Wednesday, August 14, 2019

From the Vault: E-Dawn 14


E-Dawn Volume 14: February-March 2005 Edition


Spoiler Alert: This journal contains spoilers for the Legend of Earthdawn Volume 1 quest: The Heart of Heroes.
               

PC RECAP

 Mareth’s Journal #2


                Mareth here. I am writing this journal to keep my sister Marissa up to date on the events of our quest at her request.

Gahmil 15th, 1519 TH
40/2 1076 TE
Cellesis
                We set out from Cellesis. Our party consisted of myself, Calhoun, Slate, and Rast from Cellesis, Tweak from Landis, Oviare Freespirit from Cara Fahd, Para and Vivit Vane from the Hammerhills, Thunder Jones from Travar, and Pat O’ Reilly from Bartertown. Seth Soulcatcher, a Spirit Swordmaster from Vorst, also joined us. He heard about the stockpile of broadswords in the armory, and wanted to see if they were his soulsword.  I felt confident that we would be able to get the proof we needed to get Khan exiled from Cara Fahd. Meanwhile, Spock and Kirk prepared The Enterprise for war and discussed the situation with our Trollmoot allies.

Gahmil 19th, 1519 TH
41/1 1076 TE
                Gorillas that we easily drove off attacked us.

Gahmil 21st, 1519 TH
41/3 1076 TE
                A group of crojen ambushed us from behind. We barely defeated them, as some had entered their Blood Frenzy. Nothing but death would put them down.

Gahmil 23rd, 1519 TH
41/5 1076 TE
Kaer Razelsus
                We entered Kaer Razelsus. We thought the Kaer would be pretty clear, but apparently it was not as Spock turned out to be right. Things were still lurking in the Kaer, though in fewer number than before. The first indication that something was wrong was when skeletons attacked us early on. Later, two giant large white worms attacked us. They were slightly different, one having a head that looked like it was made for digging, and the other had multiple arms for carrying things. After this, we investigated the Kaer more fully. Seth did not find his soulsword in the Kaer. We explored the entire Kaer until we found a note about delivering slaves for an airship near the body of Nibaz. The proof we needed to get Khan exiled.  If there is one thing that the orks of Cara Fahd will not abide by, its slavery. Oviare grew enraged just reading the letter. But then all of sudden, the body of Nibaz rose up off the floor, and said, “ You wretched fools return? I shall have my revenge and send you to Him!” Para then said,” Guys we aren’t alone...” He had seen something in astral space. As Rast and Para fought the astral creature, we dealt with the reincarnation of a powerful Nethermancer. He was much stronger this time around, but we eventually defeated him. That’s when we heard the sound, like nails on a chalkboard. A sound of metal tearing at glass. Para said,” The astral creature is reaching out and something under the coffins is reacting to it.” That’s when the Para and Rast clutched their eyes. The thing in astral space had blinded them with an astral flare of some sort. Meanwhile the sound got louder and louder. Slate searched for the source of the sound, finding an orichalcum jar filled with a black tentacle horror construct with needle-like claws. Worse, it was breaking through the glass. We reburied it in the coffin and ran. But it was too late. The thing was free and it chased us to the main corridor of the Kaer.  In its full-form, it was a flying, black nightmare with extremely long tentacles with needles at the end. Its terror spread through our ranks and most of us couldn’t even move a muscle. So enraged was Oviare at the truth about Khan and Nibaz that he broke through the terror and fought the horror himself. Slate somehow broke free and finished the horror with his battle-axe as it had almost killed Oviare.  We rushed out of the Kaer and made camp in the Liaj Jungle.

Gahmil 24th, 1519 TH
42/1 1076 TE
                We suffered through terrible nightmares and woke the next morning with terrible aches and pains. The Liaj Jungle was dead quiet. Not an animal or creature was heard or seen. When we attempted to do karma rituals; we found the magical energies to be corrupt and unusable. That’s when Para and Rast looked into astral space. The astral creature looked to be a black fog over our party in astral space. When we started traveling that day it followed us. Whenever a wizard would attempt to cast at it would blind them. We wondered what to do. We couldn’t bring it back to Cellesis that was for sure.

