Showing posts with label Horror Construct. Show all posts
Showing posts with label Horror Construct. Show all posts

13 June 2013

Earthdawn: Adventure Log 19 - Something Rotten in Scavia

This is the nineteenth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

The region that includes Scavia, just north of the Scarlet Sea, near the Badlands, is a place that my games almost always include at some point. There isn't much official written about that area, which might be part of the appeal. What is known is that the human kingdom of Scavia was once seated at the edge of the Scarlet Sea, an off-shoot of Death's Sea, it was wealthy and was one of the first governments to accept the Theran Rites of Protection and Passage. Oh, and the kaer was built on top of lava and the civilization itself resided on the ruins of something ancient. Those last two might have something to do with it.

While it wasn't actually overrun during the Scourge, I'm not against saying that it was because the idea of an opulent kaer with fantastic and sweeping architecture, built in the Scarlet Sea, partially flooded with lava, infested with creatures from the area along with whatever Horrors call it home is freaking awesome. If you don't like the idea of that, I don't think that I want to know you. I'm serious. It's hardly a low Circle endeavor, but it is definitely a location where you can craft some amazing encounters that you will never get another shot at. And if an entire people has to be sacrificed to entities that feed on fear and pain from beyond our reality, them's the breaks.

In the surrounding region, there is substantial opportunity for adventure. While the kaer itself is generally only good for one amazing arc, the rest of the area should be good for a few stories. Since I take a darker look at Barsaive as a whole, my setting generally has that area spotted with smaller kaers from the people of Scavia that were taxed and enslaved to provide for the magnificent kaer of the capital. Many of their kaers were constructed from the strange ruins that their society was built on, since they were on a budget. Some of these were great, others not so much.

Nonetheless, it was weird. Things got strange and it may or may not be related to the Badlands to the southeast. The survivors tend to be poor and xenophobic. They don't care for outsiders and generally lead very suspicious lives. Their insular natures make this a good place to introduce creepy cults formed around the runs-cum-kaers. The general feel I go for in this region is similar to the Midwest during the Dust Bowl. With a healthy dose of the Appalachians or Ozarks, giving a feel that they haven't quite joined "modern" society in a lot of ways.

Adventure Log – 019 Something Rotten in Scavia

Written By: Honeysuckle Sunspray of Glenwood Deep

Date: 01 Celebration – 12 Raquas, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger
Ting the Swordmaster


Our latest adventure has taken us to Scavia and the settlements surround the area. This settlement still requires visitors to prove they aren’t Horror marked, how quaint(1). They are rather strange and won’t let Ting stay in the inn(2). The innkeeper talked of a stranger passing through and the effects look as if this stranger was peddling krokodil(3).

Jak confirmed the location of the shop where the tainted drugs are being distributed. The distributer, Bracha, used to be the leader of the town. The whole area seems to be affected by the drugs.

In the evening we decide to be champions of justice and Sogun breaks down the door to the shop and picks up Bracha to stop the process of making krokodil. Bracha described a dark looking elf Named Mestoph(4) that was the distributer of this drug.

I know we’ve followed the dark trail of Mestoph before, still not sure of the connection between Elmod and Mestoph, but I know there’s one(5).

Meanwhile… back at the alchemy shop, Jak and Ting managed to destroy the tools to make the drug and are going to bury the remaining supply.

In the process we see a person, obviously hooked on krokodil. After two straight days of travel following this guy, we knock him out and tie him up so we can get some sleep. The next morning we release him to continue following him. Towns that we pass through are filled with beggars that are heavily addicted(6).

Finally, we reach broken down ruin that seem dark and nefarious. The inscription is written in Sperethiel and it sounds like there is a Horror trapped inside. Despite the evidence of mindless souls entering, we head inside(7).

Broken down buildings are seen and crazed laughter can be heard with no identifiable source. Once we looked closer, the mindless shapes began coming toward us and block our path in all directions. We managed to fight our way out, but Ting was poisoned, so we decided to head back.

Heading back, we meet a traveler in a wagon, Morlan, who sells things to adventurers at a mark-up, of course. Morlan is a Merchant adept who travels to find interesting wares and sell them in remote locations.

After spending all of our money, we decide to head back to the tainted ruins, possibly against better judgment. Elmod, in a creepy sort of way, talks to a ghost outside the city who seems to be guarding the city as there is a Horror trapped inside. We venture inside as sneaky as possible, but jehuthras spot us anyway. In true hero/adventurer fashion (survival mode) we run away to the interior of the city where we see a robed figure sitting on a throne.


He is surrounded by cadavermen and jehuthras and seems happy to see Elmod. He is really creepy with black skin, white hair and bright red veins. His throne grows around him, creating some sort of super body structure with four arms and a spiky tail(8).

There must be some crazy Horror magic in this place to create something so hideous. Destroying this creature is the only option. The animated armor is not easy to damage, but we were able to find some weak points and chip away at it until we finally destroyed the Horror tainted creature that caused this mess.

