Thursday, August 15, 2019

From the Vault: E-Dawn 15


E-Dawn Volume 15: April 2005 Edition

. 9


Spoiler Alert: This journal contains spoilers for the Legend of Earthdawn Volume 1 quest: The Heart of Heroes, Alley Varney Earthdawn Legend: Render unto Freda, and Chronicles of Barsaive: Liaj Jungle.
               

PC RECAP

Pugsli’s Spy Report #2

Riag 13

Boss,
                We entered a windling village called Kenterell. Here we met an oddball dragonkin called Ninheim and a troll from House Firescale called Kracknar Firemail. Kracknar found Ninheim raving and ranting on the road recently and brought him here to recover. After talking to them briefly we were attacked by Ioposians trying to get Ninheim. We fought them off easily. The windling leader of the village tossed us a weird coin called a Bronze Dangdang, which had a nasty story. Apparently a windling questor of Dis named Freda was driven mad here by the windling Emperor Pasha wrongfully confined by her for a petty crime. When we tried to leave the village, Freda appeared as a Spectral Dancer and all the windlings of the village turned into ally spirits. The Emperor had cursed the poor souls. I danced with Freda till I nearly fell unconscious trying to soothe her 500-year misery. In the end, it was enough to break the curse and gain our exit from the village. Upon her release she told us to head to Vors and find Lyra before heading to the netherealms.
                                                                                                                                                                -P

Riag 15

Boss,
                We met an elf ninja in Ishkarat today. His name is Smidi Concade. I’m pretty sure Thunder allowed him to join just because he is an elf. I don’t trust him, but at least we have all nine Name-Giver races now.
                                                                                                                                                                -P

Riag 16

Boss,
                A bunch of black vultures attacked us while we on the Serpent River going to Vors. They tried to eat me! I’m so getting tired of that.
                                                                                                                                                                -P

Riag 17

Boss,
                We found out that there had been forty-six windling children kidnapped in Vors from Lyra. We set out to save them from whoever had abducted them. Pat O’Reilley used his Direction Arrow talent to track the children using the children’s extra set of clothes. They were close and we were on the hunt.
                                                                                                                                                                -P

Riag 21

Boss,
                An ork beastmaster named Magda ambushed us. She attacked us with her pet black vultures. She seemed enraged at us for killing her pets before. She was after Oviare since Khan wanted him for getting him kicked out Cara Fahd. We defeated her and her pets. Speaking of…was it wise to kick out Toke Heartfire and let him join up with that brigand? I know you were just trying to protect him from Purity of the Flame and V’Dor Revanche but this doesn’t seem like the way to do it.
                                                                                                                                                                -P

Riag 21 response dated Teayu 1

P,
                We have things under control with the Heartfire situation. Mind your own business P.
                                                                                                                                                                -R

Riag 24

Boss,
                We arrived at a shady town on the border of the Liaj Jungle called Kesmerak. We went to a bar called the Speckled Tiger where we talked with the bartender Haemic. He told us about a man named Chang who was headed south into the Liaj Jungle with about nine other orks and some windling kids in tow. We stayed the night there.
                                                                                                                                                                -P

Riag 25

Boss,
                Pat’s Direction Arrow failed. We had to track them the old fashioned way. Fortunately Smidi’s an excellent tracker. We found a trail eventually leading south and slightly west.
                                                                                                                                                                -P

Riag 27

Boss,
                We were attacked by a Death Moth on watch. I got behind the creature and finished him in one attack.
                                                                                                                                                                -P

Riag 28

Boss,
                We found a large wooden house by a much stranger octagonal stone building. A bunch of orange butterflies were around…what are those called again? Anyway not important. Chang was here with his nine ork swordmaster buddies. He apparently trained them himself emulating you. He’s no slayer though, so we beat them. It wasn’t easy though. The troll sky raider died after Chang taunted him. Chang himself used an odd Doublesword. You’d have to see it to believe it. I think Smidi or Seth got to the blade. We freed the windling kids from the amulets that were rigged to explode or something if they were took off improperly.  Khan had also written us a note to leave him and his plans alone or be killed. Khan used the windling kids to get some rocks from the octagonal structure. They were really light and durable at the same time, perfect material for making weapons or armor. This guy is becoming a problem boss. I found a map to a place called Karnol on the edge of the Heart Wood where the Windling Key is.
                                                                                                                                                                -P

