood of the prisoners to attempt to release the demonic creature... They needed the mirror to weaken his goo prison, but not the direct light. Once the cleric has her spells, she casts bless on the large curtain, enabling them to destroy it.
Returning to their employers they are rewarded with 250 crowns (gp) a piece for their efforts. The dwarven contingent are saddened at their comrade's loss but they will be welcomed as rock-brothers into their camp for mourning and nourishment.
Exp Points:
portcullis opening – 150 ex points
four goblins - 200 exp points
snake pit – 250 exp points
4 skeletons - 400 exp points
bulwark - 250 exp points
Stairs Trap – 250 exp points
3 skeletons - 300 exp points
Curtain & Unholy Symbol - 300 ex points
Mission Completion - 400 exp points
=2500 ex points
600 exp points per player
+2 bump on dwarven etiquette rolls or tunnel / cave rolls
Sunday, 8 January 2017
Company of the Hardened Anvil - Play By Post Style Game
"Company of the Hardened Anvil"
Twenty days to get through the Lair of Sancgen
A small company hired to find a new entrance to the Sancgen, an infamous dwarven site, abandoned years ago for an unknown reason. Dark, evil creatures are rumored to infest the site. The Tower is an infamous site of many battles, but it is the mountainous lands underneath that the party is much more interested in.
Party
Rillo -short haired human female, can appear as a male...quick with blades, heavily tattooed, a former slave with city contacts. Role: Finder (Rogue)
Vassano - male, naive face, halo around his head at certain times, comes from a noble family. Follower of Darras. Role: Spiritual and Combat
Caventh -Hunter - Jahlen ranger, without his golden horns...looking for a way to them to be reborn, has a helmet that copies his innate shape. Role: Animal Trainer and Pathfinder
Unnos - Mystic, bald human male, robed, snake for a familiar that never leaves his arm: Role: Sorcerer
Ennoss -Slender, blue skinned humanoid female with white hair; thin rapier, two daggers. Role: Combat
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Black Tower loomed high over the cascading camps - dozens of organized groups of soldiers hunkered down in their tents. War had come again and again for the soldiers here, as each generation a new monster, a new threat emerged from the depths. Each city and many other had sent small groups here, both to help in the defending and the reaping, to find the unlost treasures among the hordes.
The town of delvers concerned itself with the comings and goings into the Tower, to the Sancgen, where the lost riches of the Dwarven peoples reside. This was the center of the Trade, trails into the heart of the mountains. The tunnels is where many an adventurer are pulled to make their name and find riches.
This party, this small circle of five, came to search, using secret knowledge known only to themselves, of a cache of riches. They assigned themselves jobs here on the surface to learn what they need before going below. The only one among them who had been here before, Caventh, went among the ramshackle tents, to see if he could find a tavern, or a place to find rumours. Rillo and Vassano went among the soldiers, looking for any contacts or connections. Ennos, the otherworldly wanderer and Unnos, the sorcerer, stayed behind in their wagon, trying not to cause commotion.
What next steps should the party take:
1. Find a contact to learn about the camped soldier groups
2. Learn more about the legendary Dark Tower
3. Look for an ally
4. Any other suggestions?
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Twenty days to get through the Lair of Sancgen
A small company hired to find a new entrance to the Sancgen, an infamous dwarven site, abandoned years ago for an unknown reason. Dark, evil creatures are rumored to infest the site. The Tower is an infamous site of many battles, but it is the mountainous lands underneath that the party is much more interested in.
