Tuesday, 21 June 2011

Yes, I am still Here!

Hey, Sorry for all that not Bloging thing.

To make up for it, I am going to put up a dungeon room a day!

Starting with the Ruined monastery of Thoth. 


Ruin Type: Ruined monastery of Thoth

Reason of destruction: A Culling instituted by the knights of Tyr trying to bury a secrete

Inhabitants: A group of Vanir who are There to find the body of Tel Shock A fabled necromancer of the iron syndicate.

3 Vanir Criminals
6 hobgoblins (three with long swords Three with shields and maces) who are hiding in the monastery


Every 4 hours roll a die 6 if 1 an encounter occurs

1. 1d4 Vanir criminals (Nearing the end of their of there repentance)
2. 1d6 Orcin Scouts, Who are scouting for “The tower of GHUL”
3. 1 VERY lost Ogre
4. 3 Apostates Hiding from their judgment
5. 1 Old man looking for his “Son”
6 1d12 Knights of Tyr Hunting Apostates (The players ARE trespassing)
7. 1d4 Black Bears
8. 5 Necromancers in training gathering herbs
9. 1 hungry owl bear
10. 3 feral trolls



Intro: The monastery

you crest over a small hill and spot in the distance the monastery you have been looking for. The complex is perched on a overhang and is walled, your gut wrenches when you come to realize that it seems it could fall into the ocean at any moment. And worse yet, you feel the tell tale feeling of magic flowing over you as you stare bewitched at a young man

1: His death sentence

A boy of 18 seasons clothed in black metal with a grimacing bone white mask and clutching at a fur cape stands stationary in the middle of the trail. His chest bears the symbol of a predatory bird with a tightly clenched spear in its talons.
At his side rests a large spear slightly warped from time and use. On his other, a shield bearing a green X with Runes below it.

If approached He will shrug his shield into a defensive stance and sing:





She came to me one morning
One lonely Sunday morning
Her long hair flowing
In the midwinter wind
I know not how she found me
For in darkness I was walking
And destruction lay around me
From a fight I could not win
Ah ah ah ...

She asked me name my foe then
I said the need within some men
To fight and kill their brothers
Without thought of love or God
And I begged her give me horses
To trample down my enemies
So eager was my passion
To devour this waste of life
Ah ah ah ...

But she wouldn’t think of battle that
Reduces men to animals
So easy to begin
And yet impossible to end
For she, the mother of our men
Who counseled me so wisely, then
I feared to walk alone again
And asked if she would stay
Ah ah ah ...

Oh lady, lend your hand outright
And let me rest here at your side
Have faith and trust
In peace, she said
And filled my heart with life
There is no strength in numbers
Have no such misconception
But when you need me
Be assured I wont be far away
Ah ah ah ...

Thus having spoke, she turned away
And though I found no words to say
I stood and watched until I saw
Her black coat disappear
My labor is no easier
But now I know I'm not alone
I find new heart each time
I think upon that windy day
And if one day she comes to you
Drink deeply from her words so wise
Take courage from her
As your prize
And say hello from me
Ah ah ah ...
He charges into Melee, and is easily cut down. He dies gurgling with a smile on his face.

AC: 8
HP: 6
HD: 2

Equipment:
1 spear
1 +1 Mask of the Raven
1 +1 Shield of warmth
1 +1 Suit Black Chain mail
2 SP

Mask of The Raven:

“Some men Are best left alone, especially the ones bearing the raven. They're a hollow men. Ones that exist only pay their debt to me”
- The Raven's Teachings

The Vanir Have only one god, The raven queen. The god of repentance and execution, This mask is one of pain, Made from metal and painted to look as bone. Then It bears the curse of the raven queen, and is given to a criminal who is sent into an enemy Territory. This Mask Causes Large scale Hallucinations where the wearer experiences painful memory's until “Repentance is paid in full” ( To kill an enemy for each year the wear has lived).

Value: “Its Cursed! NO WAY”

Shield of warmth

“Go forth and concur the north men.”

