Tuesday, September 12, 2017

Spell Tricks


Spell Trick (M): The wizard’s arcane study progresses, she develops special tricks that not only aid the learning process, but augment her skills. She can choose spell tricks as attributes but she must follow their order (to know a 3rd spell trick she must know the 1st and 2nd).
Magda Zwierzchowska
Abjuration
1st: If a target within 50 ft. fails its check against an enchantment spell or effect, the wizard can spend an immediate action to grant the affected target a second check at the same CR.
2nd: The wizard can make counterspell checks as if they were cantrips (roll an extra d6).
3rd: The wizard may cast spells with a range of touch or personal at a range of 50 ft. instead.
Conjuration
1st: The wizard may add any summon spell from other spell lists to her spellbook. These learned spells are sorcery magic.
2nd: The wizard can spend 1 Power to manipulate time around her within 5 seconds, moving it forwards or backwards.
3rd: Summoned things can be summoned simultaneously with a spell that would target them, thereby summoning an enchanted thing. She may not spend more than 4 Power in total.
Divination:
1st: The wizard’s magic sense, not only automatically detects spells, but also identifies the spell effect.
2nd: While she sleeps, a wizard sometimes dreams of events happening about or pertaining to her as if from a Scry spell. There is a 1 in 6 chance she performs a Scry each time she sleeps.
3rd: The wizard can spend 1 Power to improve her Initiative order by 1d6 until the end of the round (she does not need to spend an immediate action).
Enchantment
1st: Any Intuition checks made to discern her motives are made with one less d6.
2nd: If a target is defenseless, it makes checks against her enchantment spells with one less d6.
3rd: When the duration of an enchantment spell ends, an affected target forgets everything that transpired from the moment it became affected to the moment it was freed from the spell.
Evocation
1st: If a target has an ability that allows it to overcome a spell’s partial effect (such as evasion or mettle), it no longer functions against the wizard’s spells.
2nd: The wizard can spend an immediate action to redirect a spell back on its source. Reflecting a spell works the same as a counterspell, except her Spell Dice result must exceed that of the target or it has no effect.
3rd: Spells that produce a damage effect no longer originate from the wizard and move towards the target, instead they erupt from out of the target’s body with tremendous destructive power. When she casts an evocation spell, she may roll Spell Dice twice and take the higher of two rolls.
Illusion
1st: The wizard can use an immediate action to switch the images of two different objects within 50 ft. Creatures are allowed an Intuition check to disbelieve the effect as normal. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can manipulate an existing illusion. The effect must be within the capability of the spell. If the illusion is manipulated in the presence of its caster, she must make an opposing Will check to continue manipulating the illusion each round.
3rd: The wizard can produce the illusion of any spell she has observed or can imagine. She can spend 1-4 Power to cast it (there is no minimum or maximum). The casting and effects of the spell appear as they normally would, except that once the target disbelieves the spell all the effects cease to hinder it. The target is allowed only Intuition checks to disbelieve the effect.
Necromancy
1st: The wizard is always aware of living creatures within 50 ft. and their exact location. She can sense the strength of their life force.
2nd: The wizard can spend 1 Power to drain the unlife from target mindless undead creature within 50 ft.
3rd: Undead creatures under the wizard’s control gain the benefit of the wizard’s Will. The undead creatures add the Will as a bonus to all checks.
Transmutation
1st: The wizard can use an immediate action to mask the presence of a magical thing within 50 ft. It can appear as faintly enchanted or totally mundane, but it does not make a physical change. The deception is revealed with a True Sight spell or similar. Its abilities do not change despite its seemingly ordinary look. If she is fatigued, the wizard can no longer use this ability without expending 1 Power.
2nd: The wizard can cast spells through her familiar as if she was there. If she does not have a familiar she may form a permanent connection with a person to the same effect. She can sense their experiences, including seeing and feeling through them, and is equally affected by any condition afflicting her familiar.
3rd: The wizard may cast a spell and grant it to a companion without triggering the effect. The companion may later ‘cast’ the spell with a designated trigger. She must be able to touch the target to grant it a spell. She may grant the target only 1 spell. The Power spent cannot be regained until her companion uses the spell or it is dispelled from the target, even after a full day with a rest.

Thursday, August 24, 2017

The Bone King

Nord Fyel is a far distant kingdom. Its people, the Vann, are isolated from the continent by the Giants' Mountains. The Vann appear in the south only to raid the coasts or trade with the fortified towns of Kelet. Our adventurers left from Elhis with a crew of Vann to explore this isolated country and make their fortunes, but upon arrival of their first Vann town, nearly everything went to shit.

The town of Hundenshode was burned to the ground, the long house at the center of town was packed with mutilated bodies, and the island of Hudd surrounded with an impenetrable fog. What's more, the boats at its docks were intact but all were resting on the seabed, just below the water.

This adventure had its twists and turns, but ultimately what it led to was a portal, mistakenly opened by Saga the witch. She paid with her life, but not before being "rewarded" by the Noble she accidentally resurrected. Fortunately for her and the townsfolk that managed to hide in the caves up in the hills, the adventurers were able to release Saga from her "gift," close the portal and in the end dispatch the Noble. Of course, this did not erase the Noble from the world, but he was trapped in the Shadow Realm– and from that place, the adventurers bore out a gift. A cup, dull silver in the Shadow Realm became a gold jewel encrusted goblet in the material world. With that, the mist dissipated and the survivors boarded the boat with its crew and left for Torvald.

