30 December 2016

Earthdawn 4E: Companion Discipline Preview 05 - Wizard

This is the fifth 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Since we've established a pattern (which can only end in disaster, since Disciplines are not perfectly divided), this means a spellcaster is next. The spellcaster in question is Wizard and this is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

Something particularly notable about the Wizard progression is how little the Discipline abilities have changed. Just a little tuning, that's it. Both are now Blood Magic Damage, rather than Strain, due to the potentially lengthy duration and associated power. The Casting Triangle is now a little more versatile, affecting talents like Concise Casting. Wizard abilities were top notch and didn't need any help.

Their talents are a completely different story. All the Discipline talents are different and the talent option list is different as well. The following talents have been removed: Astral Web, Detect Falsehood, Detect Influence, Multi-Tongue, Spirit Strike, and Wound Transfer. Some aren't around as talents anymore and the others simply aren't a good fit. Other talents are available at a lower tier (Power Mask and True Sight), while First Ring of Perfection is now Perfect Focus, which is mostly the same.

The three Pattern talents are now talent options rather than Discipline talents to give Wizards more flavor and distinction at higher Circles. It's entirely plausible an adept may not want all of them and while they're good, they're not terribly interesting. Also, having that many Discipline talents the other spellcasters get as talent options hardly feels special.

While "masters of magic" is clearly their primary theme (and how!), it's not their only theme. Wizards also have sub-themes around knowledge and social interaction. The latter is frequently tied to the former, these adepts being somewhat like professors in academia. Which is to say they can be nosy and surprisingly petty. For these two, they have Eidetic Memory as a Discipline talent, and Empathic Sense, First Impression, Memory Probe, Safe Thought, Thought Link, and Undermine as talent options. Graceful Exit and Soul Aegis make appearances to help them either get out of trouble, or survive if the former isn't an option.

Which brings us to their four(!) new and unique talents: Glyphs. All spellcasting Disciplines get access to glyphs for enchanting, though only Wizards currently have a personal glyph. The short story on a glyph is it is the physical shorthand for a pattern, most commonly used in enchanting to include a spell in the process. Laypeople may mistake them for runes and refer to them as such, but anyone with Patterncraft knows better. Wizards can take their personal glyph (which is a shorthand for their pattern) and perform some interesting manipulations of magic.

Ultimately, Wizards are at their finest when they have time to gather information, plan, and prepare, but they manage to bend the rules (never break them, that is for those Illusionists) and have tools to adapt, whether splitting their spell matrices, or swapping out spells as a Simple action with Glyph of Attunement. Truly, no other Discipline has quite the same command of magic as a Wizard. And they are likely to let you know precisely that.

23 December 2016

Earthdawn 4E: Companion Discipline Preview 04 - Sky Raider

This is the fourth 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Continuing with the Discipline previews from the Earthdawn Companion, we have the Sky Raider. Obviously the actual progression is missing, which is found at FASA Games.

Diving right into the Discipline abilities, the Warden ability is pretty much the same from the previous edition. There's an associated cost and additional flavor, but it was fitting and good. No reason to really change that. The Master ability, Stormcall, is new, though inspired by the previous Lightning Song. While flavorful, Lightning Song was far too specific in application to be useful. Even when in an airship, it still may never come up. It has a lot of limitations and isn't very good.

It's worth noting Stormcall began it's life as "Big Ass Lightning Attack", which Josh likes to joke about. To be fair, there are a lot of design names never intended for the wild. This one just made it a lot further into the process than most before Josh came up with the pretty awesome current name.

The place-holder name pretty much describes what it does. If you have to cripple everyone in the room, accept no substitute. It does a huge amount of damage to a large area with the ability to remove your allies. Damage which cannot be reduced by armor. This eliminates a press of less powerful opponents, or can put the hurt on a single, heavily protected opponent. Granted, there are some costs, but it's just some damage and a Wound. Nothing a Master Sky Raider doesn't laugh at. What we have is an impressive and powerful attack useful in a variety of situations, but particularly against many weaker foes, with inherent danger and harm to the Sky Raider. Perfect.

Moving to their talent lists, there are a lot of changes to be found here. Gone are Defense, Endure Cold, Ethereal Weapon, Frenzy, Howl, Mind Armor, Missile Twister, Rally, Shield Beater, Swing Attack, and Thunder Axe. Some of these aren't available as talents any more, others didn't fit the tighter direction for the high Circle Sky Raider. Which is to be utterly ferocious in combat, able to take freakish amounts of punishment, and terrifying.

Towards this end, there are a number of new Discipline talents for Sky Raiders (some of these are just older talents with a new name and coat of paint): Blood of Death's Sea, Burning Vigor, Unflinching Fortitude, Thunderstruck, Vicious Wound, and Vital Strike. This is six of the seven Discipline talents, the seventh being Second Attack (essentially a replacement for Frenzy).