Perhaps in destroying him, the krokodil will be less of an issue in the surrounding camp areas. After saving the world once again, it is time to head somewhere a little less exciting.(9)


*     *     *
(1) The Greeting Ritual is very common outside of the major cities in Barsaive.
(2) Sounds like Ting is a little rusty with her art.
(3) We had no idea this had spread so far...
(4) This needs to be verified immediately. If the Mestoph is behind this... I don't even know.
(5) Additional intelligence needs to be gathered here.
(6) Maybe it has spread here from the South? Perhaps Maester Bleys is good for something after all.
(7) Hah! I love these guys. "Sounds dangerous and stupid to enter... what are we waiting for?"
(8) I would love to know more details about this. If nothing else than to make Zamrica read it.
(9) Received and edited by Ela Pono

There were three things going on in this session. The first involved showing the extent of the krokodil problem, that it wasn't just localized to Bartertown, but throughout at least parts of Barsaive. While they had encountered the drug previously, the Group never got to see what some of the other effects are. Beyond the disease and rotting of the skin, that is. There were less answers than new questions, but it was fairly clear this problem is even worse than it initially appeared in Bartertown.

The next element to this session was exploring more of Elmod's mysterious background. He learned that someone who looks almost exactly like him (just with polarized colors) was going by the assumed Name Mestoph, who Initiated Elmod into his Discipline, is involved with the krokodil problem in someway, as well as some very dark blood magic that he used to create some sort of blood magic mecha, and is almost certainly dealing with Horrors in some fashion. Oh, and he definitely knows who Elmod is and is pretty jealous of him. Why? Who knows - it's not like Elmod had a blood mecha. 

Finally, danger. The encounters this session were pretty serious - there weren't any lucky rolls to skew the results and what started as overconfidence turned into cautious determination. Which is precisely where I wanted the tension at for the big boss fight - the aforementioned blood mecha.

This was the first fight of its kind and I wanted the encounter to be as awesome as the initial promise: that you will be fighting an "evil" (?) mirror-universe twin-thing Nethermancer who has constructed a mecha from the meat and bones of the drug users that have been summoned to his corrupted lair in the bowels of a broken kaer. The environment itself had pools of blood at one end of the room, where the throne-cum-mecha was, and an arc of standing stones at the other end, where the PCs entered from. While the blood was never used, the stones provided some important, though deteriorating, cover during the fight.

While that is all well and good, the opponent is what really matters. It was well above anything they could have handled for a few more Circles. I'm pretty certain it would still be a challenge for them - but without that, there is no sense of accomplishment. No bones about it, this was a hell of a thing. It was just over 15 feet tall, a body somewhere between humanoid and beast. It had a massive bleached white skeleton that also acted as armor, with claws, a long, spiked tail, and a gaping maw. Underneath the skeleton was glistening muscle, sinew and tendons, with living crystal growing from that mass as additional armor and to serve other, unknown purposes. The Nethermancer himself was within the rib cage, nestled in the protective womb of bone, crystal and muscle where he controlled and powered the thing by binding it to most of his spell matrices, along with Thread Magic. 

Actually, here it is:

DEX: 8   STR: 18   TOU: 13   PER: 9   WIL: 9   CHA: 5

Initiative: 10
Actions:  4 + 1 (4 physical actions, one Spellcasting/Thread Weaving)
Attack (8): 16
Damage:
Bite (7): 25
Claws x2 (2): 20
Tail (3): 21 ( Armor Defeating on a Good Result)

Physical Defense: 14
Spell Defense: 10
Social Defense: 12
Physical Armor: 20 (Armor Defeated on an Excellent Result)
Mystic Armor: 10 (Armor Defeated on an Excellent Result)

Death: 150
Unconsciousness: (I'm going to be honest, I didn't bother)
Wound Threshold: 15
Recovery Tests: 3
Knockdown: 19
Movement: 10

Karma Points: 10     Karma Step: 4

Powers: Astral Spear (7): 16, Battle Bellow (4): 9, Spellcasting (6): 15, Thread Weaving (6): 15, there are plenty more powers, but I just didn't feel like trotting them out since I wanted all of this to fix on an index card

How were they possibly supposed to defeat this monster? Teamwork. No, seriously, through teamwork. The first round on combat was the PCs attacking while it was "coming online", giving them a chance to figure out just how screwed they were unless something changed in their favor.

When I have something neat planned, I've learned the hard way that it's best to not hope the players are going to randomly stumble into it, unless you absolutely know they will. In this case, I didn't wait for anyone to ask, "Does it look like there are any weak points?" There is no way for me to know if they will (they never have before, but they have never had to) and it's not like Earthdawn has any support one way or the other, it's very much up to the GM. So, after they roll initiative for the next round, I ask who wants to make a Perception Test as a Simple action for 1 Strain. They could do it as a Standard action for no Strain as well. Suffice to say, they were curious.

