Showing posts with label Eckehard. Show all posts
Showing posts with label Eckehard. Show all posts

Monday, December 12, 2016

A Fitting End

The story started without any freakish abominations but with time evolved. If you remember our last campaign session, ended with Eckehard being eviscerated, (Gryres). But before all that, we had to reboot the campaign. It started with Eckehard the dhampir, Camilla the creature, and ‘Coco-bean’ the Magpie. They hadn’t yet met two of our current party members, Alia the wizard and Trafalgalard the half blood until Eckehard woke in an underground cell and Camilla and Coco had found themselves in a daze outside the town of Kine, traveling with two residents they knew to be dead (in fact, Eckehard had killed them in the first part of the adventure).




This was the Lord Silver campaign. The Silvers were a prominent family with a history stretching back to the once Masters of the realm– and apparently, it was just beginning to catch up to them. The town was plagued with disease and the town’s inhabitants were unwilling to confide in us. We had never really gotten to the bottom of that story arc, but after a long break and the introduction of the two new players, the story restarted with a twist. Apparently, a mysterious man named Doctor Nylor had entered the story in our absence and became the center of a whole new mess of problems for the town– beginning with the Silvers, who had apparently disappeared. Fast forward a few sessions and we find ourselves in a place outside the Material Plane. This ‘complex’ seemed to consist of micro universes, connected by portals and made to look like the natural habitats of those creatures imprisoned within them. One of the first we came to, was home to a little girl named Elizabeth, who was not only from the Free Realm, but the Free Realm of hundreds of years ago. Next, we entered a room with a Gwyllion, who apparently had just given birth but had her child stripped from her. There was also a room with a sentient tree, one with a crow, and a room that entered into outer space (which nearly killed Eckehard). We had ended with Eckehard going off alone to the room with a crow. There he had found a portal covered in an opaque sheen (which later turned out to be a Gryre– that's what Eckehard gets for trying to punch his way through the portal).

After his near-death experience and being rescued by the party, Eckehard returned to the Gwyllion’s pool to heal when a gnome woman named Blondwine entered. The gnome had apparently been freely traveling the prison and excitedly shared her findings with us. She had also drawn a map. Not long after, a second Blondwine entered the room. She was an exact duplicate. This led to all sorts of confusion and a short trip to a location marked ‘Storage’ on the map.  From the ‘Storage’ area, Eckehard found and examined a suit of armor that seemed to fluctuate as he stared at it. Not only did it evoke nausea, it also appeared to change size. In fact, to a point that it fit him. Then with some hesitation, Eckehard donned the fluctuating armor as a replacement for his broken mail (from the encounter with the Gryre). In the meantime, Blondwine left to explore the unlabeled room with a milky white portal (that she wouldn’t shut up about). We, on the other hand, decide to go to the part of the map labeled Troll– after all, it was a creature many of us had only heard stories about.

When we enter said room, Doctor Nylor is standing with two minions under an apparatus simultaneously holding the troll down and examining it. Without skipping a beat, Eckehard (who has already experience a number of enerving experiences with Doctor Nylor) with outward calm (and inward fear) made his way to Doctor Nylor but didn't get far. The precocious Alia suddenly summoned a fireball that whizzed by Eckehard and consumed not only the equipment, but also freed the troll, revealing Doctor Nylor in all his glory as an abomination wreathed in flames. When the fire cleared, a horror with many bulging eyes and gnashing teeth appeared in the good doctor's place, covering the waking troll (and perhaps holding it down). Being the closest, Eckehard quickly mounted the abomination and slashed it open, splitting it down the middle before it suddenly broke into a dozen fleeing blobs. The party shot at each of them with fire and arrows to prevent the fractured Nylor from escaping, while the troll in one fluid motion snatched a blob, froze it, and crushed it in its massive hand. Then with utmost clarity of thought, the troll stood up and scooped Coco off the ground as she made her way to the portal and in an all-out sprint rushed towards Eckehard who was standing between an exit and 4 of the horrors that were fleeing towards it. Eckehard managed to destroy the first horror but was then quickly dragged through the portal by the remaining three blobs.

In this new room (marked griffin on the map; also a creature of myth) is a peculiar place where all who enter are overcome with the sensation of being unable to move anywhere other than diagonally. Trafalgalard, who enters shortly after Eckehard, immediately falls from the diagonal and suddenly causes the griffin to appear as a writhing snake beast. Alia and Trafalgalard then burst through the portal and take out the other horrors before turning on the remaining one grappled with Eckehard. The beast then seems to let out a sigh and the echoing voice of Nylor is heard from all around, “Kill me and the knowledge is lost,” to which Coco answers by shattering it with a spell, thereby killing the good doctor.