Gahmil 25th, 1519 TH
42/2 1076 TE
                Para updated us on the astral creature. It was budding and attempting to separate into two entities. This can’t be good...

Gahmil 26th, 1519 TH
42/3 1076 TE
                Para updated us on the astral creature again. The bud had doubled in size. Para said it would be “born” in a day based on its rate of growth. 

Gahmil 27th, 1519 TH
42/4 1076 TE
                The bud had branched off the astral creature. It displaced into the physical world and attacked us. Its appearance was similar to the last horror we fought. It seemed weaker somehow, perhaps because it had just been created or drained of power by entering the physical world. We managed to defeat it.

Gahmil 28th, 1519 TH
42/5 1076 TE
                Para updated us on the astral creature once more. It was budding again. We decided to take drastic measures and split up, sending Oviare and Tweak ahead on their mounts while we thought of a way to defeat the creature.

Gahmil 29th, 1519 TH
43/1 1076 TE
                Para came up with an idea. Para and Rast would attack the creature through the bud itself, weakening the astral fog and then finish it off. They told us the plan worked.

Gahmil 30th, 1519 TH
43/2 1076 TE
                We finally were able to heal from our ordeals and recover karmic energy. That’s how we knew the wizards were telling the truth; they had finally defeated the thing.

Holiday 1st, 1519 TH
43/3 1076 TE
Cellesis
                We returned to Cellesis and performed our artisan skills for the town’s Guard Veterans. We stayed for the holiday break before heading to Cara Fahd.

-Mareth, Third Circle Thief Adept

Marissa’s Journal #1


 I, Marissa, have decided to go on my first adventure with my brother Mareth, and write my first adventure log myself. We are going to Urkula, home of Cara Fahd’s library to look over the documents there about Ustrect as well as meet Ela Pono and Vanyk Auldsinger. We are going with Mareth’s old party, who made it back from Kaer Razelsus. 

Raquas 2nd, 1519 TH
44/5 1076 TE
Cellesis 
                The party consisted of my brother Mareth and myself, Oviare, Tweak, Pat O’ Reilly, Seth, and Thunder Jones. We left for Wurchaz since Oviare needed to go there to talk to Queen Gertrude and Claw Ridge is the entry point to Cara Fahd anyway.

Raquas 12th, 1519 TH
46/5 1076 TE
Vutta’s Pick Gap
                The journey went by without any trouble. Mareth mentioned that the Broken Fangs gave them trouble the last time they went through here and that Asok’s Armbreakers must be doing a better job of security along Cara Fahd’s borders. Oviare just smiled broadly at this, I wonder why.

Raquas 13th, 1519 TH

47/1 1076 TE
Wurchaz, Claw Ridge
                Oviare went to Queen Gertrude and presented our evidence to her while we prepared for our trip to Wurchaz. A proclamation of exile for Khan was prepared by her aide, Getaft Althought, and was rushed out to Spurtblud, the ancestral home of the Bloodspears and home of the airship docks of Cara Fahd, by Thundra beast cavalry of the Metal Fist tribe.

Raquas 14th, 1519 TH

47/2 1076 TE
                Gigantic serpents with feathered quills attacked us. They seemed agitated by our presence but did not attack until Seth charged at them. His impatience led to a difficult fight for us.

Raquas 15th, 1518 TH-Raquas 22nd, 1519 TH

47/3 1076 TE- 48/5 1076 TE
Urkula
                We entered Urkula. I went to the library and met two of my personal heroes, Ela Pono, a scholar of the library of Throal and Chief Librarian of Cara Fahd who once braved the dark corridors of the underground river under Throal and even Braza’s Kingdom in search of knowledge, as well as the brave Vanyk Auldsinger who once went to the Hold of Courage seeking the soul stones of the pre-Scourge leaders of Cara Fahd, but found them corrupted by Betrayer and caught in a massive battle between the old spirits and Phoenix Forsaken. Here I researched in order to find out what happened to the ancient Kingdom of Ustrect and its capital Arrakal. As for the party, they were researching the old capital of Cara Fahd bearing the same name. They decided to head south for Kyresh while Mareth and I headed back for Cellesis. We wished them luck and left for Cellesis.