Their primary sub-theme is being a leader/center of attention. Taking something of a social role. Here they see support as well with Champion Challenge, Impressive Display, Lasting Impression, Resist Taunt, and Undermine. Of these, only Champion Challenge isn't new to this list. It's worth noting that while Undermine may be listed here, it's an incredible boon to any Sky Raider, making their Battle Bellow and Battle Shout much more effective.

The other talent options primarily reinforce Sky Raiders as tough as nails shock troopers, though also provide more tactical options: Air Dance, Aura Armor, Critical Hit, Life Check, Lion Spirit, Relentless Recovery, Resist Pain, Storm Shield, Temper Flesh, Vital Ward, and Weapon Breaker. Not everything here is new, but it does give these adepts a new level for bringing the pain.

There are some key interactions found here, for example Blood of Death's Sea and Burning Vigor. The former allows Fireblood tests as a Simple action at the cost of a Wound (no damage), while the latter provides additional Recovery tests for use with talents. It also provides a bonus for raw applications of strength. While it may be obvious, Sky Raiders will probably want to invest in Resist Pain. Though it wasn't a Discipline talent because not everyone may want all 15 ranks.

In all, Sky Raiders become even more aggressive and dangerous as they advance in Circle, constantly wreathed in fire and blood. Some their own, mostly their opponents'. Utterly, completely terrifying. Just right.

16 December 2016

Earthdawn 4E: Companion Discipline Preview 03 - Troubadour

This is the third 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Troubadour is the next Companion preview, and this is intended to offer some insights into the discipline design. Obviously the actual progression is missing, which is found at FASA Games.

The changes to Troubadour are probably the most significant of the three Disciplines previewed thus far. In the seven Discipline talents, only two are shared (Bardic Voice and Song of Deflection), while four are entirely new. The reason is to continue to push the social mastery of the Discipline. Along with this comes their support role, which gets expanded as well. Expanded may be a little weak. Troubadours gain some incredibly powerful new abilities for that role.

Their talent options have a variety of different directions. Significantly more direct combat talents can be found at these higher Circles, such as Acrobatic Defense, Anticipate Blow, Critical Hit, Second Weapon, and Soul Aegis. A couple of these are rather late (Acrobatic Defense and Anticipate Blow), but this may be a case of better late than never and there are knacks that may make them attractive even this late in the game.

Knowledge driven Troubadours also have directly and tangentially applicable talent options in the form of Book Memory, Eidetic Memory, Memory Probe, and True Sight. As well, their social and support themes get options in the form of Cold Purify, Disarming Smile, Perfect Focus, Safe Thought, and Thought Link.

A new direction also starts to form at these tiers. This is true of a few other Disciplines as well. It typically begins as just an inkling initially, but begins to blossom at Warden. Here it is the Troubadour turning into the the heart, soul, and inspiration of their group. Not only do they support their allies, but the adept can face down any challenge with their allies at their side. This can be developed through Confront Horror, Lion Spirit, Soul Aegis (mentioned previously), and Steel Thought.

Moving to their abilities, Unnatural Charm is a natural fit and they get a lot of mileage from it. Encore isn't new, but it used to be the Warden tier ability. There's a couple good reasons it got pushed back. First, to make room for Unnatural Charm. Second, it was far too powerful as a Warden ability with many of the Charisma-based abilities at their disposal.

Which brings us to their new Discipline talents: Cutting Words, Song of Battle, Undermine, and Witty Repartee. Of these, Cutting Words is probably the most fun, as the adept now knows killing words. However, Undermine has the most subtle power. It's effect to reduce a target's Social Defense reinforces both the social dominance of the Troubadour, while also supporting the rest of their group. Any arena where Social Defense is relevant, from negotiations, court audiences, to combat.

In all, the Troubadour continues to build on what makes them great (social and support), while expanding their options into potentially some other areas as well. Their biggest weakness is still direct conflict, despite having some new talents, but that is why you always bring your friends. You're stronger with them, and they're a lot stronger with you.

09 December 2016

Earthdawn 4E: Companion Discipline Preview 02 - Nethermancer

This is the second 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Nethermancer is the next Companion preview, and this is intended to offer some insights into the discipline design. Obviously the actual progression is missing, which is found at FASA Games.

As indicated previously, there were a lot of changes made at the Warden and Master tiers as compared to previous editions. This is true for Nethermancer as well, and the same host of reasons apply. Reinforcing and building on the elements from the Player's Guide, identifying talents that don't work in their current form, and introducing new material. There's a fair amount of new material to be found here.

