E-Dawn 9 focused on the Session Zero aspects of the new Earthdawn Campaign and this is the true beginning of it.
E-Dawn Volume 10: October 2004
Campaign Introduction Edition
PC RECAP
The Unsealing of Kaer Cellesis.
I wish
I could go out on fantastic adventures. But I am a sage; I live my life of
adventure by reading the tales of yesterday and hearing the tales of today.
I’ve read almost everything this small library has to offer, but a new story
started before my very eyes, and a new chapter in the history of our Kaer.
The
death of the wise leaders and the eldest of our Kaer was sudden and swift,
happening on Strassa 17th 1518 TH or 10/3 1075 TE. Their sudden
deaths were followed by two weeks of mourning, and then the question. Should
the Kaer be unsealed? The sudden deaths of the eldest among us, including the
entire council made Sather and most of Theran descent believed it was time to
investigate outside of the Kaer. Gron’s faction of mostly Ustrect descent
thought unsealing the Kaer would be a bad idea considering the loss of the
elders. Thus the argument period that led to all-out war as tensions flared
after opinions clashed.
Gron
and Sather’s war had torn the Kaer apart. Ruffians and guards clashed in the
common room, as well as the merchant and residential districts. The war was
over whether we should unseal the Kaer. The trolls kept a strict watch on the
Kaer entrance ostensibly to stop Sather from unsealing the Kaer, we found out
the truth of why they really did later. Sather was a personable Theran elf Air
Sailor charging into battle with his men and was quite reckless, but was
beloved by his men for fighting alongside them in the thick of the fray. Gron
was a troll Warrior of Ustrect descent who had holed himself up in the Council
Chamber, coolly calculating his next move. Gron’s men didn’t particularly like
him that much, but they had even less love for those of Theran descent, but had
they known the truth, they may have turned on him just the same.
Meanwhile,
the people of the Kaer suffered. The smell of death, of decay, and blood
saturated the Kaer. Food and water rationing became even tighter with the
trolls keeping it for themselves, and giving a select few food and water
vouchers with which to get food in the common room. Of course, waiting in line
in the common room had its own dangers, as many fights between Sather and
Gron’s forces broke out there, sometimes spilling into the line of civilians.
Someone had to put a stop to this madness.
Some
trolls of Ustrect descent had felt the shame of Gron’s betrayal of the promises
made in the kaers charter to those of Theran descent. One of these Trolls was
Merken Gaech. He had looked at Valjere’s grimoire and had found the spell that
would unseal the obsidimen in the Obsidiman Chamber. Using their great
strength, they could break through the barrier at the Kaer entrance and push
their way to the gate, where he and his apprentice Naffisgal could break the
seal and open the Kaer. With the Kaer opened, the reason for the war would be
gone, and the fighting would have to end.
He
tasked his other apprentice; Rastalos Deftwing with finding a group of
adventurers to aid him in this task, for he and Naffisgal would be vulnerable
when they cast the spells to dispel the wards on the gate. Rastalos recommended
his friend Ni’Bawn, and gathered the three friends of Kirk, Spock, and Scotty,
and was followed by the elf Swordmaster Gallway.
Merken
Gaech told the group of adventurers his plan and asked for their help to unseal
the Kaer and stop the war. When they agreed, the troll Elementalist gathered
his supplies and they left to their destination, the Obsidiman Chamber.
As they
traveled through the residential district, they heard a woman scream. They ran
over to investigate. Five ruffians had grabbed Marissa, and were attempting to
rape her. Mareth, her brother, screamed
and charged at them. The ruffians laughed and four came up to attack Mareth.
The ruffians stopped laughing when the adventurers intervened. The ruffians
were knocked unconscious and soundly defeated, and Marissa was saved. The
adventurers told Mareth about their situation. In gratitude, Mareth promised to
distract the guards in the merchant district and common room, and abet them in
getting to the Obsidiman Chamber quickly.