--My First Adventure Log, written by Marissa, First Circle Troubadour Initiate

Marissa’s Journal #2


                I, Marissa, have decided to go on my second adventure with my brother Mareth, and write my second adventure log myself. We are going to Bartertown and Throal, home of two libraries to look over the documents there about Ustrect as well as meet Lilandra Silvertongue and Merrox. I am so excited! We are going with Mareth’s old party, who made it back from Cara Fahd.  They seem different in some way, as if they lost something very dear in Cara Fahd…

Sollus 18th, 1519 TH

52/3 1076 TE
Cellesis
                The party consisted of my brother Mareth and myself, Oviare, Tweak, Pat O’ Reilly, Seth, and Thunder Jones. We left for Kratas since Mareth needed to go there to train to the next Circle.

Sollus 20th, 1519 TH

52/5 1076 TE
                Ork Thieves, who were here to collect a bounty for Mareth for a murder he committed in Wurchaz, attacked us. Apparently, Mareth killed someone in that town who he had attempted to rob and took offense to the attempted crime and tried to take Mareth’s head off with a broadsword. Mareth fought back and accidentally killed the man, so the local Constable wanted him for murder. We were nearly defeated. In fact, my brother and me were killed by the orks. We seen Death lord over us and beckon us to his realm. Our whole party was nearly wiped out. Para and Oviare were unconscious and the rest had barely made it through the combat still standing.

Sollus 22nd, 1519 TH

53/2 1076 TE
Kratas
                At Kratas, Mareth and Para trained to the next Circle. The party itself went to see Jorgin Torvin about the Stone of Wisdom and their current quest, finding the Heart of Heroes.

Sollus 23rd, 1519 TH
53/3 1076 TE

Daiche

                We went to Daiche and stayed the night. We were crossing the Tylon River in the morning to go to the Spiral Towers, capital of House T’kambras.

Sollus 24th, 1519 TH
53/4 1076 TE
Spiral Towers
                At the Spiral Towers, we attempted to see Shivalahala T’kambras, a powerful Troubadour in her day. We were unable to convince her bodyguard Thrynn Valori to allow us to see her, or come on our quest. He told us to see Drudge Tarcke, who knew more about the Heart of Heroes then he did. I was very disappointed that we were unable to see the Shivalahala.  I wonder why her bodyguard is so overly protective of her…

Sollus 30th, 1519 TH
54/5 1076 TE

Bridge to Menkintown and Throal

                Thyrnn Valori built a fairly sturdy bridge with the silver he made in his travels. We gladly paid the toll to the Menkintown guards posted here. We considered heading south to Menkintown, but decided to head to Borrum and Bartertown instead.

Riag 2nd, 1519 TH
55/1 1076 TE

Borrum

                We stopped at the small trading outpost to buy supplies.

Riag 4th, 1519 TH
55/3 1076 TE
Bartertown

                At Bartertown, I got to meet a personal hero, Lilandra Silvertongue, a troubadour who owns her own inn and whose fame extends across all of Barsaive for her many books and Adventure Logs. I was surprised to find out she had a child, a human child no less named Lysander. I guess that’s why she settled down. The party headed for Crag Hack’s Mansion and came out with a smart aleck windling named Pugsli proudly displaying his bronze DT belt buckle.

Riag 5th, 1519 TH
55/4 1076 TE
Throal

                I got to meet Merrox today, and started my research on Ustrect and Arrakal here. Mareth was more interested in talking to J’Role of course. Para, Pat, and Thunder were here researching the Heart of Heroes.

Riag 8th, 1519 TH
56/2 1076 TE
Throal
 
                After watching these three and their sad attempts to research the Heart of Heroes, I decided to help them out. I helped them find a long passage about the legend and a constellation navigation chart. After getting the information, Para, Pat, and Thunder left quickly. I’m starting to wonder if they aren’t part of a Living Legend Cult dedicated to the Heart of Heroes or something. As for me, I am going to stay in Throal a few more days to research.

