Wednesday, August 7, 2019

From the Vault: E-Dawn 7


E-Dawn Volume 7: July 2004 Edition

Doddul 1517 TH - Veltom 1518 TH Newsletter.

Players Characters recap




Redemption




Written by Shawn Pitman, Edited by Steven J. Black



Spoiler Alert: This journal contains spoilers for the “ED Journal Volume #3 quest: The Kiss”, which I used with heavy modifications for this scenario.



Doddul 3rd



At Bartertown to buy more supplies. Thrynn has decided to go southwest towards Daiche to meet with House T’kambras Captain Nemokla Vitaille of Floranuus’ Sprint and to go to the Shattered Towers.



Doddul 7th



That night, t’skrang thieves from Daiche ambushed us. We defeated them.



Doddul 9th



We reached Daiche. We went aboard the Floranuus’ Sprint, crossed the Tylon River, and went to the Shattered Towers. We searched two of the towers, finding a secret room next to the throne room in the “eye” tower. Inside was a song lyric for the Gloum Song, the song the Shivalahala sung as she watched the destruction of her niall. Clang, the dwarf Nethermancer studied the item for sometime, as he needed to know about it to summon the spirit of the Shivalahala. The name of the Shivalahala was Selucia. The name of the niall was D’Yatilos. Finally, the name of the battle was the battle of Silent Thought. Knowing all this, Clang was attacked by a trap in the item, but fortunately escaped. Clang then performed the ritual summoning her. Thyrnn had a long conversation with her about herself, trying to learn about her for the Masquerade. She also talked about five minutes about the creation of House T’kambras at my request. After nearly twenty minutes she was banished. We then left for Daiche and stayed the night there.



Doddul 10th



We left Daiche, going northeast towards Bartertown, with a t’skrang female about 16 years old who Thrynn thought was a worthy candidate to become Shivalahala.



Doddul 14th



We went to Bartertown, and we researched more about the Masquerade of Death’s Dreams. Two questions needed answered. For one thing, what was the Mask used for the ritual, and where would we need to go to perform the ritual. Clang told us that we would need a Death Mask, whose creation was beyond his ability. We rested in Bartertown.



Doddul 15th



We went to Throal to find a high Circle Nethermancer. We used Clang’s contacts with the Eye of Throal to find out there was a Ninth Circle Nethermancer/Sixth Circle Horror Stalker called the Crimson Face in the area. We hoped she hadn’t left for the Horror Stalker Crusade. Thrynn seemed convinced that she would be involved with the new Hunters of Throal. So we went to the gate of Braza’s Kingdom, and found a large group of Horror Stalkers getting ready for “training” in the now reopened kingdom. Equipped with torches and flasks of oil, they were hunting “qurals”.  We asked the local commander where we might find the Crimson Face. She was working in the Throal law offices as a prosecutor for the Hunters of Throal. We wanted to know why the Horror Stalkers needed a legal division at all. Apparently, they had to hold even the horror-marked accountable and according to Throalic law. So we needed to find the law offices of Throal. Fortunately, Clang knew his way around Throal so it was no problem. We met the Crimson Face and she asked for us to find and kill Nebis in exchange for the Death Mask. So we rested in Throal.



Doddul 16th



We left Throal and went to Bartertown, and Thrynn tried to pick up the long dead trail of Nebis. He decided he needed more time to train so we were staying in the area for a few days.



Doddul 20th



Clang returned telling us to meet him on the outskirts of Bartertown. We all arrived and seen him in a large seven-ringed Bone Circle, with each new bone circle smaller and inside the last ring. Clang was sitting in the last ring, perspiring like mad and threading.  He summoned up Nebis who tried to make a deal with Clang for his freedom. Clang released the spell and was killed, but we managed to defeat Nebis physical and astral forms, ending his threat to Bartertown forever. Hasheed took his head for proof.



Doddul 21st



We met with the Crimson Face. We gave her Nebis’ head and she gives us the Death Mask, telling us to go to the Island of Kaxilreth, where at the Tower of Kaxilreth, a magician known as Kaxilreth who studied the Nethermancer and Elementalist Disciplines studied death and searched for the entrance to Death’s Domain. We went to the Throal Air Docks and hitched a ride on Captain Puguan’s Mining Vedette the “Lava Skimmer” which was on its way to the Death Sea to get True Fire for Throal. The Captain was told we were with Thrynn Valori and we found that a masked old man in black had already paid our passage. The Captain told us we could use his mining skiff to go to the island while they mined for True Fire on the Death’s Sea.



