Sunday, November 26, 2023

Middle Plains Campaign Session 22

 The Flour Power Pals

Matt
  • Morrin Elderbrook, Explorer 1 (Pathfinder template)
Brooke
  • Fennick Fawks, Crusader 1 (Pilgrim template)

Panem (August) 15, 1181 EC

We picked up with the Pals inspecting the body of the mysterious man who’d died in the stable, and noting a slow transformation taking place in his body - his skin began to harden in places and turn brown.

After some time checking details of the goblin room and watching the skeleton phalanx in the outer ring, the players came up with a new plan to disrupt the skeletons. They moved the game board onto the floor and moved the heavy oak table to block the skeleton’s path. With the table wedged across the outer hall and through the game room door, they settled down to eat and wait for the skeletons.

But they had some unexpected company before the skeletons arrived. Morrin just barely caught the sound of scuttling feet and readied himself before a huge crab spider crawled over the table and into the game room. Despite her initial surprise, Fennick proved herself in the fight by cracking the spider’s head with a max-damage quarterstaff hit. Fennick was scratched by a fang before Morrin finished off the spider, but she wasn’t poisoned.

In a game room now crowded with the horrific dead bodies of a beetle-man, a goblin and a giant spider, the party waited to see what the skeleton phalanx would do. When they arrived, the armored undead shoved the table aside until it jammed in the doorway, then began hacking at it with spears, trying to clear the way.

Morrin shot an arrow at the Phalanx, and to the party’s surprise, all 10 skeletons turned and poured into the room to kill them!

Luckily, they’d left a rope when they climbed down from the crawlspace, and now they fled back up it. After some ineffective exchanges of arrows and thrown spears, the skeletons marched out, climbed over the table and resumed their patrol.

Gathering themselves, the party decided to explore the east side of the dungeon while the skeletons patrolled the west. They circled around, finding two more rooms with closed wooden doors.

At 4:30 on the clock face, they found what appeared to be a bedroom. In the four-poster bed was a wooden form-fitting coffin, and under it, embalmed goblins. The privy appeared connected to the room to the north. In the corner was a stand mirror similar to the game room, and on the desk silver embalming tools, a silver goblet, a journal and a large hourglass.

The hourglass was edged in ebony and ivory. The sand sat in the ivory bottom, and the ebony top had “sleep” etched in it. Lifting it carefully, Morrin saw that it said “arise” on the bottom.

The journal contained a wealth of anatomical notes, interspersed with rants about Sierk the Wizard. The writer evidently wished very much to kill Sierk, to dissect him and to take the “wizard flower” from his brain, but was afraid to.

After inspecting these, Morinn and Fennick debated what to do about the coffin. They were afraid of a vampire or mummy, and ultimately decided to set the bed on fire. It burned quickly, and they noticed that the coffin had been empty all along.

They then backtracked to the room at the 2:30 position. This room was flooded with foul water. The walls were covered in old mosaics depicting a wizard and warrior defeating various monsters. Half submerged in water was an elaborate coffin with an armored skeleton. The skeleton’s greaves were rusted, but her hands held a sword that shone despite being dipped in the water.

The party tried to drag the coffin away, but accidentally dumped the sword into the water. Morrin reached in despite the eels, and retrieved the blade.

Enemies defeated: 1 crab spider
Treasure: none
XP: 65
33 per PC

Current XP totals:

Fennick 48 / 1500, level 1
Morrin 48 / 2000, level 1

Monday, November 13, 2023

Novalia Lore - The Witch Moon

The Witch Moon

When the three moons of Kedu are new, the magical protections of the surface weaken. Monsters swarm in the darkness, peasants keep vigil by candlelight, and chapels echo with unceasing prayers of protection. It is a night of fear for all - except those sworn to the powers of darkness.

The Light of Kedu or the Light of Ammonar?

There is indisputably some power which protects the surface of Kedu from the evil that lurks beneath the ground. But where this protection comes from is hotly disputed.

The Empyrean Church teaches that the light of Ammonar, the sun god, protects his people. Thus his light keeps away the forces of darkness during the day, and at night does so indirectly through the dim reflections of the moons. This explains why the Witch Moon is the time when evil flourishes, free from the suppressing light of Ammonar.

The Church of the Compact teaches that the Light of Kedu is a foundational law of the cosmos, established by the Firstborn who built it at the Creator’s command, and therefore beyond the power of anyone, even the Ascendants.

What is certain is that creatures of darkness cannot willingly cross the threshold of the surface except during the witch moon, or at places of particular corruption and evil. On the night of the Witch Moon, the wild places swarm with monsters.

The Light of Civilization

It appears that civilization is a further deterrent against the incursions of the Dragon’s minions. Citizens of Sudet City and Evoristan sometimes dare to walk the streets in defiance of the Witch Moon. The knights of Prince Reeve III Wolfe openly patrol the surrounds of Summa. But in the Borderlands, none venture forth after dark. Town garrisons keep watch from fortified shelters, surrounded by bright bonfires.

On the outskirts of civilization, border towns are surrounded by armies of goblinoids, ghosts and demons prowl the streets, and people quake with fear in their homes. 

