21 December 2009

Chapter The First: Deeds at the Duelist, Too Many Rats, and a Dog Named Grey

In this first installment of our tale two unrelated brothers met, a mad halfling sorceror one Ulmo the Lucky and Tyrian Morgankin. Ulmo had but recently been banned from the Tunnelwebs of the Dwarves and forcibly evicted into the sordid gem that is New Roeblini City. Meanwhile Tyrian the last survivor of an ill fated sea raiding party sought out his distant uncle, Morgrin, within the city's limits. Ulmo eager to earn coin and challenge fate sought out the Duelist Inn, a decapitated tower some distance from the city's central waters, where the brave battled the foolish for wagers of gold. Coincidentally, this was also the frequent haunt of Morgrin. On the skiff ride to the brawling bar the fateful meeting of the two heroes occurred.
At the bar Tyrian met the voluptuous Lucinda who guided him to his uncle, meanwhile Ulmo watched one strange dueling pair after the other before offering challenge to the intimidating Fairsal, a great lizard man who's might sinews were backed by a tissue-like will. Ulmo was declared the winner by nervous breakdown. Meanwhile as Tyrian spoke to his uncle, he learned that Morgrin on of the Seafarer faction of the House of Heros was in political stalemate, his smallest political machination undone before he could implement it. He suspected a spy but could not root him out, perhaps Tyrian and his new friend could help. Ulmo then faced Squinteye Eik, a gnomish lurker, who he defeated. When it was found that Eik had welshed on his side of the bet, the Roeblini made ready to gut him as was their fashion, Tyrian defended him saying that a man or gnome's life was worth more than a few gold sails. Uncle Morgrin, aghast at such a statement from a Roeblini raider's son, dueled him with wooden swords, but was impressed with the martial might of his distant nephew, publicly proclaiming one of Morgrin's men. Squinteye Eik was stripped naked and cast into Roeblini's murky waters, his possessions given to Ulmo. The gnome was seen swimming for the city proper, but never made landfall, yet another victim to that which prowls the depths.
Morgrin took them aboard his gondola, briefly showing them the cityscape: the Whores and Harlots Street, the Bazaar, the Chieftan's Tower, and the Halls of Heroes and Merchants. Morgrin took them to the Seafarer faction's offices, an ornate if rundown shamble a short walking distance from the deserted and even more disheveled Hall of Heroes. At the door they found a sleeping guard, Byl, surprised to see his patron returned. Inside they met Morgrin's servant scribe, S'sabis, before being ushered into Morgrin's sprawling office a collection of decades of adventure, war, monster killing, political infighting, maps, and discarded tankards. Here Ulmo thought he noticed something skittering into the shadows, but Morgrin dismissed his concerns regarding rats stating that they were a fact of life in the city. The three discussed their plans and eventually decided to enter Avandra's Run, a race run by carrying a compatriot through the streets from the Beach Gate to the Temple of Avandra at the opposite end of the city. Ulmo and Tyrian would use preparation for the race as cover to investigate the spy within Uncle Morgrin's midst.
The mismatched pair were surprised at the Roeblini rats, larger and capable of using complex tools Tyrian and Ulmo suspected that these might actually be the spies. They sought out the freelance but permanently hired animal monster control specialist, Sutton. The scarred ranger admitted that the rodents here were certainly larger and more intelligent than rats elsewhere but he refused to help them. He gave them dire warnings about an Undercity thought to be a myth by most.
Seeking a way to track the rats the partners sought out the Magic Shoppe. Here they met the mighty Arcus, a wizard apparently caught within a beautiful gold statue of a man. The articulate edifice summoned a celestial rat terrier named Grey, so named for his silver flecked coat. Tyrian dispatched Grey to follow the rats and find a way for them to follow the mutated rodents.
As Grey prowled the sewer tubes chasing the rats, Tyrian and Ulmo competed in Avandra's Run. Ulmo was loaned some goggles to improve his vision, Tyrian was armed with the blade Neverlost and a stout cudgel. They soon found themselves in fourth place behind a dragonborn mounted kobold, two humans, and two warforged. Behind them many other competitors stretched including a massive, drooling dwarf and his human jockey. They caught the warforged who both began to pummel our heroes. Tyrian placed a strategic blow to the legs of the running automaton who fell in a tangle. They ran until up ahead they saw the two human runners slain by arrow crossfire. Deciding to avoid this death trap they cut into the alleyways, closely followed by the ravened dwarf. Ulmo picked off the berserk dwarf's rider after he shot Tyrian with a poisoned dart he was able to shrug off. As the dwarf closed, Grey threw himself at the dwarf's feet, tripping him. Tyrian burst into the street behind the dragonborn. Ulmo used his magic and noticed the kobold was unaffected, suspecting a mirage, Ulmo saw through the illusion. As Tyrian drew even with the saurian, they were both tackled by the exhausted dragonborn. As they fell they noticed a ringer sprint past them, two racers that they had not seen earlier at the start of the race. Tyrian sprinted after the runners, passing them just before the finish line. Tyrian and Ulmo had won Avandra's Run.