Party
Rillo -short haired human female, can appear as a male...quick with blades, heavily tattooed, a former slave with city contacts. Role: Finder (Rogue)
Vassano - male, naive face, halo around his head at certain times, comes from a noble family. Follower of Darras. Role: Spiritual and Combat
Caventh -Hunter - Jahlen ranger, without his golden horns...looking for a way to them to be reborn, has a helmet that copies his innate shape. Role: Animal Trainer and Pathfinder
Unnos - Mystic, bald human male, robed, snake for a familiar that never leaves his arm: Role: Sorcerer
Ennoss -Slender, blue skinned humanoid female with white hair; thin rapier, two daggers. Role: Combat
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The Black Tower loomed high over the cascading camps - dozens of organized groups of soldiers hunkered down in their tents. War had come again and again for the soldiers here, as each generation a new monster, a new threat emerged from the depths. Each city and many other had sent small groups here, both to help in the defending and the reaping, to find the unlost treasures among the hordes.
The town of delvers concerned itself with the comings and goings into the Tower, to the Sancgen, where the lost riches of the Dwarven peoples reside. This was the center of the Trade, trails into the heart of the mountains. The tunnels is where many an adventurer are pulled to make their name and find riches.
This party, this small circle of five, came to search, using secret knowledge known only to themselves, of a cache of riches. They assigned themselves jobs here on the surface to learn what they need before going below. The only one among them who had been here before, Caventh, went among the ramshackle tents, to see if he could find a tavern, or a place to find rumours. Rillo and Vassano went among the soldiers, looking for any contacts or connections. Ennos, the otherworldly wanderer and Unnos, the sorcerer, stayed behind in their wagon, trying not to cause commotion.
What next steps should the party take:
1. Find a contact to learn about the camped soldier groups
2. Learn more about the legendary Dark Tower
3. Look for an ally
4. Any other suggestions?
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Tuesday, 3 January 2017
Fuuls Running - Quick Adventure Path
Was going to run this at a local pop-up gaming session that fell through, so here it is.
My Pitch
Fools Running - Your team have been hired to find the Fool, a famous elven mascot, lost in a woodland maze. With rumours of undead, ravenous beasts and far worse haunting this local; is your team you hardy enough, brave enough or foolish enough to complete the fool's run? It was intended to be run as a Pathfinder Adventure for 7th level adventurers.
Background
The Maze is a hedge, maintained by the elves for holidays and other special events where they chase the Fool around in a drunken revelry. The Fool is a celebrated elven mascot, a small pink winged cat-like creature, (think Pokemon) that has multiple teleport jumps to elude hunters. Only the Fool can teleport into or around the Maze - those who capture it, are given a great feast and then release it before the next morning.
But something has gone horribly wrong, and teams have gone missing in the woods for the last month. After sending in multiple groups, the Elves have hired you all - brave and noble adventurers to find the Fool or at least, survive the maze and rescue anyone lost inside.
What`s Really Going On
A blood hag witch known as The Collector has captured the Fool and is trying to drain the creature of its magic. Should be the last action the team completes. Some of the other fey creatures
Rumours
For quick games like this, I don't bother with a specific listing of rumours. Instead, I generate them as players interact with the creatures in the maze, if they do charisma or knowledge checks on the monsters.
How to Run: Roll 2d6 for first encounter; then 2d8 and add to the last result for the second encounter, then 2d10 for all others. Regardless of what the team does, they will run into the Collector with 20-30 minutes left in the session.
No exact number of monsters for the listing - adjust to better enable the players to get past the threat