Riag 12th, 1519 TH
57/1 1076 TE
Throal
 
                Mareth and I are heading home for Cellesis. There has been no sign of the rest of the party for about three days. I wonder were they left to…

--My second Adventure Log, written by Marissa, First Circle Troubadour Initiate

Pugsli’s Spy Report #1

Riag 8
Boss,
                I don’t understand why you want me following these chumps. As far as I can tell, these guys couldn’t coordinate putting in a light quartz into lantern, let alone pulling off a quest of the magnitude of the Heart of Heroes quest. Their leader, Thunder Jones, can barely talk over their squabbling, let alone actually lead us anywhere. Tweak seems pretty tough, but his heart isn’t in this quest. Oviare seems capable enough, but he isn’t leadership material. Para is pretty slow, even for an obsidiman, if you get my drift. Seth is too obsessed with his soulsword and not the quest itself. Pat O’ Reilly was taught to be an archer by the Slayers, but we also had him removed from the squad after his drinking habit almost got his unit killed one night by some Skull Whargs out for revenge for what you did to them. They don’t even have enough races yet to even do the quest. Still, if Mynbruje gave you a vision telling you to follow them, I guess I’ll go in your place.
                                                                                                                                                                -P

Riag 9
Boss,
                We got some problems here boss. Para has the Whip of Dis. I thought you said Rthda had it last? Anyway, it’s glowing blue and seems to uncoil and straighten out like it’s pointing somewhere. Maybe there is some truth to what they were saying about being cursed by Dis and sent on a quest by the passions for what they did in Kyresh? Still, as a servant of Mynbruje, even having the thing around gives me the creeps.
                                                                                                                                                                -P

Riag 10
Boss,
                We got to Vors along the Serpent River today. The party eventually picked out a ship going to Ishkarat to travel on. As if the Whip of Dis alone wasn’t bad enough, I gotta travel to Ioposian lands too? These overly silent t’skrang are really weird too.
                                                                                                                                                                -P

Riag 11
Boss,
                At Ishkarat, we met a t’skrang boatman/scout named Sch’ella. She is from House Ishkarat so I don’t trust her. Tweak and Oviare were pretty happy to recruit her though.
                                                                                                                                                                -P

Riag 12
Boss,
                We entered the Glenwood Deep at the request of the Whip of Dis. Lizards with really sticky tongues that tried to eat us, especially me, attacked us. I wonder where we are going?
                                                                                                                                                                -P

NEW CHARACTER BIOS #5


SETH SOULCATCHER (ROBERT)

Vorst Human Spirit Swordmaster
Homeland: Vorst
Long-term goals: Find his soulsword

RULES UPDATE: BACKGROUND SKILLS


The shaman adds Botany as a Background Skill and the wizard adds Research as a Background Skill. The reasoning here is to make sure each Discipline has at least 3 Background Skills. There are a few with 4 Background Skills, so it was unfair to have any Discipline with only 2 Background Skills. If you see any with 2 Background Skills still, let me know.

RULES UPDATE: GRIMOIRES 2


After some discussions with my players, we decided that the LP costs for spells are too high if based on the Fibonacci system. The players decided they’d like less bonus spells for a reduced Legend Point cost. So the current system is PER Step Spell Points for First Circle and a bonus free spell during Circle advancement per each spell Circle. The cost of additional spells in Legend Points is equal to the silver piece cost.

Circle 1-4 50 silver pieces x Circle
Circle 5-8 100 silver pieces x Circle
Circle 9-12 150 silver pieces x Circle
Circle 13-15 200 silver pieces x Circle

So the silver piece and Legend Point costs per Circle are:

Circle 1: 50 sp/LP
Circle 2: 100 sp/LP
Circle 3: 150 sp/LP
Circle 4: 200 sp/LP
Circle 5: 500 sp/LP
Circle 6: 600 sp/LP
Circle 7: 700 sp/LP
Circle 8: 800 sp/LP
Circle 9: 1350 sp/LP
Circle 10: 1500 sp/LP
Circle 11: 1650 sp/LP
Circle 12: 1800 sp/LP
Circle 13: 2600 sp/LP
Circle 14: 2800 sp/LP
Circle 15: 3000 sp/LP

RULES UPDATE: FORCED SPELLCASTING TK


This talent knack is being removed IMB, as part of my compromise on the Grimoires, and will no longer be available to my players. The unbalancing effects of this talent knack and its ability to trade strain for threads made magicians far too powerful. When I started using it with Dragons and Horrors, my players said enough is enough, the TK has to go. I will keep my revised version up on the 7 Sands, as it is still more balanced than the original TK.

