Monday, March 28, 2011

Winifred, Just Winifred

You see her from across the bar, a gorgeous blond chatting with a half-orc in half place. She's stunningly beautiful, but then she shifts her weight and it all becomes clear. Her body language speaks volumes of her defensiveness, her lack of confidence. She's uncomfortable in her own skin, perhaps exemplified by her clothes. She wears the garb of a Taldan duelist, perhaps even a Lion Blade of Taldor, but they don't quite fit her. The clothes aren't hers, at least not originally, and it's painfully obvious.

She laughs a little too loudly at the half-orc in half plate's joke and strolls across the bar, her rapier banging her thigh as she walks. Most duelists you've seen walk like sleek leopards, their rapiers a part of their lithe bodies, something they learned as children in intense training and equally severe punishment for something so clumsy. She has none of this grace or finesse. Yet, she is not to be discounted. She walks more like a rabid alley cat, strutting across the floor, in almost a challenge. Men on either side take note, not of her beauty but of the provocation of her presence and her strut.  Hands don't quite go to blades, but eyes watch her carefully, and not in a good way. You think she is not totally unaware of this effect on them, yet you cringe that she finds this necessary.

"Who is she?" you ask the half-orc in half place at the bar.

"Winifred." he grunts.

"Winifred who? Of what house?"

"Winifred" the half orc responds with a leer, "Just Winifred."

"Ahhh," you say, getting it now.


WINIFRED, JUST WINIFRED

Female Human (Taldan) Fighter (Free Hand Fighter) 6

CG Medium Humanoid (Human)

Init +5; Senses Perception +0


DEFENSE


AC 23, touch 17, flat-footed 17   (+5 armor, +3 Dex, +1 natural, +1 deflection, +3 dodge)

hp 50 (6d10+6)

Fort +6, Ref +5, Will +2


OFFENSE


Spd 30 ft.

Melee +1 Keen Rapier +13/+8 (1d6+8/15-20/x2)

Ranged Masterwork Longbow, Composite (Str +4) +10/+5 (1d8+4/20/x3)


STATISTICS


Str 18, Dex 16, Con 13, Int 13, Wis 10, Cha 6

Base Atk +6; CMB +10 (+14 Disarming); CMD 27 (31 vs. Disarm)

Feats Combat Expertise +/-2, Dodge, Improved Disarm, Mobility, Spring Attack, Weapon Focus: Rapier, Weapon Specialization: Rapier, Whirlwind Attack

Traits Fast-Talker, Reactionary

Skills Acrobatics +1, Bluff +8, Climb +11, Escape Artist +1, Intimidate +2, Ride +5, Stealth +1, Survival +8, Swim +10

Languages Common, Polyglot

SQ Deceptive Strike +2 (Ex), Elusive +2 (Ex)

Combat Gear +1 Keen Rapier, +1 Chain Shirt, Masterwork Longbow, Composite (Str +4), Arrows (20), Dagger

Other Gear Amulet of Natural Armor +1, Backpack (13 @ 38 lbs), Bedroll, Block and tackle, Flint and steel, Grappling hook, Lantern, bullseye, Oil (1-pint flask) (2), Potion of Cure Moderate Wounds, Potion of Heroism, Rations, trail (per day) (3), Raucous Canard, Ring of Protection, +1, Rope, hempen (50 ft.), Thieves' tools, masterwork, Waterskin


SPECIAL ABILITIES


Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Deceptive Strike +2 (Ex) +2 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.

Elusive +2 (Ex) +2 Dodge AC

Improved Disarm Disarm at +2, without an attack of opportunity.

Mobility +4 to AC against some attacks of opportunity.

Spring Attack You can move - attack - move when attacking with a melee weapon.

Whirlwind Attack Instead of making a full attack, you attack all nearby opponents.

Thursday, July 15, 2010

Something Completely Different (notes)

With the Iron Crown Rebellion campaign going strong and with not much work needed from me for design, I've been thinking of a different kind of campaign.