Fool's Wandering Monster
2. Glade of Moss and Flowers, with dozens of sleeping warriors, all standing around DC19 to realize they are cursed.
3. Very Large Wagon, too large to fit into the maze or go through it
4. Waterfall that begins from no where, flows into a small pond
5. 40 ft Ivory Stone Tower; DC 30 to climb,
6. Red Bee Swarm CN, AC 15, Fly 40, HD 7 (35), F +5, R +3, W +5; Swarm (1d8 dmg, Fort 14 to avoid welts), Fly / Perception +11
7. Brownie, NG, AC 17, Spd 20, HD 5 (20), F +4, R +8, W +6; +8 Stick (1d4+3), Spells: Dancing Lights, Confusion, Dimension Door, Mirror Image; Bluff, Escape, Perception +8, Stealth +20
8. Redcap goblin CR 6 / PF 2 / NE
9. Zunnel (long haired fey) - CN, AC 17, HD 11 (60), F +5, R +11, W +10, Resist 10 elemental, +9 Hair (1d6+5 / 15 ft reach), Spells as 9th lev bard, +12 diplomacy, Bluff, Perception +16, Perform +18, Stealth +12
10. Gremlins HD 16, In +3, Spd 30, AC 16, +6 Bite 1d4; +5 claws 1d6, F +5, R +6, W +0, Escape, Perception +5, Stealth +8, Short Teleport (50 ft / 2 day)
11. Living Topiary - CR 4 / PF 4 / N
12. Vazenne Vines - Zig-zag vines on trees, strong natural magic, plant know DC 13. Make Cha / Wis DC 17, to create one type of temp art or msg
13. Scarecrow AC 13, Init -1, HP 42, F +1 R +0 W +3, Scythe Atk +6 2d4
14. Peryton CR 4 / PF 2 / CE
15 Pit, 20 ft down, Ref DC 16
16 Purple pseudodragon - Treat as normal, except add +10 to animal empathy rolls once a day
17. Tin Man AC 15, HP 35, Init +1, DR 1, F +1, R +2 W +1, +6 Axe (1d6+2), Survival / Perception +4, Align LN, Belief: Dwarves are dangerous, Hunters are very bad 18. Spider N, AC 15, Climb 40, HD 5 (35), F +7, R +3, W +1; Bite +6 (1d8 +6 dmg, Fort 17 Poison dbl dmg), Climb +20
19. Giant Walking Mushroom - Treat as Treeant; CR 8 / PF 1 / NG
20. Green Minotaurs N, AC 15, HP 11, F +4, R +0, W +0, Spd 30, BAB +5 Heavy Axe (1d8+5), Horns 1d4+3, Survival / Perception / Handle Animal +5
Collector - Blood Hag, AC 23, Init +10, AC 23, Touch 17, HP 90, F +6, R +14, W +11, DR 5 / cold, SR 19, Bite +18 (2d4+4), 2 X Claw +18 (1d6 +4+grab), Blood Drain (1d2 Con), Spells: inflict moderate wounds, scorching ray, spider climb, 3/day deep slumber, CMB +18, Acrobat +18, Bluff +16, intimidate +18, Perception +18,stealth +18, (fiery form, mask evil)
My Pitch
Fools Running - Your team have been hired to find the Fool, a famous elven mascot, lost in a woodland maze. With rumours of undead, ravenous beasts and far worse haunting this local; is your team you hardy enough, brave enough or foolish enough to complete the fool's run? It was intended to be run as a Pathfinder Adventure for 7th level adventurers.
Background
The Maze is a hedge, maintained by the elves for holidays and other special events where they chase the Fool around in a drunken revelry. The Fool is a celebrated elven mascot, a small pink winged cat-like creature, (think Pokemon) that has multiple teleport jumps to elude hunters. Only the Fool can teleport into or around the Maze - those who capture it, are given a great feast and then release it before the next morning.
But something has gone horribly wrong, and teams have gone missing in the woods for the last month. After sending in multiple groups, the Elves have hired you all - brave and noble adventurers to find the Fool or at least, survive the maze and rescue anyone lost inside.
A blood hag witch known as The Collector has captured the Fool and is trying to drain the creature of its magic. Should be the last action the team completes. Some of the other fey creatures
Rumours
For quick games like this, I don't bother with a specific listing of rumours. Instead, I generate them as players interact with the creatures in the maze, if they do charisma or knowledge checks on the monsters.
How to Run: Roll 2d6 for first encounter; then 2d8 and add to the last result for the second encounter, then 2d10 for all others. Regardless of what the team does, they will run into the Collector with 20-30 minutes left in the session.