Starting with the discipline abilities, both have the same/similar names as previously. Despite how simple it is and the pattern it follows with other disciplines, there was a lot of design that went into this ability. The previous incarnation, Otherworldly Control, was interesting and thematic, but not terribly useful. It's important for these abilities to have an impact on the game. Ultimately, this was pretty much the perfect solution, addressing a number of different minor things for Nethermancer that never quite fit.

Astral Face has always been thematically awesome and provides effectively the same benefits, though it also applies to "upgraded" versions of talents, with more restrictions. Why is easy: it was way too powerful. The new limitations make it's usage a tactical decision and not appropriate at all times. The ability to improve Effect tests, along with their Otherworldly Willpower, make them powerhouses at these tiers. Befitting for this Discipline.

Their talent progression continues with their mastery of all things astral, and builds on their desire for control and connection to blood. Along with this the minor focus on information.

These course corrections see some talents leaving their list: Animate Object, Bargain with Summoned Creature, Bone Compass, Cold Purify, Ethereal Weapon, Life Check, Soul Shatter, Spell Crystal Lock, Steely Stare (found in Journeyman), and Wound Transfer. This is a pretty long list. Some simply aren't good fits for Nethermancer (Cold Purify, Ethereal Weapon, and Life Check), while others are no longer talents.

The reasons for removing a talent can be various. It may no longer fit due to broader changes (e.g. Bargain with Summoned Creature), not make sense as a talent versus a potential spell (e.g. Animate Object or Soul Shatter), or have a new home elsewhere in the mechanics.

Some talents on this list are functionally renamed versions of old talents, though their systems are a little different. Concise Casting acts as a Spellcasting test as a Simple action after a Spellcasting test, while Spliced Weave lets the adept make multiple Thread Weaving tests.

Others are thoroughly new, such as Astral Domain, Blood Insight, and Nethersoul. The latter two are exclusive to the Nethermancer. Astral Domain and Blood Insight are talents that fall into an unofficial category of talents designed to interact heavily with the knack system. Due to space constraints, this may have to evolve over time, but they should offer interesting ways to flavor how powerful Nethermancers go about their business.

A more in-depth look at these talents can be found here at FASA Games.

It is also worth noting a prepared Master Nethermancer can significantly mitigate the dangers of casting raw magic. Which can be a tremendously powerful thing, but also full of terrible hubris. About perfect for a Nethermancer.

06 December 2016

Earthdawn: Adventure Log 46 - Horror at the Gates

This is the forty-sixth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 046 Horror at the Gates

Written By: Bongani Kreskas

Date:  06 Strassa - 08 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

We are ready. Meta-Poobah Ein tells us to go to the Kara Cafe to meet with Poobah Best, a member of military requisitions, who might be able to get us some healing supplies. He directs us to a military outpost where we "requisition"(1) some healing potions. Then we go out to attack!

We travel to the crystal. We are met by a horrifying grinding noise, but we are used to such things. A high-pitched voice asks us, "Did she(2) send you? Have you come to free her poor, poor people?" We try to keep him talking, but he instead commands us to die, and then he bursts into thousands of shards(3), and a floating mass of maggots(4). In the center of the mass is a dwarf skull. How interesting!

Ting is quite effective at smashing the skull, make it writhe and scream and spew filth. The flying shards chase us, shredding our clothes and flesh. They move like schools of fish, in four large groups(5).

Maggot-Face (as we call him(6)) touched my body, and my skin tore from my frame, writhing all over me like a living wave. But death awaits at our backs - there is not retreat, so we fight on, relentlessly, desperately. Ting overcomes, smashing Maggot-Face upon the cold stone ground, but the shards continue to come after us.

Ting shattered shattered the first swarm, causing it to explode gloriously. Then she stomps another. Truly she is a living crucible of violence. Honeysuckle dove through the sky, fighting in a swirling mass of glittering dross. Uriel fought like an enraged beast, striking out in all directions. But I, spent and exhausted, collapsed to my knees, fumbling and weak.

Honeysuckle destroyed the last swarm, and we returned to the kaer, victorious but diminished.