MERITS AND FLAWS SYSTEM UPDATE.


An additional Flaw and some errata.

FLAWS

Addiction: The character has an addiction to some substance or activity. Going for prolonged periods without the substance or activity causes negative effects on the character, although sometimes the substance or activity itself can also be harmful. Some examples include over-eating, obsessive-compulsive cleaning, drugs, alcohol, etc. The Flaw Point amount is equal to the step reduction that occurs when the character suffers withdrawal from the addiction. 1-5 Point Flaw. 

Increased Cost of Living errata: The character must live per month on double the normal cost of living. The character is an extravagant, spendthrift who buys only the best food and drink. The character’s cost of living is 200 silver pieces x Circle instead of the normal 100 silver pieces x Circle IMB. Addition: The character must pay Cost of Living at least six months out of the year and roleplay this flaw in town by always buying the best of everything. 3 Point Flaw.


UNUSUAL RACE/DISCIPLINE COMBINATIONS 10


The dwarf thief has been rarely played in my Earthdawn. I’ve played one, but most people who decide to play stealthy dwarves decide to be archers instead. I’ve also rarely seen the human thief in my Barsaive besides Mareth (A current NPC from Cellesis).  There have been slew of elf and windling thieves, not surprising considering their dexterity and perception bonuses. The t’skrang thief is rare, but mostly chosen for the Tail Attack + Surprise Strike, a brutal +10 Damage steps on up to a Size 2 weapon. The ork thief is pretty much the classic archetype due to Kratas as well. Overall, I decided on doing the Dwarf Thief for this edition.

Dwarf Thief


Advantages: The +2 strength bonus is a huge advantage, adding almost a step of damage to the dwarf thief, making Surprise Strike that much more dangerous. The +3 toughness bonus is another huge advantage, adding a step to toughness and allowing the character to survive a lot easier than normal, especially with the (5/4) Durability of the thief. The smaller size of the character is an advantage when using the Shadow Hide Talent Knack.

Disadvantages: No dexterity or perception add is a disadvantage since these attributes are the primary ones for almost all of the talents. The Movement as DEX –2 penalty is also painful, especially since it reduces the Silent Walk speed. Throwing Weapons talent ranks are a must for this character. The –2 charisma penalty can be devastating for the dwarf thief’s Haggle/Fence and other CHA based skills.

Neutral: The lack of a willpower add doesn’t hinder or hurt this character much, as thieves tend to run away to fight another day... 

Attributes (66 purchase points):
DEX: 16=(16): 7/1D12
STR: 12+2=(14): 6/1D10
TOU: 13+3=(16): 7/1D12
PER: 14=(14): 6/1D10
WIL: 11=(11): 5/1D8
CHA: 13-2=(11): 5/1D8

Commentary: A dwarf thief can be an interesting character to play. A background history with the character focusing on Craftsman; Locksmithing to learn the ins and outs of locks, and then becoming a thief knowing the inns and outs of security would be interesting. A dwarf thief who robs from the dwarf merchants to give to the poorer dwarves and other Name-Givers of Bartertown and Throal would be an interesting character to play. 

        Statistically, the character should improve his perception by 2 points to increase it to Step 7. After this, increasing strength by 2 points increases his strength Step to 7. Adding 3 points to dexterity will help counteract the Movement as DEX penalties the character suffers as well as improve it to Step 8. After this, Improving willpower or charisma by 2 points will result in an increase to Step 6 as well.

       For skills, consider the Sprint skill. Two ranks in this skill will allow you to move as DEX for 1 strain, and is useful in overcoming this penalty. I suggest picking up a few ranks in the Unarmed Combat skill, as opposing adepts tend to like to grapple dwarves and keep them out of the fight (You fortunately have Break Bonds as a Background Skill). Charisma skills like Bribery, Intimidate, Deceit, and Insight can also be useful to a thief character.

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