No exact number of monsters for the listing - adjust to better enable the players to get past the threat
Fool's Wandering Monster
2. Glade of Moss and Flowers, with dozens of sleeping warriors, all standing around DC19 to realize they are cursed.
3. Very Large Wagon, too large to fit into the maze or go through it
4. Waterfall that begins from no where, flows into a small pond
5. 40 ft Ivory Stone Tower; DC 30 to climb,
6. Red Bee Swarm CN, AC 15, Fly 40, HD 7 (35), F +5, R +3, W +5; Swarm (1d8 dmg, Fort 14 to avoid welts), Fly / Perception +11
7. Brownie, NG, AC 17, Spd 20, HD 5 (20), F +4, R +8, W +6; +8 Stick (1d4+3), Spells: Dancing Lights, Confusion, Dimension Door, Mirror Image; Bluff, Escape, Perception +8, Stealth +20
8. Redcap goblin CR 6 / PF 2 / NE
9. Zunnel (long haired fey) - CN, AC 17, HD 11 (60), F +5, R +11, W +10, Resist 10 elemental, +9 Hair (1d6+5 / 15 ft reach), Spells as 9th lev bard, +12 diplomacy, Bluff, Perception +16, Perform +18, Stealth +12
10. Gremlins HD 16, In +3, Spd 30, AC 16, +6 Bite 1d4; +5 claws 1d6, F +5, R +6, W +0, Escape, Perception +5, Stealth +8, Short Teleport (50 ft / 2 day)
11. Living Topiary - CR 4 / PF 4 / N
12. Vazenne Vines - Zig-zag vines on trees, strong natural magic, plant know DC 13. Make Cha / Wis DC 17, to create one type of temp art or msg
13. Scarecrow AC 13, Init -1, HP 42, F +1 R +0 W +3, Scythe Atk +6 2d4
14. Peryton CR 4 / PF 2 / CE
15 Pit, 20 ft down, Ref DC 16
16 Purple pseudodragon - Treat as normal, except add +10 to animal empathy rolls once a day
17. Tin Man AC 15, HP 35, Init +1, DR 1, F +1, R +2 W +1, +6 Axe (1d6+2), Survival / Perception +4, Align LN, Belief: Dwarves are dangerous, Hunters are very bad 18. Spider N, AC 15, Climb 40, HD 5 (35), F +7, R +3, W +1; Bite +6 (1d8 +6 dmg, Fort 17 Poison dbl dmg), Climb +20
19. Giant Walking Mushroom - Treat as Treeant; CR 8 / PF 1 / NG
20. Green Minotaurs N, AC 15, HP 11, F +4, R +0, W +0, Spd 30, BAB +5 Heavy Axe (1d8+5), Horns 1d4+3, Survival / Perception / Handle Animal +5
Collector - Blood Hag, AC 23, Init +10, AC 23, Touch 17, HP 90, F +6, R +14, W +11, DR 5 / cold, SR 19, Bite +18 (2d4+4), 2 X Claw +18 (1d6 +4+grab), Blood Drain (1d2 Con), Spells: inflict moderate wounds, scorching ray, spider climb, 3/day deep slumber, CMB +18, Acrobat +18, Bluff +16, intimidate +18, Perception +18,stealth +18, (fiery form, mask evil)
Saturday, 19 March 2016
Mother Goose (Faerie Queen)
As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
SPECIAL ABILITIES
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
SPECIAL ABILITIES
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.
Thursday, 3 March 2016
Last Characters
These are the last characters for an upcoming con.