When The Dwarven King Turadin Decide to push his fiefdom into the north, The main peril of such a monumental task is the elements that would kill the men over time. So Turadin set to the task of crafting magical equipment that would emanate the heat of a Blazing fire

With this item a man can stay warm no matter what befalls the user

Value: item value + 4000 GP

Wednesday, 20 April 2011

Places of the Floren Empire

The places of the Floren at a glance.


Fenwatch: The Fenwatch is a cluster of land near the Southern tip of the Empire. The land is Known for its deep lakes and smelly Marshes, and As a result people are dissuaded from entering into the fenwatch. The fenwatch is loosely populated and the people living whiten are considered “Marsh people” (Think the Cajun people). Though the people live Hard lifestyles they enjoy a close knit community with little to none outside interference.

The Golden Coast: Situated on the far west coast of the empire This long strip of land is the longest non patrolled Highway of the empire. Stretching from the bottom of the empire and snaking its way beside the sea and warping around the top of the continent. Most men and women of the Floren empire live on the coast in small walled towns or Large city's making for a wonderful vibrant society of merchants and specialty workers. Though vastly uncontrolled the peoples take solace in small professional militias and highly trained body guards.

Irongate: The vast amount of land in the middle of the Floren empire belongs to Throne it self, and the city that houses it. Back before the Floren empire was conceived There stood a great Merchants guild called Irongate. It was ran by the dwarfs of Ironhill and their thralls, They ruled for many years enforcing harsh rules and horrible punishment for the crime smitten. And one day, They all disappeared.

Now Iron gate stands as the center of the Floren empire, With hundred of people living in the capitol of the realm, Overlook. A proud city that always seems to be milling or building or digging or farming.
Always. The city holds the throne of which good king Joseph sits dictating what need to be done for which situation.

Wednesday, 13 April 2011

Session 1: MURDER???? IN MY INN?

Ahhhhh, it feels good that after six months of planning and scheming like a madman. I could finaly sit down with the guys and play the bloody game.

Well for 25 minutes before people had to leave

Also with an HOUR of character generation for a LL game. Not that I should be complaining about that. it was good to see all the guys again and they have some wonderful characters that are just rearing to play with.

any hoo

I started with a small anecdote about why and where they are:
“ You Stand wet cold and dejected in front of a male Elf. Bugs, rain, and highway fees Has made this one of the worst treks you have ever included yourself in on . All of this Just to go get into the fenwatch. A glorified marsh. Not to mention that the Floren empire has not payed you for your time spent soldering.
“Dont forget about me.”

Those words echo
Davids lasts words echo. He died when you were ambushed on a patrol out in the syndicate highlands, David took a arrow for you a poisoned one, it was a slow death

the man Snaps “ Who gave you my sons sword?” He points at you 

 his eyes seem to hollow when he realizes

His legs give out and he drops to a low milking stool. Staring with a solemn intensity at his sons sword."




And so the shenanigans begun when a kid popped out from behind the stable where they were talking to the Mr Summerland. and walked up to Regnar the mountain troll.... I wont bore you with the "Deets" (details)  but it ended with the troll slapping the kid and angering the father who then threw them out and back onto the road.

But thank god for the well spoken Yeoman Of the group who talked his way back into the inn (Using Sirs and the like). After an awkward dinner and "funeral" they were sent to bed. only to be awoken by the sounds of slamming doors and yelling. Trill the assassin was in the room closest to the late night Debacle and was adamant in looking out the window. Where he saw a mugging taking place involving a scholar that they met earlier an three barely clothed ruffians that were stealing papers from the scholar.

An explosion and A bright flash of light occurs Trill then falls faint and collapses to the ground.

The others rush downstairs with the other guests and find the Mage stabbed, a ruffian missing his upper torso and paper strewn about.after a short chase into the woods the ruffians jump on their horses and make their getaway.

with no clues of who scholar is or why he was killed, They are only left with the papers strewn about.

After much deliberation and time, the papers seem to be filled with complex mathematical equations coupled lunar cycles.

after even more time and deliberation the thief solves the math equations and figures out that a tower is set to rise from the nearby sea every ten decades.
And the date it said to rises out of the ocean is tonight.....


all in all the session was to short and we were missing two player.

But it was still fun.