A few days later we helped the army clear out the remaining tentacle beasts(7).(8)


*     *     *
(1) Did they steal them? Murder a bunch of people? I really just don't know with this group anymore. It could be a bribe as well. 
(2) Who is "she" in this context? That seems important. It could refer to either of the women in charge, but that seems unlikely. There is something else going on behind this and that makes it far more dangerous.
(3) Wingflayer. Bad news. I'm a little surprised to be reading this at all.
(4) Wormskull. Worse news.
(5) Is this indicating there were four wingflayers hiding under the cloak with a wormskull forming the head? What is going on here? This is more than just unusual. Zamrica needs to see this. In part so he will never sleep again. That explains the awful sound - so many metal shards just grinding against each other in a small space.
(6) The Named it. I know it. They Named the wormskull Maggot-Face. Of course they did. Why would anyone expect anything else?
(7) That sounds about right, but there are so many important an unanswered questions here. I cannot believe I am writing this: Why couldn't they just talk to the Horror more? It seemed pretty chatty...
(8) Received and edited by Ela Pono

Not a lot happened in this session, but it did mark a fairly major accomplishment - dealing with the Horrors at the gates of the kaer. I was pleased with how the conflict played out, in all. To balance things a bit, I removed the karma from the wingflayers. Turns out, this was a good decision on my part. The players would not have survived with that in play. As it was, the fight was challenging and forced tactics to evolve, with more tricks coming out to play. To be fair, they knew it was going to be rough, just not how rough. It probably helped a lot Maggot-Face got exactly one turn. Still, it was an ugly turn. What is really important here, and everyone needs to know, is they were deceived by Muppet Man. Also, the full name of the cafe they went to is Kara Lotte. I'm just going to leave that there.

There were more hints dropped regarding larger events and even things going on in the kaer. Real world time constraints kept this session with a laser-like focus for the most part. Which worked overall and provided nice bookends to the events. I'm not entirely certain what they're going to do next session - just leave this place, or explore the things they aren't yet seeing? I know the former has some support; they've been in the Badlands for a very long time. However, it also ignores why they came to the kaer in the first place. Looking for a key.

28 November 2016

Earthdawn 4E: Companion Discipline Preview 01 - Archer

This is the first 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

A preview of the Archer Warden and Master tiers from the 4E Earthdawn Companion was released today at the FASA Games site. Since it is just the progression without any commentary on what it means, this is to provide some insight into the changes and some new things.

Something important to note is the scope of changes is fairly large. A great deal of effort was put into the high Circles (Warden and Master tier) to build on the elements introduced in the Player's Guide. This meant a lot of things were thrown out or changed significantly because they didn't fit or work quite right. As well, a lot of new material was written. To be fair, this is vague and these high concept statements are well and good, but what really counts is the substance.

Let's start with the discipline abilities. Both are new to the Archer, though aren't necessarily new. Blood Bound Bow should be familiar in concept. As a Discipline dedicated to the mastery of a single weapon, it's a perfect fit. Perfect Shot is very similar to Hail of Arrows in mechanics, though slightly different in theme. As introduced in the earlier tiers, the Archer is about accuracy. It's not necessarily about putting a lot of arrows toward the enemy, but putting the right arrows. Shifting from Dexterity to Perception as the key attribute puts some more emphasis on it as an important part of the Discipline, instead of just pushing Dexterity above all else.

Their talent progression plays up their mastery of the bow, as well as their growing mysticism, and perception abilities. Along with these, the sub-themes from the previous tiers see some new options, building their connection to the wilderness (e.g. Chameleon, Venom, and Woodskin) or the city (Lasting Impression). It's a little disappointing there wasn't more space for these directions, but hopefully this will be forgiven based on the strength of their more core talents.

Quite a few talents were simply removed from the previous edition for various reasons. They may not fit the direction Archer is going (Blade Juggle and Rushing Attack), or they may have been removed as talents entirely (Dominate Arrow, Quick Shot, Screaming Arrow, Warning Shot, Warp Missile, and Wind Bow). However, just because it's no longer a talent doesn't mean there's no place at all. Just not as a talent.

That's a fairly large list and doesn't include talents in common (or with very similar names, such as Matrix Sight) between editions that have notably changed. Which really is most of them.

The notable entry here unique to the Archer is Snapshot. There was an attempt to create more such unique talents and most (not all) Disciplines received them. This particular talent gives the Archer an attack as a Free action. It cannot interrupt an ongoing action, but it can preempt a declared action. For example, if an opponent declares an attack against your Elementalist buddy, you can use Snapshot against them, but you cannot if the opponent is in the middle of resolving an attack roll. The timing just starts to get messy.

As for the rest of their talents, they add to the Archer's growing bag of tricks and ways to deal with opponents. Particularly improving accuracy and detecting opponents, though not only those by any measure.

11 October 2016

Earthdawn: Adventure Log 45 - Kaer Baere Stare

This is the forty-fifth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.






Adventure Log – 045 Kaer Baere Stare

Written By: Uriel

Date:  24 Doddul - 05 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

It seems I must write the log myself, for I am left out if I don't.

We had just entered the Kaer Baere and were asked to defeat the Horror which has trapped them. Meta Poobah Ein(1) welcomed us to rest in their very warm sandstone kaer. he warned us not to wander, the seem to have copious amounts of lava based traps throughout(2).