Theodor Kittelson

The ship pitches, you dream about the dark, the Noble's hall in the Shadow Realm, Saga crying, a heavy rain. You are sleeping in a forest as black as the caves you just left. You feel as if something is watching you. You catch glimpses out of the corner of your eye but when you turn your head you see nothing. Ahead is a tall standing stone. When you come near, suddenly you are on your back and you cannot move. Then a face looms over you. A face of a corpse with eyes like rubies. You try to sit up but you feel a crushing weight on your chest. It’s hard to breathe… you wake.

The light of the two moons is pale making the night sky bright with stars. At the back of the ship is a dark shape. You are reminded of the corpse. Long shadows obscure its face, but when you near it, you recognize Ask, the captain, staring blankly. You shake him and the shadow passes. He appears normal again but bewildered, then confusion ensues. The ship lurches as it strikes a reef.

It's then you notice the cliffs. You are very near the shore. Ask looks up at the stars. Noting the constellations to get a sense of direction and the moons for the time of night and exclaims how far off course you are. The boat is taking in water. You’ll need to come ashore for repairs.

The Cup: Evroul, the once great Master gifted his vassals beautiful goblets. When drunk from, mortals would gain mystical powers (roll a random power). 1- darksight, 2- immunity to fear, 3- shadow touch (can interact with incorporeal things), 4- wilt (creatures you wound can only be healed of 1 Life for each instance of healing), 5- suggestion, 6- inspire fear in those that oppose you

If you've drunk from the cup you are touched, drawing the attention of the ancient draugar that now stirs beneath his ancient broken fortress. He wants the cup and he would like nothing more than to add to his number of servants.

Dreams: Characters that drank from the cup dream of a time under the Nobles. The one that possesses the cup dreams of Hundenshode and the castle hall in shadow. Each time the possesser dreams he also sees the standing stone and eventually the ruby eyed corpse (a creature known as the Bone King). Each time the touched characters dream, the Bone King gains a stronger foothold in the minds for as long as the adventurers remain on the shore (start at 2d6 and then add a d6 to its dream checks for each time its invaded their dreams before). The Bone King will also attempt to lead or trick the dreamers into its dungeon. Once the Bone King can roll 4d6 against the adventurers in the dreams, it will reach for their neck and drag them in (they may of course resist).

The Runestone: 50 meters up the beach is a tall runestone. Such runestones are scattered about Nord Fyel. Most tell stories. Some familiar, some so old that the people and events they speak of are forgotten, while others are strange and speak of strange things and events not generally known. On this runestone is an inscription:

Under shadows of the western peaks,
drawing nigh the untravelled pass,
The Mountain King watches ever vigilant,
while his children break the hilltops.
In all their might, even they fear the chamber…
which below the ground fatefully lies!

(Runestone inscription borrowed from Oerath Windsoul)

The runestone is a portal. In the realm of dreams, it appears as a narrow hall. The Bone King will lure the drinkers and possessors of the cup in a shared dream down this narrow path into a strange and closed off dungeon. Once entered the wall appears solid again. The adventurers will be unable to leave unless they can answer the riddle:


My life can be measured in hours,
I serve by being devoured.
Thin, I am quick
Fat, I am slow
Wind is my foe.

A CANDLE  (once a candle or fire is lit, the wall becomes a pathway and the adventurers are free to explore the dungeon. If the fire would go out, whatever room they are in is again closed off)

The Dungeon: Use Dyson's cubic dungeon, it is perfect for this--> Cubic Dungeon

The Dungeon has no escape. The passages are only revealed with fire but even without it the characters can see. The outline of the entire dungeon is visible because it exists in the Shadow Realm, hence its impossible nature. Within the dungeon are a few things of consequence. The Bone King will leave them trapped while it hunts the trespassers on the shore, but it will leave the characters guarded. On the opposite side of the cube, an old wight shadows their movement, always staying on the opposite side (and while in the dungeon it regains Power and Life 1 per round). It will not be revealed, however until this riddle is solved (this riddle repeats on many walls):


The part of the bird
that is not in the sky,
which can swim in the ocean
and always stay dry.
 A SHADOW

The last riddle within the dungeon is this:


What is deaf, dumb and blind
and always tells the truth?


A MIRROR

This riddle hints that a mirrored surface will reveal the passage which exits the dungeon. It also reveals the mundane aspect of the dungeon, which is black as pitch and a linear catacomb (but you cannot access it without magical help). There is a room within the dungeon with silver objects. There is a silver tray there. If brought back to the original room, reveals the exit. If the adventurers walk backward while facing the mirrored object they will exit the dungeon.

Valdis: This strange hermit lives on the cliff overlooking the beach where the adventurers and crew have come ashore. Valdis is an ancient witch. So old, in fact, that she is dead. Valdis is a völur, a creature given a semblance of life from sheer force of will. She is not quite old enough to know how the draugar came to this place or when its fortress was last manned, but she does know its story– but she will do nothing for free.

Should the adventurers want information, the price will be one of their possessions. She cannot be tricked, whatever she asks of the adventurers must be given exactly. Once given, Valdis tells the story of a nameless fear unleashed upon the forest kingdom, north of the Nobles' Empire. These people, she tells you, were the Grey. At first their onslaught was unchecked, but the Grey are clever. They hid well and ambushed whenever possible, so after hunting across the vast woodlands in vain, the Nobles returned their attention to humanity. So it came to be that the most powerful of the Nobles' servants passed through the giants' mountains, a thing thought impossible, and made war on the Vann. The Vann named the most powerful of these creatures the Bone King (the Bone King is a draugar).

The Bone King built his castle in southern Nord Fyel and conquered half of it, pushing the Vann ever northwards. Only after the death of their masters and the growing strength of the Seithren were the Bone King and his servants driven into their crypts.

