5.18.2013

Age of Worms, Session 24

The party complied with the guardsmen's request that we visit their post and be questioned, but Cameron, already in sorts due to being accused of a crime he didn't commit, raised a fuss and was held until he calmed down and his status as a noble and reasonable certainty could be obtained that he was not, indeed, the attacker on Tarquin. The evidentiary lynchpin being a key, found by Tarquin, that none of the party had familiarity with that featured a crest depicting a giant octopus pulling a ship down.

New lodgings were made, a change of address was left with Eligos, and the group sprang into investigation, trying to discern who had it out for them and why. The best leads were found after throwing gold at people who frequent the Crooked House, in hopes that more booze money might loosen tongues. There, we found the name of Cameron's accuser as well as leads on the key, being told that it was the symbol of a trading coster no longer in service, which had several holdings in the River District, warehouses all bearing the same symbol, one of which still stood.

Hiring a guide off the street to lead us to this River District, and the warehouse of interest - a place called Sodden Hold, since that name was painted on the side.

Waiting a short while, looking for anyone exiting or entering, Mullins decided to ask around (which was aided by Cameron failing at intimidate) to see what we could find out about the place. We turned up no leads, and so decided to go in through the door, which had to be forced in. Therein, we found a normal storage room of a warehouse with various doors leading off to the sides. Moving to the first door, however, we found that some of the crates and barrels were mimics, which posed enough of a threat to keep us occupied for quite some time, and though some were caught and at least one party member had fallen unconscious, we fought through to a win against the beasts.

Once everyone was back to fighting shape, we pressed on, finding a dangerous pit trap in front of the first door we checked, and then moving on to search the other chambers, which held nothing of great interest. Katain pressed forward past the pit trap to inspect the chamber beyond, with the others slowly making their ways through by jumping or being pulled through with a rope. The pseudodragon had discovered chests under a flight of stairs which held a few valuables, as well as another door leading off which led to a hall with cells holding several prisoners with a set of double doors at the end.

Informing the prisoners that we would come for them once any danger had been assessed and taken care of, we moved forward through the double doors to find a chamber with the floor fallen out. Water filled with rusted old weaponry sat a little below support struts that once held the floor in place and now seemed to be the only way across the chamber. With a few false starts and an incident with Mullins falling into the pointy water, Cameron started to make his way across the beams by lying down and scooting. This was a poor decision, however, as soon he and the rest of the party were attacked by invisible air creatures that had no problems attacking us, but presented a very tough foe to fight.

Cameron made it to a stable piece of flooring with the healing aid of Able and Katain, but the aid proved futile and both he and Katain were struck down. Mullins disappeared from sight and Dairon saw that being out in the open was a death warrant and retreated into the hall with the cells. Able and Caine both retreated to the doorway to a more defensible fighting position and the four remaining men (well, three men and a gnome) were set to make a final stand when we left off.



Cast of Characters
Cameron val Dane, Human Knight 7 - Me (deceased)
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami  (deceased)

5.14.2013

A is for Golarion!

So, this was supposed to be part of the other Campaign Alphabet post, but I did the most awesome thing and X'd the tab the post was on and lost the whole thing, then posted the entries for Khardtha and Wilderlands separately, and now will present you with two(!) entries for Golarion, Paizo's in-house setting and the backdrop of my Rise of the Runelords campaign.

Golarion

Aldern Foxglove


A young up-and-coming noble, Aldern Foxglove was on track to becoming an important figure in Varisian politics. Lord Foxglove had forseen the importance of Sandpoint and had made trips to visit, networking among the locals and procuring hands to help restore his familial holdings close to the small coastal town. His charisma and easy attitude, as well as his generosity helped gain him aid in restoring his home as well as helping make friends of a local adventuring band, who were also becoming somewhat important in the area.

Delving into his family's history and his ambitions to bring his goals to fruition brought many boons, like his lovely wife, Iesha, but also brought the attentions of an organization called The Brotherhood of the Seven, as well as the corrupting influence of necromantic energies coursing through Foxglove Manor - the holdings he was hoping to restore as his familial home.

Through unknown events, Aldern was changed. Warped into an undead monster who became obsessed with his former friends, especially Vic Alvaraz, and their demise at his hands to appease "the Master's" will and bring them "into the pack". During the time after his transformation, he claimed many lives and raised around him a small army of undead fiends to help carry out his twisted plans and to sow horror and death in the surrounding area.

The attacks by his brood and the murders Aldern personally committed, however, ultimately brought his friends to his doorstep after having dealt major blows to his ghoul packs roaming the farmlands around Sandpoint. There, in the bowels of the earth, beneath Foxglove Manor, the band put an end to the creature that used to be their ally and ended his reign of slaughter and terror for good.

This was not the final chapter, though, as the party has begun to follow leads to end the masterminds behind Aldern's threat, making Sandpoint safer, and perhaps exacting a little revenge in the fallen noble's name.



Alaznist


Though not much is known by the adventuring band about this woman, they have seen her likeness in ruins below Sandpoint, and know her to have been one of the seven Runelords to have ruled during the times of ancient Thassilon.