At that point, I introduced the Weak Points (while prototypes are generally regarded as super awesome, they also have the super downside of falling apart). These were some index cards that had a particular maneuver on it (Cutting the Tendons), along with the requirements (Called Shot, Physical Defense 10, at least 12 damage) and the effects (reduce Physical Defense and Initiative by 2). There were a variety of them, each affecting some part of the nethermecha, with some crossover - physical attacks could affect mystic traits and vice versa. By finding these Weak Points, the players were able to work together to weaken it sufficiently that they could bring it down. It was pretty important to include ways for all of the characters to contribute, so some of the Weak Points were tailored for their particular strengths.

In all, it was wildly successful. The players had a blast working together, figuring out how best to approach taking it apart. It was by far one of the most exciting combats I've seen in a long time, with players actively involved, exploiting scenery (mostly standing stones, which were getting chewed up), and really role-playing the hell out of the moment. This isn't something that I would break out often, simply because it will end up feeling less special with each successive use. That being said, it is a great way to shake-up a very special combat and make it more than just causing a big pile of damage. It's still about causing a big pile of damage, just other stuff too.

Here's a list of all of the Weak Points that were used:

Blinding the Third Eye (Unlimited)
Requirements: Called Shot, Spell Defense 10, 10 damage
Effect: Prevent Spellcasting for one turn

Cleave the Shoulder
Requirements: Called Shot, Physical Defense 14, 18 damage
Effect: Reduce Attacks by 1 (claw)

Cracking the Shell
Requirements: Called Shot, Physical Defense 8, 12 damage
Effect: Reduce Physical Armor by 2 and increase Initiative by 1

Crush the Bones
Requirements: Called Shot, Physical Defense 10, 14 Damage
Effect: Reduce Physical Armor by 2 and Initiative by 1

Cutting the Tendons
Requirements: Called Shot, Physical Defense 10, 12 damage
Effect: Reduce Physical Defense and Initiative by 2

Destroy the Limb
Requirements: Called Shot, Physical Defense 12, 20 damage
Effect: Reduce Attacks by 1 (claw)

Flay the Flesh
Requirements: Called Shot, Physical Defense 12, 10 damage
Effect: Reduce Attack and Damage by 3 Steps

Fracture the Crystal
Requirements: Called Shot, Physical Defense 10, 8 damage
Effect: Reduce Spell Defense and Mystic Armor by 2

Go for the Eyes! (Unlimited)
Requirements: Called Shot, Physical Defense 16, 8 damage
Effect: Prevent one attack per Success Level for one turn

Mystic Ligatures
Requirements: Called Shot, Spell Defense 10, 12 damage
Effect: Reduce Physical Defense and Initiative by 2

Pry the Armor
Requirements: Called Shot, Physical Defense 8, 16 damage
Effect: Reduce Physical Armor by 4 and increase Initiative by 1

Right to the Face!
Requirements: Called Shot, Physical Defense 12, 20 damage
Effect: Reduce Attacks by 1 (bite)

Scour the Meat
Requirements: Called Shot, Physical Defense 8, 16 damage
Effect: Reduce Attack and Damage by 1 Step and Initiative by 2

Shattered Karma
Requirements: Called Shot, Physical Defense 12, 8 damage
Effect: Reduce Mystic Armor by 2 and Karma by 3

Shred the Muscles
Requirements: Called Shot, Physical Defense 10, 12 damage
Effect: Reduce Attack and Damage by 2 Steps and Initiative by 1

Tangle the Weave
Requirements: Called Shot, Spell Defense 8, 8 damage
Effect: Reduce Spellcasting, Thread Weaving and Astral Spear by 2

Tear Out the Root
Requirements: Called Shot, Physical Defense 16, 16 damage
Effect: Reduce Attacks by 1 (tail)

23 March 2013

Earthdawn: Adventure Log 14 - Welcome to the Jungle

This is the fourteenth Adventure Log in an ongoing series about Earthdawn.Introduction and Index.

The Theran Empire is an interesting element of the Earthdawn setting. Ostensibly one of the primary villains, they also save a great many Namegivers through their knowledge gleaned from the Books of Harrow. Though there is certainly room for discussion on how much they quashed aid offered by the great dragons, that is a realm best left for each campaign to explore.

How the Theran Empire is portrayed is something that I prefer to customize for each campaign. It depends on the kind of story that I want to tell - if it is a simple game of raiding kaers and cleansing Barsaive of Horrors, then Therans will be in the background and serve as fairly one-dimensional opposition; they aren't the focus of the action. In a more nuanced game, such as the one this adventure log is taken from, then their role is less clear.

In any game where they are introduced, there are two elements to address for the Theran Empire: their interest in Barsaive and slavery. The first pertains to how aggressively, if at all, are they pursuing their agenda of bringing the open rebellion of Barsaive under heel? This is all, of course, from their perspective. Barsaive (mostly Throal) takes the view that they successfully repelled the oppressive regime and won't be hearing from them again. This can play out anywhere from non-existant (they simply do not show up in the game), to opposition along the lines of Nazis for Indiana Jones (chasing after the same resources), to outright war.

