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Showing posts with label Dwarf. Show all posts
Showing posts with label Dwarf. Show all posts

Sunday, 22 January 2017

Company of the Hardened Anvil Pt 3

"Company of the Hardened Anvil" Pt 3

1. Investigate the tent of Darras for details on patrols? (DC 12) Roll 1 - Required DC 12 (+2) = 24
2. Can the wizards gain any inkling into the area, tunnels or Tower? (DC 12 / 15 / 18) Roll 2 - Required DC 12 / 15 / 18 (+2) = 11
3. Any weapons or equipment they can find that could be useful?  Roll 3 - Required DC 15 (+3) = 20

Vassano was excited as Caventh told him that there was a tent belonging to his church. His faith more so then the others was not an adventurers one, most of the clergy spent their lives in the towns and cities, serving the needs of the common citizen. They helped to organize and protect, or, that's what his brethren did. Churches, even those worshiping the same deity, often focused on different aspects of the god's portfolio, so not every priest had the same list of prayers or spells or rituals. While rarely enemies they did not always help each other. Certainly the other good faiths had much more specific requirements from their members, even for the visiting clergy from afar, but his, at the very base of belief, was to share, so he believed that many of his own parties most common simple needs would be covered.

The young celestial man made his way towards the small tent that was the centre of the Brown Lancers, the organizing militia group for his faith. Brown, was the colour of the faithful, as all gods had a colour associated with their groups. He realized that the tent was so much farther out, as there were large stables surrounded it. The first soldiers he saw around it wore gold and purple in their insignia, followers of Quanna and Japeth, other Quadrane, or good-aligned gods.  The stables had large openings near the top, griffon stables.

He dropped a small offering into a pot placed near the opening of the shared tent as he entered the tent that help fewer than a dozen men, far smaller than many of the others around the Tower.  A young priestess, Lei-Lanna, dressed in a simple brown tunic came over to welcome him, and after a short discussion he realized their job here was but to serve the other groups near-by, especially the couriers. Their conversation drifted and he learned bits more about the customs and processes of the various groups, with her help, he could find someone to help them skip the queue, get into the Tower relatively quickly. In the middle of the talk, both of their holy symbols, universally worn as neck medallions, both glowed brightly, he looked around to find something  or someone different coming into the area, something of considerable power, Lei-Lanna closed her eyes and smiled. She promised that she would give him the names of contacts in a day or two that would assist.

After being told bits about of the area, Unnos the Sorcerer and ├łnnoss, the monk were both nervous, something was very wrong about this place. Unnos was a student of spells, and the other, an eater of magic, someone that could steal mana or magic energy from items, they worked together for longer than any of the others in their group.  Spellcasters should be more obvious, as there was no Obelisk to act as a central focus. In cities, even without magical academies, wizards could utilize the magic being emanated from the churches obelisks to cast their spells, even if they never came physically near one, the magic was everywhere. Here the energy was everywhere, the same as being on holy ground, but there was no central focus. It would make sense if it came from the Tower,  but it should be glowing brightly with the spiritual or even arcane energies, but it wasn't, there was no signs. So where was this mana coming from. And was anyone controlling it?

They made their way around the various compound, as Unnos had cast detect magic, hoping to find another large obvious sources in the camps. While he found dozens of sources, but they were like him, low level spouts, there shouldn't be enough mana here for him to recast his spells continuously, yet even without an obvious source, he had the energy. ├łnnos came to the conclusion that if there were any cabals of spell-casters, they were inside the Tower, as none of the tents, none of the humanoids emanated the energy required.  They decided to keep the facts to themselves, they needed to get deep inside to learn more.

Rillo and Caventh did their best to scout around looking for some vendors selling more rare items. As soon as they saw the three red ogres outside a delicate silver tent, they knew they had found what they were looking for. They came in to see a copper coloured dwarf, dressed in scarfs covering his body, a small axe by his side and a whistle around his neck. In most cities, a Zinth, or Sand Dwarf was often the best source of magic, but there was usually a catch, they only traded enchanted items, they cared little for the gold or silver pieces most others groups used. Jor-Cannah spoke at length, about places from far and wide, of the deals he had done. But his conversation was slanted, asking questions about them and their needs.  They settled on two magical items, an Astral Stone (which opened portals) and a Scream Stone (which screamed in the presence of predetermined objects, such as gold or myricke) and the payment was five bright feathery plumage of Zaooriche, an elegant land avian they had hunted in the Zoork desert. Their last question for him, left them bewildered, as he wouldn't state when he would stay in the spot, travelling was his response.

By the early evening the team regathered at their tent, to share their info and plans. They needed to get below, they didn't have many days before their opportunity was lost.
 
What next steps should the party take:

1. Implore the tent of Darras for permission to enter the Tower in one of their patrols? (DC 11)

2. Can they find a way to sneak into the tunnels or Tower? (DC 15 / 18)

3. Can they make a connection in one of the pubs? (DC 18)

4. Any other suggestions?

Thursday, 30 July 2015

Sand Dwarves (Zinth)

Sand Dwarves or Zinth

One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.


Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.

Their expression: Of the stone but in this world” is their way of expressing themselves as both 
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.

Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.

Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.

While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening from slumber.

Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.

Sand Dwarves                                 CR 2
N (30% Good; 10% Evil)               Humanoid (Mountains & Desert)
Init +0;                                          Senses darkvision 60 ft.

DEFENSE

AC 15, touch 14, flat-footed 11    (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0

OFFENSE

Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.

STATISTICS

Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills:  Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian

LISTED FEATURES:

Every primary level grants a +1 natural AC bonus.

2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones  (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD  +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD  Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points;                            Summon Earth elemental (2/day); Stone state (3/day)

At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.

Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.


CLASS ABILITIES

Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours

Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day

Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.

Change into Rock Form: Zinth can change into stones, gaining +20  to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.

Speak Earth Elemental: Zinth learn the earth elemental language

Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.

Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.

Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.

Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.