It's based on an idea from Monte Cook. His early campaign world called Pramael is a setting before history. The idea is that the world is new. There are no ancient ruins to explore as there are no structures to become ruined. There are no gods yet. Magic is in its infancy. Building a campaign for this would be extremely hard, as it would require both setting and adventures to be made from scratch.

I'm thinking it would have a "points of light" feel, with agrarian villages scattered about. I could draw heavily on real world evidence of the rise of agrarianism. At the same time, I don't want it to feel too low tech. One idea is to have a stunted civilization. There would be competing nomads who would raid these villages. Some would be working for the bad guys.

Perhaps some classes would be preferred: Barbarian, druid, ranger, sorcerer. Removing clerics and wizards would make this much easier. I like the idea that the races are intermixed and don't have homelands. I could do all the handbook races, reduce them, or increase them. Imagine a world where there were originally 12 major races living side by side. Tieflings, aasimar, lion men, whatever.

I like the idea of a major force keeping the good races down. There's one race that prevents these disparate communities from growing and sharing information. It could be giants or dragons or devils or something Cthulhuesque. This will likely be the source for the supernatural weirdness of the world, preventing the campaign from feeling historical. Perhaps they use the humanoid communities for some purpose: food, power, an experiment (perhaps reaching its conclusion). Who knows. The elites of this world may be experts in tying communities together, seeing it as their only long term salvation. Think druids and rangers. There would be one key organization of these folks that would be preservers of knowledge and runners between communities. Turning the nomads to their cause would be a major goal.

I like the idea of not knowing much about the area. I envision using GW's Mighty Empires hexes and starting with one hex. I would intentionally not know what was over the mountains as DM. On the other hand, I really liked making my Lebanon campaign, as it head built in cultures, geography and easily adapted ideas.

The rules would be interesting to devise. It would be a Pathfinder game. I would use Iron Age charts of weapons available (I'm sure that's around somewhere). The magic would be the hard part. Perhaps early adventures would be about finding special components or hunting down that "one guy" who knows how to craft a magic sword and getting him back to the village from far away. Perhaps all the magic of the world is obtained by stealing it from our bad guys. I like the idea that all magic comes from dragons or from the devils.

This doesn't mean the campaign would be low fantasy. There would certainly be low level tasks to perform, but it would be clear from the onset that the people need to be liberated to succeed.

Nobody really reads this blog, but feel free to comment and make suggestions.

Monday, May 31, 2010

Aftermath

Mayor Norvel's office openly criticizes the watch for not being up to the task of stopping The Bastards of Erebus. They point out that the city would be in much worse shape if they mayor had not requested The Children of Iron Crown to solve the banditry problem. That Iron Crown can't solve it's own problems with its illustrious institutions of order is recognized as a failing of monumental proportions, an indication that discipline is lacking, but a problem the city is especially capable of handling, thanks to the teachings of Vlaakith. The watch commander for the Freeman's Ward is charged with incompetence and executed the next morning. His family is deported, simply thrown outside the city gate. The feeling is that this will certainly solve the problem.

While the party recovers from its wounds, Vivia quietly organizes a small funeral for Tor Silverkind. Part of the story of The Children of Iron Crown's defeat of The Bastards of Erebus is Tor's inspiring humming before being cut down by the tieflings. Rumor spreads about Tor's funeral. A procession from the Craftsman's Ward to The Necropolis on the other side of the city is arranged, thanks to an old borrowed horse from one of the Child's uncles and a borrowed cart with a wobbly wheel. Several bards from The Cloud Theater join the procession, attracting quite a bit of attention.

As the procession moves slowly through the city, stopping occasionally to adjust the broken wheel, a small group of Iron Crown citizens begins to follow, humming along with the bards. The bards keep it solemn, but also foster a more celebratory spirit for the fallen hero. The procession grows larger as it moves through town, also attracting the attention of the city watch, who fidget nervously at the unauthorized procession. As the funeral procession reaches the Temple Ward, the city watch stops it at the gate, announcing that the group is in violation of the law and that they are guilty of engaging in an unlawful parade without the correct permits.