Once
they got to the Obsidiman Chamber they needed to distract the guards long
enough for Merken to enter the chamber and awaken the two obsidimen. The elf
Swordmaster, Gallway, taunted two of the guards and then resisted arrest, and
was taken off to jail. He later freed himself by making bail. The other two
guards were angered when Kirk mooned them. Kirk unfortunately went the wrong
way as they chased him, and was beaten to within an inch of his life by six troll
guards. Meanwhile, Merken cast the spell in Valjere’s grimoire, causing a
rumbling throughout the cave. A dome over the obsidiman chamber opened up
allowing the sun to shine through, and snowflakes to fall into the Kaer for the
first time. Brax and Slate Greystone, two Obsidiman rock brothers woke up at an
accelerated rate due to Valjere’s spell. They were up within an hour, and by
this point the elf Swordmaster, Gallway, had wandered back to the party. The
two troll guards who had brought him to the prison had been diverted by a huge
battle in the common room. Sather had decided the rumblings in the Kaer were a
sign from the Passions that the Kaer must be unsealed and thus started a new
battle to reach Gron and end the war permanently.
Meanwhile,
the party continued north to the stone barricade, where they saw the elemental
water pool and elemental earth ball. Rastalos noticed right away that the magic
level had dropped since the last time he was here. The trolls had been keeping
this information from the populace of the Kaer with all the guards in this
corridor. Six troll guards then attacked the party at the boulder barricade.
The fighting was fierce and Scotty was killed, and Spock severely injured, but
Merken gave the party a Last Chance Salve, saving Scotty, as well as potions to
treat their injuries.
With
the troll guards defeated, the Brax, Slate, and Scotty used their superior
strength to break through the boulder barricade. The adventurers then traveled
to the Kaer gate. Merken and Naffisgal placed an Icy Surface spell behind the
group to slow down any guards who were alerted to them by the loud sound of the
boulders moving. They then started the ritual spell to dispel the gate’s magic.
The party handily defeated 6 troll guards who attempted to stop the magicians,
aided greatly by the Icy Surface spell, and their ability to Air Dance over it.
The gate was unsealed and the adventurers stared out into an icy wonderland
with a bright sun and a few snowflakes, the first to view the outside world in
half a millennia.
After
this they entered the common room and told Sather and the troll guards of the
unsealing of the Kaer. Sather haughtily declared victory. Meanwhile, the party
moved on to Council Chamber, which was locked by Gron. Mareth unlocked the
door, allowing the party to enter and tell Gron of the unsealing of the Kaer
and pointlessness of continuing the war. After finally convincing him, the
adventurers had done it, unsealed the Kaer and brought us peace.
Written by Ray Toujours, dwarf Sage of the Cellesis
Library—Doddul 1st, 1518 TH/ 67/1 1075 TE.
Spoiler
Alert: This journal contains spoilers for the “Wanderer’s Rest:
Chronicles of Barsaive: Twilight Peaks”.
First Expedition Results
After resting they decided to leave to explore the
outside world. I told them I would pay for any information they brought back. I
was hoping for more of a journal from them, but I did manage to get some
information from them.
A town
was found at the mountain’s nadir about two days down the mountain from Kaer
Cellesis. The name of this town is Crossacre. Perhaps Cellesis can cooperate
with this town in the future and possibly expand outside the Twilight Peaks
into the Ustrect lowland.
The
adventurers managed to become honorary members of a trollmoot called the
Stonehearts. The Stonehearts are one of the ten trollmoots of the Stoneclaws, a
powerful clan of Troll Sky Raiders. This moot was about four days southwest of
Crossacre, so six days away from Cellesis.
Further
southwest about four days travel are the Ironmongers trollmoot. This makes them
ten days away from Cellesis. This is a sky raider clan that desires precious
metals. They will be an enemy of ours, if we wish to have any presence outside
the Kaer for certain.