For this particular game, the goals of the Theran Empire are currently ambiguous, but there has been some activity within Barsaive, particularly involving their old t'skrang allies. There are more questions than answers and at this time real shows of force. It is a story waiting to unfold.

The second element, slavery, is not terribly easy to cast in any other light than absolutely terrible. The setting makes no effort to do so, which is the right choice. To add some depth to the practice, I have had the Theran Empire from this campaign heavily influenced by the Roman Empire (to showcase against the Grecian Kingdom of Throal). The form of slavery they practice is less chattel slavery, and more along the lines of indentured servitude/serfdom. They have some rights and may get their freedom, but are often treated as members of the family, though without the option of leaving. There are exceptions to this, such as slaves that will not behave. They are often sold to the military to power their great stone airships and, well, that isn't something you survive. Other city-states in Barsaive (most notably Iopos) practice the form of chattel slavery that is most familiar.

My goal in this is not to defend the practice, but to cast it in a slightly different light from how Throal portrays it. They have an agenda are spreading propaganda; they want to be the dominant nation within Barsaive and enforce their influence through a soft power. With those seeds of doubt, the entire conflict has more shades of grey to it. Towards that end, the face of the Theran Empire that is currently in play is fair and honorable, though not good. Which means that everything they do is suspect and terrifying, apparently. For example, you cannot capture free Namegivers and enslave them, doing so is punishable by death, but it is entirely expected to enslave your defeated enemies rather than put them to the sword.

There is a great deal more to the Theran Empire, such as the other lands, but for these are the important elements as they relate to this adventure log. When you introduce the Theran Empire into your game, you should first ask what role you want them to play and what you want them to do. They are a human face to put on atrocities as compared to the very inhuman Horrors.

Adventure Log – 14 Welcome to the Jungle

Recorded By: Ting V’strimon the Merciless of Urupa


Date: 07 Charassa – 17 Rua, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Ontheros the Horror Stalker
Sogun the Messenger
Ting the Swordmaster

Darron of Lang(1) approached me wanting native art from the Servos and to find his cousin, and establish trade relations in one trip. Fair amount of cash to be had for that, plus whatever we find in the jungle. I have a good feeling about this trip. Jak pounded out a couple of weapons to use as gifts, which was as great idea. Took a warship toward the jungle. We went in further than we did the last trip. We took our goats and got a move on. The human tribe(2) found us in short order. They have been having some trouble with the local t’skrang tribes(3). We made with the greeting rituals and gifts, and started talking about trade. They seem willing to trade, but would like us to help them first with a plague a few days away.

They took us out a day to get us pointed in the right direction. The next day we started to lose our way. We were completely surprised by a giant praying mantis(4). The thing beat on my ass, and the rest of the party took it out quickly. While resting though, some of the local t’skrang came and harassed us for a bit. They were laughing when we told them where we were going. Also overheard some of their discussion, which sounded like they killed Darren’s cousin and his party. But they were willing enough to let us go.

The area up the hill was super disturbing, so we headed back down a bit to camp. On my watch, Elmod was not paying attention and we were ambushed by a giant black mantis(5). Once again I shielded the party from the initial blows. I managed to hit it with one of the most impressive blows I have ever delivered. The beast was felled in short order.

The next morning, we entered the ruined city(6). The décor was overwhelmingly covered in crystalline web. In moments a hellish beast, spider body with a human head and face, made of crystal and pus(7). Honeysuckle knocked it down, but it laughed hideously and produced some kind of maze web from its belly. I thought the others would be in trouble, but the web was almost instantly shattered. The creature comes back out to shoot some web on Jak, as another spider-thing drops from the ceiling. I stabbed it quickly. The original created another web tunnel, as another shows up and drops from above. After that were was some confusion. I headed straight for the center, some of my mates showed up here, but no creatures. Jak made a bellow, pointed us to where the bigger of the two spider things was. That put Sogun, Honey, Jak and I in the same place, slaughtering the disgusting beast.


After that, it was a short matter of chasing the other one down and hacking it to death. As it died, the metal webs disintegrated, giving us an unobstructed view of the ruins. Toward the center of the city was a crystal covered shrine, very glittery. It was trying to do something to the others, so Jak started smashing the crystal. Honeysuckle dive attacked the thing, and both Sogun and Elmod looked as if it almost hurt them as well.

When the crystal stuck at us, crystals would form in that person, and was causing massive damage(8). We stuck to our swords and beat on the thing until the light went out. Inside the temple, we found bodies wrapped in web, but they did not follow the description of the party we were looking for. After that, it was just making our way back to the humans.

Upon our return, there was a huge feast, tattooing and introduction to the tribe. They did not know where the party we were looking for was, but they knew that they t’skrang were leading people to a slavers’ camp.

As we approach, people come out of the woods and greet us. We describe the party we seek and are lead to the admiral(9). After a brief discussion with him, he returned the “slaves”. Se we picked up our goats, and go find our pick-up boat, and set off back to Bartertown.