The humming gets louder and several in the crowd, which now has over fifty people, yell at the watch to leave them alone and go do their job. The watch captain looks on shocked and astonished, not sure whether to order his men to fire on the angry crowd with their crossbows or to let them through. The situation is diffused when an older man in dark armor, standing atop the wall, motions for the watch captain to allow the procession through. He is later identified as Patronicus Drendane, a high ranking signifier from The Order of the Scourge.

A few days after the funeral, the town returns to normal and talk moves on to other matters, mostly about entertainment and the theater.

Monday, May 17, 2010

Story of Destor

Destor was once an adventuring monk in a prime material world. He was good friends with Doraedian Mythlord. They both had a love for nature, Destor his jungle home far to the south, and Doraedian the deep elven forests to the west. They traveled on many adventures, fighting tyranny and evil. Over a couple of decades, their adventuring party changed composition many times, as brave heroes fell and new ones took their place. Yet Destor remained unscathed through almost every trial, and as his friendship with Doraedian grew, the elf also remained unharmed.

For a short time they both retired, Doraedian running a temple to the elven gods and Destor running a monastery deep in his jungle home. The domestic life was not for them, and eventually they started up their company and traveled the planes, settling in Iron Crown. Back when the city-state was a military outpost, just getting started. They were able to satisfy their desire to settle down by helping the young city thrive, while at the same time taking part in adventures to other planes from this central location. Back then, it was said, planar conjunctions opened more frequently and there was more opportunity to travel, although this also meant fighting horrible monstrosities that entered the astral.

Destor's excellent luck continued and on one adventure with Doraedian, he came upon the Starstone, a powerful artifact that could turn one into a god or destroy your soul forever. It seemed to be luck of the draw, and many a brave adventurer had ended their career during this period by touching the Starstone. Destor touched it of course, and never one to be without great luck, instantly became a living god.

Destor returned to Iron Crown where he quickly attracted followers. Initially they built him a house of worship  in the temple ward, but a series of calamities made it clear that good luck from Destor came at a price, usually bad luck visited upon ones neighbors. His temple was relocated underground, where the threat of seemingly random mayhem was lessened. Over time, with his temple out of sight and his worship a mixed blessing, the number of Destor's followers dwindled.  Over the subsequent two thousand years, the old temple district was abandoned and a new one built above it.

A small Destor cult kept the faith alive until thirty years ago, when the rise of Vlaakith resulted in a scourge of many smaller religions. Only his old friend Doraedian remained a Destor worshipper, whispering a single prayer to his old friend each night, along with the elven gods of his ancient home world pantheon. Destor is dying. It's a bitter experience for a god, but nothing lasts forever.

A god slain before his prime might create a giant explosion, ripping a hole in time and space, devastating entire cities, or taking down an entire world. A god who dies with a whimper fades away, perhaps with unusual events surrounding his passing, but in most cases it's not a noteworthy occasion. Regardless of how a god dies, the flesh and blood of a god has great power according to Requiem for a God, an ancient tome on the topic. As Doraedian Mythlord explains, it is Destor's wish to have his body used in such a fashion, to create an artifact that may turn the tide against the devil worshipers of Iron Crown. Or perhaps Destor will still live with the recounting of his tale by a charismatic bard? Luck is on his side.

Monday, May 3, 2010

Descent to Destor


The mission: Travel to the Temple of Destor and return a holy relic that might prove useful to the cause. It’s located within a ziggurat in the temple.

The client: Doraedian Mythlord, the leader of the elven community in Iron Crown.

Payment: Each party member was given a Cloak of Elvenkind in advance.

Details: The temple is under the Temple Ward, off the Avenue of 1000 Gods. Access is through an abandoned shrine to Shevarash (Elven god of vengeance).  Only an elf can open the temple door. This leads to the sewers and to an ancient bluesteel door, an entrance to Ghul’s Labyrinth.  This leads to the ancient temple district of Old Iron Crown. Here you will find the Temple of Destor.