-Grax

Tuesday, 12 April 2011

Recent history of Florah

BU: before unification
AU: after unification

Start: 0 BU Year of the Golem
    • The start of known time. And the first recordings of the petal throne- a non violent malevolent leadership made up of the elders of wandering nomads.
      ( the fist recorded society and the founder of the “Common tongue” a way to talk to other tribes and leaders)
    • The magicians guild is formed (Teaching the ways of peace though knowledge)

250 BU Year of the Ram
    • The petal throne was crushed by the Irongate empire- a lose knit band of merchant clans (Houses) bent on controlling the land the petal
    • (The first recorded ruler of the clans was Coarath Bendith, But was over thrown by a rival later that year)


270 BU Year of the Fox
    • The the next Irongate leader is chosen.
    • An splinter group of the magicians guild is formed, Naming themselves the necromancers (the magicians guild demanded that they stopped their self sacrifice or “self mutilation”)

300 BU The cataclysm
    • The irongate conglomerate fall For a unknown cause
    • Florah falls back into chaos

400 BU: Year of our lord
    • A boy is born to a guardsman in a merchants tower in the fenwatch

435 BU: Year of miracles
    • A war breaks out between two warlords that will decide who rules florah
    • During the battle of guromonda hold both the warlords are fatefully wounded by each others swords, and are forced with a decision. Both without sons their kingdoms will split apart.
    • Whilst bleeding out They decide to give their kingdoms to a young warrior named tyr
    • The warlords perish and tyr is crowned the second ruler of florah
    • Tyr unites both kingdoms and rules for the next 100 years.
    • The necromancer guild swears fealty to the throne

465 BU: Year of deceit
    • The magicians guild elects their second Arch Mage a warlock named Sullunar of the wild
    • He gathers a force to overthrow Tyr and his empire, in hope to rule Florah for himself
    • The war of Sullunar the warlock begins



1 AU Year of god hood
    • Tyr destroys Sullunar in battle, ending the war.
    • Tyr ascends to godhood to better watch his kingdom
    • Tyr decrees that all races equal.
    • Tyr decrees that magic is outlawed
    • Tyr decrees all religion shall be unified into one “Great church”
    • All Magicians are now gaurded by an holy church order “The knights of Tyr”

2 AU Time of peace
    • A Renaissance occurs

1346 AU
    • Tyr has not been heard since 1000 AU
    • skeptics believe he has left for good


1365 AU: year of the dragon
    • A new emperor is chosen by Laying hundreds of toys outin hopes of a child picking the childhood toys of tyr
    • The third emperor of Florah is named Fenrick Du galard
    • the Suldante empire forms
      ( a group of deep wilderness dwellers that value nature over man)


1458 AU:
    • Fenrick Du Galard dies by assassination
    • Domonic Havaland (a Suldanese man) seizes the throne


3453 AU:
-The Suldanite wars begin and Florah is engulfed in an miserable 30 year war
- Gulma Future feared Orc warlord is born

3483 AU:
-Brin summerland is killed by a Suldanese scout
-The Suldanite war ends when both armies call truce on the grounds of bankruptcy

Your journey begins






Thursday, 7 April 2011

We dont sleep.

....And you could hear them chanting their vile songs as they surrounded the monastery as if to announce what they are about to commit

I can still hear them


We don't sleep.
 for sleep is for the weak. 
We will eat.
to fill our hungered souls.
we just kill.
Rend the flesh from bone.
we wont stop.
Your tears will bring us joy.
You will Die
for that is what we are.


-Klive Farand's first hand account of the attack on Bulmak monastery

House rules!

Hi Guys Just some house rules today, Then some more Castle Daggerpoint Adventures.