She will give no other help until it's needed and needed it will be if the party is split. If the adventurers seek help or protection, Valdis will create a globe of light to guide and keep them from fear as long as they are within its light, but the price will be steep. She will do this in exchange for a year of an adventurer's life (which subsequently becomes a forgotten year of their life), an adventurer's name (once given it remains their true name, but they and everyone that's ever known them no longer remembers it), or an adventurer's humor (they no longer laugh or enjoy humor).

The Last Riddle: Hidden at the base on the back of the runestone is a crudely carved riddle, left by Valdis as a hint to a secret, second entrance.


A life longer than any man,
it dies each year to be reborn.


A TREE

There are ruins, hidden deep in the forest. At the center of these ruins is a tree. At the base is a bone hand with an iron ring on its index finger. Pull this ring and a second entrance to the dungeon is revealed. But a word to the wise, the hand is still connected to the draugar. If pulled at night, the draugar will come alive and drag the one who touched it into its dungeon, where it will be much, much harder to defeat.

This is also an excellent map for this (also Dyson): The Caverns of Ulthik

Theodor Kittelson
Ruby Eyes: The eyes of the Bone King, pried from his again dead skull, are little more than expensive jewels, until held up to your eyes. When looking through the rubies intentions are laid bare, invisible things become visible, and enchanted marks flare to life with a sudden intensity.

Iron Ring: Plain and otherwise unremarkable, this ring is weighty in the hand and ever cold. Knowing it came from off the Bone King's finger, the adventurers were too afraid to put in on. They were, however, curious. When discovered, the wizard Elias cast an Impression spell on it, but even that was ill-advised. The ring lashed out with such ferocity it left poor Elias catatonic for ten long minutes. The iron ring is imprinted with the Bone King, acting like a copy of the original. If put on, your personality will gradually erode and eventually be overwritten with the mind and powers of the Bone King.

The Bone King's Servants: A wight (inside the dungeon), innumerable zombies (outside; he can spend an action to raise 1d6 each round, but only at night)

Hundenshode Resources:
  
The left insignia is Turel (anyone who's played Soul Reaver should recognize this --Soul Reaver is awesome if you've never played it or read the story btw). The second insignia is Stolas, a demon of knowledge. The left Insignia (Turel) is circled, it is also carved on Saga's head. In the room is a cauldron filled to the brim with a strange substance that reflects no light (it is a portal). In front of it are two burnt out candles (ghost candles). There is also a cat, pegged to the wall and a summoning circle that's clearly been broken (accidentally, by the cat, thereby freeing the summoned creature).

Monday, August 14, 2017

The Cursed

“Please.”

“I’m sorry, I cannot help you.”

“I have journeyed two weeks–


“I cannot help you.”

“I have gold.”

There was silence for a few moments then the light of dawn filled the room as a woman pushed aside the door curtain and left the shop. She paused for a moment just outside. The winter sun is cold comfort but taking time to enjoy its warmth, as little as it is, has become an important ritual.

What number was this? The fourth, no, fifth time she’d been refused? That was the last master healer in the city. Her grimace cut long lines through the scars on her face as she sighed, “No point in staying here any longer.”

Making her way to the city gates, she rounded the corner and was met with smashing pots and shouting. Riding at her, a man on a cart was yelling, “Out of the way!” as two men with a symbol of sun embroidered on their tunics gave chase.

Anna threw herself towards the nearest wall but in doing so her foot slipped on the muddy road and instead of diving from the path, went face down in the wet earth. The wagon narrowly missed her but one of the two men giving chase nearly tripped over her, instead stepping on Anna's leg.

Her yelp of pain was muffled in a spurt of muddy bubbles as the man ran over her and the cart continued plowing through the streets, finally disappearing down an alley. 


Wet earth caked her mouth, Anna slowly picked herself, spitting. Half covered in mud, she sat up gingerly. Not to be defeated she finally picked herself up and again made her way to the city gates, this time limping.

If asked why she did not take a rest or stop to properly to clean herself or why she had a look of complete determination like a trapped wolverine, she would reply, “That old bitch won’t kill me yet.”

It’s become a bit of a personal mantra.



Arthur Rackham


Curses
A true curse is a formidable and enigmatic spell. Few understand the precise workings of a curse or how exactly it interacts with those afflicted, only that is a feared and seldom used avenue of power. Many learned in magic do not accept the existence of curses, believing them to be mere myth. And yet, even doubters are wary of them.
A true curse is different from normal spells in that they can be cast by even the most mundane of Rhen’s inhabitants. True curses are evoked with dread, fury, and pain. One does not premeditate uttering a curse. It cannot be fabricated. It must be cast with genuine and powerful emotions. Curses are screamed or spoken in cold, precise words with eyes like piercing daggers, mouth frothing like a rabid wolf, and fingers clenched so tight that nails draw blood. Spend 1 to 4 Power to speak a curse. You have a 1 in 6 per Power chance of successfully cursing the target (or targets), however, curses are fickle; in attempting a curse there is also a 1 in 6 per Power chance that you become cursed as well, unless you are able to name your target (it must be their true name). If you can name your target there’s only a 1 in 6 chance that you curse yourself. Cursed targets henceforth cannot spend Luck and what’s more, 1 in 6 checks automatically fail.
Unlike a broken oath, a true curse can be removed, but it is dangerous. As a result, wise healers are wary to help. A Remove Curse spell will remove a true curse, but to determine its success or failure, the healer must also make a Will check versus the strength of the curse (1d6 times Power spent on the curse). A successful check removes the curse. However, if the check fails, the curse is not removed and it results in the healer suffering one of the following conditions: 1. blinded, 2. muted, 3. unfeeling (numbed), 4. deafened, 5. exhausted, 6. paralyzed.
This and other additions/changes to the Northern Realm have come with plenty of playtesting. I think I'm getting closer to the mark with it. It's almost ready if you want to give it a try: The Northern Realm Handbook

Monday, July 31, 2017

Chapter 4: The Marble Throne

This is a continuation of the King Thadar's Catacombs Campaign (Chapter 3: Lady of the Stars).