He told us not to go into a particular section where "evil has been contained". We may need to investigate it, just to be certain(3).

We are put up in the finest accommodations available, with more beds than we could possibly use. Ting and Honeysuckle needed to rest, so I took first watch, just in case. You can never be too certain in a new kaer.

Bongani is excited to have me research his bow, it seems to have developed its own pattern. Elmod went out to go shopping. He does not blend in with the dwarfs. To be fair, he can't blend in with humans either(4).

They don't use standard coins here, only their own coins which are adorned with dragons. Their economy seems to be mushroom-based. Even the ale is made from mushrooms. It's quite earthy(5).

Instead of sleeping, Honeysuckle, Ting, and I went looking for a dwarf party. We found a debate about how they treat their sister kaer. It seems that is where the evil was blocked off. Ting was not ready for an investigation, so we found a place with dancing. The dwarfs have excellent use of percussion and horns, but know nothing of strings or woodwinds.

Honeysuckle found work at a forge. Elmod seems incapable of finding gainful employment. I am spending the time researching the history of some of our items.

We spoke again with Meta Poobah Ein. He will arrange a meeting with the Grand Poobahs after the supplication period(6). They seem to be rather racist against elves. They also occasionally throw criminals into lava(7). We decided to observe the supplication process.

The Grand High Poobah wears the fanciest hat and sits on the best throne(8). [Ed. note: There's a hand drawn picture of a very strange hat in the log. It doesn't actually look like it could be worn, though I cannot tell which end is the top and which goes on the head]. 

Bongani went to find a way through the forbidden tunnel(9). Luckily, Bongani can find his way past any barrier, including dwarf guards with tall hats.

We witnessed the execution of a mad dwarf. He did seem beyond help. He was dipped in lava. There was much rejoicing. It was a little disturbing.

Honeysuckle is making friends with the master smith, having proved herself to be a competent adept. Bongani, Elmod, and I made the rounds of the philosopher cafes. Elmod and Bongani argued about coinage, but a round of mushroom ale was had. We also bought a round for our new dwarf friends. Kaer Kouszins separated many years ago. Before the Scourge, two towns came together to build the kaer. But they were sundered. Some of the people were "vole fighters"(10). Some of the younger dwarfs think it is time to re-establish contact again. Or everyone could be dead. The Poobahs claim they are Horror tainted. Bongani sparked a bar brawl by suggesting a job half done isn't worth doing. We slipped home after that.

Bongani believes "vole fighters" are a race from the North, where the worst monsters ever live. They have a terrible reputation among Therans(11).

We spend a week working on projects, forging, meditating on history, other mundane tasks. We wish to be prepared before truly getting into trouble.

The Grand Poobahs hired us to slay the Horror in exchange for training. They insisted Ting stop training the young dwarfs in the way of the Swordmaster, which appears to be too "elven" for Kaer Baere(12).(13)

*     *     *
(1) Where is the title/Name division here? 
(2) What? Why does an (apparently) unbreached kaer have even more and even more dangerous traps inside of it? Did Horrors just look at it and go, "There is nothing more we can do to these people, they filled their home with lava." There has to be an explanation further along. Regardless, the instructions to not wander seem solid, not that it's going to stop them.
(3) Is this the reason for the lava? There are three possibilities for this instruction. 1) This guy is incredibly naive, 2) this guy isn't terribly bright, or 3) for whatever reason, this guy wants them to go over there. Because of course they are going to do what you told them to do. They're basically psychotic children who try to do a good job, but were raised wrong as a joke.
(4) He doesn't blend in with anything. I have seen that guy - total freak show.
(5) I'm intrigued. This sounds like it could be delicious, especially with some good spice and a little rendered fat. Or, it could be awful no matter what. Zamrica is going to want this, he's on this weird mushroom and pork belly diet. So far his hair is super shiny and he smells awful.
(6) Meta Poobah is the title, Ein is his Name. We also have Grand Poobahs.
(7) If it's just laying around...
(8) Hat-based leadership, I love it. Are the title and authority derived from the hat, or is the hat simply a symbol of the title and authority?
(9) Of course he does! Though, I want to know what's down there also.
(10) What is this?
(11) Checking with some librarians and giving them this scant information, it sounds like this may be referring to "vulfaiders", Namegivers from the Northeast. There is minimal information on them, just some accounts from Therans before the Scourge, though more recent logs with accounts from urshan make reference to them as well and why they are now refugees. That may be a good reason to block off whatever is down there.
(12) The lava is still somewhat inexplicable, though there are a few inklings as to what purpose it may serve. Beyond executions.
(13) Received and edited by Ela Pono

There have been a lot of threads building to this session and slowly coming together. While they went unmentioned, many details in this place connect to various events in their past, including some reveals to seeds planted back in sessions 15 and 17.