Doddul 24th



We leave Throal for the Death Sea. 



Doddul 27th



We landed near the shore of the Death’s Sea. A magma beast came roaring out of the lava and. Everyone is scared, and I cast Counterspell hoping it saves us. The magma beast hurls lava at our ship. Thrynn foolishly but bravely took the blow and was burned severely before I was able to Dispel Magic the effect. He was lucky to get out of it with all his limbs intact. We defeated the Magma Beast and saved the ship through J’s Ice Arrow and Clang’s spells. The Captain promised to take us back to Throal for helping save the ship.  We take the skiff to the shore and are attacked by lizard creatures with fiery welts that spurt magma at us and flail their tail needlessly around. We defeated them then entered the tower. We had to walk over a bridge of furniture. This place was trapped at one time, and some are still working. J gets hit by an arrow from a gigantic crossbow and is hurt. We travel for a while and come to a door. 13 runes surround it. Hasheed touches one and he loses his body and became a spirit. I open the door using the command word “Full Moon” and go into the next corridor. We travel through finding many useless things, including some bad poetry about the moon. Thrynn takes 8 silk pillows embroidered with gold. In the basement, we find 13 paintings of moon landscapes. All of a sudden 13 astral creatures jump out and attack Clang and me. I kill one, Clang kills four and we move on. We find a bath with Kaxilreth’s dead body. We find a journal written by Kaxilreth that details a ritual to bring the dead back to life, but will release some sort of Death Hound as an after effect. I find a Planetarium and I document how it looks and works. Next we found a horror tormenting a spirit. We defeat the horror, but Thyrnn is killed and barely survives. The spirit whose name is Tanison thanked us for is aid, telling us that he came here trying to find the way to Death’s Domain to save his beloved Herita, but was captured by Kaxilreth and used as food by the horror Whisper Pain for twenty years. He tells us that the entryway to Death’s Domain is hidden in the laboratory of Kaxilreth. He tells us of his sorrow in being separated from his dead lover. We leave and fight off some more astral creatures, but they kill Hasheed’s spirit form and get to the lab. Jack the “Ace” finds the secret door to Death’s Domain and warns us there are some lizards in the hallway to the next chamber. He then disappears. We fight off some dusty lizards that were immune to fire. J used Ice Arrow, Darkor uses his Ice Sword, and Avrosandre uses Ice Mace and we defeat them. We find Jack sitting on a Throne with an Altar to death in the next antechamber with three cell bars in his hand. The antechamber has many chairs, tables, and benches pushed off to the side, and a raised Dais where Jack was. We make Jack move off the Throne, and then Thrynn sits down and dons the Death Mask. Some us fell asleep, but I remember seeing Thrynn dance with many T’skrang women before finally coming back with a glowing green pattern in his left hand. We leave through the holes the brown lizard used to get to the surface, using Metal Wings, Gliding Stride, and Levitation to do so.



Doddul 29th



The sun was already rising. We made our way to the skiff and returned to the ship. Thyrnn plunged the pattern into Sarasei. She was unconscious for a while after that as her pattern shifted to match that of Shivalahala T’kambras.



Doddul 30th



Sarasei wakes up and we tell her all that has happened. She decrees that we go to House Syrtis and start gathering her people.



Strassa 1st 1518 TH



We celebrate the New Year and party!



Strassa 2nd



We reach Throal and stay the night in Bartertown



Strassa 3rd



J makes some Flying Carpets and we head for House Syrtis.



Strassa 6th



We reach the Cliff City. We meet the old woman Tesra and find out about Rashimon’s mysterious death. We investigate the scene of the crime and then go talk to Shivalahala Syrtis about his death. We find out that the Blood Elves who were living here mysteriously disappeared after Rashimon’s death further giving her reason to declare all out war on the Blood Elves after they started making Elf ships again, and pushed House Syrtis from the Mothingale River. She gives us a fishing ship to take our people and us to Daiche via the Serpent River.