Riag 28 response dated Teayu 8

P,
                The orange butterflies are called Monarchs although there exists a mimic called Viceroy. You can trust our source for this information. Khan will be dealt with in time. Get the Windling Key as planned.
                                                                                                                                                                -R

Riag 29

Boss,
                Usun paid us a visit. He told us to get out of his jungle. Ninheim and Oviare ran away so Usun breathed fire on them. I guess the only reason he didn’t bake us completely was the 46 windling kids we were traveling with. These guys supposedly have been in the Liaj six times already! This group is stupid, but brave I guess.
                                                                                                                                                                -P

Teayu 2

Boss,
                We managed to save four more windlings from a couple of ork kidnappers. One of them was the bartender of the Speckled Tiger, Haemic, the other was called Wallace. We paid some of the local constables (thugs) to beat them up while we saved the kids. 
                                                                                                                                                                -P

Teayu 8

Boss,
                We returned the windling kids to Lyra at Vors and their grateful parents gave us 5,000 Silver pieces, about 500 Silver pieces each. We stayed in town and trained for a week. Who knows what is going to happen in the Heart Wood.
                                                                                                                                                                -P


Teayu 19

Boss,
                We traveled north to the Heart Wood. Thorn Men attacked us at the border. Strange considering the “Transformation”. These guys were much tougher than I thought, they had a Thorn Tornado that killed Tweak, animated trees to attack, and could cover you in vines, choking you.  As we entered the wood an envoy of Heart Wood exolashers approached us telling us to leave. When we told them we were going to Karnol they laughed and let us enter anyway. That is not a good sign.
                                                                                                                                                                -P

Teayu 19 response dated Teayu 29

P,
                There is no such thing as a Thorn Tornado according to Heart Wood sources. You have a betrayer in your group. Watch your back P.
                                                                                                                                                                -R

Teayu 20

Boss,
                Ethandrilles attacked us. They didn’t even touch Smidi. We managed to defeat them after Para’s counterspell stopped their lightning attacks. We met an elf elementalist named Gail who said she was studying the Ethandrilles’ behavior. She said they were attacking all non-elves. When we mentioned Karnol she told us that she would guide us there.
                                                                                                                                                                -P

Teayu 21

Boss,
                We approached Karnol when we were annoyed by a couple of singing and glowing creatures using entrancement. They eventually flew away after realizing that we were too many for their tricks to work.
                                                                                                                                                                -P

Teayu 22

Boss,
                Karnol looked to be a destroyed windling village. Gail refused to enter the village. When we entered to look for the key, changelings, warped windlings, attacked us. The battle was gruesome. Smidi was killed when they bone shaped his skull into his brain, what a way to go. I stole the key from Para. Now what?
                                                                                                                                                                -P

Teayu 22 response dated Borrum 2

P,
                Whatever you do, don’t thread the key P! It could potentially cause you to change your pattern completely or even change your personality. There are a multitude of requirements for this to work. You must get all the keys and names, formulate a group pattern, and then collect the physical form of the Heart of Heroes. D has formed his own group for this purpose. Your job is to get as many keys as possible with the current group while our group gets the other ones. If our group meets yours…you know what to do. Once your group has collected the keys, be sure to steal them and return P. 
                                                                                                                                                                -R

Borrum 2 response dated Borrum 12

Boss,
                 That’s pretty devious. It’s totally my style. 
                                                                                                                                                                -P

NEW CHARACTER BIOS #6

 

Concepts by the Players and Written Up by Steven James Black


GAIL ESCALANAS (CASSANDRA)
Race: Elf
Discipline: Elementalist
Circle: Fourth
Homeland: Heart Wood
Character Background: Formerly a Blood Elf, who survived the transformation back to “unprotected” elf. She believes in the Heart Wood Court, and believes no other elf should have to endure the pain she once felt. A massive scar can be seen down her left side where the wood elemental ripped out. She was observing Ethandrilles and their new aggression towards all non-elves when she met the party and led them to Karnol. She believes the Ethandrilles can be saved from their madness after the “transformation”.
Long-term Goals: Keep the Heart Wood safe. Save the Ethandrilles from the insanity caused by the “transformation”.

