Saturday, July 28, 2012

Pony Day: Vampire Sweetie Bell

From the episode of Luna Eclipsed, on Nightmare Night, is Sweetie Bell dressed as vampire.


Friday, July 27, 2012

Warriors of the Empire of the Sun: Session I

The party is eating in the communal area, and are called upon by one of the Knights of the Aetheric Flame, elite soldier of the Empire of the Sun. He informs the party that a minor clan of dwarves, the Kashtal, to the northeast have ceased trade with the Empire. They are on the outskirts of the dwarven mountain range, and their silver is more valuable to the Empire of the Sun than to Dwerrowhart. As of two weeks ago, communication stopped and as of yesterday, several of Kashtal dwarves entered the town to 'requisition' some of their silver, speaking of royal treasure with the Dredge King. With grim declaration, the Knight informed the party that they must reopen trade with the Kashtal silver mine, by any means necessary. 

After speaking with a few other dwarves, as well as the sole surviving dwarf, they discovered that the Dredge King came to the Kashtal clan and reasserted rule. Ancient dwarven history speak of the Dredge King as a powerful dwarf that was so certain of his race's destruction, that he enacted a policy not unlike nuclear holocaust by taking himself, his clan, and powerful secrets with him into the depths of the earth so deep none saw him again (nor his magicks). Only dwarven historians remember the legend of this dwarven lord living in the dretches of the earth, the Dredge King, and his eventual return to the surface to reinstate his own deluded glory of dwarvenkind. 

And so with half the battle done, they travel onward towards the Kashtal silver mine, which is a week's journey by horse. Towards the end of their journey, they enter the woods, which is known for its excellent boar hunting. There's some lout sniffing sounds from off the road, and suddenly a trio of large, black boars with burning red eyes attack the party. X37 throws their carcasses upon the wagon after the battle, noticing that eating their flesh is akin to chewing tinfoil (with fillings), which only reinforces their unnatural state. 

They see the mine, which is guarded by half a dozen armed dwarves, that are visible. Cast gives a declaration, in the name of the Empire of the Sun, that they should reopen trade. The dwarves state that they're autonomous thanks to the Dredge King and no longer need what the Empire can provide, nor even the meagre scraps of Dwerrowhart; but they seem kind of unsure of their words, as if slightly confused with their own feelings. Cast wishes to speak with the Dredge King himself, and mentions that they can deal with the apparent corruption in the land. This fails to sway the dwarves, stating that while their is an influx of bloodtrees (tree-based disease that turns their leaves razor sharp, along with blood absorbant moss), they don't mess with that area of the land, and the overly vicious boars are controllable; and the Dredge King does not wish to see anyone right now. 

Erring on the side of caution, the party acquiesces with their wishes, and asks if there's someone in the woods who would know more about the bloodtrees. They're informed of Crazy Mattie, who lives deeper into the forest to the southeast, and bid the party farewell. It is night by the time the party makes camp in their so far futile search of Mad Mattie, and Marshal holds watch. While the rest sleep, the night is broken by a female bodiless voice that asks questions, responding with answers of her name being Matilda (chuckling that she must be mellowing, as she used to be called 'Mad' rather than 'Crazy'). She asks Marshal to choose which of his friends he would miss the least, the sound of invisible footsteps and unseen blades being drawn surrounding their heads. Marshal responds that he will not choose such, making Mattie bemusedly declare that the death to come will be one of convenience. At which point, the sound of breaking tree branches and a corrupted boar carcass falling from above awakes the entire party. 

Liquid-like moonfire pools out of the boar corpse, gathering into a single glowing ball, where a voice emits and informs the party that something corrupts the woods is experiencing the upwelling power of spring after a very long winter. However, this renewed upwelling is being filtered with something foul, and as the power of the land comes from the earth below, it is most likely that the source of darkness stems from the nearby mine. With this, she tells the party they know everything she can tell them of use, and asks them not to seek her out again. 

That morning, they ride up to the Kashtal silver mine again, this time letting Tow speak to the dwarves. He discretely informs them that they're returning much of the silver they sold to the Empire of the Sun and need to discuss repayment with the Dredge King. He also informs the dwarves that his travelling companions are kept in the dark of this because of security, as they're but hired muscle. With lucky rolls, they get permission to enter the mine to speak with the Dredge King himself, who appears as a gnome-sized deep dwarf with no body hair at all except for a wild mane of white hair atop his head (no eyebrows, no beard, no arm hair, etc) and a slightly tarnished crown nested within.

Wednesday, July 25, 2012

Pony Day: Pinkie Pie's Precious Parents

One of the cooler backgrounds in the show is Pinkie Pie, raised on a rock farm by her parents, Clyde & Sue.