To the
northeast of the Ironmongers after about four days travel is the Blood Circle
trollmoot. It would take a fortnight to reach there from Cellesis. The Blood
Circle is one of the eight trollmoots of the Bloodlores, another one of our
enemies. The adventurers foiled the Blood Circle’s kidnapping attempt of the
Stonehearts’ chief, probably for ransom. As these are the ancient enemies of
the Stonehearts, it makes them the adventurer’s enemies. Bloodlores also hate
Thera with a passion, making them an enemy of Cellesis as well probably, due to
our many Theran descendents.
I paid
them a total of 60 silvers each for the information they gave me.
Written by Ray Toujours, dwarf Sage of the Cellesis
Library—Strassa 6th, 1519 TH/ 9/4 1076 TE.
Kidnapped!
While
the adventurers were gone, a string of kidnappings was taking place. I
sheltered Marissa with me, hoping that would keep her safe. Still many
kidnappings have occurred recently. Most notable was the kidnapping of the
excellent Theran descended Air Sailor James T. Kirk, and his wife Kimberly. The
note left on their door seems to suggest the ork Sky Raider Khan is responsible
and is headed to the Liaj Jungle with young Kirk Jr.'s parents. The newly
reformed council with so far Sather and Merken as the council leaders until
elections later on in the New Year, immediately put out an exile notice on Khan
and anyone caught working with him or trying to kidnap Kaer residents. What
baffles most people, myself included, is why is Khan doing this?
Written by Ray Toujours, dwarf Sage of the Cellesis
Library—Strassa 6th, 1519 TH/ 9/4 1076 TE.
NEW CHARACTER BIOS: PART 2
SLATE GREYSTONE (ZIGGY)
Obsidiman Warrior First Circle
Liferock: Hammerhills
Discipline Teacher: Long dead Human Warrior at the
Theran War College.
Rockbrother: Brax Greystone
Long-term goals: Travel/Exploration
Ancestry notes: Of Theran descent
RASTALOS DEFTWING (DAN)
Windling Elementalist First Circle
Nickname: Rast
Father: Mithalon, Fifth Circle Wizard
Mother: Arden
Sister: Ardic
Friends: Recently befriended Ni’Bawn
Fellow Apprentice: Naffisgal, Third Circle Troll
Elementalist
Discipline Teacher: Merken Gaech, Sixth Circle Troll
Elementalist
Long-term goals: Learn new Disciplines and spells.
Obtain book knowledge at the greatest libraries in the world.
Ancestry notes: Of Theran descent
NI’BAWN (JULIE)
Female T’skrang Warrior First Circle
Father: Tralphis
Mother: Krita
Friends: Recently befriended Rastalos Deftwing.
Discipline Teacher: Gron, Seventh Circle Troll
Warrior.
Long-term goals: To become the protector of her
people.
Ancestry notes: Of Theran descent.
CHARACTER GRAVEYARD
Scotty Unsitr. Bitten and clawed to death by Mountain Lions.
ON WEAPONSMITHING AND GEAR RANT
First of all, the new gear and
rules, as well as the new weaponsmithing talent knacks can create some
interesting weapons. But lets look at some of the rules thus far first.
Best Quality weapons. 2 x normal price. +1 to weapon
damage result of all one-handed weapons, +2 to weapon damage result of melee
two-handed weapons of Size 5-7. An excellent bow and excellent arrows stack to
give an overall weapon damage result +2 bonus.
Attack speed on weapons. These initiative bonuses
only add in when the weapon is being actively used in an Action: Yes manner
including Melee Weapons, Surprise Strike, Acrobatic Strike, Unarmed Combat,
Disarm, Called Shot tests, etc. If a character is using Fireblood or another
non-weapon related action, he doesn’t get the initiative bonus. If a character
changes action in the round he declares he is using an initiative increasing
weapon, and then changes his action to say Fireblood, the initiative bonus of
the weapon will be subtracted from his initiative result. So if I have a Rapier
and I was going to do an attack, but got hit extremely hard and wanted to do
Fireblood instead, I’d subtract the 1 from my initiative so my 7 would become a
6 instead for example.