Pezzeno
Male Human; Medium Humanoid ( Human ) Rogue8
Hit Dice: (8d6)+8 Hit Points: 47 Initiative: +4
Speed: Walk 30 ft. AC: 18 (touch 14, flatfooted 18)
Attacks: *Silver Dagger +8/+3; *Silver Dagger (Thrown) +11/+6; Shortbow +1 (Composite) +14/+9;
Damage: *Silver Dagger 1d4; *Silver Dagger (Thrown) 1d4-1; Shortbow +1 (Composite) 1d6+2;
Sneak Attack Backstab 4d6 dmg
Special Qualities: Evasion, Humanoid Traits, Improved Uncanny Dodge, Trapfinding, Trap Sense, Uncanny Dodge, Weapon and Armor Proficiency
Saves: Fortitude: +3, Reflex: +10, Will: +3
Abilities: STR 12 (+1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)
Skills: Appraise: 5; Balance: 11; Bluff: 7; Climb: 6; Decipher Script: 5; Diplomacy: 8; Disable Device: 6; Disguise: 6; Disguise (Act in character): 8; Escape Artist: 8; Forgery: 5; Gather Information: 6; Hide: 8; Intimidate: 8; Jump: 7; Listen: 6; Move Silently: 9; Open Lock: 9; Ride: 4; Sense Motive: 5; Sleight of Hand: 10; Spot: 11; Swim: 5; Tumble: 13; Use Magic Device: 7; Use Rope: 8;
Feats: Armor Proficiency (Light), Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Focus (Shortbow)
Alignment: Neutral Good
Possessions: Eyes of the Eagle (Single Lens); Bracers of Archery, Greater; Silver Dagger; Cloak of Charisma +2; Mithral Shirt; Shortbow +1 (Composite);
Pez was a quick thinking merchant who realized the amount of money he could make by focusing on city dungeons, but was captured and put to work by dark dwarves. After escaping he vowed revenge, he eventually found redemption from his chaotic thoughts. He does not need to work anymore but he does so to get favors for nobility.
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Zenek
Male Halfling; Small Humanoid ( Halfling ) Ranger8
Hit Dice: (8d8)+16 Hit Points: 61
Initiative: +3 Speed: Walk 20 ft.
AC: 24 (touch 16, flatfooted 21)
Attacks: *Rapier +2 (Small/Ironwood (+1)) +15/+10;
Damage: *Rapier +2 (Small/Ironwood (+1)) 1d4+2;
Special Attacks: Favored Enemy (Aberration), Favored Enemy (Giant)
Qualities: Animal Companion, Humanoid Traits, Racial Traits, Swift Tracker, Two Weapon Fighting Combat Style, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride
Saves: Fortitude: +9, Reflex: +10, Will: +5
Abilities: STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)
Skills: Climb: 5; Climb (Using a rope): 7; Concentration: 2; Handle Animal: 6; Heal: 5; Hide: 12; Knowledge (Dungeoneering): 4; Knowledge (Geography): 3; Knowledge (Nature): 6; Listen: 12; Move Silently: 11; Ride: 11; Spot: 10; Survival: 12; Use Rope: 8;
Feats: Armor Proficiency (Light), Dodge, Endurance, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)
Alignment: Neutral Good
Possessions: Rapier +2 (Small/Ironwood (+1)); Ring of Force Shield; Celestial Armor (Small);
Magic Item Prepared Spell List: Ranger (CL 8):
Ranger - Spells per Day: (0/2/1 :12 + spell level);
Level 1: Animal Messenger, Delay Poison, Detect Poison, Entangle, Hide from Animals, Magic Fang, Pass without Trace, Speak with Animals, Summon Nature's Ally I
Level 2: Barkskin, Cat's Grace, Cure Light Wounds, Speak with Plants,
Zen was always a wanderer, finding his way into different places and making allies. Knows a dozen languages, he loves to drink to excess, and steal from a good friend hiding an item and promising that it wasn't him. His friends know his mischievous side - but he is always the first one into battle to help his allies.
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Inthek
Male Half-Orc; Medium Humanoid ( Orc ) Monk8
Hit Dice: (8d8)+8 Hit Points: 49
Initiative: +4 Speed: Walk 50 ft.
AC: 18 (touch 15, flatfooted 18)
Attacks: *Sai +2 +11/+6; *Sai +2 (Thrown) +8/+3; *Flurry of Blows +8/+8/+3;
Damage: *Sai +2 1d4+5; *Sai +2 (Thrown) 1d4+2; *Flurry of Blows 2d6+3;
Vision: Darkvision (60 ft.)