Time for me to train again.(10)


(1) See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 002.
(2) Cathans, presumably. See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 009.
(3) Most likely jungle t'skrang. They are renown for their savagery and rumored to eat the flesh of other Namegivers.
(4) An inshalata is my supposition based on the location.
(5) Horror construct known for it's ability to reproduce on its own. These are extremely dangerous and if a colony has been established within the Servos. This needs to be addressed.
(6) The implication here is a lost citadel within the Servos and that is fascinating. An anthropological expedition should be sent out to investigate this site.
(7) This sounds like a variation on a Horror construct, the jehuthra.
(8) Something similar to a crystal entity is most likely accurate, though it is difficult to place from the sparse description.
(9) Slavers and admiral? This raises only questions and there is not nearly enough information here regarding this topic. The implication is Therans, but that doesn't make sense.
(10) Received and edited by Zamirica One-Knee.


*     *     *


This particular adventure was essentially about the Group coming into their own. Notable characters from many of their previous logs, most of them not listed. It also had a number of adepts that were inspired by the PCs follow in their footsteps and Initiate, followed by gathering into a Group and then getting in over their heads. Returning back to the Servos and meeting the Cathans, along with the older connections, give a sense that actions matter beyond just the adventure they happen in - which is something that I always try to foster.

Also a unique reward, the Blood Tattoo, for those who took part. I like to give out unique rewards like that as a part of adventuring. Legend Points and Thread Items are well and good, but there is something about a bonus that is unique, no matter how small. It's special.

This adventure itself was a few parts, introducing some new horror elements in the first half, a greater sense of dread and mystery to what is within the Servos. Which also ties in with the overall metaplot in a subtle way; the themes were all present, but not over by design.

The second half touched on another developing metaplot. The details of this plot have all been implied, rather than stated, and is significantly more ambiguous. As things play out, this plot should be significantly more epic in exposition as it reaches a climax, less "adepts dying in some forgotten cave" and more "big damn heroes doin big damn heroic things".

Part of my goal with this setup was to create a dichotomy between the plots - one is terrible and inhuman, virtually unknowable, while the other is terrible, but all too human. Both raise questions regarding what is going on, but while the former has very inhuman motivations, the second has very human motivations. 

If this all sounds a little cagey, that is because I don't want to give things away before their time.

The adventure itself went well. The search for the Initiates had the desired effect, the characters were afraid, and wanted little to do with the temple complex beyond what they had to. Blood Tattoos were a big hit, the level of personalization made them even more thematically interesting (there is something fundamentally compelling about totem animals). In the second half (which occupied the last paragraph above - a great deal more happened) some of the preconceived notions on Therans were challenged, some important NPCs were introduced and perhaps a little more mystery as to what exactly the last group of Therans were doing in the Servos. 

If I were to do it all again, I would have tightened up the pacing in the first part and worked more on the handouts and props. I've always found that the correct background music goes a long way to establishing the atmosphere for those kind of expeditions, and I don't recall having any music. The final conflict could have been spruced up a bit; it was a little to static in retrospect, but I wanted to balance that with the associated themes. Time was a constraint in putting it all together (isn't it always?), but I wanted to build up the temple complex more and give it a distinct feel with the architecture and areas to explore. There is a distinct possibility that it will come up again, so that opportunity isn't lost.

Finally, the creature loot made for this adventure was the jehuthra thorax web. It was tricky to pull off - from figuring out how to do it to execution. Picture framing wire was used in the end (paper clips didn't work so well) and is just prickly enough to be uncomfortable around.

08 December 2012

Earthdawn: Anatomy of a Discipline 08 - Horror Stalker

This is the eighth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

While every adept serves to fight against the Horrors, it is this Discipline that takes this struggle to a new level. The Horror Stalker takes the fight to the Horrors in truly disturbing ways which they all know will end up with them dead. This fanaticism is their strength and their downfall as there is no dissuading them from their goals.

In the past I have allowed adepts to start with this Discipline, but unless there is a compelling argument for it I from heavily on Horror Stalker as a first Discipline. There are a few reasons for this stance, one is that it is unlikely for an adept to Initiate into something that requires such a monomaniacal nature against that which they have no real exposure. Furthermore, what kind of instructor would initiate someone into this Discipline? It is frighteningly dangerous for experienced adepts, let alone those still very green. From a mechanical standpoint, the focus of this Discipline is very narrow. Two Talents up through Novice have no practical application outside of fighting Horrors (which isn't something a Novice adept should be actively looking for quite yet), and the Talent Options have the feeling more of filling gaps in existing Talents than providing support for just a Horror Stalker. That all being said, a strong concept and compelling argument shouldn't be ignored. Just go into the proposition with eyes open.

With that in mind, this is going to be written from the perspective that the Horror Stalker already has another Discipline and this is an additional Discipline for them. I'm of the opinion that any Discipline can find their way to Horror Stalker. For some it isn't as natural of a fit, a Swordmaster, for example, but having the walls torn down, figuratively, and being forced into a situation of accepting grim realities should be an opportunity for every character if that is what they choose.