Monday, July 23, 2012

Warriors of the Empire of the Sun: Cast

Cast: Aasimar Knight: Son of a well-known adventurer that was subject to a character assassination (current king is the last real adventurer in the royal line, and thus potential civil war from an 'heir by combat') by the local kingdom (subservient kingdom to the Empire)and forced into exile. Currently serves the Empire of the Sun for glory as a knight errant to bring back honor to the family (his father has gone kind of batty since his exile).


Marshal: Aasimar Marshall: Ranked member of the military within the Empire of the Sun, the leader of the group on paper due to his position.


Tow: Tiefling Beguiler 7: Comes from a family of wizards with a rather dark past (as shown in their bloodline), but was too lazy to be as academic as a normal wizard, so took the more intellectually laid-back path of the beguiler; making him the black sheep of the family and losing out on family assistance. Now works for the Empire for money.


X37: Lower-plane Half-Orc (Paizo-style) Ghoul Fiendish Brute/Monk: Former half-orc, subject to extreme experimentation by the Blackened Grove (hence the ghoul and fiendish traits) as a potential weapon, but the project was stopped by a raid from the Empire of the Sun before they could begin mental conditioning. Owing them his life, he/it serves the Empire.


Together, this group of rag-tag warriors fight crime!

Saturday, July 14, 2012

Pony Day

New ponies have been slow to add, but here's one I've enjoyed, Brindle Young; a Steam Punk pony!

Friday, July 13, 2012

Ferrous Fortune Hunters Hunt No More

I have switched the system for the campaign out of Iron Heroes and into Tome. This is no way a slight against the IH system, but as the sessions and setting evolved, I realized that things are going to eventually head towards the party filling the void left by the greater gods. The core IH system has been able to handle my campaigns of heroes, kings, and conquerors; where no player truly has powers beyond the reach of their sword. But IH cannot handle a setting/genre where the PCs can do more than kill bigger and better things, such as the gradual advancement to godhood.

Here is the setting material. Next week, there should be details of the upcoming sessions themselves.

Well, I've got the party playing in a very vaguely formed setting using Tome rules. I've put in an absolute level cap of 11 for everybody, and the only way to actually break the 10 is to attune yourself to a place of power and explicity choose to buff yourself.

Each node will have their own cycle of waxing, waning, peaks, troughs, etc. The intent is for it to be unpredictable, though the image of people attempting to break the 'code' with orreries and charts is an attractive one. There will be a dominion aspect and a roaming aspect with each node. A dominion aspect is a localized manifestation that cannot extend beyond the reach of the node, and is very rigid; though extreme effort can be made to 'twist' a dominion aspect. For example, the Caverns of Flame's dominion aspect is being on fire; but with sufficient architecture and effort by the attuned master, it can be concentrated into numerous forges so that normal humans can walk down the tunnel (and not be on fire) and see a giant line of forges and smithies. Of course, breaking the attunement causes a 'reset', which would kill many people. 

The roaming aspect will be 'creations' of the node, power and energy formed into an independent effect that can extend beyond the reach of the node. This is almost universally in the form of monsters that fit the theme of the node, with more being created when the node accumulates enough energy to 'erupt'. This is the part that is malleable and twistable by the owner, though going outside the theme requires another node as a 'filter'. For example, once tambed, the Caverns of Flame stop producing drakes and produce something else fire-related; such as bestowing upon a select few the mantle of the Smoldering Knights (who lose their power if the place becomes unattuned), or even set up a mystical link to bolster the aspects of another node. This hasn't been statistically formalized yet, but I want attuned nodes to be able to be directed into performing the following: unlocking & maintaining an owner's potential (raising level cap from 10 to 11), maintaining moderate magic items, maintaining major magic item (singular), maintaining monsters (such as Coronal Guard), producing minor magic items. Note that the maintaining quality means node fluctuations are a concern; which means a dormant node will only have minor magic items produced as a memory. 

I'm not sure what this means in regards to wild monsters already produced. I want the Coronal Guard to lose their fire when the Empire of the Sun weapons, I don't want hill giants to fall over dead because Naught Hill had a gazebo built on it to redirect its energy. Maybe if I made monster production comparatively slow, building up energy until it can make a 'self-sustaining' monster, while something like the Coronal Guard can be made swiftly at the price of independence; Naught Hill produces only one hill giant every year or so, depending on fluctuations, while the Empire of the Sun can churn out 20 Coronal Guard right now and can replenish on a whim (up to the 20 unit cap). As a stabilizing influence, nodes are generally separated by hundreds of miles, yet their dominion is almost never larger than a city. On top of this, close to half of the nodes are wild ones and many are forgotten. 