KRACKNAR FIREMAIL (KEVIN)
Race: Troll
Discipline: Sky Raider
Circle: Third
Homeland: Firescale Moot in the Scol Mountains
Long-term Goals: Protect Ninheim as a Bodyguard.

SMIDI CONCADE (JOSHUA)
Race: Elf
Discipline: Ninja
Circle: Fourth
Homeland: Cathay
Long-term Goals: Commit assassinations for the Hand of Corruption.

CHARACTER GRAVEYARD #3


Written By Steven James Black


Kracknar Firemail was killed by Third Circle ork Swordmasters in the battle with Chang.

Tweak was killed by a Juggler’s Touch spell using Thorn Man needles cast by Para, the so called “Thorn Storm” talked about above. Oviare gave him an ork burial, as he was part ork.

Smidi Concade was killed in the battle with the changelings; his skull was crushed in by their bone-shaping power.

 

RULES UPDATE: GRIMOIRES #3


I changed the price of spells to Circle x 100 Silver pieces for simplicity, thus all the Legend Point costs for spells are Circle x 100 Legend Points, a lot easier to calculate.

OTHER EARTHDAWN CAMPAIGN STYLES


There are a lot more campaign styles to Earthdawn than merely exploration and kaer diving. This details some other campaigns of interest to Earthdawn gamemasters. Before starting a new campaign, be sure to discuss it with the players first. Many have a campaign style that they tend to enjoy more than others. If you and the players agree on a campaign style, both the gamemaster and players need to stick to that style in character design and storyline otherwise it won’t work.

Liberation/Resistance campaign: The characters start out as slaves or newots. As slaves they dream of being free and as newots they may wish to be free or become real members of the trollmoot. The players learn about slavery or something like it firsthand. Then the players are unexpectedly saved by a group of Liberators such as those from the Vivane Resistance or Justice for All.  After being freed they may wish to join the Resistance and help free other slaves from their previous fate. In this campaign, beastmasters (trying to free animals from circuses or that insane nethermancer doing animal research) and liberators are the Disciplines of choice.

Living Legend Cult/Secret Organization campaign: The characters are involved in a cult devoted to a particular item or another secret organization. Obviously Secret Societies of Barsaive and the Gamemastering Barsaive book are of major use. The party has a powerful Patron who sends them on missions to further the organization’s causes and usually many enemies against the secret societies’ cause. One of the best-known examples is the Seekers of the Heart Living Legend Cult whose aim to turn the Blood Wood back is obviously opposed by most Blood Elves. Some useful Merits and Flaws include the Patron Merit and the Criminal Flaw, Enemy, and Pursued Flaws (most Seekers of the Heart are considered criminals in the Blood Wood for obvious reasons).

Military campaign: The characters are involved in the military, usually Throalic, Theran, or Ioposian, but it could also be a riverboat-based campaign on the Serpent River or even a drakkar campaign with players from a Trollmoot.   The mission objective is fairly clear; doing whatever the country, House, or clan needs to survive. A military campaign can be aided by taking the Military Rank Merit and Duty Flaw, giving the players ranks to maintain, and a goal in gaining new ranks. This is an interesting campaign style for use in Prelude to War or Barsaive at War. The best style of this campaign has the players as spies or scouts rather than large-scale conflict, although this may be involved. 