Horror Stalkers aren't particularly popular. They go out of their way to receive Horror Marks and actively seek the Horror through it. Combined with their fanaticism, they don't have a lot of friends or company. Though, given the nature of their chosen occupation, a Group is going to be invaluable to this adept, more so than any other. Despite the inherent suspicion directed their way, or even outright hostility, the Horror Stalker must still continue with their chosen and grim duty. Without the support of trusted friends, this is surely a path to madness and death (at best), or becoming more like that which they hunt at worst.

When looking at a Horror Stalker, the biggest question is going to be what drove them to taking up this Discipline? It is certainly possible to spontaneously initiate, if already of the right mindset, at the site of a Horror-inflicted atrocity, preferably with a connection to the adept. Not all Horror Stalkers have the same motivation for doing what they do, whether it be vengeance or to protect others and prevent as much harm as possible. I find the former situation to be a common reason to take up the mantle, but the latter to be what drives Horror Stalkers in the long term. No matter how many Horrors fall, it will not fix whatever happened in the past. This can lead to growing into the role of protector rather than executioner and represent some excellent character growth. Along with the relationships with any mentors, these will be the central pieces to a Horror Stalker.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. Another reason that Horror Stalker isn't great for an initial Discipline is there isn't much in the way of conflict to be offered up through Discipline Violations. Essentially, failing to act against a Horror, succumbing to their influence, or any other failure in their duty would result in that. The problem is I cannot imagine a player that would follow this path and then fail in any of those ways. Perhaps posing the difficult questions of striking against a Horror now, when it is weak, or saving a trusted comrade. Most of the conflict and growth will be from the ways in with their two (or more) Disciplines interact and establish priorities. How does this extreme tunnel vision affect the rest of their life and the balance therein? What starts to fall apart as they are compelled on the hunt? What breaks and what gives? These questions become significantly more interesting when there is another competing philosophy to play them against.

Talents

Initiate
Talent Options: Acrobatic Strike, Climbing, Silent Walk, Tracking, Unarmed Combat

First Circle
Discipline Talents: Astral Sight, Call of Harrow, Karma Ritual, Melee Weapons, Steel Thought

Novice
Talent Options: Avoid Blow, Heartening Laugh, Maneuver, Parry, Shield Charge, Sprint, Throwing Weapons

Second Circle
Discipline Talents: Abate Curse, Durability (8/6)

Third Circle
Discipline Talent: Bear Mark

Fourth Circle
Discipline Talent: Thread Weaving [Horror Weaving]

Journeyman
Talent Options: Direction Sense, Research, Resist Taunt, Second Weapon, Steely Stare, Temper Self, Tiger Spring, Wound Balance

Fifth Circle
Discipline Talent: Lion Heart

Sixth Circle
Discipline Talent: Bane Strike

Seventh Circle
Discipline Talent: Life Check

Eighth Circle
Discipline Talent: Second Attack

Everything about this Discipline is focused around fighting Horrors. From the very specific Call of Harrow, Bear Mark and Bane Strike, to actually surviving the onslaught with Steel Thought, Lion Heart and Life Check. Melee Weapons and a Durability (8/6) show that this is clearly a combat Discipline, but Astral Sight and Abate Curse give them some other options in dealing with magical elements of the game. Combined with Direction Sense and Research as Talent Options, a Horror Stalker can develop into an interesting mystic warrior as a hobby to go with the Horror stalking. In all, Horror Stalkers are tough in nearly every situation. Not quite Warrior tough, but they will hold up against the mystic side of combat significantly better.