Within the Empire of the Sun 

Imperial Capital 
Our starting point, and one of the larger countries in the land because its node has been at a high point for a generation. The Coronal Guard keep the peace within it borders, and do well. 
Population: 34.000 
Node 
Dominion: Within the city, there is either total darkness or bright light. If it would otherwise be shadowy illumination, even form torches or heavily shadowed areas, it is instead bright illumination that counts as natural daylight. The torch still illuminates only to 40', so there's a wall of darkness. 
Roaming: The elite and favored of the Empire, the Coronal Guard, formerly 5th level warriors made into CR 5 humanoids with eyes of sunfire. When untamed, the node creates territorial lantern archons and [insert light-themed monster here]. 
Notable NPCs 
Tezozomoc: 6th level focused divination specialist, primary messenger, and go-to person for all things oracular. Has access to divination spells outside the wizard spell list (and an animal messenger variant) at the expense of many spells, such as essentially all of necromany/illusion and a large chunk of combat applicable evocation/conjurations. 
Netzhual: High Cleric, 9th level, second only to the Empress. 
Chantico: 8th level Imperial wizard, and primary item crafter, using the accumulated power of the Empire's node. Also head of the Mage Council. 
Coronal Guards: Count as Samurai 4/Fire Mage 1 Aasimar, even though many were formerly 5th level human warriors. 
* Abilities: Str 16, Dex 12, Con 13, Int 8, Wis 16, Cha 12 
* Equipment: Macuahuitl (Exotic 2H, 3d6/x3), Magic Flame Hauberk


Star Cove 
A significant node and one of the largest ports in the land. It has been a part of the Empire of the Sun since its inception, its age and standing giving it a sense of proud independence. Some believe that their loyalty to the Empire is more from respect than deference. It is otherwise a metropolitan port town, with varied architecture except for the oldest buildings (invariably the most imporant ones) that maintain the mesoamerican style of the Empire.
Node 
Dominion: The water maintains supernatural clarity and cleanliness. One can see the bottom from the water's surface readily as if there naught but air. The water within the cove is supernaturally healthy, such that both freshwater and salwater life make their home here. In fact, poisoning the water is impossible unless isolated from the main body in a container no larger than a keg. 
Roaming: The node has been a part of the Empire for a very long time, so the full extent of its wild state is forgotten. Surges large consist of the marine life turning dire, and some beieve that the sea elf clan are products despite their protests (they claim to be displaced immigrants). During auspiscious celestial events, Star Cove's clarity fades, in which Tojanida arise from the darkness with an unknown purpose. 
Population: 40.000


Emerald Oracle
At the base of a wide mountain sits numerous squat buildings, with a handful of beautiful towers that break the skyline. The cty is largely self-sufficient due to preparation and foresight, of which every native is predisposed towards. As there are numerous schools for oracles and diviners, crime is difficult, and fewer Coronal Guard are stationed here. 
Population: 16.000 
Node 
Dominion: The sun glows bright green within area. Divination spells that work on percentage chance success rate have their chance improve by 10%, and divination spells that do not function on %s are instead cast a +2 caster level. Omens pertaining to events within the area are more common. 
Roaming: The stangest of beasts can be spawned here, all requiring peculiar and terrible prophecies to be fulfilled in order to be born. This gives a fair bit of warning as to their nature, so they are always prepared, even if it's just to hire a passing group of adventurers while handing them the creature's equally esoteric weakness. 
Notable NPCs 
Auzrha: A green hag with the casting ability of a 9th level cleric (CR 9). She possesses a hag eye that rests in her forehead as a third eye made of emerald, never confirming membership with a covey. She was the former ruler of the node before the Empire came, who were barely aware of its nature before she unexpectedly handed them ownership. She continues on as the greatest oracle in the Empire.

Lake Cerul
A minor node, ultimately, but important to the life of the smallest kingdom in the Empire, especially due to their proximity to the wastelands to the East. It is a massive lake of elemental water located deep underground, with only a single hidden passage from the surface that leads down. 
Population: 9.000 
History: A vicious water weird had ruled Lake Cerul & the land above it, calling forth deluges form the sky and scalding geysers from below. Her cultists would enforce her will by proxy, who would run the water wheels (torture devices and low-grade dust of dryness producers). The country was saved by the Empire of the Sun, who defeated the weird, tore down the water wheels, and brought prosperity that's lasted for a century. 
Node 
Dominion: Within the cavern, even on its shores or the central island, the area has the Water dominant planar trait; making those of the fire subtype uncomfortable and dealing 1d10 damage per round to creatures made of fire. 
Roaming: Having been on a slow constant wane, Lake Cerul isn't currently causing trouble. Very rarely, it surges and produces aggressive water elementals and mephits. 
Notable NPCs 
Atzi: 6th level water genasi (former elf) elementalist, and very meek. She is also the head priest of the node, ensuring its latent power fuels the Empire.