Strassa 13th



We arrive at Daiche and tell Nemokla Vitaille all that has happened recently. We decide to try and find a place where House T’kambras can be safe to start to anew.



Strassa 16th


                  We go to Menkintown and meet the dwarf Weaponsmith Machiavelli. He tells us he will sign a trade agreement with our fledgling House and grant them safety within the walls of the Kaer City. We leave and go back to Daiche.



Strassa 19th



We return to Daiche and realize that there are no sea routes that Nemokla can use to transport our people to Menkintown. We head to Menkintown again.



Strassa 22nd



We arrive at Menkintown and negotiate to build a bridge with Machiavelli and us each paying half at 1, 500 silver pieces. He says he can finish the work in two weeks. We return to Daiche.



Strassa 25th



We arrive at Daiche and prepare for the journey to start in four days.



Strassa 29th



We leave for Menkintown with our people. Nemokla transports us to the Shattered Towers across the Tylon River and then we start our journey to the northeast.



Veltom 2nd



Purple creatures that wanted Thyrnn’s silk pillows accosted us. We convinced Thrynn to give them the pillows by promising to buy him a new axe.



Veltom 6th



We arrived at Menkintown and I bought Thrynn eight Griffin feather pillows for 320 silver pieces.



Veltom 7th



We left our people in Menkintown to start the process of rebuilding their lives lead by our new Shivalahala. We went north to Bartertown.



Veltom 9th



We were in Bartertown for a while where J and me trained, and then decided to go back to Menkintown to help my people. Thrynn told us he was going to fight the greatest horror who ever lived with his anchor on his soul freed, knowing his House would live on without him. He attempted to convince Clang, Jack, Avrosandre, and Darcor to come with him. Jack refused, and the others may or may not go with him. He offered the mercenary ninja 4000 silver pieces to come with him and he accepted.



-Excerpts from the Journal of Magnus Lee, diplomat of House T’kambras.

Drudge Recap




Spoiler Alert: The following journal contains some spoilers pertaining to the LRG adventure Barsaive at War.



The River Front




Shaq Fu Lou Obsidiman Troubadour/Weaponsmith continues Drudge’s memoirs.



                After a long time, Drudge returned to our city. We were both very busy. He was preparing to do battle with the greatest evil of our time, and I was doing a ton of work for his allies and the Slayers. I still promised him to work on his memoirs though and spent my spare moments learning what he had done since I last seen him.



                After leaving south towards the Servos Jungle he found his way to Menkintown before entering the Servos itself. Evidence accumulated that the Cathan and Servos Jungle T’skrang had reinitiated their war with each other and the truce was over. When Drudge returned to the Servos Jungle village (It had moved south), he learned the chief had been kidnapped and two adventurers named Mephit Nor and Roam Tannin were attempting to save him. They found the two adventurers and joined forces with some natives, a Servos Jungle t’skrang Cavalryman/Swordmaster named Garrok and a windling Beastmaster named Orwen. Mephit Nor and Roam Tannin had been trapped in the Servos Jungle for two years attempting to find Jaspree’s treasures. Mephit Nor was Evok and Mestoph’s younger brother, an Illusionist by trade who did not have the lust for power or vengeance of his brothers, but apparently had a streak of avarice in him. Roam Tannin was a Troll Beastmaster who had a monkey named Wynin named after his friend Winnen an Elf Swordmaster. A Troll that gets along well with elves. Who knew that could happen! At any rate they eventually found a group of strange plant creatures that were attempting some sort of ritual on the chief. The group defeated them and saved the chief then entered the ruins of an ancient city and grabbed some treasure, but ran when even more of the plant creatures showed up. The chief was unconscious until the next day. When they later returned to this location, the city and plant creatures were gone. Mephit and Roam theorized this was the same phenomenon that had kept them trapped for two years in the Servos Jungle working by Jaspree’s magic and would have kept them forever if Mephit hadn’t figured a way out of the trap. They made their way back to the village after saving the chief, where Drudge fulfilled a promise made to T’Voral Songsword to return to the Servos Jungle and teach them in the Swordmaster Discipline and Talent Knacks. They then left the Servos Jungle for Menkintown where Wyverns attacked them before leaving the woods.



