Showing posts with label Iron Heroes. Show all posts
Showing posts with label Iron Heroes. Show all posts

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'.

Friday, June 29, 2012

Ferrous Fortune Hunters: Session XVIII

For the first session, the party travelled for a time away from the city before stopping. Once they did so, as dawn was breaking, Audrius was awakened by his eye sentry by significant movement from the south. He awoke and borrowed Jorn's spyglass and saw what seemed to be four people in bone white full-plate & tower shields with scraps of grey funeral shrouds trailing behind them, riding skeletal horses in similar barding in full gallop towards the party.

Not certain if these were hostile, the party went into hiding except for Antric, who awaited their arrival. Because they were in full gallop without slowing, this was not a long wait. Just as they were seconds away, they each reached behind them and pulled out lances, the head seeming to be obsidian that emitted smoke constantly. They rode by in columns past Antric, two of them surpassing the defenses of his shields and gravely wounding him.

As the party realized they were hostile, they lept from hiding and began to unleash their attacks, with Audrius hurling magic to gum up their steeds and Jorn using the nearby dune to duck behind between shots and disappear without anyone even being able to tell where the arrows came from. Honestly, Jorn did the lion's share of the damage here, one-shotting each horse to deprive them of their steeds and ultimately one-shotting the knights because the party softened them up by the time he got to them.

Once defeated, the party saw the armor & weapons degrade in quality and discovered that it was skeletons beneath the helmets. Audrius recognized what these were to be Pale Riders, dark warriors sent out to slay the enemy, ever tireless in their pursuit and able to move their spirits into any nearby corpse if ever defeated.

Knowing they would return eventually, Audrius planned out a binding circle to capture their spirits as soon as they left the next set of bodies to ensure that they don't repossess a corpse.

Unsure of how far the corpses would be to be animated (that stage takes an hour) with the travel time to reach them, they returned to sleep with Audrius's eye on watch. An hour later, he was awoken to the sight of the Pale Riders coming from the same direction towards them. This time, they knew them to be hostile, so Jorn used his sniper like skills to kill each horse as they galloped before even reaching the party. Meanwhile, Audrius and Flynn worked together to draw the binding circle.

Jorn wasn't confident with striking the Pale Riders themselves at these distances, so he waited, and observed them slowly regrouping and eventually skewering one of their slain steeds in unison, raising it up, and marching towards the party with the horse corpse as a shield.

Just before the Pale Riders got within charging distance, they began to howl and scream and shake, and then collapsed into a pile of lifeless bones and armor pieces. The party waited for five minutes before getting any closer to examine what happened, and as soon as Jorn touched one of the bones, they all flew back together into the four Pale Riders and stabbed with their lances. There was a bit of damage, but the party had an easier time this time since they didn't have to worry about them being mounted or having the opportunity to charge.

Slaying the Pale Riders, their spirits were captured in the prepared vessels, at which point the party deduced the animated corpses they were using must just be over the sand dune in the distance to arrive so quickly. With haste, they mounted up and rode over to see what was over the dune, discovering a full dozen Pale Riders surrounding a decorative and demonic box which Audrius theorized to be the phylactery for the Pale Riders. Cautiously, they attacked the soldiers from a great distance, and discovered they were only mindless skeletons (prepared vessels for the Pale Riders) and made quick work with them.

They rechecked the box to verify it as the repository for the spirits of the four Pale Riders, sundered it, and went back to sleep.

Afterwards, they travelled further until they found a cave to hide in, asking the dreamthief (been hiding Between the Veils while combat occured) to take them into Audrius's dreams in order to seek out this flower that the Black Lotus Eaters.

Friday, June 22, 2012

Ferrous Fortune Hunters: Session XVII

Good game here, though technically a bit long on the exposition and short on the interactive scenes, but this is where we closed a plot hook I gave the party on the first session. I need to give Pat's character, Kagemane, more opportunity to shine since he's actually been a bit short on the offense due to circumstance. Jon's arcanist is getting downright intimidating now that his cursed rolling seems to have left him. Oh, and I finally had a chance to give each player a unique magic item to call their own.


Kagemane and Flynn begin their trek to the opposite side of the city, bringing most of their camp with them just in case they need to leave quickly. As they travel, Flynn notices that the non-ruined part of the city has disappeared from view and realizes that the ruins are entangled in a jungle oasis. He doesn't consider this exceedingly out of the ordinary, and continues to follow Kagemane (who appears to be expertly striding around the trees and the like without worry). Eventually, they find the rest of the party, at which point Flynn comments as to whether they should be worried about the sound of drums he's hearing.