Since they have also seen ruined likenesses of the Runelord Karzoug, it has been posited by the local sage, Brodert Quink, that Sandpoint lay very near or directly on the boundary between the territories of Karzoug and Alaznist, and he in fact believes that the Old Light was a weapon tower, not a lighthouse, that the ancient queen may have commanded.


5.12.2013

Messenger and Spy

In this first of a series of NPCs that you can fit into your own campaigns, I'm bringing you the second Transformer to make an appearance in the "original" - Generation 1 - cartoon series (after Wheeljack), and that is the series I will be making the characters based on.

Bumblebee acts primarily as Optimus Prime's spy and messenger, using his wit and small size, as well as his nondescript alternate form to find him easy access to those places that his larger commanders cannot go. The drive to please the other Autobots with his performance, and to live up to the standards of bravery and valor that the other members of his faction do, however, often leads to Bumblebee getting in over his head and either captured, harmed, or putting others in jeopardy. In the end, though, the Autobots would suffer greatly without their scout.

Below, I've put together two character write-ups for Bumblebee, one from Wizards of the Coast's d20 Modern, using additional rules found here, and another using Marvel Heroic Roleplay from Margaret Weis Productions.


This d20 Modern version of Bumblebee is made quite simply using the rules presented, and doesn't properly reflect his sensor array, any aerial propulsion that may have been used, or any other ability necessarily shown on the show. Also, though the threat linked above mentions mecha equipment, a mecha-grade plasma pistol would drop Bumblebee in one shot, and so an enlarged normal version is given as equipment.
Also, those with keen d20 Modern knowledge will spot that Bumblebee has one less feat and eight fewer skill points. This is because the system assumes that characters are human, and thus those advantages have been stripped, as Bee is a Cybertronian.

Bumblebee                    CR 5
Autobot Investigative Fast Hero 2/Smart Hero 3
Large construct (living construct, Transformer)

Init +1; Senses low-light vision,  Listen +3, Spot +3
Defense 14 (+4 Def, +1 Dex, -1 Size) touch , flat-footed
hp 24 (2d8+3d6+10)
Fort +2, Ref +3, Will +1; evasion
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Speed 40'
Melee unarmed +5 (d4+5)
Ranged plasma pistol +3 (4d8)Str 16, Dex 12, Con 14, Int 16, Wis 8, Cha 13
Base Atk +2
Feats Simple Weapons Proficiency, Personal Firearms Proficiency, Stealthy, Ride with Me, Gearhead
Skills Computer Use +6, Drive +12, Hide +9, Investigate +9, Knowledge (Earth Culture) +4, Listen +3, Move Silently +9, Repair +6, Research +6, Search +6, Spot +3
Languages Cybertronian, English
SQ  Action Points 7; Talents (Evasion, Savant[Investigate], Trick)
Special Abilities
Transformation: Transformers have an innate ability to transform into some vehicle-based form. This is a purely mechanical transformation, and parts required for its vehicle form are visible in its normal bipedal form.

As a standard action, a Transformer may assume into its chosen form or back again. While transformed, they lose any attacks that require appendages (although they may keep any ranged weapons that are mounted on weapons mounts).

At first level a Transformer chooses a civilian vehicle of the same size category as it’s base form. A Transformer becomes a standard version of the vehicle, but may later add gear (such as mounted weapons.) Whenever a Transformer would gain a new feat due to hit die, it may also change it’s vehicle form, so long as the new vehicle is of the same size category as it’s base form.

While in vehicle form they use all of the stats of the chosen vehicle form with the following exceptions: The Transformer keeps it’s own hit points, class defense bonus to armor class, and treats the listed vehicle’s hardness as Damage Reduction /-. A Transformer also retains any benefit from it’s feats or class talents (such as a fast hero’s increased speed or a tough hero’s damage reduction.)

While in vehicle form the Transformer follows all rules for vehicle movement, maneuvers, and stunts. The Transformer is treated as it’s own driver, but may relinquish (or regain) control to a passenger in the driver’s position as a free action once per round.

Alternate Form
1984 Volkswagen Type 1 "Beetle"
Large economy sedan

Init +0
Defense 13 (+4 Def, -1 Size)
hp 24
DR 5/-
Maneuver +11; Movement 220 (22)
Crew 1; Passengers 4
Cargo 275 lbs.


The following Datafile for Marvel Heroic Roleplay is my first attempt at making a scratch character from the system, so excuse any apparent fumbles.

Bumblebee
Affiliations:
Team: d8
Buddy: d10
Solo: d6


Distinctions:
Some of my best friends are humans.
The least likely can be the most dangerous.
Danger Magnet


Power Set 1: Robot in Disguise
d10 Roll Out  (Shapeshifting)
d8 Burnin' Rubber  (Enhanced Speed)

SFX: Hop in: Replace Burnin' Rubber die with 2d6 or 3d4 on your next roll if you have human passengers.
SFX: That was close!: Spend 1 PP to reduce Physical Stress when using Roll Out. Activate only if More than Meets the Eye Power Set is active.
SFX: Unpredictable Luck: Instead of spending 1 PP, add d6 to the doom pool to create a Robot in Disguise stunt.
Limit: Alternate form. Shut down all More than Meets the Eye powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.