Political campaign: The characters are involved in the ruling the government as nobles or as merchants with a say. Or perhaps there is a noble who keeps forgetting his duty to his people and a servant of his uses a disguise to act as him? At any rate, the political campaign has the players deeply invested in the day to day running of a particular government. When necessary they use their adepts powers to negotiate with or fight off threats to the community from within or from without. Merits and Flaws that are of use are the Noble Merit, Wealth Merit, Cost of Living, Duty Flaw, Servant Flaw, and other socially-related Merits and Flaws.  An interesting campaign style has the players as the ruling body of a small rural village attempting to expand. Other neighboring communities may be major obstacles to this requiring negotiation and fighting. As the town grows, ork scorchers may attempt to raid the town or neighboring towns requiring the villages to ally against the scorchers. At any rate, the political campaign is more about negotiation than fighting making it an ideal campaign for troubadours and weaponsmiths who tend not to be the focus of other campaigns. 

MERITS AND FLAWS SYSTEM UPDATE:


More Merits and Flaws for your perusal.

Merits


Alertness: The character has heightened senses. Add +1 to Perception step when using the five senses of Sight, Smell, Sound, Taste, and Touch. 5 Point Merit.

Increased Pain Threshold: The character can withstand 1 more Wound than normal without incurring Wound Penalties. 6 Point Merit.

Military Rank: The character has a rank above private in a military organization. The character must meet the Merit Point and Circle requirements for this merit. This Merit is almost always accompanied by the Duty Flaw. This Merit is best used in military campaigns such as Prelude to War and Barsaive at War.

Rank 1: Sergeant; 2 Point +Third Circle—25 Silver pieces stipend a month
Rank 2: Lieutenant; 4 Point +Fifth Circle—50 Silver pieces stipend a month
Rank 3: Captain; 6 Point + Seventh Circle—75 Silver pieces stipend a month
Rank 4: Colonel; 8 Point + Ninth Circle—100 Silver pieces stipend a month
Rank 5: General; 10 Point + Eleventh Circle—150 Silver pieces stipend a month

A character with a Military Rank has a military stipend and the military pays for Cost of Living whenever they are on a mission commissioned by that military. They have added status and trust in the eyes of the people they protect gaining +1 Interaction Test step when in uniform in that area. They may also be able to requisition gear from the military or bring in NPC allies who are in his unit. The character also gains the enemies of their military as well.

Example: A Third Circle dwarf warrior is a sergeant in the Throal military. The Throal military pays for his Cost of Living whenever on missions for them and pays him 25 Silver pieces a month. While in Throal he gains a +1 Interaction Test step bonus when in uniform. As a sergeant, he could requisition gear provided he is willing to return the item or take it out of his military stipend or he could request that his superiors allow him to take a private on as an aid for a mission.

Noble: The character is a noble and a member of the ruling class of a kingdom. The character will usually also have the Wealthy Merit and the Duty and High Cost of Living Flaws. A noble gains a +1 on all Interaction Tests within their kingdom.  A noble has a responsibility to their people and their House and may have to do missions for them. This Merit is suitable for a political or social campaign. 2 Point Merit.

Patron: The character has a powerful employer in a secret organization or living legend cult who sends them on missions and occasionally comes to the player’s aid either personally or through group members. While on missions for him, the Patron pays the character’s Cost of Living and a Stipend as per Military Rank. This Merit is suitable for a secret organization campaign. 5 Point Merit. 

Supporter: The character has a supporter starting off with all the benefits and disadvantages in the Earthdawn Companion. 5 Point Merit.

Flaws


Berserk: The character has a bad temper. When the character is given a Wound in combat, he flies into a terrible rage and uses the Aggressive Attack combat option against the foe that hurt him. Once that foe is dead the character continues attacking whoever is closest until 10 rounds have passed when the Berserk status ends. 3 Point Flaw.

Criminal: The character is either a fugitive accused of a crime or a convicted criminal who has recently been released. The character has a –1 to all Interaction Tests within the area that they committed or supposedly committed the crime.  The fugitive will almost always have the Pursued Flaw. 2 Point Flaw.

Dependent: The character has a dependent. The character must take care of the dependent by paying their Cost of Living. Enemies may also strike at you through the dependent. 5 Point Flaw.