Much of what was done here was logistical and trying to figure out this very strange place - currency was a big deal, along with the idea of getting a job. Dwarfs work hard, elves are lazy. It is basically the motto that was repeated over and over, and penetrated to the speech patterns giving rise to some incredibly casual racism. Having a job and working hard is valued much more than being good at the job. Their strange customs arise from how their culture has has been forced to adapt and evolve, though there hasn't been quite enough time to delve into that.

In all, there is still quite a bit going on in this place (even beyond what wasn't recorded) and sooner than later someone is going to make a run at Kaer Kouszins.

26 August 2016

Earthdawn: Adventure Log 44 - Deadly Expedition to Care-a-Lot

This is the forty-fourth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 044 Deadly Expedition to Care-a-Lot

Written By: Ting V'strimon the Merciless of Urupa

Date:  22 Doddul -  Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

I got bored. Bongani is taking - FOREVER - guiding us through the entrance of this kaer. There are several huge statues along the maze room to the entrance. They're pretty badass lookin', like 40 foot tall musclemen. I wanted to get a better look at one while we're trudging thought this place. I rocked a pretty slick leap flip up on the shoulder of the nearest guy, planning to hang out for a while. Problem being, they were some kind of guardians and came to life.

Fight started rough. Guy flicked me off his shoulder and stepped on me. Honeysuckle and Uriel stepped up and carried the fight till I could get back in there. Bongani, meanwhile, spent his time setting up some stupid trap and kill-stealing. The stupid rope trap did not work. We whittled them down to rubble and then went back outside to rest. Not worth messing with those guys.

Bongani goes back in by himself, while the rest of us heal up above. He encountered some sort of tentacle monster with really long feelers. he got away, but I suspect this will be our next fight. We plan and bonfire, and get ready for this thing.

We pop in and start wandering around. No surprise, it picks me as its target, and its first attack is murderous, but it's its only attack. Claws drained blood and poison me(1), and after Bongani kill steals - AGAIN - I have to sit around for a while to recuperate. We then follow a distant light to find a huge, shimmering crystal. Saw one of these ages ago, a trap to entrance Horrors(2). And there was a cloak standing right up against it. It was creepy as all get out. Bongani was the only one wanting to mess with it, and went up to get a look at it. The noise was also awful. Its face was blank, and the cloak was moving around(3).

We all skedaddled through the archway where there was another battery of traps before we came to a door. Using a kernel of True Water, we were able to chat with the folks on the other side of the door(4).(5)


*     *     *
(1) Sounds like a qural'lotectica. 
(2) This is recorded in Adventure Log 07, from over two years ago. It feels like it has been so much longer.
(3) What is this? It doesn't sound like anything I have heard of before, maybe Zamrica knows more.
(4) Wait, what? This is a living kaer? I feel that maybe this moment could have been met with a little more detail. A little more gravity. Perhaps acknowledging how big of an event this is. Though, I do wonder how the people of this kaer (if they're not all horribly corrupted and Mismatched Steel doesn't put them to the sword for "reasons") are going to get out of the Badlands. 
(5) Received and edited by Ela Pono

The payoff continues and more subtle clues are dropped. It is worth noting the fight with the massive stonemen was pretty brutal - they have a particular combination of attributes that make them pretty nasty to deal with. Which is to say, they functioned exactly as I hoped (their stat blocks are presented below).

This session started to show just how long they have been away, as some of their key consumables are reaching critical levels; notably, healing aids and absorb blow charms. Though, now they are "safe", so nothing should go wrong, right?

Massive Stonemen

Challenge: Journeyman (Seventh Circle)
DEX:  3      Initiative:                 3      Unconsciousness:    NA
STR:  14    Physical Defense:   6      Death Rating:            110
TOU: 15    Mystic Defense:      12     Wound Threshold:  22
PER:  6      Social Defense:       12     Knockdown:               16
WIL: 10    Physical Armor:     15     Recovery Tests:         4
CHA: 6      Mystic Armor:         8
Movement: 12
Actions: 2; Unarmed: 17 (26), Trample: 17 (24)
Powers:
Awareness (13)Heat Sight
Hardened Armor
Immune to Fear
Resist Pain (6)
Special Maneuvers:
Earth-Shattering Headache (Massive Stoneman, Unarmed): The massive stoneman may spend two additional successes on an Attack test to strike their target on the top of their head, causing him to be Harried until the end of the next round.
Overrun (Massive Stoneman, Trample)
Slowpoke (Opponent, Blunt Weapon): If the opponent has sufficient movement, he may spend one additional success on an Attack test to quickly move behind the massive stoneman before he can react. The massive stoneman is blindsided against the opponent until the end of the round.