Hobgoblin Daimyo
A kingdom of extremes within the Empire, it is the most populous and yet the smallest in size. It is a kingdom of goblinoids, with hobgoblin samurai, goblin yakuza, and bugbear ninja.
The moon features heavily in their rites, thinking themselves as what the Empire turns to at the setting of the Sun. 
Population of Largest City: 18.000 
History: The kingdom was conquered by the Empire a human lifetime ago as a favor to the Dwarven nations who were warring with them, to help contain and pacify. This has had a calming effect on the goblinoids, and have had quality trade with the Dwarves for several goblin generations. Unknown treaties between the Empire and the dwarves, that only the Empress & the Keepers of the Ledger fully know, have already been made in preparation of the time that the goblinoids will choose a warlord and attempt to become sovereign while declaring war with the Dwarves. 
Culture: Indeed, tensions are already mounting within the Daimyo because the dwarves are raising the costs for goods that the goblinoids use (technically because of the Blackened Grove hostilities, but it's complicated). The kingdom's patron deity is Kailu, the wolf god of the moon. Kailu is considered the pioneer of civilization, but not a part of civilization, bestowing followers with the power to grow/change and choose for themselves.

Beyond the Empire
Blackened Grove
A warring nation with the Empire, though mainly a kind of lukewarm war rather than major hostilities. The kingdom is founded by druids who focus on the ickier aspects of nature (poison, vermin, mold, carrion eaters, etc), so I suspect that their governing node will follow this theme.

Barghest's Maw
One of supposedly many assassin guilds, this one was founded by a barghest, whose appetite would assure its marks will not return. That was long ago, and while the organization remains, its founder has been destroyed. What makes these assassins notable is their ruthlessly efficient use of magic. It is common for a group of ninja to open up with a single use shock and awe charm to ensure the element of surprise, and their safehouses are guarded by animated objects. While effective, this use of magic has its costs, and thus the guild charges a minimum of 700gp. 
Notable NPCs 
Jabb: 5th level bugbear assassin, current leader of the guild, and former disciple of the barghest founder. When he was trained, the barghest performed a unique ritual by eating only half of Jabb's soul, which gives him a unique tie to the afterlife, with one foot literally in the grave. This grants him speak with dead & clairvoyance at will, the Dark-Minded subtype (despite not being undead), and DR 10/jade. 
Ninja Grunts: 3rd level human warriors, hide/move silently are class skills, wielding dan bongs, camouflage armor, and the following is the standard mission package... 
* 2 smoke sticks, 2 acid flasks, 1 tanglefoot bag, charm of wraithstrike

Oxom's Caravan
One of the Small Gods, Oxom is the herald and harbringer of the chthonic, ferrying good and bad fortune between the two worlds, and is privy to many secrets from this activity. His portfolio includes Earth, Knowledge, Death.
Within Oxom's priesthood, they act as information brokers, selling secrets to the highest bidder through magic and skill. The order exists on a migratory route, never allowing themselves to live near any location that would be of geographical importance (nodes, rich land, trave choke points/hubs, etc).

Shadowed Hand
Possibly the largest guild of assassins and ninja in the known world, utilizing an impressive recruitment program to fuel their primary tactic of throwing hordes of mooks at a problem. Their bases are secret, and in fact many genin never actually go to them, as they are recruited straight from the dojo and equipped/trained on the field; chunin status allows for knowledge of the local base. Membership is predominantly human, hobgoblin, & orc. 
Node 
Part of their success is that their primary base is situated on a node aligned with shadow, located somewhere along the NW border of the wastelands (equidistant from from the Hungering Maw and Lake Cerul). The node and the village nearby are out of the way of any civilization and where civilized people would tread, which suits guild and village alike. It is also known as a place for the more sedentary and civilized members of the Red Fang Tribe to live out their days, the Red Fangs being an orc tribe with vampire aristocracy, which also suits guild and village. 
Dominion: Shifts out of the Shadow Lands during the hour of high noon, shifting back at the end until the next day, taking every creature in its borders along with it. Does not take unattended objects or architecture in either direction, but the guild has enchanted their HQ to be tied with the node so that it will shift as well. 
While on the plane, geography is twisted but readily corresponding to features on the Material, at least within the boundary of the node. Beyond the node is wild and untamed Shadow where maps and distances can no longer be trusted. 
Roaming: Produces shadow mastiffs and umbral fauna, given solid enough form from beyond the borders of the node. 
Notable NPCs 
Eubul Shadowtongue: 7th level gray elf Tome bard, specializing in diplomacy. Eubul's diplomancy is the reason for the guild's exceptionally large membership. 
Tarabo Karasu, the Crow: 10th level shadow genasi weird. Spoken of in some circles as the Small God of ninja magic, and unites the guild by infusing a fraction of his essence into shadow walk charms to the four other bases, allowing a highway of sorts to and from the node. 
Shadow Genin: 1st level warriors, hide/move silently are class skills, wield bastard swords, silk steel armor. 
Shadow Chunin: 3rd level warriors, hide/move silent as class skills, wield dan bongs, camo or silk steel depending on mission, carries single wraithstrike charm and single alchemist's fire 
Shadow Jounin: 5th level orc vampire warrior