Sunday, April 4, 2010

Background: Tor Silverwood

Tor is a child of infamy and has an infernal influence. Tor was orphaned at a young age and has only recently been piecing together his history.

Tor's father was a minor noble and his mother a performer of some repute due to her great beauty and ethereal voice (no doubt due to h...e infernal influence). A high ranking noble took a liking to Tor's mother and dad, due to his lower status, was unable to dissuade the noble from pestering his wife. Knowing that he risked jail or execution if he continued voicing his complaints about the noble, Tor's father killed his wife and then committed suicide.

Tor has not been able to find out who the noble was who caused his father to take such a drastic step but he spends his time searching for clues and expects to extract vengeance when he can.

DM COMMENTARY:
Clues have led to House Redstone, although you don't know the perpetrator yet. From what you've gathered, there may have been a deeper connection between your mother and this unknown House Redstone suspect, a connection based on your dark background.

You know Baltezar from the Cloud Theater, where you have worked on various productions together.

When your parents died, a family friend named Hadrien Runehan looked in on you from time to time. He was in his mid 20's at the time, and he appears not to have aged. You're pretty sure he got you an introduction at the Cloud Theater through Dulllin Balthazar, although he never speaks of it and you have no relationship with Dullin.

Recently Hadrien visited you with a gift. It's a copper rapier, stained almost entirely green with oxidation. Although it looks fragile, Hadrien tells you it should serve you well if you give it extra care and attention. It has ancient runes carved down its thin blade. Hadrien explained that it was your grandfathers and that he would tell you more later. The weapon appears to be both masterwork and very sharp (+1 to hit for Masterwork and +1 to damage because of its sharpness). 

Background: Variel Senate

Variel has found some friendship and solace at Iridithil's Home, an elven sanctuary in Iron Crown. The place is an elf-only compound, complete with tavern, temples, and a place for traditional pursuits, like archery.

The leader of this place is an ancient elf named Doraedian Mythlord, the most respected elf in Iron Crown. He's been a father figure to you lately and very supportive. After the incident with Calathes, you were down and Doraedian gave you a Cooshee puppy to cheer you up, a very rare elven breed of dog.

The dog is still just a puppy, but Doraedian has been training it and believes you should one day take it out in the city with you for added protection ... and some added elven pride and companionship [when you're 4th level or higher]. As a bonus Handle Animal is a class skill for you.

Urban Tracking (Bonus Feat)

Anyone can track using the Survival skill in Pathfinder. Therefore, it follows that anyone can Urban Track (like the 3.5 variant feat) using Knowledge: Local. This is pretty important in an urban campaign. You can assume you can do this, or you can add this to your character sheet as a bonus feat. Here's my re-jiggering of the feat:


Urban Tracking [General] [Bonus]


You can track down the location of missing persons or wanted individuals within communities.
Benefit
To find the trail of an individual or to follow it for 1 hour requires a Knowledge: Local check. You must make another Knowledge: Local check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

If you fail a Knowledge: Local check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
Special
A ranger with Favored Terrain: Urban gains a bonus equal to half his level on the Knowledge: Local check to use this feat.

You can cut the time between Knowledge: Local checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.

DM's Note: In Iron Crown, if you can narrow down the ward they're located in, you change the Community Size DC to small or large city.