No other party member seems to be able to hear the drums surrounding the party, but they trust Flynn's word and everyone except Antric disappear behind cover. The drumming gets closer, followed by a nine-foot hulking frog man with a goblin sitting on his back, using a pair of drums in a pattern for war. The creature swipes at Flynn, where the rest of the party only sees Flynn leaping from his hiding place with wounds appearing ex nihilo. As he tries to fight, Audrius figures out that he's deeply embedded in a glamer, and creates another glamer in his mind of an ally similar to that of Jorn. Because this illusion is in the mind of Flynn, it is able to interact with the illusion of the slaad (frog man). A few more passes in combat, and the illusion is vanquished, with one of the goblin's drums actually fading into reality while the rest of the illusion is disbelieved away so that Flynn realizes it's just a sand covered ruin.

They gather their wits and descend into the dungeon, with Audrius having taken note of which passages he saw the original sorcerer adventurer take as the safest route. A couple traps are bypassed, a particularly vicious trap is dealt with that has the walls violently slam together. Shortly, they enter the chamber with the large dragon bleeding into the well, and contemplate the manner in which to free it. Remembering the favor the Melnibonean asked of them what seemed like so long ago, they activated the feather and sent a message stating that they found the source of Ino's bindings.

This conversation is interrupted by Ino, who had started to develop wrinkles and several streaks of white hair, who suddenly reverted to her child form. A sorcerer adventurer holding a gilded & runed amulet enters the room from one of the doors and thanks the group for bringing 'their' property back, and now they only need to have her original binding sigil. Flynn bluffs him, holding a piece of random paper and bolts down the hallway they came from.

The leader orders two of his spider adventurers to chase him and offers a cart full of gold and gems to the rest of the party if they help. Jorn lies and goes after Flynn, pulling out his bow to help kill the two sorcerer adventurers out of sight. It's only a few moments for Kagemane, waiting for an open moment after Jorn leaves, before he's charing at the leader with his weapon drawn. Expecting this, a wall of energy was formed around Kagemane, and called forth two more adventurers from the shadows to attack. These assassins horribly wound both Antric and Audrius, especially when the leader pulls out another spell and mind controls Antric.

In a desperation move, Audrius pulls out a massive enchantment spell and mind controls both assassins and Antric, then sends them at the leading arcanist. The arcanist pulls out the stops and hurls two bolts of power, one at Audrius and another at Antric, though the one at Audrius misses (would've killed him otherwise). The assassins converge, and Kagemane cuts his way out of the cage of energy (Tool of the Mender strikes again!).

Meanwhile, Flynn remembered the crushing wall trap, & rearms it as he runs by. He taunts the chasing sorcerer adventurers into walking without caution, and the two are grievously injured by the crushing walls; then finished off by Flynn who flips over their head and strikes them both in the back. Jorn takes this as a sign Flynn is fine by himself, and sprints back down the hallway just in time to slaughter the arcane leader of the Brotherhood of the Spider.

As they catch their breath and deal with the two mind-controlled sorcerer adventurers, the party takes note that several of the warding sigils inside the cavern are glowing hot enough to start making the surrounding rock itself glow. Audrius and Flynn pool their collective knowledge of sigils to safely remove the anti-teleportation wards, and the Melnibonean arcanist.

He thanks the party for showing what happened, gives them a talisman to break the scapegoat spell, and offers to take the innocence demon under his ward to help heal her wounds. The party agrees, and are thankfully warned that they should leave the presence of the dragon within half an hour, because there will be two millenia of continual mortal wounds applied all at once back to the dragon (read: BOOM). He wishes the party luck in the upcoming shield contest, and takes his leave with Ino.

The dragon thanks the party for freeing him once he regains consciousness, bestows a magical shield of ice to Antric and water that can be formed & reformed into steel-hard ice, which Flynn plans on using for upgrading his clockwork golem.

With this, the party tells the dragon good luck on his travels, and high tails it out of the dungeon and away from Quarzhasaat as fast as possible. There is a purplish explosion that sets their teeth on edge twenty minutes later, and any chance of pursuit is destroyed in that blast.

Friday, June 15, 2012

Ferrous Fortune Hunters: Session XVI

Good session this time around. While the party did get sidetracked here and there, we actually got a fair bit accomplished in spite of it all. I'm a little bit annoyed with myself that we didn't do more with Kagemane, but he does tend to be a wallflower without much emotion (Captain Obvious gave me a thumbs up for that one :P). I'm surprised at Jon's ability to get Audrius (the arcanist) to be quite useful at this point, which stems from both boldness with magic AND being able to roll higher than a 6.