Caverns of Flame
Within the borders of the dwarven mountains, this is a wild and untamed node. Salamanders and fire elementals spawn here, occasionally raiding the dwarven borders for weapons able to withstand their heat.
Gebenya: An unusually large and crafty dragon that is the defacto ruler of the caverns, occasionally leaving its lair to feed and expand its hoard. Statiscally, use a highly intelligent half-dragon half-elephant for stats.

Hungering Maw
The source and reason for the wastelands surrounding it, this is a node of hunger and thirst, constantly draining moisture/energy. It's primary physical feature is something akin to a sarlaac pit large enough to be a geographic feature, occasionally belching forth dessicators and other creatures that consume negative & positive energy alike. Orcs have been forced to live near it for some time due to their poor luck at fighting for real land, and most clans revere it as an angry god.

Riddle Manor
A place of knowlege and mystery. An ultimately minor node, its potential for danger is mitigated by producing sedentary (if territorial) monsters at a slow rate. 
It lies high on a mountain side, in a slight dip, actually giving it protection from scrying and teleportation in a manner not unlike a low-flying cloud kingdom. Within the mountain, below the manor, is a substantial labyrinth inhabited and constructed by minotaurs who've made agreements with the kobold tribes beyond to install traps. Sphinxes & manticores roam and nest the mountain range within several days flight of Riddle Manor, feeding upon travellers and generally making the land dangerous to fliers and climbers. 
The manor itself affects the features of a wide, two story (not counting attic and basement) Victorian mansion. All of the architecture is magically treated, courtesy of former owners. The halls and doors are wide enough for lions to maneuver without trouble. A wide and eclective art selection can be found throughout the estate, the entire place kept in clean and repaired condition by independent homonculi (their magic is tied to the node's dominion, so they can't leave). 
Node 
Dominion: Protected information is stored here. If all living creatures that know the information are gathered upon the estate and willingly desire certain it hidden, it will be removed from their minds. All attempts to obtain the information with magic upon the former possessors of the knowledge, or even the knowledge itself through various divinations will only result in obtaining a specific riddle. Even attempting to magically locate texts with the information will yield this result, and any who cast illusory script upon the text will find the duration has become permanent with none having permission to read it. 
Note, this doesn't protect the information from mundane discovery/dissemination. In fact, if too many learn the information, the protection and icon's magic will fade. 
The solution to the actual riddle itslef will be represented in some fashion on the estate, and speaking the riddle before this icon will result in the information being released from the manor's protection. It will also bestow upon the solver the information inscribed on a scroll (whatever language they can read, Arcanis otherwise). 
Displacing the master of Riddle Manor can be done the usual, violent way. But this does not bestow the inventory list of the manor's riddles. However, the position can be obtained by answering a riddle. The riddle is changed into a new one shortly after being revealed, and an incorrect answer will prevent the person who attempted from trying again for a year and a day. 
Roaming: Produces sphinxes and minotaurs, who protect the Manor from thieves, as the icons that provide the information cannot be replicated nor function outside the estate. 
Notable NPCs 
Turan Phix: An especially large gynosphinx, matron of Riddle Manor (11HD, several items), she wears a dark blue shawl and her features are strikingly handsome. She is the only one who has a full account of every riddle within the estate (and was present for a great number of 'deposits'). She can't reveal the inventory, but she can confirm its condition; but she will not answer open-ended questions like "got anything related to the Empire?" (she's not interested in being someone's search engine). While she's surprisingly accommodating to visitors, she does have strict rules and is ruthless in the defense of Riddle Manor. She will answer three questions concerning inventory (with the above limits), which is a sum limit for the entire group and not per person. She will provide quarters to visitors for no longer than three days. Repeat visitors must wait a year and a day before they can get accommodations again. While multiple visits are not forbidden, treatment varies with her attitude (at least one wizard visits monthly for conversation). She will freely inform requests for the riddle of attunement (counts as one of their three questions), but will execute any who answer the riddle wrong.