At Menkintown, Drudge decided to go to House V’strimon to see if his Shivalahala needed him. Thus they went southeast near the Theran Behemoth and came upon the outskirts of a Shrine on the shore of Lake Ban. This was where he met Thyrnn in the guise of a Syrtisian noble and was given the Mad Off Blade by Thrynn and the sad tale of the fate of Mad Off. Drudge Tarcke returned the weapon to Targ Wargarash who would later give it to Pagmor Gilt-Throat, the new leader of the Shrieker’s and Mad Off’s Second in command at the Floating Island of House V’strimon where the drakkars of the Shriekers who refused to leave with the Theran Navy anywhere had remained after the rest of the Bartertown and Throal Navy left to chase the Horrorship. At the Floating Island, Drudge was given a quest to escort a House Syrtis vessel trying to get True Fire to power the Sytisian Behemoth, saved by Drudge’s allies in the Battle for Lake Ban. Thus Drudge boarded the River Runner and met with Captain Terion T’kerani and Shinn K’stiler Syrtis, her Sergeant of the Night Watch. Early in the trip, some blood elves and Shinn were caught trying to steal the true fire coin hoard in the hold. A trial was set up, with Drudge as prosecutor, and many of his team on the jury, and the Captain as the judge. Drudge had seen the same dream as Shinn; with the Passion Chorrolis tempting them with the treasure so knew that he might have influenced Shinn. The trial was concluded and the blood elf and Shinn were found guilty of trying to steal the treasure and spent the rest of the trip in the brig. For the rest of the trip the guard was blood elf and t’skrang each night. They eventually sailed far upriver on the Tylon where an exchange of cargo was done with a Scavian sailing barge, thus they obtained the true fire needed to fuel the Behemoth. As the ship sailed back to House V’strimon a House K’tenshin vessel declared a baksheva and boarded the vessel. The party used illusionist powers to disguise the cargo in the hold. The K’tenshin left with their usual baksheva payment. The rest of the trip went without incident and they made their way back to House V’strimon earning themselves 3, 500 silver pieces.



After this they made their way back to Bartertown where Evok Nor showed up and saw his garden/memorial in the middle of Bartertown and told Drudge it was time to take on the common named dragon “Windbreaker” who had once stolen some magical staffs from Evok Nor. Evok aided them with a Counterspell and they entered the cave meeting the Sky Raider Roland who had climbed deep into the Throal Mountains to steal the dragon’s treasure. He joined the party and they attacked the dragon Windbreaker who was defeated handily. Evok Nor then came and snatched a lot of the magical treasure and left. However every single silver piece and some of the treasure was left. Returning to Bartertown through Evok’s teleportation, Drudge then spent two months training for his final battle and rebuilding Bartertown with help from his allies and the Slayers. Both Elarin, and Roland joined the Slayers after becoming Swordmasters, with Roland buying a drakkar and Elarin a warship for House V’strimon that he promised Drudge could use anytime. Garrok joined Drudge’s Slayers and donated money to help build a new temple to the Passion Garlen. Githral donated money to build a new temple to Lochost, and Drudge used some of his money to build a new temple to Mynbruje. They pitched in to make 6 smaller temples to the other six sane passions. Drudge also added to Crag Hack’s Mansion making a new third floor and rearing the second, first, and basement floors, and buying the land around the Mansion to make a training field and arena. Garrok had a Stables built for his mount and the horses of the Slayers.  



And then the miraculous happened. The Earthdawn, the famed Throalic Galleon returned with the Bartertown and Throal Navies. I can’t wait to talk to that crew! The stories of what they’ve seen are worth more than Crag Hack’s Mansion even with all these improvements.



                I still can’t believe the foolish talk around here of changing the mansion’s name to match the new owners, the Slayers. They don’t realize the name Crag Hack’s Mansion itself has a power all its own and will resist their renaming attempts. Not to mention a rename will severely weaken the pattern of the place. You think this mansion survived the Theran’s assault because of just being made of stone? Its magic holding this place together, not just structural pieces. It will always be Crag Hack’s Mansion or it will fall down upon all of our heads.  Well I won’t be here when that happens. Rthda made me an offer to work in his new shop, and the terms of the deal are a lot better than what Drudge offered me. I’ll pay him the money I owe for the rest of the month, but after that I’m gone. Besides his shop is a lot bigger. No more being cramped and unable to fully extend my body.



