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
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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