Dulled Senses: For whatever reason the character has weaker perception than normal. Subtract -1 from the Perception step when using the five senses of Sight, Smell, Sound, Taste, and Touch. 5 Point Flaw.

Duty: The character has a duty to a military organization, government, or secret group. The character must work for this organization or government most of the time (At least 9 months a year). The Duty Flaw’s Point value is the same as the Noble, Military Rank, or Patron Merit Point value.

Enemy: The character has made a powerful enemy who controls a government or organization. The Enemy will not actively pursue them; only make life difficult if the character shows up in their area. 2 Point Flaw.

Karma Burner: The character has a flaw in his karma use. Whenever the character can use a Karma Point, the character must always spend a Karma Point even sacrificing Recovery Tests to do so. 4 Point Flaw.

Newot, Servant, Slave: The character is dependent on their master to survive and may or may not be planning to escape based on their treatment. The character has a –1 on all Interaction Tests within the society that knows about their low status. A good flaw for leading into a Liberation/Resistance campaign. 2 Point Flaw.

Pursued: The character has made a powerful enemy who is actively hunting the character with bounty hunters and mercenaries.  May be combined with the Enemy and Criminal Flaws.
4 Point Flaw.

Reduced Pain Threshold: The character starts accruing Wound Penalties starting with the First Wound. 6 Point Flaw.

Rival: The character has made a powerful rival who wants to make the character look bad but not kill the character. They possibly have aims at something the character also wants such as a mutual love interest. 2 Point Flaw.

Unlucky: Once per session the gamemaster may reroll any one successful Test the character makes. The character must take the result of the second roll. 5 Point Flaw.

UNUSUAL RACE/DISCIPLINE COMBINATIONS #11


Troubadours aren’t often played at all IMB. Certain races are naturals at the Discipline. The elf, t’skrang, and windling race all have Charisma Attribute bonuses and a natural talent for stories and singing. Human troubadour is pretty common too; the current NPC Marissa is a Human Troubadour. I’ve actually seen quite a few ork and obsidiman troubadours in spite of their Charisma Attribute penalty. The dwarf troubadour has never happened, although I’ve seen a few sages and traveled scholars IMB. The troll troubadour seems to happen a lot more in the books than in game too. So for this edition, Dwarf and troll troubadours are your unusual race/Discipline combination.

Dwarf Troubadour


Advantages: The +3 Toughness Attribute bonus is a huge advantage, adding a Toughness step and allowing the character to survive a lot easier than normal, especially with the average (6/5) Durability of the troubadour. The +2 Strength Attribute bonus can be an advantage for a character who wants to be able to carry a huge variety of instruments, but otherwise this isn’t much of an advantage at all (Neutral).

Disadvantages: The –2 Charisma Attribute penalty is an obvious disadvantage to the troubadour’s social talents. The lack of a Dexterity, and Perception Attribute bonus are disadvantages as well. A high Dexterity can help the character attack more effectively. A high Perception is necessary for the other half of the troubadour’s talents. 

Neutral: The lack of a Willpower Attribute bonus doesn’t hurt the character much, although it’s a useful Attribute for some troubadour talents such as Incite Mob. 

Attributes (66 purchase points):
DEX: 13=(13): 6/D10
STR: 11+2=(13): 6/D10
TOU: 13+3=(16): 7/D12
PER: 14=(14): 6/D10
WIL: 11=(11): 5/D8
CHA: 17-2=(15): 6/D10

Commentary: A dwarf troubadour can be fun to play. Personally, I like the concept of the one-man band. A dwarf troubadour who acquires as many instruments as possible and gets the Craftsman; Mechanic skill and tries to figure out a way to play all the instruments at once by tinkering sounds like a lot of fun to me. He could have been a dwarf whose family is known to be mechanics and left to become a troubadour causing the family a huge degree of shame, possibly disowning him, or even understanding what he is trying to invent. He’ll need a lot of Music; Instrument skills as well.  