Power Set 2: More than Meets the Eye
d8 Cybertronian Steel (Durability)  
d6 Plasma Cannon (Attack Powers - Weapons)
d10 Sensor Array (Senses)
d8 It's Good to Stretch My Legs (Shapeshifting)
d6 Strength
 
SFX: Versatile. Replace Sensor Array die with 2d8 or 3d6 on your next roll.
SFX: Rash Decisions: Step up or double any More than Meets the Eye die in a single scene. Create a Watcher opportunity and add a die to the doom pool equal to the newly adjusted die type/amount.
SFX: Make this one count. Shut down Sensor Array to step up Plasma Cannon by +1. Recover Sensor Array by activating an opportunity or during a Transition scene.
Limit: Alternate form. Shut down all Robot in Disguise powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Gear. Shut down Plasma Cannon to gain 1 PP. Take an action vs. the doom pool to recover.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.


Specialties:
Covert Expert: d8
Tech Expert: d8
Vehicle Expert: d8


Milestone: Prime is Watching
1 XP: when you overstep your abilities in the middle of a fight
3 XP: when you do something outrageous to impress Optimus Prime and/or the other Autobots
10 XP: when you give up hope of ever pleasing the other Autobots and strike out alone or you end up captured as a result of trying to do something to get back in the other Autobot's good graces

Milestone: Homesick
1 XP: when you mention a connection between your current situation and your experiences on Cybertron
3 XP: when your experiences in Cybertron cause a conflict or confrontation
10 XP: when you choose to have your memories of Cybertron wiped or you abandon your memories of Cybertron for your friendship and new home with the humans of Earth

A is for Actually Starting My Campaign Alphabets!

Khardtha

The Aeries


On many continents, towers and battlements are sometimes kept suspended for decades or centuries past when the main bodies of their structures have fallen, be this due to ancient conservatory magics still upheld, or phenomena such as powerful hauntings, suspension of time, or things of even weirder nature like the tower 'forgetting' to fall when the castle did, for instance.

At first, the Aeries may be mistaken for such things, and indeed, some of the smaller Aeries are of similar shape and size, but few make the mistake of failed recognition more than once, for these are the home of a winged race called the Lahim (LAH-hïm).

These 'bird-men', as many call them, live and raid and make war from their Aeries, with each such flying fortress only beholden to itself and the clans that live within the soaring spires. The lahim that leads any particular Aerie lives on the highest spire on the place, with the order of ascension decreasing as importance decreases. 

The Aeries, themselves, are constructed of varying materials, depending on the clans that build them. Part magical construct and part technological marvel, some Aeries resemble mountaintops that have been ripped from the world and hollowed out, while others seem to be made from various flying machines, dirigibles, and what have you. All, however, bristle with weaponry, ranging from arcane cannons that rain down spellbombs to energy weapons that sear flesh and bone alike. Some are even rumored to be able to fire great lightning cannons or energy weapons from their undersides that could devastate entire villages and towns.

No Aerie has ever been recognized as captured, or even explored, and it seems the lahim, though known for their raiding and war-like tendencies, treat the sacking of another Aerie as a breech of the rules of engagement. Just what exactly goes on in those ominous flying cities (and what powers them) may never be known to the outside world.


Wilderlands of High Fantasy

Atavik's Hammer

+2 Holy Evil Outsider Bane Warhammer

Found by chance as the Unbreakable adventuring company headed south from Bugbear Falls to Modron,  the hammer lay entwined in mutated vines that were being dug at by an ettercap, who sprung to attack the party when approached, for fear of losing its prize. The hammer was claimed after the battle by Jadazh, who knew as much lore about the thing as one could possibly hope.

Atavik's Hammer, for any name Atavik may have given it is certainly lost to time, was forged for that warrior during the Demon Siege of 3227 BCCC by forces loyal to the Overlord to help combat the demon hosts of the World Emperor, though the fate of its wielder was ultimately lost to time.

The warrior Atavik would, himself, be lost to time, if not for the hammer's unique design. Though seemingly carved from a block of white marble, the grip is fairly plain and obviously crafted for function, the rest of the handle and the head are crafted to look like angels, back to back, with their wings in mid-beat, wrapping around the heads of both sides. A serene look on the faces of the angels of both sides affirms that this weapon is a tool of Good, and indeed, Atavik's hammer functions as a Holy weapon. In addition, the hammer functions as a Bane weapon against evil beasts from other planes of existence.

With the rarity of magical weaponry, an item like Atavik's Hammer has the tendency to draw eyes, and Jadazh's ownership is now known, due to flaunting it at his hip and on his tavern table in Modron, and there is no telling what kind of trouble that might eventually lead to, if any.

5.11.2013

Musical Inspiration, vol. 12 - Joy Division

In 1996, thanks to a booklet included in InQuest Magazine's polybag, I got hooked on Vampire: The Masquerade and immediately recruited my closest friends to play the game. This was a good year before I ever even played a game of D&D. Vampire was my first love.

One thing I found neat about the game back then was the inspiration pages (little did I know Gygax had done it decades before), and I delved into all the suggestions, looking for the moods and themes that I never really could get to gel in my own chronicles.