I forgot to mention, but two sessions ago, one of my players (Slater, character's name is Flynn) had some work scheduling conflict. We thought he would be gone for a month or two, so I started altering the plot so that his character's absence wouldn't cause undue pressure, which is why you didn't see him around last session. However, he got the issue resolved, so he only actually missed a single session. The rest of the group went out to grab some fast food, so Slater & I did a one-on-one to catch him up and redirect him back to the party in a way that fit the plot.

Flynn heard of the nation of Kasheen, a kingdom renowned for its master clockwork engineers. Since he didn't have a terribly deep connection with the party, he decided to explore this new dimension on his own towards a more interesting location and left about a week before the rest of the party embarked on their quest to the lost city to the north. Kasheen lay to the east a fair distance, but it was over terrain that was much easier to cross than a desolate desert, so he could survive fine on his own.

About four days into the journey, he comes across a vast army that fielded a sizeable portion of undead minions at the front. Amidst the undead horde were a smattering of very heavily armoured humans astride equally barded steeds and carrying both a shield and large banner showing the sign of the Black Lotus Eaters, and seemed to be the herders of the undead. Deeper within the army was a large contingent of adequetly equipped, normal human soldiers with some kind of badge showing their alleigance. At the heart of the army were two siege towers and a particularly larger siege tower, which seemed to almost be a mobile fortress. Surrounding the bases and atop the ramparts of each siege tower were numerous, heavily armoured individuals that all wore black cloaks with a ruby hint. There were also several tracker demons, as seen from last session, scattered at various locations in the army that slither between the ranks in an attempt to keep a low profile. In the sky around the army were at least half a dozen vrocks (previously encountered vulture demons) patrolling the area as the army moved.

Flynn went out of their immediate path, and found a safe spot to watch from, and barely noticed the vrock that snuck up behind him. It inquired as to who would be so foolish as to stay in sight of such an army, and it could sense a feeling of competence that told the vrock that perhaps Flynn would consider it prudent to speak with the master. Not wanting to cause trouble, he acquiesced and was carried to one of the smaller towers. There, he spoke with the arcanist in charge of one of the smaller siege towers, and gave him alot of information regarding the party. However, he bluffed the arcanist and informed him that the party plans on staying for at least another four months in the city and then plans on going to the south for a shield contest (where they're actually leaving in three days to the north into a vast desert).

At this point, the arcanist offers Flynn an offer of employment that will also save his life. In exchange for finding his 'wayward companions', he offered him access to a stipend that will last the rest of his days, access to the Black Lotus Eater's troves of arcane lore, as well as several knowledge demons bound to his service. Flynn agreed to this, taking a sending lizard (anything physically done to it is also done to its mate, and it regenerates fairly fast) and a larval tracker demon (only good for finding the party) with him and planning on being careful since he saw through the lies given tohim by the arcanist. As they walked outside to a demon that would be provided to him, the arcanist cocked his head as if hearing something for but a moment.

Flynn was brought before a flaming horse with iron hooves and molten breath, and recognized it as a high-quality demon of traveling (twice as fast as any mortal horse, able to run across water, through the air for short jumps, and potentially between planes). The arcanist told him that once he mounted the creature, it required a soul for him to dismount, but some animal they pass should cover it (bold-faced lie, it takes the rider's soul once he dismounts unless a human soul is given at the start of the journey). Flynn accepted this, jumped onto the horse in one motion, yet continued to spin and jumped off and landed with his gauntlets on the arcanist's shoulders. Holding himself up for a moment, he grabbed and twisted the arcanist's head until it snapped, and leapt off the falling body onto the horse again (who accepted the escaping soul). He stirred it to move swiftly away from the edge of the army and towards the party. Mechanics-wise, stunts with double sneak attacks do wonders for dealing ~73 damage in a single round.

We now fast forward to the party, a day out from the Silver Flower Oasis along the Red Road towards the 'lost' city of Quarzhasaat. They see off in the distance, a black figure coming towards them supernaturally fast. In short order, they see that it's a fatigued and exhausted Flynn astride a healthy looking horse of demonic power. He jumps off of it, pats it on the flank and waves it goodbye. After chugging a gallon of water, he tells the party what he just escaped from.

The party informs Flynn of what has been happening on their end of things, and invite him along on their journey to Quarzhasaat. While they travel, they speak with the dreamthief to better understand his craft, who gives some detail but unable to properly word the method of his profession due to both secrecy and the training/background required. Under some request, he agrees to keep an eye out in the dreamscape in case the Black Lotus Eaters make a move he can notice; and agrees to take a dream from Flynn (nicest one to enter) so that they may try out a stolen dream.