Circus Genip, Circus of the Mist
Far, far away from the Empire, near the Clockwork Country, sits the Circus Genip. It is a major power amongst the lands around it, featuring four separate nodes linked and empowering a migratory troupe of terror. Aside from the five 'courts' of the Circus of the Mist (four nodes and the troupe), it is an impoverished nation. The serfs toll away to fuel the extravagant courts, also attending the carnivals for distraction from their misery. 
Notable NPCs 
Cotter Cali the Villein: A 9th level human jester, dressed in a variation of the hobo clown outfit, Cali was the advisor to the Ringmaster and held a position of quiet fear by all of the courts. Cali has been known to 'elevate' random peasants to greater status through setting up events that seem to be pure luck to everyone involved, only to make their humiliation and fall all the more tragic once Cali reveals their secrets. With a DC 23 Nobility check, DC 25 Local, or DC 28 History, a player can know that within the last year, Cali has left the Circus of the Mist under unfriendly terms; current wherabouts unknown.

Frozen Islands
Across the ocean from Star Cove, west-by-southwest, lies an isolated island chain roughly the size of Hawaii. The largest island has possibly the tallest mountain in the known world and is also one of the most powerful nodes, as the mountain is made entirely of ice that will never melt.

Naught Hill
A holy site to giants, where many giant couples perform a pilgrimage several times in their lives so as to sacrifice crafted goods (the more vicious sacrifice livestock) and bear children. So named because the hill is shaped crudely like a throne sized for a colossal creature, and 'naught' can (or should) fill such a throne; though some believe it to be a sitting giant. The tallest of humans hail from the lands surrounding Naught Hill, with hill giants and trolls living as the ruling class, though it's a weak rule due to its tribal structure. 
Node 
Dominion & Roaming: One of the oldest and most stable nodes known, it's dominion aspect seemingly subsumed to further fuel the roaming one, elevating what would otherwise be wandering monsters into viable races. 
Miscellaneous Imperial Data
Total Size: 135.000 square miles, 8 million population, over two-thirds is unhinhabited wilderness.
Crystalis: 12.000 of capital

New RulesEquipment 
Force Armor: The armor of an ancient culture steeped in magic. Widely spaced bands of golden metal are placed over various parts of the body, as well as rods extending out from the upper arms and back with circular frames at the end to hold runes of warding. When activated, the wearer is covered in interlocking plates of pure force. 
Heavy Armor (+7 AC, +3 Max Dex, -2 ACP, -6 ASP) 
BAB Benefit 
+1 Force Armor's armor bonus applies against incorporeal attacks 
+5 You can initiate a bull rush against anyone within reach without moving from your square. 
+10 Force Armor prevents body contact with summoned creatures and suppressed mind control as if under the effects of protection from evil 
Flame Hauberk: Favored armor of the Coronal Guard, crafted under the brightest of the Empire's light. 
Medium Armor (+5 AC, +3 Max Dex, -2 ACP, -3 ASP) 
Sense Motive Ranks 
4 You radiate light like a daylight spell. Undead and Evil Outsiders within this area suffer 1d6 light damage each round. 
8 With a Standard Action, you can make a focused gaze attack (Will DC 10 + 1/2 level + Cha mod) against one target within the illumination of your daylight to blind the target for a minute. 
Magi Robes: Used by many arcane orders, statistically identical to magic clothes (tied to Spellcraft instead of Diplomacy) 
Dan Bong (Exotic Light Melee; 1d4/x2): Ordinarily just a club sized one step smaller than the wielder, this stick is the basis for a brand of pressure point fighting technique. With the proficiency in the fighting style, the wielder is granted an additional +1d6 sneak attack damage. Unlike other lethal weapons, when used for nonlethal damage, sneak attack remains an option (as per sap). 
Shuriken: The rules for an exotic weapon outclassed by a dart make me cry. These 'wicked cool' ninja weapons need something to make their existence worth a damn. Therefore, proficiency grants them an additional +1d6 sneak attack damage. 
Fishing Rod (Exotic 2H Ranged, 1d4/x2, 5' increment): Acts as a thrown weapon which can be used to trip or disarm, both with a +2 bonus (range penalties apply to either check). If you are tripped or disarmed during the attempt, you can drop the fishing rod instead. The fishing hook itself cannot damage target if they have an armor or natural armor bonus of +2 or higher.

Languages
We're using the Tome's Language System II variant. Qualith remains the language of illithid and aboleth, preserved by elder brain and racial memory, known to be the oldest of mortal languages (Arcanis is older, but isn't considered of mortal origin). The Empire of the Sun and the countries it directly interacts with (including the Grove) use Celestial as their classical language, modified enough to accomodate mortal viewpoints (such as greed). The Dwarven Nations and most of the northern nations beyond the immediate influence of the Empire use Giantish. The far distant lands across the sea (Circus Genip & Clockwork Country most notably) use Led, a language derived from Qualith. Arcanis/Draconic is a dead classical language, formerly used by several ancient human countries (none are close in proximity), and is in fact the same 'language' used in wizard spellbooks, only modified for actual communication. One of the younger languages is Undercommon (guess where it's used), which has its roots in both Arcanis and Qualith. Primal is the language of the elemental plane, though each of the four main elements have appreciable dialects, and has a tendency to speak only of actions; as names and nouns are really difficult to use.