Written by Shaq Fu Lou on Veltom the 13th - 15th. Details the travels of Drudge Tarcke Riag 23rd - Veltom 15th.

NPC recap






Spoiler Alert: The following journal contains some spoilers pertaining to the LRG adventure Barsaive in Chaos.



A Second Storm of Horrors




Doddul 2nd 1517 TH



We harnessed the power of Mount Bloodfire, a whole Volcano, and fired the “Lava Cannon”. We knocked down the Horrorship on the lower slopes of Mount Bloodfire. The Buunda landed and a group of Ork Cavalrymen and us battled down the Mountain through hordes of the undead to get to the Kila. When we finally reached the Horrorship’s decks, the ship started moving, and we knew we had little time before the Kila got away. We fought our way through the hallways of the ships lower decks searching for the Horrorship’s Captain. We found the Captain named Valesthar and defeated his physical form. It didn’t stop the ship from moving though, and we found ourselves on a Horrorship going towards Travar.



-Excerpt from the Journal of Lilandra Silvertongue, elf Troubadour and mapmaker of Shosara.



We saw the blow hit the ship even from Lankgarden. Our combined forces, my ship, the Earthdawn, and the remaining Theran and Throalic forces chased after the ship. We went directly east towards Travar while the Horrorship went southeast going for the same area. We met them in combat three days later. Luke and Lilandra were there on the ship with a bunch of ork cavalryman fighting for their lives against a horde of undead. Just then a swirl of the Horror Storm formed into a undead body with the look of a Theran Noble. I laughed and commanded my ship forward alongside the Horrorship. My team of Horror Stalkers with their Netherblades and my Astral Spears ripped apart the Horror’s astral form and Luke defeated its physical form. The Horrorship began to fall from the sky into the Death Sea. We rescued those trapped on the deck and pulled up. We transferred them to the Earthdawn and made our way to Travar.



-Moltaa, obsidiman Nethermancer/Horror Stalker of the Grim Legionnaires. Legion Journal. 67/3 TE 1074 - 67/5 TE 1074.



Doddul 3rd - 5th 1517 TH



We realized that the ship was somehow using the power of the Death’s Sea to recharge and the Captain was still alive in an astral form. We just have no way of reaching him in Astral Space. It wasn’t like this when we took on the other Horrorship at all. Just have to keep fighting to survive on this ship and hope some of the other ship’s rescue us. We eventually fought our way out of the ship’s hold and unto the deck. This was when we saw it, the Earthdawn, and Moltaa as well as a large force of Throal and Bartertown Navy ships. Moltaa could defeat his astral form, and would force his remaining power to remake his physical form where Luke could destroy him. After Moltaa saved us, we’ll never live this down, we transferred to the Earthdawn. A gold mine for a Troubadour, or a lover of maps such as myself. Moltaa’s got a crazy plan to try and save Travar. Apparently, most of the Navy owes her big time so they are going along with it.



-Excerpt from the Journal of Lilandra Silvertongue, elf Troubadour and mapmaker of Shosara.



Our fleet spent a few days in the Travar area dispersing the horror constructs nearest to Travar without hitting the city, what’s left of it anyway. I finally landed in the Sky Docks of Travar, what’s left of them. It’s my job to clean the city up, while our fleet refuels at the Floating Island of House V’strimon and then goes to Urupa to bring the refugees back here, as well as skilled builders from V’strimon and Urupa. In also understand that they must inform the Shriekers the war with Thera is over.



-Moltaa, obsidiman Nethermancer/Horror Stalker of the Grim Legionnaires. Legion Journal. 68/1 TE 1074 - 68/5 TE 1074.



Doddul 15th - 22nd 1517 TH



We told the Shriekers the war was over and they left to go to the Caucavik Mountains to reclaim their Trollmoot. Good Luck, guys. The Shivalahala here has most of her builders focused on getting new ships made for their new war. I’m sure Urupa will help us though. We refueled here for a while.



-Excerpt from the Journal of Lilandra Silvertongue, elf Troubadour and mapmaker of Shosara.