Given my view that this Discipline is best as an additional Discipline, that is how I am going to approach the Talent Options. The Initiate Talent Options for Horror Stalkers are pretty good in all, nothing amazing, but there will likely be something worth minimal investment.
  • Acrobatic Strike - If you have good initiative and don't have a defensive Discipline Talent yet (e.g. Anticipate Blow, Avoid Blow, or Parry), this is a solid selection. It will require continual improvement to remain useful.
  • Climbing - Generally I prefer this as a skill, but it can be a reasonable investment for just a few ranks if nothing else in this list is compelling. Unless you are a windling, there are reasonable odds it will get some use.
  • Silent Walk - Similar to climbing above, except I would put it at a higher priority; anything you can do to get an advantage over a Horror is in your benefit.
  • Tracking - Again, similar to climbing, though if someone else in the Group has this as a Talent it may warrant a pass. There is only so much need for a tracker.
  • Unarmed Combat - Honestly, I do not like this Talent for Horror Stalkers. If you are engaging a Horror unarmed and don't have Unarmed Combat as a Discipline Talent, the odds are very good that you are doing it wrong. There may be a scenario where wrestling a Horror to the ground is going to work out, but none of them come to mind.
On the whole, I don't care much for the Novice Talent Options. It is mostly a list of things that work best as Discipline Talents.
  • Avoid Blow - If you are fighting a Horror, you will want this as a Discipline Talent so you can throw Karma at it. It will require continual improvement and the Action Step needs to be higher than your Physical Defense to work out. As a Talent Option, I would give this a pass.
  • Heartening Laugh - This is one of the few scenarios where this particular Talent may be worth taking. Horrors can be a grab bag of terrible effects that go after different defenses, and fear is pretty common. There is a Karma cost, but when fighting a Horror you cannot afford to be too stingy. Though running out is a reasonable fear. If there happens to be a Swordmaster in the Group, this shouldn't be necessary.
  • Maneuver - I find this Talent to be too dicey against a Horror and for a damage boost when that is something you should have no problems getting against a Horror. Keeping the pressure off is also asking for trouble. On the whole, I would give this a pass.
  • Parry - Overall a better pick than Avoid Blow, considering there is a bonus to help out against attacks. It will require continual improvement and in general I would pass, but if you need an active defense, this is your best bet. Avoid Blow is more versatile (working against ranged attacks), but Horror ranged attacks tend to be spell based rather than physical. Also, the Good Result requirement means Avoid Blow is not likely to work out in your favor anyway.
  • Shield Charge - If you use a shield, this is worth looking into. It can potentially serve to grant the entire Group a bonus against a Horror if timed correctly (perhaps even two effective rounds of bonuses). Continual improvement of this Talent is going to be important.
  • Sprint - While it costs Karma, there is something to be said for being able to run very quickly towards or away from a Horror.
  • Throwing Weapons - When fighting a Horror, I don't know if anyone will have the luxury of playing with alternate weapons. It is pretty much about bringing your A-game. The investment in this Talent compared to the payoff is going to be absolutely minimal.
There are some good Talent Options at Journeyman and some interesting selections as well, particularly for those adepts entering into the Discipline through non-combat Disciplines (such as a spellcaster or Troubadour).
  • Direction Sense - This Talent is useful in some of the most random situations, and leads to a somewhat creepy habit of carrying around things that belonged to your friends (and enemies, but especially frenemies). It can also potentially be useful when attempting to track down the location of a Horror. For the latter use, continually improving this Talent is recommended.
  • Research - Even if others have it, this is still a good Talent if there is a spare Talent Option.
  • Resist Taunt - Heartening Laugh is, on the whole, a better solution. This Talent suffers from the same drawbacks as Avoid Blow. It needs to be improved every Circle to be useful and since it is not a Discipline Talent, it can be difficult to rely on when you need it. This is because the attack has already hit, which means that you will already need to beat your own Social Defense, let alone the Test Result. It's important that you can rely on your defenses to make the investment worth it.
  • Second Weapon - If you don't already have this Talent, it is probably best to steer clear. Either a two-handed weapon or a shield will be more useful against a Horror. Nonetheless, if selected it will require continual improvement to remain useful.
  • Steely Stare - This is a Talent that I like to recommend in general. It generates an effect that a lot of characters want in a variety of situations. Depending on how your GM rules, this could be invaluable against a Horror.
  • Temper Self - If you don't have this Talent, you will want this Talent. Increase it to minimize your chances of failure and maximize the benefit. Which means keep improving it at each Circle. This Talent is excellent in general and for this Discipline, it's a must.
  • Tiger Spring - Going before your opponent is always good. Doing it when your opponent is a Horror is important if you want to stay alive. If you don't already have this Talent, now is a good chance to fix that.
  • Wound Balance - This is pretty late in the game to be picking up this Talent (it's going to be expensive), but being a Horror Stalker is dangerous business and you will be taking Wounds. This is going to help mitigate the dangers of taking those Wounds, well - one danger: falling down.
Races

There isn't any race that is particularly suited for this Discipline, or particularly bad at it. Every attribute is likely to be relevant and this is going to be more about what you have done to stack the deck in your favor over just your attributes. Some races are less likely to be possessed of the monomaniacal nature this Discipline demands, t'skrang and windlings in particular, but pretty much any adept can find themselves walking down this path if the circumstances are right.

Equipment

Your armor selection, as usual, should reflect your fighting style and play to your strengths. If you need a high initiative, then wear light armor. If you don't, get the biggest armor you can. An important element is to pay attention to your mystic armor. There will likely be attacks targeting both physical and mystic armor and the latter is somewhat harder to come by. A forged espagra scale cloak is a good way to get some extra armor.

My preference for Horror Stalkers is a one-handed weapon and a shield (assuming that you aren't a ranged combatant). Crystal raider shields are my favorite for that purpose; I don't think the costs associated with a body shield are worth it, in general. For those adepts that speed is vital and they aren't a non-t'skrang Swordmaster, get a two-handed weapon (unless you are a windling, in which case the two-handed weapon isn't worth it). Most Disciplines don't get that much out of Second Weapon in general and against significant opposition like a Horror, ensuring that bigger hits land is going to be better overall than the odd extra hit. Off-hand weapons generally cannot have Karma spent on them, which means the hit less, and do less damage over all (they are less likely to be Threaded).