Summary: At this point in the campaign you've likely succeeded in preventing Lady Ilka's assassination or failed spectacularly. If you've succeeded then the Eloszor army will march on Városa and catch the Green's between hammer and anvil. And more, if your map of Kerthaz makes it to the Blues, the loss at Városa and Kerthaz will deal the Greens such a blow that they are unlikely to recover.

However, if you've failed then Városa remains besieged and the Eloszor refuse to march into the valley, but there's still a chance. If Kerthaz can be breached quickly, then the Városa army is free to return to the city and break the siege.

For now, we will assume you succeeded because even if you failed, Chapter 4 still provides an interesting alternative...

The Lady's Errand: Lady Ilka is grateful for your role in thwarting the assassin. What comes next, she tells you, is the final demise of the Greens and opposition in the valley. Soon it will be time to set sights northwards. She allows you leave and join the Eloszor either on the march to Városa or to the armies besieging Kerthaz, and assures you, she will honor Lord Gabriel's offer, but she also offers an alternative. Pass beyond Kerthaz to Fenyovar, the furthest northern fief in Vale.

She confides in you that Vàrosa, long a neutral state, risked war for one reason, the powerful Vadas family has nearly consolidated the whole of northern Kelet and the balance of power is shifting. Lady Ilka is a strong ally and friend of the Queen, the matriarch of the Veres family and brother to the lord of Városa. To remain in power the Veres family must be a counter balance to Vadas or risk invasion. Kelet has long been a kingdom only in name. Its five regions are fractured. The Veres family has kept Kelet from slipping into a theocracy under the church but only barely. Vadas is a tyrant but also an extremely religious man. He is also old. If he conquers Kelet and usurps the throne, chaos is likely to follow his death.

The lord of Fenyovar has remained aloof from the conflicts in Vale. His fief is either the first line of defense against an invasion from Vadas's armies or an excellent staging point. Go north and curry favor with this mysterious Lord Miklos.

Lady Ilka presents you a writ offering a defense agreement and acquisition of materials. As an emissary of Ilka, determine Miklos' intentions and send word of any agreement you come to with him.



Setting: Fenyovar is a quiet town nestled in low forested foothills. The streets and buildings are well kept and over them looms a large castle manor. It appears that most the townsfolk are well off or at least even the poorest eat well. This is unusual for Kelet. Perhaps because of this, the denizens of this town are friendly and speak highly of Lord Miklos. It seems Miklos is a benevolent overseer. When you speak with the townsfolk you learn Lord Miklos regulates guilds and the Triad strictly, which serves to combat corruption. Speaking with the townsfolk leads to many fantastic stories about Lord Miklos. Some say he is half-aelfin while others say his family has the ancient blood of the Thegn, a mythical race of men. The stories surrounding him all have a degree of enigma and fantasy. The fact that he rarely leaves the castle and that he has been lord of Fenyovar for as long as anyone can remember lends to the mystery.

Resources: I used this map as a stand in for Fenyovar:
Oravsky Podzámok (here is the artist's page: http://www.francescabaerald.com/maps/)

Magda Zwierzchowska
Miklos: Miklos is an intelligent character with complex motivations, made all the more complicated by his nature. Miklos is a dhampir. He has been lord of Fenyovar for as long as anyone can remember. He rarely shows himself in public, but his realm is prosperous. And though he has the savvy of Machiavelli and occasionally gives in to his primal urges, his ultimate desire is peace and stability. With Bálint Vadas conquering the only remaining lordship in the north his sights will turn southwards to Ártér and the capital. With the rumors of war in southern Vale and the adventurers' arrival, Miklos sees an opportunity, but he must play his hand carefully. Miklos has planted an agent in Bálint Vadas' council. This agent has become Bálint's closest advisor and lover. The Eszes clan is the last northern family to stand against Vadas and also the family of Bálint's wife (she still lives, locked away in Vadavar). All that remains of their holdings now is a small mountain fortress and the daughter of the late Áron Eszes. Miklos had considered offering friendship to the Vadas family (and indeed has already made some small gestures of friendship), but Bálint is too close to the Church of the Triad. Miklos has watched the church tear Kelet apart and hates it.

No. Miklos will usurp Bálint at the peak of his power and use the last member of the Eszes family to cement his claim on the north, but he must act quickly to ensure the conflict in Vale continues and offers no resistance. Ilka's writ complicates things.

Csilla: Csilla is Miklos' edge. When the time comes she will dispose of Vadas and turn control of his army to Miklos. Csilla has spent half a decade with Vadas and gained his utmost confidence and even his affection. They will not turn on him while he is alive, but should he die their loyalty passes to her.
Csilla has proved herself invaluable. In fact, her success has raised Miklos' suspicions. After assuaging his concerns, Csilla prepares to return to Vadas. Csilla is inscrutable. It is one of her many talents. But she will do what is required of her. She recognizes the need for stability in Kelet. She also recognizes that any stability Vadas brings will be short lived. She is also, however, not convinced that Miklos will serve better. She does not know his true nature but knows he is different and suspects it will prevent him from establishing a stable empire. Csilla is shrewd and will do as Miklos wants until an opportunity presents itself. The adventurers may be that opportunity.