The area was held by a large amount of horror constructs, especially gnashers, which we dispatched with ease. A great deal more of threat was the baggi and wormskull enemies. Doppler horrors were the worst problem though as they would pretend to be Travarian survivors and then try to kill us later. We managed to reclaim the Sky Docks and main governmental district.



-Moltaa, obsidiman Nethermancer/Horror Stalker of the Grim Legionnaires. Legion Journal. 69/1 TE 1074 - 72/5 TE 1074.



Doddul 25th 1517 TH - Strassa 10th 1518 TH.



We went to Urupa and got the Travar refugees and negotiated a contract to rebuild Travar with Throal money. We spent a few weeks in Urupa gathering building materials, craftsman, and refugees.  



-Excerpt from the Journal of Lilandra Silvertongue, elf troubadour and mapmaker of Shosara.



We celebrated the New Year in style, crushing a swarm of jehuthra’s and eliminating a bunch of kreescra trying to feed off of our various wounds. Hopefully the Navy gets back with supplies for us soon. Most of the merchant district is cleaned up.



-Moltaa, obsidiman Nethermancer/Horror Stalker of the Grim Legionnaires. Legion Journal. 1/1 TE 1075 - 3/5 TE 1075.



Strassa 16th - Veltom 10th 1518 TH



We returned to Travar. The city looked terrible. Over half of it had been completely destroyed by Brat’zul’char during a feeding frenzy and the rest overrun by horrors and constructs after the exodus after the appearance of the Horrorship and attacks by the rakken. Our strafe attacks had killed some of the horror constructs on the city’s outskirts, and Moltaa and her wounded men had hunted down many of those in the city’s environs. We brought our supplies to the Sky Docks one at a time, else it falls over from disrepair and we let the refugees back into the city along with our precious cargo. Our first priority was giving Moltaa her supplies and a break for the first time in over a month. Our second priority was taking back the residential district so our refugees could sleep somewhere besides the Sky Docks. So Luke, Fiona, Han, and me went there, slaying cadaver men and destroying some Wormskulls. Meanwhile our forces did a second attack run on horror constructs on the outskirts of Travar. We made out way out into the outskirts the following day and Luke started using his powers from Jaspree, greatly increasing the thick forests outside of Travar, to act as a natural barrier against the horrors. It would also later help feed the populace. Meanwhile Moltaa didn’t realize the concept of a break and continued her offensive anyway. Her major priority was securing the city’s water docks where some Bloatforms and their undead army had taken up residence. I was shocked that Moltaa emerged victorious from that battle. After all, to defeat a mere three it took the combined powers of Drudge, Thrynn, Luke, Han, and myself and others to emerge victorious. I guess Moltaa’s group’s power has exploded exponentially at this point from all their battles with the horrors. It took us nearly twenty days to complete the forest wall except for the area near the canal that allowed the city water access. By this point the many adepts we had brought with Moltaa and us had cleaned the city nearly entirely. But it cost us so many lives of our crewmates and countless other lives. We left Travar mostly intact and it would be self-sufficient long enough for us to finally return home to Throal where we could finally tell everyone, the war was over. Moltaa’s war in Travar wasn’t over though. She stayed and continued her fight. She promised victory to the people of Travar and began a horror stalker campaign in the Badlands around the town and called out to Travar’s adepts to continue the fight.   



Veltom 15th 1518 TH



We finally returned home to Bartertown and Throal, but there would be no rest, as we were taking the Earthdawn north with us to the Blood Wood, where Evok had told us the Great Hunter awaited us and was planning something nasty, deep within the Forest’s Heart. He, of course, knew what Luke’s reaction would be. So we will gather those who have been chosen to go with us, Drudge Tarcke, Thyrnn Valori, Toke Heartfire, Han Olveran, Mona, V’Dor Revanche, Zim Nevah, Elarin, and anyone else who would freely offer them to fight for our survival. We know in the Blood Wood that the Blood Elves and Horrors would be waiting for us, but so would our allies the Great Dragons, the Seekers of the Heart, and the Purifiers of the Land. And those who are not free, the ally spirits of Ravenna Haven and Rigate Zanor, forced to fight even after death. And of course, Evok Nor and Warren. Can we stop the Evil One’s plan to turn the Blood Wood into his own territory with an army of Bone Dragons and horrors to recreate Barsaive and then the world in his own twisted image? And what does he plan to do in the Forest Heart? Will Luke be able to save the Blood Wood after all?