Special Attacks: Flurry of Blows, Ki Strike
Qualities: Darkvision, Evasion, Humanoid Traits, AC Bonus, Fast Movement, Orc Blood, Purity of Body, Slow Fall, Still Mind, Weapon and Armor Proficiency, Wholeness of Body
Saves: Fortitude: +7, Reflex: +6, Will: +9
Abilities: STR 17 (+3), DEX 11 (+0), CON 12 (+1), INT 11 (+0), WIS 16 (+3), CHA 9 (-1)
Skills: Balance: 7; Climb: 8; Concentration: 6; Diplomacy: 4; Escape Artist: 5; Heal: 3; Hide: 5; Jump: 18; Move Silently: 5; Sense Motive: 3; Survival: 3; Swim: 3; Tumble: 7
Feats: Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Sai), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Alignment: Lawful Good
Possessions: Amulet of Natural Armor +3; Sai +2; Belt, Monk's; Flurry of Blows;
A dishonored slave, he was forced into a deadly arena to be sacrificed for the amusement of the crowd along with a dozen other prisoners. He did not flinch, merely kneeling down and accepting his fate. The monks of the Purple Zeal rescued him and began to teach him their ways. He failed their test to join the order - but has soaked up their training becoming an unofficial member and a representative for the lower classes. His Order volunteers him out for missions to be the lawful sneak. His two rules - no slaves and no poison. He doesn`t know the Zeal will change their bylaws at his request to accept him as a full member...but he must come to them to ask.
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Lezza Lethe Female Halfling; Small Humanoid ( Halfling )
Druid8 Hit Dice: (8d8)+24 Hit Points: 74
Initiative: +3 Speed: Walk 20 ft. AC: 18 (touch 14, flatfooted 15)
Attacks: *Sickle +1 (Small) +6/+1;
Damage: *Sickle +1 (Small) 1d4-1;
Special Qualities: Animal Companion, Humanoid Traits, Nature Sense, Racial Traits, Resist Nature's Lure, Spontaneous casting - Summon Nature's Ally, Trackless Step, Weapon and Armor Proficiency, Wild Empathy, Wild Shape, Woodland Stride
Saves: Fortitude: +10, Reflex: +6, Will: +10
Abilities: STR 7 (-2), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 17 (+3), CHA 12 (+1)
Skills: Concentration: 13; Concentration (Cast defensively): 17; Diplomacy: 6; Handle Animal: 6; Heal: 9; Hide: 7; Knowledge (Nature): 10; Listen: 10; Ride: 9; Spot: 8; Survival: 12; Survival (Natural environments): 14;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Mounted Combat, Shield Proficiency
Alignment: True Neutral
Possessions: Amulet of Health +4; Bracers of Armor +3; Sickle +1 (Small); Mithral Shirt (Small); Horseshoes of a Zephyr* (For her wolf companion)
Mr Bitey - Wolf Companion HD 6d8+18 (45 hp); Init +2; Spd 50 ft. AC 14 touch 11, flat-footed 12 BAB /Grapple: +4/+15; Attack: Bite +11 melee (1d8+10); SA Trip Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6; Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite)
Druid - Spells per Day: (6/5/4/4/2 DC:13 + spell level);
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
Level 3: Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall
Level 4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV
Lezza was a city worker until she found herself in the gardens speaking to an avian, the city druids realized she had potential. She has since worked with them in completing missions. She hasn't failed any missions but many of her kin doesn't like her, as she ignores humans to speak with animals and plants. She always finishes her missions but then she dissapears at the end of them for weeks at a time just to spend it in the wilderness whee she doesn`t have to speak to anyone.
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Sassazak (Sassy)
Male Half-Elf; Medium Humanoid ( Elf )
Sorcerer8 Hit Dice: (8d4)+16 Hit Points: 40
Initiative: +3 Speed: Walk 40 ft.