Cosmology
Small Gods
Small gods have actual personalities and goals, a dogma for each one that priests are expected to adhere to, and are approchable after a fashion.
Karnsali: Dark god of debt (in any economy) and undeath, patron lord of usurers. The body is seen as a valuable resource, indentured servitude being a very valid form of repayment, animation forgiving all debts.
Kailu: Wolf god of the moon & civilization. Followers are not to be truly a part of civilization, instead seeking to change themselves in the search of new frontiers.

Great Gods
Great Gods are semi-anthropomorphic manifestations of fundamental forces, fully omnipotent within their portfolio and fully alien to mortal minds. Priests are not beholden to any dogma, their rites and meditations serve only as a mental focus to make themselves more noticeable to a Great God; as their very 'awareness' of a mortal, even if barely fleeting in their periphereal vision, imbues them with power.
Xeg-Vet of the Chalk, Lord of Negative Energy: Beyond the manifestation, is the force of death, undeath, & decay. Whenever its form is manifest, the sound of chalk and visions of unknown signs drawn upon a void is ever present.
Xeg-Mar of the Bag, Lord of Positive Energy: Xeg-Vet's counterpart, representing birth, life, & growth. It always manifests with a bag of varying size and construction.
Asar the Bear, Lord of the Elements: Representing the concrete and the building blocks of material existence.
Ledi the Moth, Lord of Names: The counterpart to Sar, representing the platonic ideals of all things.

Elemental Plane (aka Primal Lands)
Unlike D&D's orrery like planar arrangement, elementals live on one plane not unlike the spirit world as depicted in Japanese anime. The water is deep cerulean blue even in the shallows, light doesn't come from a sun, but from literal rivers of flame flowing through the sky. Rocky plateaus jut from the ground in impressive extremes. Everything here is more geographically intense than on the Prime Material, and spirits take the form of dire animals (with elemental mastery and decent resistances for their habitat) and strange creatures; eventually getting reabsorbed back into the essence of the plane. It is said that Asar the Bear roams this plane, but none claim first or even second hand exposure.

Ethereal Plane (aka Shadow Lands)
Thoughts and memories leave an imprint here, though some feel that the connection is reciprocal. Landmarks have their 'shadow' exist here, tainted with metaphor of their spiritual well-being; gilded manors of corrupt politicians appear shoddy, run-down, and blood-stained while the shanty of a loving family nearly gleams w/filigree and polished marble. Combine the Ethereal Plane and the Plane of Shadow into one, using the Plane of Shadow's statistics for those travelling within. Natives include fey & umbral fauna. Much like the Elemental Plane, it is said that Ledi the Moth flits in and out of this realm on the memory of moonbeams, but the nature of such tales and rumours are subject to greater fancies than most.

Friday, July 6, 2012

Ferrous Fortune Hunters: Session XIX

Jorn's player is visiting family this weekend.



As the party lies down for sleep, Jorn watching over their bodies, the party awakes in Audrius's subconscious dreamscape. They're on a grassy knoll, with rolling hills and mountains to the right with large chunks of earth floating through the sky to the right of them, and a vast marsh of oil-covered vines & tortured trees with faces and a giant burning eye on the horizon with dragons flying around it.

As they got up, the noticed that the left side (the oily vines) was actually growing and slowly moving across to the right (at about half the speed of a shambling zombie). Antric was curious as to what would happen, so he threw Flynn's backpack (with his clockwork golem) into the mass to see what would happen, and saw the vines wrapping around it and ripping the entire thing apart and then slowly assembling the vine covered pieces into a new configuration.

Not wanting to push their luck, the party ran. They later found out that any inanimate equipment they brought to the dreamscape would be unscathed, though the same could not be said of themselves.

Across the field, they saw miniature parks (in area covered, not scale) with statues of park-goers in various positions (some with children mid-skip, others of adults mid-stride down the sidewalk, etc). They could hear the statues continuing to make sounds as if they were alive and not immobile. A little creeped out, they wondered how to find the flower they were after, and were informed by a new voice stating that it would be a good idea to find higher ground to look.

They discovered a medium-height old man (clean shaven, long sideburns) in a black suit, wide-brimmed purple hat, and yellow gloves. Taking his word, Kagemane climbed up a nearby gazebo and began a series of leaps and acrobatic maneuvers to scamper up various floating rocks with great ease. Audrius tried to follow suit, but finally gave up after the second 20' drop, while the only other person who might've been able to follow was Flynn who didn't trust himself for such an endeavor.