The thresholds of homes and occupied buildings seem to offer a powerful defense against the darkness on the Witch Moon. However, they must be kept lit through the night. A well lit house with its master keeping watch is almost always safe, although the sounds from outside are often harrowing. In the countryside, farmers will gather their livestock into barns and keep vigil with lamps and candles all through the night, lest they awake to find their flocks slaughtered or stolen.

Beastmen and Chaotic Men

The Witch Moon is a common time for attacks against civilized areas by Chaotic armies. Wild men of the Titan Hills, steppe barbarians and surface-dwelling beastmen like orcs, bugbears and gnolls are the most common aggressors.

When surface-dwellers join the attack, hiding in a lit home is no defense. If chaotic surface-dwellers breach the perimeters of lawful civilization, goblinoid creatures will soon follow. Force of arms will then have to repel beastman and goblinoid alike.

Wednesday, November 8, 2023

Wizards of Novalia

Shaded Magic

In the very first issue of Axioms magazine, Autarch introduced the concept of shaded magic. It’s a great addon that marks certain arcane spells as black or grey, and penalizes mages with corruption if they abuse such power. In exchange, wizards gain a significant set of new class powers which compensate for the limits on spellcasting. This system is also present in the ACKS II Judges Journal, with updated rules for applying similar codes of conduct to custom classes.

In my setting, Novalia, I’m using in my own version of shaded magic that I've modified to fit my cosmology.


Here it is, with the custom encounter table redacted as a DM secret.

Google drive link: Wizards of Novalia pdf


Contents:

  • Lore: The Arcane Contract
  • Shades of magic: White, Grey, Black and Ethereal
  • Ethereal encounter system
  • White/Grey and Black arcane spell lists
  • Modified Wizard class, updated for ACKS II and Novalia
  • Updated elven racial features
  • Quick updates to Elven Nightblade, Elven Spellsword, Nobiran Wonderworker, Gnomish Trickster

Sunday, November 5, 2023

Middle Plains Campaign Session 21

Matt
  • Morrin Elderbrook, Explorer 1 (Pathfinder template)
Brooke
  • Fennick Fawks, Crusader 1 (Pilgrim template)

Panem (August) 15, 1181 EC

In the Wolf Wood south of Briarglen, a minor noble by the name of Adalmar Schmit sought the help of adventurers. It seemed the small piece of land he’d inherited contained an old Rythan manor house, which he hoped to restore. The only problem was, a mysterious scraping sound which echoed up from the hearth - out of a chimney which extended downward, although there was no other apparent way into the basement.

Only two desperate fools accepted his generous offer of 100 gp to climb down and put a stop to the noise permanently: a nervous pilgrim and a grim explorer.

Questioning Adalmar, they found out that the noise got louder and then faded away again every hour. After inspecting the floors and fireplace, they cut branches, made a bundle to wedge across the hearth, and secured a rope to climb down the chimney.

At the bottom was a study with a large oak table and standing mirror. The layout was like a clock face with 6 sections, a central circle, and an outer rim with the same sections. On it were four game pieces: a wooden beetle, a glass spider, a plant-gum goblin and an ivory phalanx.

Morrin immediately experimented with the board, and ended up leaving the beetle in the spider’s room.

The pair explored west, finding a storeroom of mundane supplies and mead in small jade barrels, and heard raucous gaming in goblin in the next room. Already they noticed the rooms following the course of a circle. They set up an ambush using lamp oil on the floor and a barrel of flour, then knocked on the door.

Luck was entirely on the PCs side in this fight. They surprised the goblin at the door, made an explosion with a cloud of flour and oil, and killed three goblins before they knew what hit them. The remaining three were cut down in the first round, without striking a blow. Notably, Fennick the cleric used a sweep attack - a new mechanic in ACKS II - to cut down two goblins with one blow (low HP roll for the goblins and a max-damage attack made it possible).

In the aftermath of the fight, the scraping sound went past the west door. The party waited. In the meantime, Morrin moved the beetle around more, to no effect, then moved the glass spider to the outer rim.

After the scraping sound passed, the party looked out and saw the retreating back of the phalanx - a group of heavily armored skeletons walking in groves in the stone floor. Their legs had been reduced by about a quarter of their length, and the raw steel of their greaves scraped the ground with each step. At the back, two long poles held glass balls which shone with dim light.

The party followed the skeletons around the outer rim and entered the spider room to the south. There they found a room full of stone oxen with gem eyes and gold filigree. There was also the dead body of a man, freshly killed by a giant spider bite. Here the party put together the fact that they’d moved this man (the beetle token) here, and caused him to be killed by the spider, then moved the spider away.

In the attic of this room they found a crawlspace leading back to the study. They took the body there to inspect it in the mirror, but saw nothing of note.

Enemies defeated: 6 goblins
Treasure: lots spotted, none removed to safety yet
XP: 30
15 per PC

Current XP totals:

Fennick 15 / 1500, level 1
Morrin 15 / 2000, level 1

Dark Age of Eracost Session 4

  From my perspective, playing Fingol the Navgarine Keeper. Party: Fingol Innes, Navgarine Keeper of the Stars 1 Tavenna, 0-level apprentice...