After all these years, only one of those songs has been a near-constant staple in my playlists. Shadowplay is eerie, haunting, and a little dangerous. There's imagery early in the song that hints at what one is able to do beyond death, and it wraps up with the harsh lessons learned through the practice of Prestation, the favors and boons that fuel the vampiric Jyhads.

Joy Division is classified to most as goth, cut from the same scenes as Siouxie and the Banshees, et al., but also have a familiar intensity that bands like Thin Lizzy and Iggy and the Stooges were cultivating in that era.
I understand that some might prefer the Killers' cover of the song, but nothing beats the original.

Joy Division - "Shadowplay"



To the center of the city where all roads meet, waiting for you,
To the depths of the ocean where all hopes sank, searching for you,
I was moving through the silence without motion, waiting for you,
In a room with a window in the corner I found truth.

In the shadowplay, acting out your own death, knowing no more,
As the assassins all grouped in four lines, dancing on the floor,
And with cold steel, odor on their bodies made a move to connect,
But I could only stare in disbelief as the crowds all left.

I did everything, everything I wanted to,
I let them use you for their own ends,
To the center of the city in the night, waiting for you,
To the center of the city in the night, waiting for you.



*As always, I don't own this, blah blah blah.

Rise of the Runelords, Session 16: The Skinsaw Murders

When our band approached the gates of Magnimar, they were greeted by members of the Watch upon noticing Vic's Sandpoint Guard insignia on his pauldron. From there, a watchman led them to the House of Lords and into the Lord Mayor's office. Lord Mayor Grobaras outlined some of the interactions their investigation would have with the city's bureaucracy and then turned them loose after making them sign a form requesting their presence be recognized as a law enforcement action of Sandpoint (basically increasing their jurisdiction to Magnimar, as a holding of the city-state).

Firmly reminded that they were on their own until the paperwork processed at a...indeterminate time, the PCs first made their way to the Magnimaran HQ of the Sandpoint Mercantile League, from where they sent a missive to Belor Hemlock, and then inquired about lodgings, and were directed to a popular area for visitors littered with inns and taverns, where they went high-end and settled in with baths and a meal before continuing their investigation.

The first stop was the townhouse previously owned by Aldern Foxglove, which was easy enough to enter, but the group was startled to find two occupants in residence: Aldern and Iesha Foxglove! A short visit wherein the group described what happened at the manor and their shock at seeing their friend and his wife alive coupled with the Foxglove's shock and despair at the state of the manor, which they had left just weeks earlier, culminated in a dinner invitation to further discuss things, leaving the group to go about a few personal errands before convening once more at the townhouse.

The door was answered by a housemaid, who took leave as the group arrived, leaving the nobles and their guests to themselves, and Aldern began to lead the party through the house to the veranda at back, with Iesha bringing up the rear of the line...and then they attacked. Some of the group immediately recognized who they thought to be their friends as Faceless Stalkers, vile shapechangers who can take on the appearance of anyone. Vic was especially concerned as he had a bad experience with one no more than a couple of weeks ago, but the experience of the past few weeks had given the party an advantage and they took the duo out quickly.

Natasha assumed the appearance of Iesha with the aid of her new mask and rushed outside, searching for the housemaid that had just left, questioning her part in events, but failed to see her, at which point she notified a nearby watchman about a possible theft of the silverware and to be on the lookout for the help, if he could. The man took note and Natasha retreated back to the house. During this time, the rest of the group had been doing a search of the place and Vic had turned up a copy of the deed to Foxglove Manor and some keys that had been returned to the fake Foxgloves that Aldern had on him, which in turn led to the discovery of a hefty sack of platinum, the original deed,  and a ledger, both implicating the Brotherhood of the Seven in shady dealings.

References to the Seven's Sawmill had been found in multiple places, so the group set about plotting an investigation of the place, with Natasha using her mask once again to pose as someone looking for a job in the mill and doing some quick casing, which turned up no luck. Further references in the ledger to a money drop to be made on Oathday led the group to wait out until the drop night, with Vic about to approach as the person meant to make the drop.

Cast of Characters
Walt Thrune, Chelaxian Human Cleric 7 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 7 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 7 - David
Elspeth, Elf Wizard (Evoker) 7 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)

5.05.2013

Age of Worms, Session 23

This session was fairly short mostly because we got started later than usual, and Steve was in and we chit-chatted more than played, but it was fun and set up some interesting hooks for coming sessions.

Since we were waiting on Eligos to get back to us, we pretty much just hung out near the Crooked House and did nothing while the mage took his sweet time to get to us. During the following couple of days, the men that Dairon had pledged to Cameron's cause came back and took their first pay from the knight (I have to pay them since I miscalculated my Leadership score and won't have followers until next level. Sadface.), and Able gathered his band from the local temple to St. Cuthbert. Those who had ordered items special made were able to retrieve them, as well.

This lounging about, however, was possibly not the best thing to have done, as someone attacked and nearly killed Tarquin, the owner of the Crooked House, then fled. When the group rushed down to the commotion in the taproom, a patron claimed to have seen Cameron rush upstairs after stabbing the man, which the party began to dispute, but the accuser attacked, inciting a small riot with the dozen or so patrons howling for blood at such a heinous crime, at which point we defended ourselves.