Community Size DC Checks Required
Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2

Conditions
DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party "lies low" +5
Tracked party matches community's
primary racial demographic
+2
Tracked party does not match community's
primary, or secondary racial demographic
-2

Tuesday, March 30, 2010

Litorians

Litorians for Pathfinder
Medium Humanoid 
+2 Dex, +2 Wis, -2 Int 
Base Speed: 30 feet 
Low light vision 
Wild: +2 to Intimidate,and Survival checks 
Keen Senses: Litorians enjoy a +2 bonus to all Perception checks. 
Weapon Familiarity: Litorians treat all weapons with the word "litorian" in the name as martial weapons (see me).
Racial Levels: Unlike some races, Litorians may take racial levels to improve their physical prowess and instincts for the hunt. 
Languages: Common, Litorian Bonus Languages: Sylvan, Gnoll
Litorian Racial Class
Hit Dice d8
Class Skills Balance, Climb, Craft, Jump, Search, Sneak, Survival
Skill Points: 2 + int mod
Weapons:
All simple and light armors and shields
Level attack fort reflex will special
1 +1 +2 +2 +0 +1 Strength +1 Dexterity
2 +2 +3 +3 +0 Scent, +10 feet ground speed
3 +3 +3 +3 +1 +1 Constitution, +1 Dexterity, Bite Feat

Friday, March 26, 2010

The Death of The Boy

High Priest Gortog sat cross legged in his nightly meditation to the boy god, Erias, lord of dreams and magic. As his mind settled, Gortog recalled with satisfaction how earlier in the evening his ghustil priests blocked the ruling council from making an unthinkable alliance. The Old Ones may kill or enslave the entire city, but the fate of their souls were at stake with the unholy alliance proposed by the trade lords.

As his thoughts settled, Gortog focused on the lotus flower before him and slipped into meditation, his mind racing across the stars to the boy god of dreams. He communed with his god, the raw power of magic flowing over him, his dreams unraveling from the night before to show their true meanings. How anyone could turn their back on such liberation to embrace a diabolical witch goddess was beyond him.

Suddenly the connection snapped, Gortog's consciousness reeled back to his body with enough force to throw him backwards, his head cracking on the marble floor of the Grand Temple. He was unable to move, the last words of the boy god echoing through his head, a plea for help followed by screams of pain. How could one so grand, so powerful, call out to someone as lowly as him for help? Yet, it was the screams of a child that would stay with Gortog for the rest of his short life. The connection was lost, the dream was gone, the child was dead.

Gortog pushed himself up and began his meditation again, but there was no one out there. The communion with his deity he experienced just moments before was replaced with an all consuming numbness. Erias was dead, his faith betrayed. It would be nearly a week before the rest of the city puzzled out the death of their patron deity. It would take over a year before it was understood that Vlaakith herself slew the boy god. By then, Gortog had already thrown himself to his death off the roof of the Grand Temple, unable to go on with his life with such profound emptiness, but really it was that final child's scream that pushed him over the edge.

Some priests followed Gortog in his suicide, while others were more pragmatic. Perhaps they had always been pragmatic in their faith, but they found alternatives. None were to be so disloyal and vile as to worship Vlaaktih, a goddess of diametrically opposite beliefs from Erias, but they found other patrons. Those in the faith for the power used their knowledge of magic to find positions in arcane organizations. Those who needed to re-direct their faiths sometimes turned to Zheenkeef, worshiping his/her aspect of the mind, while most turned to Tinel and his domains of magic and knowledge. None of these priests ever achieved significant positions of power in their new organizations. There was always a stigma about them, an heir of opportunism and a belief that they were someone irresponsible or neglectful in their gods demise.

With the ghustils neutralized, the council made their pact with Vlaakith. The Ghustil ward was taken over by the priesthood of Vlaakith, the new patron of the city. They were quiet and respectful about it, not wanting to upset the populace. The people were slowly won over by a new focus on law and order and an influx of new spending by their diabolical masters. At first, there was a quiet, systematic purging of groups that were believed to be subversive. Those who behaved and assisted their new masters were rewarded well. For the most part, existing power structures were maintained, with just a slight twist to ensure their obedience. Religion, beyond worship of Vlaakith, was discouraged and many of the hundreds of gods of Iron Crown slipped into obscurity.