19 August 2016

Earthdawn: Adventure Log 43 - Little Bear Went Over the Mountain

This is the forty-third Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 043 Little Bear Went Over the Mountains

Written By: Honeysuckle of Glenwood Deep

Date:  03 Doddul - 21 Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


Beware the sandstorms! Believe it or not, the Badlands can actually get worse(1). The sandstorm rages on without an end in sight. It's almost like the sandstorm is alive and starts to speak to you(2). About seven days into this part of our journey, we managed to make our way out of the storm to overlook a glistening lake with a large mountain rising above it(3). In this ever worsening wasteland, you wonder if it's a mirage.

Making our way off the cliff's edge so we can investigate this mountain is going to be a challenge. Elmod has summoned an earth elemental that takes the shape of a sandstorm, fitting for this place. Elmod successfully negotiates with the elemental for it to take us to the bottom of the cliff. We continue toward the mountain and the Badlands keeps putting obstacles in our way. Tonight there was no twilight. Just a change from the blistering heat to darkness(4).

Three days walking toward the mountain and we encounter large bones lain into the ground. Bongani seems to think they are cave troll bones. Elmod claims the bones are part of a spell pattern. Elmod says this is not just the largest bone circle he's ever heard of, but this is also a Named spell. We have stumbled on something of legend(5).

The bones begin to shift and come together. We send Elmod forward in the hopes of speaking the spirit of this bone circle(6). This plan does not seem to be going our way as five cave trolls made of bone come up from the ground to attack.

Skeletal cave trolls proved to be no match for Ting and I as we disposed of them.

Taking stock of our options and resting a bit leaves us with the question of going around the circle, or through it.

Going around the circle, it takes three days and looking ahead, it appears we will be walking into the sandstorm again.

We have decided to leave the investigation at this place for another time and continue looking for the keys to the disappearing city.

It takes another seven days to clear the other half of the sandstorm.

You wouldn't think that the scrub of the Badlands would be a welcome sight, but it was after the time in the desert.

Looking for the keys to the city takes us to this odd shape on the map. Even stranger is the physical features of the land match the shape on the map. We head to the center and find a giant that isn't a rock. It's the entrance to a kaer(7)!

We descend into the first outer room. The pillars are massive stone warriors and the room is huge - so large that Ting starts great leaping around and lands on the shoulders of a stone warrior who then turns to look at Ting. The other warriors turn to look at Ting...(8)


*     *     *
(1) I believe it. Things can always get worse. They usually do.
(2) That's a bad sign no matter where you are. In the Badlands, it's even worse. Basically, it's a miracle this log ever made it back to me.
(3) What? I think there are some other accounts that make mention of something like this. If this is what I think it might be, this could change the political landscape of Barsaive. The Eye needs to know about it. 
(4) That's not a good sign. I think I'm right.
(5) My knowledge of Nethermancy is only cursory, but this could be a Named spell withing a Named bone circle, using it to power the nether breach... thing. They "keys" the group is chasing are probably the pattern items to at least one of these Named spells and can be used to dispel it, them, whatever. This needs to be run by some people who know more about such things. Just cannot let Fastoon or Mestoph get wind of it.
(6) Of all the stupid-!
(7) This could either be the first unbreached kaer from the Badlands, or very, very bad things.
(8) Received and reluctantly edited by Ela Pono

In many ways, this was a payoff session. Not a payoff in the sense of treasure, but the pieces of their adventure starting to come together. A glimpse at the larger pattern at work and how to progress. While the woods are lovely, dark and deep, they still have promises to keep, and miles to go before they sleep.

Since I'm not inclined to reveal much more about the events of the session, instead I'll give the stats for what they fought (which kinda makes this like a bonus Anatomy of a Creature). The petrified cave trolls were made by combining cave trolls with one of the skeletal templates (clearly, the petrified template). I have to admit, these templates make creating custom and varied encounters so much easier.

Petrified Cave Trolls

Challenge: Journeyman (Seventh Circle)
DEX: 8       Initiative:                7       Unconsciousness:    NA
STR: 14     Physical Defense: 16     Death Rating:             75
TOU: 10    Mystic Defense:    16      Wound Threshold:  15
PER: 5        Social Defense:     9       Knockdown:                16
WIL: 6       Physical Armor:   8       Recovery Tests:          2
CHA: 2       Mystic Armor:       5
Movement: 14
Actions: 2; Cave Axe: 18 (24)
Powers:
Enhanced Sense [Sight]: Heat Sight
Fury (2)
Resist Pain (4)
Special Maneuvers:
Brittle (Opponent, Blunt Weapon): Opponents attacking the gaunt ape with a blunt weapon gain an additional success on a successful Attack test.
Provoke (Opponent, Close Combat)

07 June 2016

Earthdawn: Adventure Log 42 - The Key to Happiness

This is the forty-second Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 042 The Key to Happiness

Written By: Elmod from the Other Side of the Well of Glenwood Deep

Date:  03 Borrum - 02 Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


I revived Ting at the last moment of opportunity, saving her from certain death.