Being careful not to fully harm those gathered, the band began to subdue the patrons one by one, but were being dealt very real damage, indeed. Cameron went to confront his accuser, who tried to do him serious harm, and who Cameron tried to return the favor to, but the man slipped out the door, leaving the group to deal with riotous patrons, which were quelled before too long.

Able had managed to help some men get Tarquin into another room and heal him fully, then get his complete story of the attack. When the guards showed up a little while later, there was a bit of a debate about the treatment the tavern patrons were receiving and a dispute over who the real culprit was, but thankfully Tarquin just asked that we leave though the guards were not finished with us or the investigation.

We left off here, and like I said before, I think this sets things up nicely for something deeper. As a reminder, we need to send someone to check on Eligos, in case this is related to our visiting him.

Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Al'lah, Synad Divine Mind 7 -Steve

Rise of the Runelords, Session 15: The Skinsaw Murders

After laying to rest the corpse-beast their friend Aldern had become, the PCs gathered a few things from his sanctum, finding a letter from one Xanesha, who gave herself the title of Mistress of the Seven and telling Aldern to finish his business and return to Magnimar.

Deciding not to spend too much longer in the house, they backtracked as quickly as they could, not disturbing anything further, then made their way outside where they were set upon by flights of undead crows, which Rissi mostly took care of with bombs while the others did what they could to scatter the flock.

With that behind them, the company rushed back to Sandpoint, riding without incident to welcome meals and beds. A rise in spirits after their time in the haunted Foxglove Manner came early as the group socialized with the Guard in the barracks mess over breakfast the following day. Sheriff Hemlock agreed to meet over lunch with the group to go over the situation in the area with the scarecrows, and what was done to deal with it, as well as the letter they found in the Misgivings and how further investigation would aid the town in the long run.

During this meeting, various other leads and happenings were discussed, and the Sheriff put forth that he would like the party to be firmly in the mayor's corner, as the ramifications of Lonjiku Kaijitsu's death were starting to ripple through the town's political currents. Belor wrapped up the meeting, telling the group to leave for Magnimar at their earliest convenience to continue their investigation, and that he would confer with Mayor Deverin and they would send a missive ahead of the group to the Lord Mayor to facilitate their investigation without coming to loggerheads with local authorities.

Five uneventful days of travel led the band to the gates of Magnimar, where the session ended. (Okay, not really. The session went a little further, but I'm retconning the last bit of the session, to correct a mistake and to let Paul and Tami - who missed this session - come in at an important decision-making juncture.)


Cast of Characters
Rissi Scuttle, Ratfolk Alchemist 7 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 7 - David
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)

4.23.2013

Let's Say Our ABC's And Meet Some Friends!

Hello neighbor!

In the coming days, I have a series of posts that I will be sprinkling in with my usual Actual Play spots and whatever else strikes my fancy in the meantime. The first of these will be in the Dungeon Alphabet style, with three separate posts (or three items per post, whichever), one for each of my "current" projects; Wilderlands, Khardtha, and the Pathfinder APs.

Each snippet will, at varying lengths, give a snapshot of the subject matter and how it fits into the campaign, as well as suggestions on incorporating them into other campaign settings or game systems, as I see fit.

The second type of post I'll be scattering throughout is a collection of NPCs from various games of differing systems, all using the core books of any given system to create them at the power of a starting character, so that lazy players may use them as their characters, and lazy GMs have an instant NPC, complete with motivations, etc.

Hang with me, I do have a lot to talk about other than just that and my current games, and I hope that you chime in for discussion in the comments!

4.20.2013

Musical Inspiration, vol. 11 - AFI

Often, in the games we play, our characters pay grave prices for the arcane or spiritual knowledge they gain, regularly with loss of something within themselves, high tariffs of physical objects, or (if others would have it their way) with their lives/health. On the flip side of that, our characters could be the ones persecuting those they feel are dangerous for their knowledge and abilities.

This week's song was chosen because of that flip side. I've been an AFI fan for quite some time, but never felt like they had songs that could tie in well with gaming, but lately I've been reading the Hunter: The Vigil core rulebook, and this song popped into mind. Pretty gruesome imagery, if you're familiar with history (or Warhammer 40k).

As a final note, I'm sorry that I wasn't able to get a video. AFI doesn't do many official vids, and the live ones had terrible sound quality. At any rate, I hope you enjoy NoCal's A Fire Inside.

AFI - "Malleus Maleficarum"



Open my eyes as I submerge
and I won't deny what I've been since birth.
I'll die drowned by your standards.
Breathe in the life of the summer's death as the orange
and red breathe their first breath,
so welcome as they're burning through.

We all begin to burn.
Autumn's flame dances in my eyes
Set alight for all we've learned.
My ashes falling.

My skin is singed but it heals my heart
and with glowing pride I'll wear my scars.
I'm honoured by your hatred.
Leaves fall we arise again,
and the end impending,
it will begin.