Magda Zwierzchowska

Scene 1: The adventurers arrive in Fenyovar. As emissaries of Ilka, the adventurers can ride right up to Fenyovar Castle and request an audience with Miklos. Show them the writ and David, the tall head servant of the castle, will grant them entry. The adventurers will be admitted into a comfortable waiting room with a fireplace, chairs, books, and numerous tapestries depicting the geography of Fenyovar. There is also a large portrait of a pale man with sharp features, jet black hair, and eyes the color of ochre. In a short time, they will be admitted to the main hall. A long blue rug runs its length. There are two guards at the entrance and a pale man with black hair sitting on a strange marble seat. Standing next to him is another man in black and silver livery and a servant holding a long sword much too large for her, but unsheathed. She is very carefully holding the sword so that it does not touch the floor. As the adventurers approach they may notice one other servant scrubbing the stone floor, she appears to be cleaning up blood.

Miklos will probably speak first as he will want to control the conversation. He may draw attention to the servant and mention that a spy of Vadas was captured and he had just finished interrogating him (which is half true; the blood is from a captured Eszes soldier). He will want to establish his stance against Vadas immediately. While the adventurers speak with Miklos and present him with the writ they may notice something strange. Everything Miklos says sounds incredibly believable. The adventurers will have an unnatural impulse to trust him and anything he says rings true (attempting to discern a lie or exaggeration unerringly fails). This is due to the throne that Miklos sits on (it is not a spell so it cannot be countered but characters with Sense Magic will feel something happening and sense his motives normally). Miklos will want time to speak with his advisors and see how he can help. The players are granted room and board in the guest houses in town but not the castle, which is unusual and draws attention to the fact that the castle staff is meager for its size. On further exploration, the players may learn most the guardsmen also have quarters in town, rather than a castle barracks. Upon exiting the castle the adventurers may notice a tall well-built woman in the hall. She very obviously takes notice of the adventurers but does not approach. Observant characters may notice a light distortion near her (she is a hussar with a phantom companion).

Scene 2: In town, rumors swirl around the visiting characters. There's much to learn here and the townsfolk won't be shy about speaking with the adventurers. Rumors of the Vadas army, the war in the south, and the death of Áron Eszes will be common. There are also interesting stories surrounding Miklos and his origins. Exploring further the adventurers may learn that the most prominent organizations are the craft guild and only one priest of the Triad. It's odd there isn't even a representative for each of the three goddesses. Apparently, there are strict rules to prevent corruption and violaters in the past have either left town in a hurry or disappeared.

When summoned to Castle Fenyovar, Miklos again meets the adventurers in the great hall. In addition to the guardsmen, servants, and advisors, the tall woman with the shimmering thing is present. Miklos explains that he would like to discuss how best to aid Ilka and the Blues, stating that he would like to see a united Vale, indeed a united Kelet. He also explains that Vadas presents a problem. If he were to ally with Ilka and the Blues, Vadas is likely to invade Vale and Fenyovar would be the front line. He is unwilling to let that happen and presents a counteroffer: livestock and grain will be sent south, but there will be no open military alliance. However, he also offers this: if Ilka would give them leave, he suggests the adventurers slip through Vadas territory to Felvidék. Felvidék is the last unconquered hold out of the Eszes family and where Aliz Eszes, last of the Eszes family has gathered her supporters. There is also a possible ally near Felvidék that may be willing to fight the Vadas family, the half-men known as catfolk. He assures you catfolk are indeed real and that they were once steadfast allies of the Vadas family, until they were betrayed. He asks that the adventurers sit on this and return with an answer.

Scene 3: Miklos invites the adventurers to a formal dinner. Csilla is also there. The adventurers give their answer. If the answer is no, then the adventurers are free to leave, but they are watched and later ambushed on the road. Miklos will not want them to return alive if there is a possibility that the Blues will arrive in force and foil his plans. If the answer is yes, Csilla lays out the plans, explains that there are scattered Eszes forces and that they are slowly making their way to Felvidék as word of Aliz's survival spreads. She will give them a week of travel (if she can) before the Vadas army moves again. She suggests that the adventurers pass as near to Lake Mél as possible. She will explain the danger of the half-men that live in that place but also suggest seeking out their aid. The catfolk have a long history with the Vadas family and are old enemies.

Inbetween Scenes: While the adventurers are in Fenyovar they will have significant time away from Miklos. There is much to explore here. There is Otto, the priest without a following. And Pel, the collector of Naerodian artifacts. And Hanna, the rare book seller with tomes of genealogy and heraldry.

There are also the ruins around town. As with the rest of Vale, there are Naerodian ruins here. One particular outcrop just peaks through the forest. Hidden in the underbrush is an entrance to a network of tunnels. The tunnels here are a vacant labyrinth. Exploring this area extensively reveals a secret entrance to the dungeon under Fenyovar Castle. Exploring further is a dangerous gambit.

Csilla may search out the adventurers in secret. The ruins around town may be a good place to meet them. Csilla can break the spell on the adventurers if they become charmed by Miklos words, thereby casting doubt on his intentions. She will not go into detail about her allegiances but she may imply there are better leaders in the north than Vadas or Miklos.

Last, if the adventurers wish to explore Miklos' background, they can find that Miklos has been lord of Fenyovar for decades. There is at least one art piece in the castle depicting a man with a striking resemblance to Miklos. The staff claims it is of Miklos' father Mátyás. In truth, Miklos has been lord of Fenyovar for well over a century. Sometime during the Aelf War he became Margrave of Fenyovar. His father was a man named Mátyás and his mother, Olivia was a dhampir, but they were never lords.

Friday, July 21, 2017

Unicorns


Arthur Rackham
 
A symbol of royalty, the unicorn is universally recognized. It is a creature of enigma, beauty, and magnificence. Many house crests bear the likeness of a unicorn. It is said that there is only one and that he is the king of Greywood, while others say there are many but only one king sire, or that it is a great mare, a favored shape of the fey queen, it is said– many things.