But then the light in the room immediately quashes and there’s pitch darkness except for the pulsating glow of the portals. The room then begins cracking and the griffin panicks, cracking the world further. Eckehard immediately bolts from the room (to many an outcry from the players– a lot of shade is thrown Eckehard's way), while Alia casts a light spell. The room is being torn apart and everyone begins moving to the portal, except the troll, who is crouched with both hands on the ground and chanting ‘It's only stone, it's only stone’ as his magic permeates the floor, seemingly holding it together. Eckehard meanwhile is bolting through the portals from the crow's room to the tree which is now lit and floating above the floor to the fiend child's abandoned room. All the rooms were as pitch and they were all beginning to crack. The portals were pulsating more infrequently and becoming increasing faint. Three rooms later Eckehard returns to the room he was looking for. Elizabeth, the fiend child and the now sickly Gwyllion are curled up in a dark and cold pool. He immediately sweeps her and the Gwyllion up and moves to the room he had entered from and then another. He knew he wouldn't make it back to the crow's room (where he believed there was an exit). Instead, he returns to the first room (next to the fiend's). The one they had first entered the complex from.

It was now cracked and separated from reality by a gap in literal space. He can see that there's no time. The room is now broken and the ledge which led back to the Material Plane is thirty feet from the underground temple on the other side- but there is no time to stop and think, Eckehard runs and leeps. Somehow, despite the incredible distance, Eckehard is drawn to the crack in the underground temple as if its gravity was pulling him towards it. The armor also seems to respond to his will and aids him in traversing the gap (later my GM said, "Thank god you put it on"). As we were floating in space the jolt from the movement frees Elizabeth from his arms. Eckehard then reached for her, making his check to grab her but in the process loses his grip on the Gwyllion who slips into the nothingness, wherein the darkness there are many eyes, revealing creatures blinking into and out of existence. Our GM finishes the scene with the Gwyllion’s expression turning to one of comfort, she then smiles, and a translucent beast appears from the black swallows her whole, then fades away.

When Eckehard hits the ledge on the other side he doesn't miss a stride. He puts as much distance from the shattering complex and infinite space to the familiar tunnels below the temple. Meanwhile, the rest of the party leaves the troll muttering his incantation and makes for the room where the gryr was destroyed. From there they entered a portal (Ah ha! Punching the portal wasn't such a bad idea now, was it) into a collapsing underground complex still pulsating with otherworldly energy. They made their way through the hall and up the spiral staircase before the ceiling collapses. They are saved by Alia’s spell, but her sanity was lost in the process as the creature with which her mind was tied (there was a story arc with the crow) was crushed in the rubble and the Havren mind that possessed it (the crow) fled to hers, overwriting it (or at least pushing her mind aside).

We left the campaign here with the party amidst the rubble near the town and Eckehard below the temple at its center. Not long after exiting the portaled realm, acolytes from the temple approached underground with Yorgey Silver at their head (he was dead in the first rendition of this story, providing further evidence of multiple realities) and with the final words of the night said, “So my son is truly dead.”


There was a lot of run-up, but it was a hell of a ride and I thought I’d share the climax. I've never been so sad about a nameless NPC (the troll) especially one we spent so little time with. His sacrifice was appreciated.

GM side note: The story behind Blondwine was that she was captured and was used as a lab assistant in Nylor's experiments to find the source of the Silver disease. She was eventually able to make use of some tools that allowed her to traverse the portals and escape. Unfortunately, she found her way to a broken area of Nylor’s Prison (where he had mistakenly captured a vampire, who in its despair killed itself and its blood shattered that section of the prison). This broken area became a vortex of energy and shattered reality. Essentially, it began spitting out innumerable copies of Blondwine. She would then traverse the cells, eventually finding her way to the milky white room (room 12, which we later discovered what was inside from a blood-soaked map left behind by one of the Blondwines) where her infinite copies all met their demise. Interestingly, her curiosity ended up feeding and growing an entire ecosystem of giant spiders.


Thursday, November 17, 2016

Gryre

If your following the process, you know that the creatures section for the original Northern Realm looks a lot like Pathfinder. The balancing for creatures and their level were in fact wholly based on Pathfinder's nifty Monster Creation reference document (http://paizo.com/pathfinderRPG/prd/bestiary/monsterCreation.html). It was a great tool- to be used as a rough guide without taking complete shots in the dark. But since the changeover, the creature section needed a complete overhaul. So far I'm about halfway through the first edit of the creature chapter and I got to say, I'm happy with how easy it's been to convert.