We all begin to burn.
Autumn's flame dances in my eyes
Set alight for all we've learned.
My ashes falling.

can you feel me?
GO!X5

Ashes fall and I'm rising up again. Ashes fall.
Ashes fall. Ashes fall as we all arise.



*As always, I don't own this, blah blah blah.

4.16.2013

A Game-Related Writing Experiment

Recently, I was kind of given a slight push to actually try to begin writing again. I've freelanced before, making a whopping $28 dollars from my submissions to date, and have pretty much resigned myself to not doing much since.

This is slightly different, as I've been wanting to try my hand at screenwriting, and decided to go with writing a trailer for a movie I would like to see.

When it comes down to it, this is for my own benefit. If others like it, awesome. If not, you can blame the person that inspired me to write it! As always, feedback is welcome.




IN PROGRESS NEWS SHOW (a la Larry King, et al.)
We’re treated to lined or grainy news footage showing a slight sliver of light in the daytime sky. Over this footage, discussion takes place over a recent satellite explosion. Overplaying the footage is what seems to be a broadcast transmission.
TRANSMITTED VOICE
…Please, tell our kids…
(static)

HOST
That, of course, being the last words received from
the station. Really moving stuff.

GUEST
(solemn)
Absolutely.

HOST
And you, doctor, feel this will have no impact on the
future of our space program as it exists now?

GUEST
Quite the opposite, in fact! What more revitalization
could NASA’s program need than the Galatea incident?
I posit tha…
(cut off)

CITY STREET

A camera quickly pans around, showing the scene of a grisly traffic accident. In the background, a school bus is overturned and bursts into flames as the camera squares onto a female reporter.

REPORTER
(horrified)
Frame me in this.
(adjusting position)
What?
(composing breath)
We interrupt your regularly scheduled broadcast
to bring you breaking news from the heart of the
city. Here, moments ago, this bus that you see behind
me overturned when struck by another vehicle.
(turns as more sirens get closer)
A fire team has arrived to…
(screams and ducks)


At this time, the bus completely erupts in flames. Children can be heard screaming from within. The cameraman focuses on the bus, then beyond to the rescue teams. One firefighter stands dumbstruck after hopping down from his engine, then falls to his knees, as if losing all hope.

CAMERMAN
(offscreen, framing firefighter)
What’s that? What’s he doing?!

REPORTER
(now offscreen)
What? What do you mean?
(looks into camera as comes into frame, then away)
The horror of these incidents can affect even the
bravest among us.

At this, the camera zooms, as the reporter was talking, the fireman’s eyes have become points of light, but now we see that they almost seem to blaze like the bus’ fire.

FIREMAN
(mouthing)
No.

A scream of displaced air takes place as the fire is sucked out of the bus and toward the fireman. He opens his eyes and mouth wide, as if to scream, but no sound other than the torrent of flame can be heard.

With the last of the flame, the shot draws in as the fireman seems to literally eat the fire. His open mouth shape held by flame as the camera seems to pan back out into blackness to reveal the spot as the open part of a capital “A”, which then turns black as the letter itself shifts to bright yellow.

“ABERRANT”

Music picks up here, dramatic, classically cinematic. Snippets of action, preferably NOT included in film shown here, to highlight the sheer number of Novas in the world. One of the first clips shown is of the Fireman’s eruption.

Caestus Pax holding a building erect while inhabitants escape. A woman sneaking about and teleporting to evade baseline or Nova security. A boardroom; a woman at the table’s eyes flash and everyone else at the table nods and signs a form as she smiles.

Camera seems to pan out some with every snippet, becoming walleye as it does, then resolving to the world. A man “stands” above it all, seen to be in orbit as he rotates past a satellite. Divis Mal is revealed in half-light of the distant sun and smiles.

Screen blacks.

Date of release.

Property ownership and production companies.

End trailer.

4.15.2013

Reconciling the Keeps, Part 4

This is the final installment of this series, and perhaps the most difficult part of the keep to get to gel among the various iterations I'm smashing together. Largely, this is because of the story my game has developed, and how I've deviated greatly from where TSR went with the Return to the Keep. These last sections take us into the fortress, itself, and fleshes out a little more of the current political scene in my Wilderlands campaign as it stands.

As always, I welcome anyone to use my own additions to the setting if so inclined, and ask questions or comment on anything that you think I'm doing right (or wrong, for that matter).

17. The Stable of the Rider, the chapel housing the "state" religion of Bugbear Falls, is ministered by Macxis Sollas, Great Stabler of the Black Rider (The Horseman of Famine).

18. The Inner Gatehouse is now guarded by both Watchmen (outer bailey) and Guardsmen (inner bailey), since it was easily bypassed during the siege of the Unbreakable guild and their fae allies. Here, the Lum family, easily the largest (so much so that I'm not going to type out all the relations of them - suffice to say there are 47 of them) extended family in the keep, and descendents of one of the first families to settle. Roughly half of the family serve as the backbone of the Watch - with a few Guardsmen scattered - while the other half have been successful farmers for generations. It is this family that tends to the gardens and stock within the inner bailey, and as a token of the Vuzughar's appreciation, see a fair bit more of the crop than others. Though the Lums have displaced the Guard barracks and armory that were housed here, the Sergeant and Captain of the Guard, Lums themselves, have small offices within the Gatehouse.