-Excerpts from the Journal of Lilandra Silvertongue, elf troubadour and mapmaker of Shosara.

Rumors




Supposedly Shivalahala T’kambras has returned to the world, and many lahalas have strangely reawakened among even the other Houses. No one knows how or why this is happening. It’s causing political chaos in addition to the war with the Blood Wood. All T’skrang Houses except Ishkarat, and T’kambras have agreed to the war.  



There is a legend that Death’s seal will last as long as it takes for enough blood to soak the soil to break it. But what if you change soil to soul? In other words if enough blood soaked a soul for death to return…



A rumor running around Kratas is that Death will return if his cage of six pieces can be found and the proper Key [Of Death] is used. A worse rumor running around Daiche was that there was a person who claimed to have three of the six cage pieces. He then used a mirror to reflect the three cage pieces and showed that all six were in fact there. He then reached down into the mirror and took out the whole cage. He then went to look for the key, to unlock the cage, and free death into the world. [Drinks spirits with vigor]. It gives me the willies just talking about it. [Shivers]



There are rumors of an earthquake in Northern Barsaive near Scytha.



Many elves have started to mysteriously express wood longing and go towards the Blood Wood, it’s a mass exodus.



I was near the Blood Wood when I heard a terrible wail and a black shape flying over the forest. The wail was one of sadness, but the shape frightened me and I ran.



The Therans in Landis and orks in Cara Fahd have signed a non-aggression treaty. Considering their lands are already war torn and the regions recent loss of Theran territories and deaths of so many from the Horror Storm and smaller horror funnels, not to mention the threats from the Ioposians to the north for both, and the Twilight Peak Sky Raiders from the east who have attacked Theran and Cara Fahd forces indiscriminately, they really had no choice. I give it three months for 150 silver pieces. You’ll bet four months! You’re on!

On Talent Knacks




The biggest problem with talent knacks is that every player wants to get every talent knack available for their character. Unfortunately, this ends up with a bunch of characters who have no specializations and no focus for their development. Every character should probably pick up any talent knack that gives another ability to the character, such as Claw Riposte, but this is useful no matter what melee weapons are in hand. What’s the point of picking up a lot of Second Attack Talent Knacks is you end up being a Two Weapon Fighter using Second Weapon a lot? Not only does this end up with you having useless talent knacks, but is an overall waste of LPs. Sure 100 or 200 per talent knack may not look like much, but overall it hurts the character even if its 500 LP, that could have been used in another way, if only to thread a magic item or spend it for karma. Figuring out what kind of weapon(s) and fighting styles your character wants to use and then work on specializing talent knacks for them is much more fun and rewarding in the long term. The discipline and talent knacks presented below are a demonstration of just one way specialization can be rewarding.

At any rate I’ve decided that the LP amount isn’t based on Circle any longer but instead is based on the Talent Rank required to get the Talent Knack. Thus a 1-4 Rank Talent Knack costs 100 LP, a 5-8 Rank Talent Knack costs 200 LP. a 9-12 Rank Talent Knack costs 300 LP, and finally a 13-15 Rank Talent Knack costs 500 LP. Combination Talent Knacks add the two LP amounts together to find the total. Thus Cover a Rank 3 Melee Weapons or Unarmed Combat Talent Knack costs 100 LP, Cover Riposte which requires Rank 7 Riposte costs 200 LP, Toss Cutter which requires Rank 9 Riposte costs 300 LP, and Second Offhand Strike which requires Rank 6 Second Weapon and Riposte Talents is 200 LP + 200 LP = 400 LP. This on the whole makes Talent Knack LP costs make more sense since more powerful Talent Knacks are now more expensive than basic ones. The Circle Cost idea presented by FASA is good, except that they kept producing talent knacks for the lowest Circle available talents, thus tons of powerful knacks costing only 100 LP. Also this makes Talent Knacks cost the same for all Disciplines rather than different costs for different Disciplines because of differences in where the Talent is gained during Circle progression.