Character Generation

1.Roll for the six ability scores using 3d6 In any order (discounting ones and twos) and then sprinkle two points around to where you see fit.
2. Then pick a race in which the ability scores qualify
3. Pick a class
4. If a fighter or fighter sub-class (IE Barbarian) is chosen and the character has 18 strength, roll for percentile strength.
5. Determine height, weight, and starting age, and once again adjust the ability scores accordingly.
6. Roll for starting hit points. Multi-class characters need to keep track of the separate rolls made
for each class.
7. Choose an alignment. Lawful-Neutral-Chaotic
8. Record Class-specific choices and computations: Spells, Thief Ability’s, Class-specific Ability's
9. Clerics Pick A religion (Ask DM for bonus Domain spells )
10. Roll For gold And buy starting equipment.
11.Choose starting languages. A character starts with none, some, or all of the additional language slots from intelligence. It is often wise to leave a few slots open to learn new languages during the course of play. All characters with the exception of barbarians have literacy in any languages they start with.
12. Spell-casters choose their default spells memorized list.
13.Choose a name for your character, and any other pertinent background or physical details. Non-clerics may choose a religion if they desire.

Classes
House Ruled Class-specific information


Cleric

• Turn Undead – This affects undead that can hear the cleric’s exhortations and see him wave his holy symbol. In many cases, undead will be turned that the cleric cannot himself see. Otherwise, there is no maximum range to this effect.

Druid

• Shape-change - Druids cannot cast spells while shape-changed.

Barbarian

Mixing with Magicians - Barbarians can adventure with magic-users and clerics even at 1st level. However, they will not come to their aid and they certainly won't allow themselves to be recipients of beneficial spells

Rangers

Surprise - Rangers cannot gain their special surprise bonus wearing anything heavier than studded leather armor. Rangers improve the standard chance of surprise by 1; I.E. the normal 2 in 6 becomes 3 in 6; if surprising another party with a ranger in it they even the chance to 2 in 6.

Thieves

Find Traps - If the thief fails the percentile roll, he/she can still possibly find the trap by asking to check for the right things, as can any character class. Basically the percentile roll reflects the character's skill, but does not negate the player's skill.

Move Silently – This skill is generally only necessary outside of melee combat. A failure on the check does not mean the thief was heard; the thief is still moving quietly. But the opposition can now roll for hearing

Remove Traps - Failure to remove a trap does not immediately trigger it. Instead, a d6 is rolled where 1-3 = safe and can try again, 4-6 = trap set off




 

Tuesday, 5 April 2011

Encounters in or around Castle Daggerpoint #1

 
Encounters 1: Dead man cometh


As the Pc's arivve at the rock looking for any clues that could betray the the bleak sun, tell them that the weather has turned sour while they are trudging though the Fens. Tell them that the air they breath is colder, the fog is thick and your hopes of this being a only a days excursion ripped to shreds. As they reach the rock tell them the storm that was brewing for the last 5 hours has now came to its precipice with the slow pitter patter of cold water on your helmets or hoods.


Features: The area on which they stand was a sacrificial plot, where the old drudiac gods were apeaised. The only prominent feature in this clearing is a 3 foot high chisled rock that has been made to look like a Dirk with iron bands used to subdue the sacrifices to the rock.

This whole clearing is on a slight incline which leads to a hilltop on which they can take in the utter drabness of the surrounding area. But on the bottom of this incline lies a treeline save for a small well trodden pathway. Wich leads into a steep valley wall.


Denizens:

While the party’s is deciding what to do, have the wisest make a perception check, If failed Blindside them with the following.

6 Black guards
1 Bleak reaper

as they squabble have the Bleak reaper step out into the clearing (put some metal music on! :) )

Description: As you talk among your selfs (insert name of ranger/scout) Holds his hands up to hold conversation. His eyes widen with horor. A man on top of the hill stands with 6 other men dressed in black iron. The man in the cloak stands head and shoulders above the other men, holding what seems to be a wheat scythe in one hand. He points at (roll dice to figure out who) the men around him march down the hill.

Have the player that was pointed at Make a save or die roll. Have him fall unconscious if he fails.


Fight!!:
the bleak guards are Highly skilled Monks that have been trained in the art of infighting. Though they look like killers, They are only skilled at subduing their quarry, so they can be sacrificed later.

They march down hill while chanting their disgusting hymns and draw their clubs/cleavers. And charge down hill.

They receive a +4 circumstance to hit when charging because of momentum.



They flee down the hill When more than 4 of them are dead.

Experience 350 XP


Developments:

While fleeing seems cowardly, It was a smart move for them, in either case the Pc's Have to choose between following the Cloaked MU or follow the 3 cultists.

Both leads to castle Daggerpoint.