19. This Small Tower has recently been turned into a cistern in order to grant relief in at least one fashion, while famine and blight continues to wrack the area. Though the soldiers that used to be stationed here have been moved, atop the tower sits a powerful heavy catapult that is always manned.

20. This Guard Tower has been converted into food stores, as well, serving as a granary and mill for the keep. Only one family, the Lums, are allowed to tend the grain, and are watched day and night by a member of the Guard, to ensure that no theft occurs.

21. The Parade Grounds have lost their former glory of being a staging for military drills and great contests of joust and other sport. Instead, the field here is dotted with plots growing this vegetable or that, tightly controlled and monitored for blight. These plots are almost all that stands between the residents of the keep and utter starvation, and through this, Dal Lago is able to control his populace more handily, offering hand outs at certain hours, and selling some of the other crop to the citizens at drastically marked up prices, due to shortage.

22. The Cavalry Stables have become cramped, with space usually reserved for the horses being given to the construction of a chicken coop, as well as the tools used to work the gardens that now litter the parade grounds. These conditions have been detrimental to the horses, and many are starting to look weak and bony, though Stabler Sollas would have all believe this is a true sign that the Rider will enact his mercy on the Keep soon.

23. The Great Tower has seen quickly-spurred construction of late, both to repair damage done to the structure here during the recent siege, and to expand and heighten the tower, adding another floor to house the misplaced troops from what has now become the cistern and granary. The troops tightly barracked here are part of the Guard, and though miserable, are well to keep their words to themselves, as those the Vuzughar's wife have brought in have the ear of their matron, and she and her husband brook no insolence.

24. This Former Parapet is now being built into an impregnable prison tower, and supposedly already has occupants, though as to who might dwell behind it's five feet thick curtain walls is anyone's guess, as is the identity of the Vuzughar's hand-picked gaoler.

25. The Keep Fortress, a many-tiered, solidly built bastion of the World-Emperor's might, houses Dal Lago and his wife, Dilana, as well as their personal retinue, the scribe Nashe, and a large contingent of Guardsmen (who maintain a lower level not included in any description or map). Here, the last stand of the siege took place, with the Vuzughar victorious over his foes.
The Fortress also plays home to the keep's (ever-growing) coffers as well as a once-public hall of records that has been sealed since the attack on the keep.

26. Guard-General Jadale's Quarters are housed within the keep, nominally for the personal protection of the Vuzughar, yet Jadale's diminishing role in the Guard has her suspicious of Dal Lago's motives, hoping he is simply trying to present a weakened front to draw out enemies, but fearing that she will suffer the same fate as River Wilds (former leader of the Watch - given an "errant" position which most acknowledge as being exiled), if she were to press the matter.

27. The Vuzughar's Chambers consist of sprawling apartments more luxurious than would be expected for a frontier ruler. Here, Dal Lago spends most of his time, having retreated due to "ill consitution at seeing his people fare so" and "sharing in their suffering, taking fast away from the court". Once a decisive and powerfully-spirited man, the famine, blight, and siege of the last couple of years has seemed to take their toll on Bugbear Falls' ruler. In his stead, his stunningly beautiful wife has stepped up, though her approach to rulership seems rather reserved and reclusive compared to her outgoing husband's.

28. The Hall of Justice, dedicated to Iomedae, was once a grand chapel within the fortress that mirrored to the last pew the look of the former chapel that the Stable of the Rider has become. Since being deconsecrated, this hall serves only as a sterile sentencing chamber for the martial law regime that is slowly taking over.


As I said, there were quite a few changes that had to be made to the final sections of the keep, like juxtaposing areas 23 and 24 and bumping down the rest, but I gained quite a few NPCs, as my group has rarely encountered the Guard. Some of the Guard and Watch that should be there, but are unaccounted for, are defectors and casualties from the siege.

4.14.2013

Reconciling the Keeps, Part 3

And we're back to work. This is the third installment of this series, and the second with actual conversion/adaptation work. Anyone stumbling upon this is free to use it, of course. Most of the characters are not mine, but have ties and such that I have framed to fit into my own campaign, but others might find fun, as well (at least those that make sense out of context). My personal notes from the two campaigns I have ran using the keep are actually quite bare, and feature the names of less than a dozen characters, showing how little my group paid attention to the inhabitants.

Having said that, one might ask why I chose to detail the keep. The answer, simply, is that this front-loaded prep will serve to cut down on ambiguity and will help me seed adventures, both urban and wild, for times when my players become non-active.

And so, I continue on from where I left off...

8. The Smithy is run by a man called Rafe and his two sons. Rafe is a very skilled black, silver, and goldsmith, but has only moderate talent with arms and armor, which his sons - each to his specialty - excel in. Recently, Rafe had taken on an apprentice, but that apprentice, an orc tribeswoman named Skayza, has been given to a new arrival by order of the Vuzughar. This newcomer's precedence comes from the gnome's (a rather civilized one named Scotch Radister) skill at the fairly new art of gunsmithing.
The upper two floors of the building serve as storage for made wares and precious materials, as well as housing for Rafe, Dara, his pregnant wife, his mother, two sons, daughter, and Skayza. Scotch takes quarter in The White Cliff.