AC: 16 (touch 13, flatfooted 13) Includes Mage Armor - assume cast for the full daytime at AC 20
Attacks: *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;
Damage: *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;
Special Qualities: +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency
Saves: Fortitude: +4, Reflex: +5, Will: +7
Abilities: STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)
Skills: Bluff: 12; Concentration: 12; Concentration (Cast defensively): 16; Diplomacy: 10; Gather Information: 8; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Search: 4; Spellcraft: 15; Use Magic Device: 7; Use Magic Device (Scroll): 9
Feats: Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration (Replace spells with healing same as a cleric.)
Alignment: Neutral Good
Possessions: Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;
Sorcerer - Spells per Day: (7/7/6/4 - DC:14 + spell level);
Level 1: Charm Person (Will DC 16) , Grease (Ref DC 16) , Mage Armor**, Magic Missile (2d5 X 4), Unseen Servant
Level 2: Acid Arrow (2d5 for 3 rounds - touch atk), Mirror Image (1-4 + 2 images), Web (DC 16)
Level 3: Deep Slumber (DC 17 - 10 HD), Dispel Magic
Level 4: Polymorph Self (8 min, Willing creature touched, get restored hp as if slept at end)
Sassy is a half breed that was disavowed by her elven family and never did know her human father. She took to theft before realizing her dreams were leading her to magic study.
She was welcomed by an older female cleric of her kin, who trained her at a church of the shining light. Is now apart of the church, being treated as a member and takes missions when requested by the elders. Is looking to get enough funds to build a tower.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Guinny Female Human; Paladin8
Hit Dice: (8d10)+16 Hit Points: 76
Initiative: +1 Speed: Walk 20 ft.
AC: 23 (touch 11, flatfooted 22)
Attacks: *+2 Mace, Heavy +14/+9;
Damage: *Mace, Heavy 1d8+5;
Special Attacks: Smite Evil, Turn Undead
Special Qualities: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,
Saves: Fortitude: +10, Reflex: +5, Will: +6
Abilities: STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)
Skills: Concentration: 5; Diplomacy: 10; Handle Animal: 5; Heal: 5; Knowledge (Nobility and Royalty): 5; Knowledge (Religion): 5; Sense Motive: 6; Spot: 2; Survival: 2
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Extra Turning, Improved Critical (Mace (Heavy)), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mace (Heavy))
Alignment: Lawful Good
Possessions: Gauntlets of Ogre Power; Mace, Heavy; Ring of Mind Shielding; Dragonhide Plate; Lion's Shield; +2 Mace;
Class Prepared Spell List: Paladin (CL 8):
Paladin - Spells per Day: (2/1 DC:12 + spell level);
Level 1: Bless, Create Water, Cure Light Wounds, Detect Poison, Divine Favor, Endure Elements, Read Magic, Resistance,
Level 2: Bull's Strength, Delay Poison, Owl's Wisdom, Remove Paralysis, Resist Energy, Zone of Truth
Guinny was once a rugged villian until a magical accident changed him into a female. She was asked to stay in the form from a church elder as a penance but she didn't realize that the magic needed to be undone within a certain time frame, she is stuck in this form. She has accepted her situation and has learned humility and faith. Unsure if she is able to change back and has given up trying as she has made friends, most of them don't know her history.
Thursday, 25 February 2016
Card Soldiers (Candyland)
Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.
Init +3
Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement
SPECIAL ABILITIES
Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.
Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.
Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.
There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.
Card Soldiers
Type Magical Construct (Mid Rank)
Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp (7d10+20 size) (card # 6-8)
Saves Fort +2 Ref +5 Will +3
Speed 30
BAB+11 CMB +11 CMD +24
Melee +11 Long Sword or
Mace d8+5
Range +9 Long Bow (1d8)
Special Defenses.
Dmg Reduction 5/+1, Elemental Resistance 20
Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats
Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17 Int 11 Wis 13 Cha 12
ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement
SPECIAL ABILITIES
Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.
Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.
Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.
There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.
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