In our last play session I even got to see how well the balancing is going. My character, Eckehard ran into a Gryre all on his lonesome- and boy was he in over his head. Bless my GM's little heart for having the rest of the party arrive just as it started tearing into me, otherwise he was toast. Ultimately, the whole encounter hit on two points that I really like. One, even though the Gryre was 3 levels higher than Eckehard, the situation wasn't hopeless. Eckehard is a bit of a badass and he's got a big 'ol enchanted sword, so he was able to stand his ground. And two, even after the party arrived, Eckehard was still very much in grave danger, in fact, even if the party had been there from round one, it probably would have played out very similarly. So point one, your never hopelessly outclassed (unless outnumbered, that's entirely different), you'll be useful and dangerous from level 1 on. Point two, you're never out of danger, the levels merely indicate how much danger your actually in.

As I work through I'll be showing off the creatures and eventually I'll add a link to section 2 in the right tab. In the mean time, here's what Eckehard faced:


Aberrations have the following features and traits:
·  Aberrations have alien minds; they are unaffected by mind-affecting spells. If a spell or ability attempts to see into the mind of an aberration (such as a Detect Thoughts spell) it necessitates a Will resistance check, DC 10 or it falls unconscious for 1d4 minutes. A successful check leaves the creature dazed for 1 round.
·  The physical laws that govern the Material Plane do not limit aberrations; they can change size at the cost of a movement within one size category of their stated size (for example a Large aberration can become a Huge or Medium sized aberration).
·  Aberrations are immune to temporal effects.
·  Immunity to all conditions and critical hits, except catching fire, falling, and death.
·  Damage reduction/magic.
·  Aberrations have no Luck score.
·  Aberrations have no shadow in the Shadow Realm.
·  Aberrations eat, but they do so at rates unique to each aberration, and what they consume ranges widely from meat to inorganic substances to mere essence.
  Gryre
This beast seems to be made up of mirrors. Its body is plated with countless immaculate reflective surfaces. It has no head, four limbs, and innumerable sharp edges. Its movement is the sound of a thousand mirrors breaking, its assault the source of nightmares.
The gryre was a creature most dreaded during the Great War. The aelfs called it deimos and the dunaelfs, strach. Its appearance struck fear into the hardiest of warriors. Hunted to extinction, gryre were thought long dead until the Aelf War, when one was discovered locked away in the deepest dungeon of Old Mramor. These creatures destroy the flesh with their claws and razor sharp edges. Wizards of the aelfen House of Maleinos discovered that gryre trap the souls of creatures they destroy, somehow imprisoning them within their body. Only by destroying a gryre can the souls of the creatures killed by it be released. 
Jagged Edges: Any creature that strikes a gryre with a handheld weapon (without reach), unarmed strike (including special attacks), or natural weapon has glass lodged into its body, dealing it 1 slashing damage. When glass becomes lodged into a creature’s body it cannot move faster than ½ speed, until the glass is removed. 
Reflecting Senses: Gryre have no sensory organs of their own. They are only able to sense creatures that can see, hear, feel, or sense them (including supernatural means of sensing), therefore a gryre can never be caught Flat-Footed or unaware. Creatures with eyes give sight to a gryre, but only when they are able to see it. Turning one’s back to a gryre will remove a gryre’s sense of sight, however being able to hear or feel it will impart these senses on the gryre. Reflecting sight activates whenever the gryre is observed (with no limit to distance), even if it is observed through another reflective surface. Scrying a gryre imparts the ability to scry on the caster for as long as the spell is active. A creature with tremorsense imparts that ability to a gryre for as long as it is within range.  

Note: The Northern Realm is now levelless so a lot of this has changed a tad.
Gryre (Large Aberration)
Life: 22 Life
Luck/SR: -
Power: 19 Power
Initiative: +10
Speed: 60 ft.
Armor Class: 20 (+3 Dexterity, +7 natural),
            17 Flat-Footed
Acumen/Grapple: +7/+13
Resistance Die: d20
Attack: Claw +13 melee (1d8+6)
Space/Reach: 10 feet/10 feet
Special Attacks: -
Special Qualities: Damage reduction 5/magic,
            jagged edges, reflecting senses,
            spell immunity
Abilities: Str +6, Dex +3, Int +2,
            Intuition -, Will +2, Luck -
Skills: -
Environment: Underground
Organization: Solitary
Level: 7
Weakness: Gryre cannot see creatures without sensory organs. They are unable to see creatures not facing them, however they may sense these creatures by hearing them if the target has ears or by whatever means that creature may sense the gryre’s presence. A gryre is unable to move stealthily.