Unicorns are magic given substance. Sometimes they appear as a horse with a single horn rising from its head; sometimes they are blinding flash of light, and others a deep shadow. Their appearance alters depending on its environment, what’s transpired there, and what past emotions resonate in the fabric of a place.

A glimpse of one is enough to drive a person mad. The good folk tell sad tales about people that have seen one and been broken. The fey are of course unaffected, but they notice the change in us. When a mortal sees a unicorn, they see their entire lives from beginning to end. They see their happiest and saddest moments, most traumatic and memorable. When the vision leaves them, we cannot possibly remember all the moments of our lives, but the memory of death stays with us. The vision of our fate is unavoidable and almost always very near as if proximity to the unicorn has burned away years of life.

There is only one known way to change your fate, kill the unicorn, but how to find one? How to hunt it? No one knows and few have tried. An old story of the vanished king Godric of Storgeard tells of a stag hunt, where he chanced upon a unicorn. Having glimpsed it, he knew his fate, but being strong hearted and stubborn Godric left with a hunting party. This story has many endings, and in all, he never returns. Many say he died, but one says he succeeded and that he still lives, even five hundred years later he walks the forest as an empty, hollowed out creature.

Killing a unicorn rips the fabric of reality, essentially removing its killer from the tapestry of existence and time. The killer becomes immortal, non-dead. The mortal can no longer sleep. He no longer bleeds when stabbed and does not die when chopped into many pieces. Age does not touch him, but he does not heal either. Spells that would mend his body do not work. He can only be fixed. A lost arm can be reattached with a sewing needle and it remains usable. In fact, even unattached he can still control it. What’s more, he sees things in variable states. The emotions of creatures, their shadow selves, past events– all play out before him if he concentrates too long on one thing. It becomes difficult to discern reality from his visions, but the visions can also reveal to him hidden places and mysteries.

When enough time passes he may wish to die. Burns will not heal. Wounds will ever gape without the aid of thread. To die his body must be incinerated, in other words completely destroyed. A spell or violent fire may cleanse him of materiality but every bit of him must be destroyed (damage must exceed his Life total).

Like all magical creatures, a unicorn’s body parts have special properties. Its horn can be used like a wand (all spells cast with it are cast as cantrips). Its hair can be used to produce the most beautiful sounding instrument (song-based spells and abilities are cast without having to spend Power). Its hooves can be ground into powder and added to a potion to make it permanent. Its blood can be used to strengthen an enchantment. And consuming its eyes grants foresight, causing one to permanently glimpse into the future or past at random.

Truth (M): In the presence of a unicorn undead are driven mad. They act as if confused for the remainder of the day. Mindless undead lose animation completely and incorporeal undead fade out of existence. Mortal creatures glimpse the entirety of their lives (as described above). Mindless constructs gain the seed of sentience. Fairy folk and planar creatures are unaffected, but outsiders are struck with an epiphany: killing a unicorn will grant it escape to the Outside.

Tuesday, July 18, 2017

Under the Manor

Why the hell did you come down here anyway? The tunnels under Crocáno have long served as an effective drainage system and before that a method of escape during attacks and sieges. Dark, torchless, the tunnels are pitch black except for a faint light ahead.

You’ve heard some government buildings and old manors have secret entrances to the underground but you’ve never seen one yourself. The closer you get you realize this must be one. A barred entrance stands before you and beyond is a roughly hewn tunnel. You can’t see torches but there’s a flicker of light playing across the tunnel walls. Guess this is where the adventure stops. You’ve spent a good five minutes in the tunnels and that’s probably a good five minutes longer than your friends are willing to spend on a dare. Before you leave, you tap the bricks next to the arched entrance. You don’t know why you do it but you do and now the loose brick you tapped has given way, revealing a strange round device. It’s hard to see in the dark, but when you turn it, the bars drop.

That’s interesting… well, let’s just see where that light’s coming from shall we.

The next room opens up. The ceiling is high, about 10 ft. up. There’s an eave that runs around the room with flames, just visible over the edge. It’s too high to see what’s feeding the flames but it smells terrible. There are also four pillars at the center of the room. All of them have chains and manacles anchored to them, but each is different. One has four chains bolted to the ground and two sets anchored high up on the pillar. The three others have chains bolted to them, though one chain is significantly shorter than the others. Looking around, you can see deep scratches on the pillars and the floor. Some looked like scratch marks from claws, others from a spike or horns.

This room is really strange, but its nothing compared to the next room. This chamber has no pillars, just a round opening in the floor. When you stand at its edge you look down. Immediately you’re hit with a barrage of confused emotions. You don’t know why you suddenly feel angry but you do. A moment later you feel somber and then confused. Just as you begin to adjust to the strange roulette of emotions you notice the pulsating mass below. Filling the pit, a hideous creature the color of rock and mud sloshes across the floor like a viscous fluid. Then it begins changing. Its rocky flesh now appears more like a blob of skinless flesh and parts of its body open and close in a confusing array of orifices. It takes a few moments but it eventually hits you, its skin tone now exactly matches your own.

Then comes the sound of a heavy door unlocking and the sound of a steel joints screeching. Someone’s coming from the adjacent room and you hear voices. Too late to escape back where you came from, so you go to the only place you can, the next room. This room has many pillars and you have to descend a staircase into it. If they don’t come into this room you should be able to hide from view.

The voices come closer. You hear two women speaking. Their voices echo around the room. One of the women says, “Ignore it!” She sounds agitated and impatient. Then it goes quiet except for the sounds of scraping feet and something being drawn along the ground. You dare to come closer.