They camp for the night and resume their journey, eventually seeing the filled city of Quarzhasaat. At this point, the dreamthief began to inform the party of some of the rules as he was aware last time he left...
* No container is to be pure wood or skin; a metal or clay/ceramic is required
* All stoppers must be airtight, no cork
* All consumption and/or trade of water must be conducted such that no party is in direct contact with the sun
* None are to disturb the public fountains
* The sale of containers for water must be on the northern side of town, with windows open from the east, and certified by the Water Watch (local police force with a dedicated purpose)
* The minimum punishment for all infractions is flogging
* Updates and/or changes to these rules are announced once a week in town square at the 7th hour after the sun has set
* Changes to the system of announcing updates/changes will only be announced on an even hour on the NE corner of Sunny Sundries

There were a few other rules, but the party got the gist of the situation they were entering; especially after being told that the Water Watch had domesticated achthu (anteater-badger hybrid that can smell water). Before planning too much, a group of what seemed to be desert nomads came to them, all wearing the same robes of black silk. Their eyelids and wrists were densely and intricately tattooed as if a veil was placed over them. They greeted and welcomed the party to the most wonderful city of Quarzshaat, and told them they will without trouble with bringing their demon within the walls of the city. After a bit more pleasentries, Jorn and Flynn could tell they had their eyes set on Ino from the beginning, and would probably attack if the party decided to just leave without going into the city.

The dreamthief, after the group left, told the party that was the Brotherhood of the Moth, a clan from the Sorcerer Adventurers who are all beholden to the whims of the nobles of this city. Ino asserted that he was correct, but didn't like to speak of them much (woman form by now), and warned the party to beware of the Brotherhood of the Spider.

Parking their camels a distance from the city itself, Kagemane and Jorn went into the area to get an idea of what was necessary to procure containers that were up to code; as they had brought about a hundred gallons for emergencies (only to discover that their skills at surviving in the outdoors were sufficient to go out there naked, practically).

Inside the city itself, which literally had gold paving the aqueducts, but the party could tell there was an undercurrent of stress at every corner because of the numerous & obscure water laws. There even seemed to be some code spoken between a trader & noble even they, with their trained social senses, couldn't understand. After a close call when Jorn took out his non-code canteen in the light of the sun before a container salesman, they managed to find a member of the Water Watch to exchange said canteen for a water token (safer means of exchange, subject to same rules). They had to do this, because Jorn's bag of a hundred pieces of gold might have gotten him a thimble of water.

The entire time, Ino (innocence demon) was acting morose, having shifted to woman form and began to accrue white streaks when Jorn & Kagemane started getting near the upper-class part of town.

Once they had this business settled, they asked around for information regarding the ruins their journal/map spoke of, and found out there's a haunted section of the city that was walled off shortly after the cataclysm left in ruins and on the other side of the city from where the party was camped. They left behind Kagemane and Flynn to watch the camp while the rest of them went into the ruins to investigate (Jorn, Antric, Audrius).

Audrius thought he saw movement near the border of the ruins as they approached, but they were all distracted when the image of the unruined city began to fade and the trees of an oasis began to superimpose around the ruins, with a bit of concentration from the feeling of pressure in their heads, the images faded away.

Cautiously, they approached the ruins, watching for trouble, and eventually came upon what seemed to be the original markings that the mapmaker came upon. As they examined them, Jorn heard footsteps and alerted the other two. Jorn and Audrius moved close to Antric's armored side, which saved their hides, as a trio of scimitar-wielding Sorcerer Adventurers jumped out of...something...and hit Antric's shields.

They told the party to hand over the demon, which was theirs by right, and would take it by force. Jorn warned them that force was a bad idea, and they weren't giving up Ino; at which point, our warriors attacked as usual and two were slaughtered within 10 seconds. The third chopped at the air and stepped between it, disappearing from sight.

After a few moments, Audrius casts a scrying spell and begins to follow the surviving assassin. He turns out to be in an underground passage, moving swiftly into a large room with a massive water fountain against the wall. There are arcane sigils strewn across the cavern (Audrius recognizes to be various warding and binding sigils). Immediately above the well is an oriental dragon with ocean-blue scales, literally pinned to the wall on massive iron spikes. It's lifeblood, pure water, continuously flows out into the well and into gold-lined aqueducts.

One of the sigils begins to glow, and the scryed sorcerer pulls out some dust and throws it on the sigil, where it begins to burn and the smoke follows the scrying enchantment. Audrius cancels the effect, calls for the rest of the party to convene, and thus begins our first dungeon crawl in the campaign!