    
 

Monday, October 10, 2016

Eckehard the Dhampir

Dhampirs are feared, but mostly forgotten relics of the past. They once flooded the high plains of the Northern Realm as loyal soldiers and wandering lost souls. Their numbers have dwindled in the long years since the Masters fell, but some still roam the earth yet.

Dhampirs are wanderers and adventurers. As hunters they lead a solitary life. Dhampir adventurers may find their way into civilization and be shunned or hated by those that recognize them. And yet few in human lands do. In fact, many dhampirs call the Free Realm and Kelet home.

Dhampirs must always struggle to maintain inner calm. Older dhampirs manage their hunger better than young dhampirs. Their bloodlust, however, is not based on the sight of blood or the exposed neck of a supple maiden (unless of course, said dhampir is psychotic). Instead, a dhampir’s inner calm is overwhelmed as it boils over during emotional encounters. Strong emotions like anger, serve as the strongest trigger for losing control. When it reaches that point, he may battle and battle until nothing is left standing or he is slain, and if there are no other foes to assuage his need for violence, he will feed, and not simply to drink blood, but to tear at flesh like an animal. Some of the greatest warriors in history were secretly dhampirs.

ECKEHARD THE DHAMPIR 

Eckehard was abandoned and left to die by his mother in the marshes of Blackmoor. By chance, the Baron Gerold of Blackmoor found the baby and brought him home to his barren wife Anelie (of Hargrave), whom he loved dearly.

Eckehard's early life was relatively unremarkable until puberty when he first felt the hunger. The first time the hunger overcame him, a particularly buxom maid drew his eye. She, unfortunately, did not survive the encounter, dying quite violently. His father and mother then realized his true nature, having read the old stories of the masters and their offspring. But they loved their child and covered up this first transgression. 

A second incident put a major strain on the family. He spoke openly of the hunger to his parents and lamented at what he had done, expressing his fear that the hunger could not be satiated. So they again covered up for their son but decided to no longer invite relatives and members of the gentry to their home, instead remodeled a hunting lodge to entreat guests. 

But this was not the end. Baroness Anelie interrupted the third and final incident. In his bloodlust, Eckehard killed his mother. For three days Eckehard was alone with his dead mother. He threw out the house staff in a grievous rage and then cleaned and dressed his mother's corpse, all the while waiting for his father's return. 

When Baron Gerold returned his home, he became bitterly angry and drove his son from his house. Shortly after Gerold left his home to hunt his son. For four years Gerold hunted his son before he became extremely ill. For weeks he lay bedridden. On his last day his son returned to Blackmoor Manor. Ultimately Gerold spent his last hours with his son Eckehard in a spirit of forgiveness. It was then with Eckehard's Uncle Hereward as his witness that Gerold signed and stamped with his seal a document legitimizing Eckehard as the true heir of Blackmoor. Within the document's contents, it is revealed that Eckehard was the bastard son of Gerold and an elven maiden  (to cover up the fact that Eckehard was adopted, which is frowned on). 

Gerold's death hit Eckehard hard. He put his affairs in order and left the barony for the wilderness. He spent more than 100 years from home. When he returned no one remembered him and the manor of Blackmoor was all but abandoned. However, his experiences left him with a desire to continue his adopted families legacy. He spent the next decade proving his lineage and keeping up the charade of being half-elven. Afterward, his adventures were much shorter. He would never spend too long from Blackmoor, a fief in the northeastern region of the Free Realm. It is a relatively rich region. Blackmoor's residents export dye and dyed cloth. Grains such as brown rice, tubers, and plants for dyes like madder, woad, and weld grow easily in Blackmoor. The Blackmoor seal is a black shield with three silver stars. 

On his journeys, he found the sword, which he named Istvan's Bane. His encounter with the necromancer Istvan was the last encounter before his first return to Blackmoor manor. His journeys since then have centered on the discoveries made in the tomes of the necromancer's lair (and were added to Blackmoor's library). Since then he has become secretly obsessed with the long forgotten history of the Master Eshe, who was detailed in the tomes. Now he sees her in his dreams. His obsession now turns to desire, despite the fact that Eshe is more a matron than sexualized creature. Now he spends summers searching for her last resting place.