Slouched and ascending the stair ever so slowly, you hide behind a stone carving, peering from between its joints. You can just barely see into the room. There are two women and three cloaked figures. Before she turns her back to you, you’re certain you recognize one of the women as Orsa, a councilwoman.

“Hand me the dagger,” she says. Holding out a hand, one of the cloaked men bring her a long dagger. At nearly two feet long it’s almost a sword. She stands at the threshold of the pit reciting words you cannot understand and pours a dark liquid into the pit. You gasp when she throws the dagger into the pit but its masked with a sudden crackling like sparks from a fire and a high whine that fills the room with cacophony.

Then an image appears in front of her, a cloaked figure. The deep voice of man with a strange accent comes from the image, “So you found one? You are resourceful.”

“Do not doubt me, Lothar,” replies Orsa.

“Of course not, of course.” Leaning forward through the image suspended over the pit, the figure holds out a piece of parchment. “This will send you to the east wing. Do not use it until past midnight.”

“Of course. When we find what we’re looking for we will share it,” replies Orsa.

“We are most grateful,” replies the deep voiced man as he makes a slight bow. A moment later the portal closes. Not long after, Orsa and her companions leave with the piece of parchment.

You don’t move for many moments afterwards, but eventually make your way back to the pit. When you peer down you see a mound of open flesh with many blotches of pooled blood. When you feel nothing, it becomes clear to you that the creature is dead.

“Fucking hell.”


1. There are four pillars in this room and three entrances, one entrance from the sewers, one from Orsa’s Manor, and one from the adjacent room. Each of the four pillars has shackles. One has deep grooves at the top of the pillar. Another has many claw marks. One of the other pillars has an extra set of shackles. Along the top of the ceiling is a groove with some oil flowing through it that stinks when burned. It seems this room is always lit.

2. This room has pit at the center with a creature the likes of which you’ve never seen. It’s totally alien and saturated with psychic energy. After the ritual the creature in the pit is dead. If you stare long enough you’ll notice it’s sinking underwater. There is also an intricate pattern on the floor, drawn in chalk, and completely surrounding the pit. There are runes about it but its language is totally alien. It has the likeness of a summoning circle from a children’s book about witches and wizards.

3. Descending the stairs from area two reveals another peculiar room. There are many pillars. Each is covered in ornate carvings. Beginning with the most northerly pillar and moving southwards reveals a story of the da Crocána, from explorers and migrants to builders and philosophers, it also depicts the cities twice destruction by the nobles and its rebirth as the city of today. Careful viewers may find buildings they are otherwise familiar with are subtly different. The sharpest amongst you may have the realization that the oldest buildings have an extra floor (their first floor is now underground).

4. The adjacent room is lined with empty sconces. It’s dark and it reeks. If you have good hearing and you listen closely you can hear feint breathing. Bringing light to this room reveals a narrow hall and shelves (one that masks a secret exit to an unused cellar in the adjacent building. On the shelves are many oddities, including books with alien writing, also some with Ancient writing and four vials. The vials are filled with a dark red, almost black liquid). Opposite this narrow hall are two cells. Within one is a heap of unmoving flesh. At first light it appears to be a dead bull. On closer inspection it has human features as well. A monstrous creature, the beast is chained to the ground. In the other cell is another strange creature- a bird-man. The creature’s arms are raised and shackled to the wall while its body is seated on the ground. If it weren’t for the subtle movement of its chest slowly rising and falling you would think it’s dead too. If you speak with it, you will hear of the horrors this bird-folk creature and its cellmates, each of the half-men, a catfolk, minotaur, and centaur were chained and bled. Apparently the catfolk died first, unable to cope with being chained and locked away. Soon after the centaur managed to kill himself. The minotaur has been dead a week now but no one has come to clear him away like the others. The birdfolk is emaciated, delirious, and likely beyond help, but you can glean that each creature was stolen from their homes and brought here. He does not know why but he has seen some of the strange alien creatures his captors bring in and hears strange rituals being performed.

Magda Zwierzchowska

Wednesday, June 7, 2017

Playing with Time




I love playing with time but incorporating it into a tabletop RPG can be like playing with fire. Adding leaps forward and backward in time to an action packed story complicates things. That said, time is cool enough to make the effort worth it. Time tends to play a role in everything in some way. It tends to make effects more powerful and sometimes corrupted, mythical creatures influence time by simply being, and spells can erase existence. I've also incorperated time effects into creatures, places, enchanted objects, and spells. The following are ideas:

Fae Environmental Effects

The presence of fae has been described as euphoric, out of time, enlivening– if beauty and majesty were a feeling that would be it. Like the presence of shadow, the effects of the fae also impact the emotions of living beings. This can manifest into many wonderful and also terrifying ways. The fae includes fae, magical creatures, and powerful objects that derive their power from primeval magic and to a lesser degree, sorcery.

Environmental Effects: Time slows; figments of light, colors, and shadows disappear and reappear at random. The environment glows and darkens, seemingly on a whim. The area is tied to the emotions of the fae source.

Time is out of sync in the presence of the fae. When a creature first enters the radius of effect roll a d6. A result of 1-3 means time passes slower relative to the outside world and a result of 4-6 means time passes more quickly. A 1 is half the rate, 2 a quarter, and 3 an eighth, while a 4 is twice the rate, 5 is four times the rate, and 6 is eight times the rate. Once within the area, creatures become distracted, unless they have a magical bonus to Perception checks.


Edmund Dulac

Creatures

Creatures immune to temporal effects: Undead, Outsiders, Planar Creatures. Idea being this can create some interesting situations. Like a spell that reverses time, changing everything but the undead creature standing in front of you or an undead creature enters into a scene where you and a fey creature are speaking, suddenly moving much faster than you (because time is passing slowly for you).