A few days after the race, Grey returned to the adventurer's apartments with a belt attached to which were four small vials of liquids. Grey had been unable to find a normal sized entrance but had seen some mansized humanoids consume the vials to shrink down and traverse the drain tubes. Tyrian and Ulmo planned to go to the drain nearest the mansized tunnels and follow Grey. They shrank themselves and climbed down the rough hewn drain pipe to a smooth 10" diameter tube of an ancient and more refined architecture. Grey led them unerringly through the foul tubes until they encountered some of Roeblini's odd rats. A fierce battle commenced in the tight passageways, three rats relatively the size of horses were left as cold corpses. After the battle Tyrian noticed that the passageway was shrinking as the effects of the vials wore off. The party hurried through the tunnels running more and more hunched. Finally they were engaged by more rats, Tyrian and Ulmo drank their second and final potions returning to their shrunken size, then slew the rapacious rats.
They exited into a the ruins of an old street, both sides bracketed by what appeared to be demolished barracks. The ceiling appeared to be the aftereffect of rapidly frozen lava. The floor was dusty cobblestones, large heavy booted foot prints surrounded by thousands of rat prints and droppings. Some distance to the north the passageway was collapsed, so the party followed the prints to the south coming upon a lit cross tunnel.
This cross passage opened into an oval room filled with sketches, maps, and notes regarding key players of the New Roeblini City. Tyrian suspected that this was written in an ancient form of draconic as he could recognize but not decipher the words as he and Ulmo collected key items of evidence. They also retrieved two more vials of the mysterious shrinking potion. They inspected the three rooms attached to the oval room, one a store room, the second a treasury with gemstones and many gold sails, and the last a sleeping room with three pallets. As they finished their search, Tyrian and Ulmo heard approaching bootsteps. They quickly hid in the storeroom as two dragonborn spies Coldfang and Warscale entered speaking in draconic about the low output of viable intelligence in the last few weeks. As they argued they were joined by Captain Blackfang who told them they had new orders from central command. Suddenly the captain noticed the missing items and the three dragonborn drew their weapons, the captain then searched the hallway realizing that the party was trapped within the underground encampment.
As the two groups had a silent stalemate, Captain Blackfang hurled flaming oil into the treasury, only to be blasted by Ulmo's arcane might. As he made ready to do the same into the store room where the heroes were hiding. Knowing what was to come next Tyrian followed by Grey exploded from the side passage, engaging Coldfang and Warscale, as large bottle off flaming oil was hurled into Ulmo's midst who sprang out the door only to fall prone at Blackfang's feet. The captain engaged the halfling trying to prod him back into the flames, and by the greatest stroke of luck, the saurian slipped and stumbling over the halfling nearly fell into inferno. With mighty sword strokes Tyrian hewed Coldfang to the floor as Grey worried the throat of Warscale. Blackfang regained the room engaging our intrepid heroes. As both Ulmo and Tyrian became bloodied and wounded from the mighty spymaster's onslaught, Grey attempted to grab hold of Blackfang and dispel himself back to his home plane (or nearest adjacent demiplane). The celestial terrier and the dragonborn vanished. The battered heroes consumed their final potions and slipped back to the surface.
They were met by a wet Grey at Morgrin's office who said that his return to the celestial plane had been hampered and he had lost the dragonborn only to reappear in the Magic Shoppe. He had swum back to the city proper to rejoin his master.
Who were the spies working for? Was that ruined street under sewers part of a greater Undercity as Sutton's dark mutterings implied? Was the dragonborn in Avandra's Run part of the conspiracy?