We on to a glowing room of three white stone depictions of a Passion: arms extended, crossed, and offering(1). This is also the home of the spiders, a small bounty within their bolus of spider stash. A few fine gems, oddly minted coinage(2), and a fine gem that is a pattern item for a Named spell(3). Also, a fair bit of fernweave and thorny weapons(4). And a wand. We leave for Sanctuary after establishing the rest of the kaer is vacant.

We return to Sanctuary and revive ourselves and meditate on our talents. Also spending some time with many of the items in our previous stash. I wandered outside of town to find materials for blood charms. I found a fine vein one day and promptly got to work on an absorb blow charm, but on the fourth day, the makeshift cauldron I had made collapsed and the charm was lost(5). We dare not stay any longer(6).

We follow the river downstream until it goes off the map we have, Bongani reckoning the river continues and completes and connects to other rivers south on our current map(7).

Desiring to be on the other side of the river, I decided to summon a water elemental to aid in spreading the water of the river for us. We selected a narrow section of river, though the task of summoning such a powerful enough elemental seemed quite difficult(8).

As such, first I summoned an ally spirit to aid my elemental summoning(9).

The muse spirit I summoned was quite beautiful, prismatic and scintillating. I bought its services with, after deft negotiation, only a small portion of blood(10) and a song and dance routine done with a wooden carving I lavishly costumed. The spirit liked our Badlands theater - it was quaint and lovely(11).

With the spirit's help, I summoned a delightful and belligerent(12) water elemental that did as we requested for the negotiated price of a kernel of true water from our party treasury.

The Badlands continue to stretch before us as we make our way to the moated pyramid(13) and the symbol of the Polaris beyond(14). I am trepidatious about the latter(15).(16)


*     *     *
(1) This sounds like it is probably Garlen portraying helper and protector. I wish there was more detail to determine some ideas of this kaer's customs. Any details beyond white, female, has arms and knows how to use them.
(2) How is it odd? There is so much you can tell from a minting, it's almost never "odd". Clueless or deliberately obtuse?
(3) Very interesting. Also: MORE DETAILS. 
(4) This just sounds like blood elves with their own coinage who got messed up with a Horror. Which means there is a Horror around. Is there something along these lines that isn't being shared in these logs?
(5) Make. Shift. Cauldron? Is there anyway this could have gone right?
(6) Did something happen? Is this a scenario that ends with them leaving or someone getting married? Was it because of the makeshift cauldron's predictable end? Details!
(7) How many maps are we talking about in this scenario and how many rivers? It sounds like there is some kind of river valley hiding in the Badlands we have never heard about. This is entirely possible, given we haven't heard of this Sanctuary before either.
(8) This is so boring. And I listened to Zamrica tell a story today.
(9) And here we have all the unwanted details about something about which no one cares.
(10) Yeah, real deft. It only took your blood.
(11) I feel like half of this log is about crossing a river. Incredible details on how a river was crossed. The only logical conclusion is they are screwing with me. Me personally. No one can be this blindly self-involved.
(12) This may be the first time I have ever seen those two adjectives together without a trace of irony. Delightful and belligerent.
(13) WHAT IS THIS!?! This is the first anything of this kind has ever been mentioned? Is this the thrice-damned city for which they are searching?
(14) AND AGAIN! What is this? What is he talking about?
(15) WHY? Explain yourself, Nethermancer!
(16) Received and reluctantly edited by Ela Pono

After big sessions, such as the previous one, I generally like to dial things back and have something a bit more low key. Normally there would be lots of social interactions, but Uriel's player was absent. Things were starting to go sideways and were aborted before they actually started going completely out of control and the only answer was to burn everything to the ground. Which has happened before.

The major pieces going on in the background of this session continue to move various plot elements forward. Some have been going for a very long time, others introduced more recently to begin connecting them together. In all: everything is falling into place.

As an editorial aside: there is a lot missing from the log. At times I feel like I should write a companion log to go with the in-character log, but that would ruin a lot of the fun. In part, it would almost certainly give away some details and connections given the perspective. I know some omissions are deliberate, while others are highly dependent on who is writing the log. Each player and character takes different notes based on what they feel is most important.

In all, it was a good session to have when down one player and started to provide a greater context for some disparate pieces. Others are still building.