9. The Quartermaster's has served Bugbear Falls since its founding. Originally acting as the quartermasters of the keep's military forces, it later opened to the public as a general store and began stocking a larger variety of wares. With the World Emperor's declaration of land claims available to those who serve against their neighboring city-state as well as helping to keep monster numbers low, 'Quartermaster' Mosely has begun to keep a full stock of adventuring gear available, in addition to his usual wares.
Until recently, the shop was in fierce competition with the Bazaar for trade goods brought in from traveling merchants, but with the disappearance of that shop's owner, Mosely has been able to profit nicely from the increased trade that comes from not having a rival. If you ask most residents, though, they would go back to trading more amongst themselves if certain necessities were more readily available again (such as food or lumber).

10. The Unbreakable Warriors, now represented only by a man named Kuralen (a former hireling of one of the original guild), hold their guildhouse here. Said, depending on who you ask, to be either the greatest or most reviled adventurers to take up residence and ply their trade in the Falls, the official word from the Vuzughar's office is that these "unfortunate souls" dabbled too much into the arcane arts and had their wills enslaved by the fae, who rule over arcane magic.
The holdings were originally going to be seized by Dal Lago, but for the interference of the Black Adders, the World Emperor's secret police. This group, who act as the voice of the Green Emperor in all matters they handle, found Kuralen to be completely innocent and separate from the failed siege that the majority of the guild took place in, and thus handed over control of the guild to him and the few remaining, but still unaccounted for, members that are left.

11. The Locksmith & Loan, a bank/locksmith/pawn shop ran by Cranston Veg and his two new partners , a halfling by the name of "Mouse" and a wild-eyed man named Hubertus, has seen a recent decline in the quality of trade and clientele that once passed through these doors. Cranston seems almost bullied by these two, but he claims to be happy to be in business with his former adventuring companions.
Though this has seemingly ruined the bank (by manner of repute in clients, more than anything else), the three men all see brisk trade as the desperate and needy come in to pawn items, or pay for this service or that that Mouse has on offer, such as clockwork or other machine repair, mending, making, or opening locks. Though Cranston's business has suffered, there will always be adventurers who wish to keep their stuff safe, and so he doesn't worry...too much.

12. The Lookout Tower was once less cramped, but since the blight, the lower chamber has been occupied by cattle belonging to Neanne (see 7, here), where they are stabled and milked. This chamber also holds the manure until it is used for fertilizer in the Parade Ground gardens (see 21, next post). In the chamber above, inundated with the smells of milk, beasts, manure, and hay, are stationed 6 guardsmen and Praetor Donnlo, the recently-promoted Captain of the Watch.
Children used to be allowed to take watch on this tower's crenelated battlements to earn training for Guard or Watch duty, but that practice had been discontinued a little before the siege.

13. Fountain Square, named for the beautifully carved nymph adorning the large fountain in the center, traditionally holds market days on the last day of every week, on every holiday, and at harvest and on the first day a caravan arrives. This practice has come to a trickle in light of shortages of food, wood, potions and unguents, as well as livestock since the region has been wracked with various disasters.

14. The White Cliff Inn, owned by Anton Waters, is the only for-hire place to lay one's head in the keep, and does quite a bit of business with the influx of traders, adventurers and other vagabonds that pass through (or are exiled to) the area. Recently, Anton has ponied up a considerable sum and halved the size of his common room, building a bar and moving in tables so that he may serve simple meals and drinks to his patrons. He has also hired on three employees that run the dining operation (Wilf the bartender, his wife Calista the cook, and the serving girl Jess), himself taking more of a host/concierge role.

15. The Desecrated House, until recently known as the Deviant Church (but that name was frowned upon by the Vuzughar's office, suddenly, and so had to be changed), is owned and operated by Eka Colm, who cringes at the thought of what continued high food and drink prices will do to his business. Eka's son and the pot boy are the only employees dealing with the hostelry of the place, though a handful of performers of all stripes also call the House their home, and their discretion is much appreciated amongst the patrons here.
All three men live above the tavern in rooms across from the upstairs balcony area.

16. The Guildhouse is nominally ran by nobody, being an open guildhouse, available to all craftsmen, laborers, or caravan workers who are represented by guild standing somewhere. In addition to temporary boarding of traveling traders and workers (for the low fee of 5% of value of merchandise or take within the keep, if a laborer), the hall also serves as a meeting hall for various guilds represented and the keep, in general.
Though no great guild master is not around to run the hall, it is ostensibly ran by an elderly couple who keep the place clean and ready for any visitors or events the place will host. Even the Black Adders, who have made a temporary base within the Guildhouse, show great respect to Greeves and his wife, Peta.



And there's the next 9 sections of the Keep/Dunkiel/Bugbear Falls! In the next post, I'll be detailing the last 12 sections of the map, and will hopefully wrap up the write-up. As the sections go on, I find that many of them are quite a lot easier to write up, but many of the characters are requiring more shoe-horning to fit into my campaign as it stands.