Technorati Tags: , ,

25 September 2009

Kingmakers and Godslayers: Introduction

Four score years ago, the Roeblini Armada lay siege across the Forest Sea to the Empire of the Godslayers. Under the eternal bloody twilight of the great Southern imperium, the barbaric raiders and the decadent savages made war. In the end the Roeblini were victorious casting down the ancient emperor and destroying the capitol seat. In its stead rose New Roeblini City which soon became a thriving port and trade center.
The city is the centerpiece of a long curved belt of smaller outposts that stretch along the coast. New Roeblini City is a series of small islands nestled within a crater half open to the sea. Towering waterfalls falling from the forested cliffs feed the brackish but murderous currents of the city's shallow harbor. South of the ribbon-like nation is a great verdant rainforest that has swallowed, over centuries, the Godslayer Imperium. Throughout these jungles live great lizards some of whom have been turned to beasts of burden or war, and some too rapacious but to be attacked on sight. The landscape is dotted with active volcanoes heating the humid air far more than the tepid light of the waning Southern sun. Many blame the salt and wet for turning copper roof's green and tarnishing gold to black, but oldings say each year the decay seems to accelerate. All will admit that more and more of the walking dead have been seen in the last five years than ever before, although most would agree that the rapidly expanding population is disturbing more and more secreted Imperial tombs. Everyday the population of this booming nation grows both from natural production and immigration. Everyday prosperity abounds.
New Roeblini is the new homeland of this formerly nomadic nation. It is governed by an elected chieftain and two houses of representation. The first is the House of Heroes whose members are selected by their deeds of renown and service to the nation. Their opposition is the House of Merchants whose members are selected by monetary bids for seats. The two houses select candidates for the position of Chieftain who is then elected by the common populace and serves until they resign or die, currently this is Lady Andova, a merchant-magi who has served for the last 12 years. Laws and taxation are prepared by one house and voted upon by the other. In all other matters of policy the chieftain serves as absolute ruler.
Many leagues to the southeast lies the Draconic Confederacy politically silent and diplomatically neutral. The Tunnelweb of the Dwarves now reaches the distant coast of New Roeblini, although careful tariffs have kept the stout folk from completely monopolizing trade. The Feywild kisses reality from sea and sky. During mysterious solstices and equinoxes the jade waves of the Forest Sea become the rippling canopy of the Elven Homeland. Far to the north under the crisp light of the Young Sun, the Eladrin Realm winks in and out of existence atop the clouds.
Welcome to Kingmakers and Godslayers, do you have what it takes to one day rule this land?

Technorati Tags: ,

15 May 2009

The Road Trailer

"The Road (Movie Tie-in Edition)" (Cormac McCarthy) serves as the story for the movie that comes out in the fall. I don't remember a cause to the calamity that sets the scene for the road, also the boy's mother is only seen in flashbacks and based on the trailer would have a greater role to play in the film. Time will tell.

13 May 2009

The Last City: House Rules

Character Generation
Roll 4d6 and discard lowest roll, player arranges scores to suit.

Toll of Power
All spell casters are subject to the economics of arcanium. In some form or another they will expend arcanium to fuel their spellcraft. Failure to do so can have dire effects for the caster. The effects of paying more arcanium than required can sometimes work, but is unstable, wild and dangerous to the caster as well as the immediate surroundings. Further details below.

Arcane Spellcasters
Spell LevelMinimum Caster LevelDC
0115
1117
2319
3521
4723
5925
61127
71329
81531
91733
Wizards use spell craft checks to cast spells. On a successful check they cast the spell without incident. Specialists receive a +2 to spells from their own school and a -5 for spells from opposition schools. On a failed check the spell is miscast and the caster takes the spell level d6 in damage. Caster's reduced to negative hit points are automatically stabilized, they do not lose further hit points.
Arcane spellcasters expend arcanium as they cast spells, a spell costs its spell level + 1 gp of arcanium to cast. Wizards within the reach of a birth, slain opponent, or destroyed animate object receive the hit die amount of arcanium. A sorceror slain within the sorceror's caster level + 5 feet provides the wizard with arcanium equal to their spell points. These arcanium must be used within the wizard's caster level of rounds and the wizard cannot make more than a 5 foot move. Wizards can tap magical items for arcanium as well, dispelling them in the process. A tapped item most be in the wizard's control and is not an artifact. If the item is curse, tapping its power does not lift the curse. Tapping an item bestows 1/100th the gp value of the item in arcanium, this power is available for the wizard's caster level of rounds. Lastly wizards may injure themselves with a sharp object for a hp total equal to the g.p. in arcanium they wish to spend.
Wizards cannot cast spells if they do not have arcanium to spend

Bardic Spellcasters
Bards cast spells as described in the Player's Handbook. When they cast a spell they make a Perform check against DC 15 + spell level. If they are successful they have no arcanium cost, however if they fail they must have spell level + 1 gp of arcanium to cast. Bards can use art produced by others to defray the arcanium toll, but the Perform check is made with a -2 penalty.
All bards have the Eschew Materials feat when casting bardic spells without incurring any increase in effective spell level.