Objects
 

Ákos: Ákos in Keleti means white falcon. It is the staff of Aliz Eszes, the last remaining member of her family. Aliz was gifted Ákos in the Free City by her mentor and friend Ewart Bellamy, a wizard of some renown. This ashen white staff, tall and smooth has a large crystal imbedded at its topmost point. The staff houses a single extraordinary spell, Outside Time. Perhaps because of its nature Ákos also protects its owner from temporal effects.
Brass Sundial: This sundial fits in the palm of the hand. Intricate engravings round the handsome trinket; otherwise it does little more than tell the time with its shadow. But to those that can perceive weaves of magic, confounding enchantments form a labyrinth of protections. Solid as a block of steel, at noontime each day, applying moderate pressure to a circular engraving on its underside reveals a hidden compartment. What was there originally is anyone’s guess. Once closed, the contents of the compartment become completely hidden.

Tryphon’s Rings: Tryphon the Ancient is associated with time. Tryphon’s Rings is an orrery. Text describing its design exists in Elne’s Tower of Remembrance and copies buried in the Library of Halia. Though it’s only ever been described in text, Tryphon’s Rings is believed to have existed at some point. Altering the position of its rings moves time forwards and backwards.

Spells

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.

For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll is the spell’s CR, which the target must exceed to resist. You may never roll more than 4 Spell Dice to cast a spell.



And each time you cast a spell and roll doubles it creates an unintended effect. Here are the time based effects:

Spell Dice and the Identical Dice Effect

Two 1s: Time warps around you, your position in the Initiative order drops by two. If you are already last, your position in the Initiative order increases by two instead (temporal effect).

Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).

Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).

Distortion

Range: 50 ft./Spell Dice
Duration: 1 rnd/Spell Dice result
Check: Intuition

Affected target becomes unable to coherently perceive the passage of time and therefore the events that transpire around it. The target must make a check each round to perform its actions normally. If the target fails its check, it rolls one less d6 on all checks until its next turn, when it can once again attempt a check. If a target makes three failed checks in a row, it becomes nauseated for Spell Dice result minutes.

Lose Time

Range: 50 ft./Spell Dice
Duration: Permanent
Check: Intuition

The body of target living creature ages Spell Dice result years. The target ages 1 year per round. It cannot be healed except by a restorative spell or effect.
Partial Effect: If resisted, the target is fatigued.

Obliterate

Range: 50 ft./Spell Dice
Duration: Instantaneous
Check: Dexterity

This rare and dreaded spell not only destroys, but also erases from time. The target is bathed in white-hot fire. The target is dealt damage equal to the 3 highest Spell Dice. If the target is brought to 0 Life it immediately dies and its previous actions are undone. Its life is erased for 1 round, minute, hour, or day per Spell Dice result. A Spell Dice result of 1-9 is rounds, 10-15 is minutes, 16-20 is hours, and 21-24 is days. Undone actions include damage, spells cast, creatures killed, etc. as if they had never happened.
Partial Effect: If resisted, the target is dealt damage equal to the lowest Spell Die.

Outside Time

Range: 50 ft./Spell Dice
Duration: 1 min/Spell Dice result
Check: Intellect

The target is forced outside of time, sending it into the future 1 minute per Spell Dice result, unless it makes a successful check. From the perspective of the surrounding creatures, your target suddenly disappears. The affected target likewise perceives its surroundings and then the next instant, minutes into the future.
Partial Effect: If resisted, the target is sent into the future 1 round.

 Identical Dice Effect:

Two 1s: A flash of light blinds all creatures within 50 ft. (1 rnd).

Three 1s: You and the target are transported to a divine realm (the target is not dealt damage).

Four 1s: The environment flickers around you. Every creature within 50 ft. is transported to a divine realm for Spell Dice result rounds.

Rot

Range: 50 ft./Spell Dice
Duration: Instantaneous
Check: None

Cause rapid decay in organic materials. Destroy inanimate organic materials such as wood or vines as if aging the objects over centuries. You can destroy a Small inanimate thing with 2 Power, Medium with 3 Power, and Large with 4 Power.

Stasis

Range: 50 ft./Spell Dice
Duration: Permanent
Check: Intellect

Unless the target makes a successful check it is immediately frozen in place. Once its body becomes completely immobile it can no longer be influenced by the outside world as if sheathed in an impenetrable membrane. Weapons cannot pierce it, fire cannot burn it, and even stone cannot crush it. The target is held in Stasis until you release it, the effect is dispelled, or a designated trigger is activated. You may set a trigger or amount of time, which frees the target as part of the spell.
Partial Effect: If resisted, the target is slowed. It can only perform 1 action, movement, or immediate action for 1 round.

Time Loop

Range: Personal
Duration: See text
Check: None

Once cast this spell creates an anchor. Once the duration of Time Loop is up, your mind returns to that moment when the anchor was formed (overwriting your previous self). You may choose a duration of rounds, minutes, hours, or days per Spell Dice result. Once returned you may alter events as they play out. You are in control of your own actions, but events transpire exactly as they did before, except for how you influence them. How you influence events may cause an entire encounter to change or it may change only slightly or you may find that the momentum of events ends with a familiar result. Once returned, the duration of the spell ends and the events play out without being able to go back and change them again. If you have a mental condition, such as nausea or even death by the time the duration is up, your addled or dead mind returns to the anchor point. Likewise, returning to an earlier point in time does not change the amount of Power you had and it does not revitalize you.

Wink

Range: 50 ft./Spell Dice
Duration: 1 rnd/Spell Dice result
Check: None

For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first.
 
Edmund Dulac