UNUSUAL RACE/DISCIPLINE COMBINATIONS 4


Elf Warrior




Advantages: The +2 to dexterity is a huge advantage to the warrior, since almost all of the warrior’s talents are based on dexterity. Although it doesn’t look it, the mental stats +1 adds are useful as well. The +1 to perception increases Anticipate Blow. The +1 to Willpower with Willpower Karma at Fourth Circle will aid in getting out of immobilization abilities. The +1 Charisma helps improve Social Defense, the warrior’s most glaring weakness.



Disadvantages: No strength modifier is a huge hurt for most warriors, but won’t be a problem for the character we are developing since he is more based on grappling. The -2 to toughness is painful, since it reduces the power of Woodskin, and other core warrior talents, but the 9/7 Warrior Durability effectively negates this problem. Our character concept is a Whip wielding character who will branch out into the Swordmaster (As a Whipmaster, thus gaining Karma on Whip Damage Tests at Fifth Circle rather than Sword Damage Tests.) at about Sixth Circle Warrior. Why select Warrior first? The Unarmed Combat skill is a huge necessity for this character as he is going to get down and dirty with opponents and will be weaponless if his whip is destroyed, thus he needs a good degree of Unarmed Combat fighting to survive.



Attributes (66 Purchase Points)

DEX 14+2 = (16): 7/D12

STR (13): 6/D10
TOU
16-2 = (14): 6/D10
PER
12+1 = (13): 6/D10
WIL
12+1 = (13): 6/D10
CHA
12+1 = (13): 6/D10



1 Step 7 and 5 Step 6 not shabby at all. By Circle 4 all the Mental Stats should be given +1 to give +1 Spell/Social Defense and +1 Mystic Armor. Then work on putting up the Strength to 16 and Step 7 by Circle 7. Let’s develop some talent knacks to go with the character concept.



ARM GRAB

Disciplines: Warrior, Whipmaster

Talent: Melee Weapons [Whip only]

Rank: 3

Cost: 100 LP

Effect: The character rolls a Melee Weapons using a Whip requiring a Good Success versus the Opponent’s Physical Defense. If successful, record the Melee Weapons test result. This effectively grapples an opponent’s arm rendering it useless until the whip is released or the opponent rolls a Break Bonds or Strength test equal or greater than the Melee Weapons Test Result. The opponent can only use items in one hand and suffers a -2 penalty to Physical Defense. This move is set up for the below TK.



GET OVER HERE!

Disciplines: Warrior, Whipmaster

Talent: Unarmed Combat

Rank: 5

Cost: 200 LP                                        

 Effect: After grappling a character’s arm, the two roll opposed strength tests in the next round. If the whip holder is successful, he pulls the target toward him, then rolls an Unarmed Combat test, punching the opponent in the face. Failure means the grappled character stands their ground. Damage is the character’s Strength Step + a number of steps equal to the difference between the opposed strength tests.



LEG GRAB

Disciplines: Warrior, Whipmaster

Talent: Melee Weapons [Whip only]

Rank: 3

Cost: 100 LP

Effect: The character rolls a Melee Weapons with a Whip requiring a Good Success versus the Opponent’s Physical Defense. If successful, record the Melee Weapons test result. This effectively grapples an opponent’s leg until the whip is released or the opponent rolls a Break Bonds or Strength test equal or greater than the Melee Weapons Test Result. The opponent can not move beyond 10 yards from the grappling character or be knocked down by the one holding the whip and suffers a -2 penalty to Physical Defense. This move is a setup for the below TK.



LEG TRIP

Disciplines: Warrior, Whipmaster

Talent: Melee Weapons [Whip only]

Rank: 5

Cost: 200 LP

Effect: After grappling a character’s leg, the character does an Attack to Knockdown via Melee Weapons. Roll the Whip damage to determine the knockdown DN. The Strength or Wound Balance test takes a penalty equal to the character’s Melee Weapons Rank (Since he is trying to stand on one leg as the whip wielder pulls his other leg out from under him).



Once this character becomes a Whipmaster, think of the style of using Disarm and Snag Weapon to disarm them or steal opponent’s weapons with a whip!



Or think about becoming a Cavalryman. Trip opponents then drag them or Trample them!



You having fun with specialization yet?

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