Over the next several decades, carrots were replaced almost entirely with sticks, once it was assumed that the population had been pacified. Under the iron fist of the diabolical powers, the streets became unsafe, trade was stifled by restrictions, and authority was abused. Iron Crown was used for its production of goods and only compensated enough to keep the factory town going. There were no more dreams with their patron god dead. Their spirits were broken. An entire generation lost all hope. Would their children be able to restore it?

Iron Crown Recent History

Iron Crown is in decline. Several decades ago, the Yan Ki nobles were beset by their ancient nemesis, The Old Ones. The Old Ones were ancient beings that not only threatened Iron Crown, but existence itself. The Yan Ki were already on a strange trajectory, having compromised their principles and their bodies while living eons on the Astral Plane. They developed psychic powers, their skin grew yellow and pale, and their bodies became gradually twisted. These were the positive changes. 

Their morality suffered as well, and rather than fight a glorious, but hopeless battle against The Old Ones, as their ancient Celtic culture would have demanded, they instead did the unthinkable. The Yan Ki allied with a powerful devil, an ally that could stop The Old Ones. The devil queen Vlaakith became the patron of the Yan Ki and they vowed to follow her, even as far as to refer to themselves as “one of kith,” or simply,  Kith-yan-ki (githyanki).

Vlaakith, of course, wanted something in return – access to the vaults. The ancient vaults of Iron Crown possess all the most wretched, evil and powerful artifacts in the multiverse. They’ve been exiled here for safe keeping and protection from the likes of Vlaakith and her armies of fiends. At first, Vlaakith demanded the liberation of many of the artifacts, but after a series of terrible calamities, she instead keeps it as her private treasure vault, occasionally even sending adventurers into the vault to retrieve an item on her behalf. It seems it is easy to intern an item into the vault, but getting it back out was never intended.

The nobility have found servitude not exactly to their liking. They have sulked away to their estates, like the rest of the subjugated city state under its new, diabolical rule. Iron Crown remains but a specter of its former glory, its ancient and eclectic architecture crumbling while unseen menaces haunt its shadows.



Tuesday, March 23, 2010

View from the Upper Craftsman's Ward

Overview


Founder's Square (statue of Lord Tehvin)


Investigating a suspicious fire.


Defender's Square. To the left, The Blueflame Inn.

Monday, March 22, 2010

Optional Rules

Critical Hit Deck. I'm inclined to use this to add some fun. In the past, we've only used them for critical hits against monsters as opposed to hits against the party. On average, I think the deck is balanced, but unpredictably high results might kill a low level party member.  There's now a Critical Fumble deck, but I'm thinking it's too much trouble.

Traits. Two traits is supposed to equal a bonus feat. I have one trait tied to the campaign and one general trait from a list of urban options.


Massive Damage. Don't like; won't use.

Experience Advancement. Medium progression.

Ability Score Generation. Standard.

Sunday, March 21, 2010

Character Creation

We're playing Pathfinder RPG.

CHARACTER CREATION:
  1.  Character Sheet. Here's a Pathfinder sheet or you can use a program like Hero Lab.
  2. Attributes: Use the 4d6 drop the lowest attribute method and send them to me using the Dice Server.
  3. Classes. Besides Pathfinder classes, you may be able to use a Variant from the 3.5 SRD.
  4. Races. Besides the Pathfinder races, there are additional races in the Iron Crown Player's Guide. These are not updated to Pathfinder, so if you wish to use them, talk to me.
  5. Wealth. You can send me a roll using the dice server or take the average on Page 140.
  6. Gods. The Iron Crown gods document lists available deities, not including the diabolic god, Vlaakith.
  7. Alignment. There are no alignment restrictions. You could be evil, as long as you're aligned against the government in some way.
  8. Traits. You get two traits, one from the Iron Crown Traits Document and the other from my More Traits Document.
  9. Background. After reading the recent history from the Iron Crown Traits Document, write a brief background; around a paragraph. It must include why you're unhappy with the current Iron Crown government (a campaign requirement). You've voiced it in some way. How? It may include other characters in the party. 
  10. Post. Post your character concept to the Iron Crown Facebook Group.