The climbing TK can be used on claws and daggers (Ala Sinbad
and Bane), mostly weapons of size 2 or lower.
Spears add +1 step to Charge damage, and Lances add +3 steps
to Charge damage ala Living Room Games’ mounted combat rules.
Now that we have that outta the way, lets look at one of the
new weapons in closer detail, the rapier.
First of all, it’s a relatively weak weapon, with only STR
+3. It has some benefits though, including +1 to attack speed, +1 to riposte
step, and + 5 disarm DN. If we have say a Weaponsmith with Forge Blade 9 and
can afford five forgings, let’s see what we can do with it.
Rapier STR +6 /+2 attack speed /+2 riposte step/+5 disarm DN
for a high damage approach to offense.
Rapier STR +3/+1 attack speed/+1 riposte step/+10 disarm DN
for a high degree of disarm resistance. With a PDV of 10, that is a disarm DN
of 20, which would take an average Swordmaster with a Step 7 Dexterity and Step
4 Karma, 9 ranks in Disarm to remove 50% of the time.
Rapier STR +4/+2 attack speed/+4 riposte step/+5 disarm DN
for a high riposte step.
Rapier STR +4/+4 attack speed/+2 riposte step/+5 disarm DNs
for a high attack speed.
These same principles could be applied to a broadsword or
other melee weapon as well. Basically this adds an extra degree of
customization to most weapons, which many players should appreciate.
UNUSUAL RACE/DISCIPLINE COMBINATIONS 7
T’skrang Nethermancer
Advantages: +1 dexterity and + 1 toughness make for a
better melee range survivability. +1 charisma helps when negotiating with ally
spirits. Karma is fairly cheap compared to most characters.
Disadvantages: No strength, perception, or willpower
bonuses. Strength can be very helpful to a Nethermancer who wants to carry
around large sacks filled with bones to create bone circles and undead. With
perception and willpower being the core stats of the Nethermancer, having no
bonuses hurts, especially with purchase points.
Attributes (66 purchase points):
DEX: 12+1= (13): 6/D10
STR: (10): 5/D8
TOU: 13+1=(14): 6/D10
PER: (16): 7/D12
WIL: (16): 7/D12
CHA: 10+1=(11): 5/D8
Commentary: This character is an odd choice due to it
being a Nethermancer from a culture known to cremate their dead and send them
down the Serpent River. Thus no bodies left to work with. This means the
character is almost automatically outcast from his home culture, increasing his
isolation.
Statistically,
this character needs a +1 in dexterity for an 8 physical defense value, and then should start improving perception
and willpower. For skills, consider Wound Balance and Break Bonds, since Step 5
strength is a major weakness for a close melee combatant. Or you could rely on
Spirit Dart, but its still half the strength of Spirit Grip. Still most of the
Nethermancer’s best spells are close range stuff like Pain, Foul Vapors, and
Constrict Heart, so you want to be in the thick of things to be an effective
Nethermancer.
This is also one of the reasons troll and obsidiman
Nethermancers are so effective, their higher toughness and strength tend to
allow them to survive the melee style of this discipline easier. At any rate,
t’skrang make great Elementalists due to their physical attribute bonuses and
charisma to negotiate with elementals. They are natural water specialists as
well. They also make superb Illusionists, as dexterity and charisma are core
secondary stats for the Illusionist discipline. T’skrang Wizards can be decent
because of the toughness add, but dexterity and charisma aren’t as important
for them as they tend to stay out of combat and they have few charisma based
abilities. T’skrang Shaman are great because of the physical bonuses. Consider
the t’skrang magician, even though it’s an odd choice, it can be
effective.
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