                Statistically, increasing the character’s Charisma Attribute by 1 point increases Charisma to step 7. Increasing the character’s Dexterity Attribute by 1 point increases his Physical Defense by 1.  Increasing the character’s Perception Attribute by 2 points will increases Perception to step 7 as well. Willpower seems like a major weakness at this point. Increasing the character’s Willpower by 2 points increases Willpower to step 6. Following this makes the character’s Attributes look like this at Seventh Circle:

Attributes (Seventh Circle):
DEX: 13 [+1]=(14): 6/D10
STR: 11+2=(13): 6/D10
TOU: 13+3=(16): 7/D12
PER: 14 [+2]=(16): 7/D12
WIL: 11[+2]=(13): 6/D10
CHA: 17-2 [+1]=(16): 7/D12

For skills, you obviously need the Craftsman; Mechanic skill for this to work as well as Music; Instrument skills. This character is no front-line combatant. Try and get social orientated skills and city-based Knowledge skills like Streetwise to know the ins and outs of the urban environment.

For multi-discipline, this character concept has a natural link to the Weaponsmith and wizard Disciplines. Both of them put a high priority on crafting and creating as well as ideas and invention.

Troll Troubadour


Advantages: The +2 Toughness Attribute bonus is a huge advantage, adding almost a Toughness step and allowing the character to survive a lot easier than normal, especially with the average (6/5) Durability of the troubadour. The +1 Willpower Attribute helps make talents like Incite Mob more effective. The +4 Strength Attribute bonus can be an advantage for a character that wants to be able to carry a huge variety of instruments, but otherwise this isn’t much of an advantage at all (Neutral).

Disadvantages: The –1 Perception Attribute penalty is an obvious disadvantage to the troubadour’s mental-based talents. The lack of a Dexterity, and Charisma Attribute bonus are disadvantages as well. A high Dexterity can help the character attack more effectively. A high Charisma is necessary for the troubadour’s social talents. 

Attributes (66 purchase points):
DEX: 13=(13): 6/D10
STR: 11+4=(15): 6/D10
TOU: 14+2=(16): 7/D12
PER: 13=(13): 6/D10
WIL: 12+1=(13): 6/D10
CHA: 16=(16): 7/D12

Commentary: A troll troubadour can be interesting to play. A troll troubadour can challenge the notion of the uncivilized troll race through his civility or embrace the incivility of his race and revel in its tales through story and song. The civilized troll troubadour takes pains to keep the lowland culture and the etiquette in mind whereas the uncivilized one only cares about highland culture and etiquette, coming off abrasive to the lowland folk. Since most lowland people don’t know the highland’s tales there is money in it either way too.

                Statistically, I’d increase the mental Attributes for the civilized troll troubadour and the physical Attributes of the uncivilized one as follows:

Troll Troubadour “Civilized” (Seventh Circle):
DEX: 13 [+1]=(14): 6/D10
STR: 11+4=(15): 6/D10
TOU: 13+3=(16): 7/D12
PER: 13 [+3]=(16): 7/D12
WIL: 13=(13): 6/D10
CHA: 16[+2]=(18): 7/D12

Troll Troubadour “Uncivilized” (Seventh Circle):
DEX: 13 [+3]=(16): 7/D12
STR: 11+4[+1]=(16): 7/D12
TOU: 13+3=(16): 7/D12
PER: 13 [+1]=(14): 6/D10
WIL: 13[+1]=(14): 6/D10
CHA: 16=(16): 7/D12

For skills, the “Civilized” troll troubadour cares about social skills mostly. Skills like Etiquette and Conversation give an impression of the character as more refined and cultured. The “Uncivilized” troll troubadour cares more about combat than most troubadours, taking skills like Avoid Blow, Battle Shout, and Shield Charge have a higher priority for him. Either way, the character needs the Storytelling skill to tell the stories of the highland troll.

For multi-discipline, the troll troubadour character concept has a natural link to the sky raider Discipline. Through telling their tales the character may end up wanted to be a sky raider themselves and take center stage in their stories.

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