At about 80' up, Kagemane found himself on a rock with the stranger lying down in rest who then told him that if they're looking for a flower in a field of yellow, to look for something like that. Off in the distance, Kagemane noticed a caldera in the mountain range that glowed yellow. Before heading back down, he asked the stranger his name, who told him "Skald" and handing him a peculiar card written in Baatorian (lawful fiends). When Kagemane grabbed the card, Skald noticed it and told him to get rid of it quickly.

As soon as the card came into view, the burning eye to the 'left' turned to look at the pair, and a beam of green flame erupted towards them. Ducking and throwing away the card, the flame engulfed and incinerated the card. Apologizing, Skald pulled out another card written in Common, which simply had Skald's name and a picture of a pair of yellow gloves.

Kagemane jumped down the floating terrain, showed the card, and the party came to the conclusion that the dark side of Audrius's subconscious must be his evil, chaos-loving part; and any obvious signs of Law (such as Baatorian writing), would be smote down if in sight of the burning eye.

Taking note of which direction Kagemane saw the glowing calderra, they began their travel. Out of nowhere, they came upon an ocean, with giant upended feet breaking the surface. Laughing with glee at their chance to use a spell, Audrius broke out a jar of human toenails and began the incantation to create a viking longboat (made out of nails, and rowed by the footless souls of those used in the spell).

Moving along, they spied a scintillating city to the west, and something huge and dark moving beneath them from that direction. Erupting from the water, was a five-headed hydra with each head a different color (black, green, white, red, blue). It was a heated battle, and the most notable maneuver was when Flynn wrapped rope around its swerving heads, secured the base of the rope to the ship itself and then had Audrius command the ship to go full-speed ahead; literally scraping the hydra off the ship like a scab. Once it was defeated, the heads broke off and became dragons of equivalent color, and were shortly defeated. Kagemane did a nice maneuver where he would leap up, and literally climb the thing to stab it in the right place and jump back off before it could react.

Once that was dealt with, they landed at the base of the caldera, which was lined with giant stone lotus flowers. Just as they got off the boat, they noticed Skald on the rear of the ship playing a funeral dirge. The boat began to turn black and rot, sinking, then exploding in black tendrils and basically bringing the dark 'left side' right to the base of the party.

Moving up the side of the mountain, they came upon the lip of the calderra, lined with giant ice blocks that were constantly sublimating into large clouds of steam (without losing mass). Forming from the steam, entered the melnibonean the party encountered earlier, wearing yellow gloves and forbidding the party from passing.

This made the party quite terrified, as they knew what Audrius thought of the melniboneans, until they finally thought about the gloves and called him Skald. The figure promptly turned into Skald and admitted to not being an actual part of the dreamscape, simply having hung around for awhile, enjoying the sights. He did enjoy the dreams, and invited the party into Jorn's dreamscape, at which Antric agreed to, right after they got the flower; Skald said he'd hold him to that promise, and waved them farewell.

As the party moved across the field of yellow wheat, they began to be chased by three Inos, laughing and asking to play with them. Kagemane attempted to sprint away even faster, at which point one of them zoomed right behind him, and another turned into a hag and slapped each of the players for noticeable damage by sticking her hands into the ground and having a hand break the ground to grasp each player by the foot (causing withering damage).

Not wanting to dare take on three Inos, Antric said they'd play with them, and suggested a tea party. Someone suggested that a flower would make the perfect centerpiece, and suggested the girls get it while the rest of the party prepared the tea party.

What began was the equivalent of Calvinball for tea parties. Antric was the Captain of Creme & Audrius was the Sultan of Sugar (each with appropriate hats), the picnic cloth is a layered affair of cloth-cups-cloth, and every ten minutes they had to throw their tea cup over their right shoulder and pour a new one.

Eventually, as the party was winding down, there was a safe vault door off to the side with a knocking. Antric answered it, finding himself in front of an ogre with giant blades for hands screaming "Stab-o-gram from Jorn! You've got twelve seconds to gather aim tokens!" Slamming the door shut, Antric looked at the party pleadingly.

Kagemane reached into the picnic basket, pulled out a sundial, yelled 'crap!', then pulled out a window frame to set into the air and jump through it. Everyone else said they had do something random and opened the safe door and walked by, with Audrius remembering to take the flower with him. This caused all of them to wake up in the cave.

The dreamthief told them that Jorn was busy dealing with a sandworm outside, and that someone was at the door. The exit from the cave was blocked off by a safe vault door, which was being 'knocked' on with a force that would tear it apart in very short order. Antric went up to it, opened it, and was told by the ogre behind it "Times up!" The party dealt with it, and the door and ogre faded away.

Appearing inside the cave was Skald, who was glad the party could provide such fascinating activity, as he's never seen such a will to survive in a mortal before. He offered another card, and said to call for him whenever they decided what to do with the flower, as he was fascinated to find out what would happen; followed by walking off into the desert, fading away into nothingness.

By the way, the party has nicknamed that character as 'Q'.