Divine Spellcasters
This category of spellcasters include clerics, druids, paladins, and rangers. In order to emulate them receiving divine gifts at the whim of their gods, a recharge magic system will be used. In order to retain their powers, divine spell casters must make a sacrifice equal to their caster level, spread their faith to a flock equal to their character level, bring their character level of souls to their deities after life, or equivalent per week. Characters who fail in these duties lose their spell abilities and most perform a quest of atonement bereft of their caster abilities. Divine spell casters have the most predictable effects when they do great boons for the deities, but must be careful how often they ask the favors of fickle gods.

Sorcerous Spellcasters
Sorcerors are spell cannons. A spell point system works to describe their powers. They may exceed their normal spell points by using Constitution points for spell points, these are recovered as normal ability drains would.
All sorcerors have the Eschew Materials, Silent, and Still Spell feats when casting sorceror spells without incurring any increase in effective spell level.
Sorcerors must consume their caster level x 10 gp worth of arcanium daily. They lose one effective caster level per day without arcanium. Caster's using less than their necessary dose of arcanium lose effective caster levels until they stabilize at their current dose. A sorceror that is sacrificed releases their spell point total in arcanium for use by the nearest spell caster. The arcanium addiction can be reduced by the same methods as a wizard power their spells.

Healing
The hit points generated at 1st level are your "core hit points" and are recovered at a rate of your CON bonus x character level per 8 hours of sleep. Hit points obtained at levels above 1st level are recovered at a rate of your CON bonus x character level per hour. This recovery can only occur after combat.

Action Points

Contacts

Sanity
Gaining new magical powers is taxing to one's sanity. Wizards take a terrible risk every time they learn a new spell. For every spell they attempt to learn wizards must make a WILL save DC 10 + spell level or suffer Moderate Sanity Loss. All other spell caster's make the same check every time they receive access to a new spell level or suffer Extreme Sanity Loss.

Arcanium charged gear
In general 10 gp of arcanium improves a bonus by +1 or does 1d6 damage for a single action. It takes one round to load an arcanium charge. For every 10 gp of arcanium the chance of instability increases by 1, thus a roll of 1 to 5 on a d20 when using 50 gp of arcanium has an instability effect, regardless of whether the roll is successful or not.

Feats
All player characters receive three additional feats at first level, except bards who receive two additional feats, and sorcerors who receive no additional feats.

Skills
Player characters receive 8 more skill points at first level and 2 more skill points for every level gained.

08 May 2009

Starship Enterprise Destroyed by the Death Star



This is pretty cool.

04 May 2009

is trying ping.fm to update...well...everything

11 April 2009

The Last City

The Last City is a vast and motley collection of dark gray stone buildings, manors, merchant halls, arenas, libraries, homes, and warehouses that sits on the End of the World Sea. The Last City has no graveyards, no mausoleums, and no way to keep the dead. The answer to this mystery is simple, because the Last City is the final mortal transit point for the deceased. The citizens of Last trade with denizens of the eternal resting places of the deceased, conveying their remains on the last step on the prime material plane and in return receiving the substance of magic, arcanium. The deceased are brought by caravan or floating down the river of Yuvrass. Those unwanted by the higher and lower planes are made undead by the Undead Clans, the bodies too broken to be used as thralls become part of the obscene Wall of Living Bones protecting the city. Meanwhile merchants, wizards, sorcerors, and artificers trade arcanium for their purposes, powering their own magiks and rejuvenating the magikal fonts of the world. Great spells and fantastic devices spring from the works of Last.

Despite the brisk trade and prosperity all is not quiet within and surrounding Last. Many factions vie for control of the soultrade and its arcanium riches. The schools of magik desire their own regulation of the mystical economy. The Sorceror's League insists their addiction to arcanium gives them rights to the trade. The Undead Clan increasingly tries to expand its "stock" while the churches of various deities alternate in their vilification of the Last City's business practices. Outside the gates of the Wall of Living Bones, the Luminant King increasingly provocative gestures of war upon the Last City. Occasionally the detente of the the upper and lower planes flares on the crooked streets of Last. Four moons ago a great, hulking metal war golem, scarred and smoking, came blazing through the transit gate for the nether hells only to sink in the End of the World Sea it's fate unknown its origin unclear.

Player characters are citizens of Last, making their life there as agents of one of groups within (or outside) the strange city. They will explore her mysteries and seek to wrest control of her amazing resources.