15 September 2012

Earthdawn: Part 8 - Citadels and Kaers

This is the eighth part in an ongoing series about Earthdawn. Introduction and Index.

Prior to the Scourge massive projects were undertaken to protect the Namegivers during those 400 years. The Empire of Thera brought vast provinces under their yoke and sold knowledge gained from the Books of Harrow, knowledge on how to construct the citadels and kaers that would be salvation from the Horrors. Villages banded together, sometimes selling half of their population into slavery and accepting Theran rule to afford their only hope. Others, such as the seat of the elf nations, Wyrm Wood, and the dwarf kingdom of Throal, spurned the Therans and went their own way to varying results.

Citadels are large cities with a dome of True Earth constructed over them, along with wards, traps, and the vigilant adepts that called the city home to protect them during the Scourge. Some cities employed more exotic methods of protection. The most famous of these is Parlainth, the capital of Theran power in Barsaive. Theran magicians removed it from the physical world entirely and erased all memory of it, relying on a series of clues to reveal the key that would bring it back. It would have worked too, if it wasn't for those damn Horrors infesting it prior to the citadel being sealed away. Kaers are underground shelters sealed under the same protections as the much larger citadels, just smaller and more numerous. They are a collective of communities and drew all of the inhabitants from the surrounding areas prior to sealing.

Both of these homes were constructed to last, with numerous magical amenities to make the centuries as bearable as possible. Traps were automated and self-resetting, wards were routinely inspected and repaired by the magicians within, and magic was used to replicate day cycles, purify water, and aid in growing crops. Still, tensions tended to run high after generations of living on rations without space and in constant fear of the Horrors.

Each shelter was also equipped with a method to measure magic levels and detect when the Scourge was over and it was safe to emerge: a ball of True Earth over a pool of True Water, the inherent magic of the two repelling each other. As magic levels reduced, the True Earth would slowly drop. When the magic levels lowered to the point that Horrors could no longer exist in the physical world, the True Earth would fall into the True Water and make very mundane mud. After  400 years passed, the True Earth stopped dropping. Some kaers opened their doors, wanting to explore the world they have only heard stories about. Others still remain sealed away 100 years later, waiting for someone to arrive and tell them the Scourge is over. Yet others were breached and only Horrors and death wait within.

Locating and exploring citadels and kaers is one of the primary adventuring aspects of Earthdawn. The number of kaers that have not been opened is unknown; a great deal of effort was put into concealing their existence and location to hide them from the Horrors. Finding a kaer typically involves piecing together legend and rumor, finding information, then tracking down the location. The rewards for liberating a kaer include the thanks of an entire society, bringing that many more Namegivers back under the open sky, and the accompanying legend. Finding a breached kaer is a much more dangerous prospect; whatever broke in is likely still living there. Though not without its own rewards: the treasures of the inhabitants of the kaer still remain, along with the chance to rid the world of whatever Horrors reside within. Also the legend of defeating such threats, of course.

Citadels are similar, but much greater in scale: delving into a kaer is a dungeon crawl, while a citadel is exploring a lost civilization. Odds are that any undiscovered citadels have been hidden by some extensive means, but that just means the risk and rewards are that much greater. Uncovering a breached citadel, like Parlainth, could lead to an entire economy springing up around it to support the numerous adepts seeking fame and fortune within. The dangers and treasures of a discovery on that level would be many-fold and attractive for just as many reasons.

Since uncovering a citadel is a unique experience, this will primarily focus on kaers. That being said, much is applicable to both structures. The first piece that the players will encounter when introducing a kaer is the trail of information leading to it, though they could stumble upon its existence just as easily. Uncovering Key Knowledges for Thread Items is one of the best ways to introduce a kaer into a campaign. It gives a starting point and a very compelling reason to follow the plot thread to its natural conclusion. For some Groups, the puzzle of finding these sites and then going in is what captures their interest. For others, exploring kaers is just another part of the quintessential Earthdawn experience.

Each group will develop their own preferences, but exploring a kaer can give a deeply satisfying dungeon crawl experience without any potential dissonance as to why this underground death trap was built, why it is full of monsters that make no sense, why it was constructed in such a nonsensical fashion, why the traps have not been set off, and why there are big piles of treasure at the bottom with a massive boss fight. Alternatively, a society of very grateful people that are eager to see their new world. The fact that all of this has been addressed within the setting and makes perfect sense, is simply beautiful.

From there, the warding of the exterior needs to be developed. They are built underground, relying on the natural protection and concealment of earth to help in addition to the True Earth impregnating the walls. Very little expense was spared to ensure that each kaer would be able to survive the Long Night, but all too often it still was not enough. Many of the wards are specific against Horrors, Horror Constructs and the undead, though a pit full of spikes is effective against most anything. The way leading to the kaer is deliberately confusing, full of mundane and magical traps, as well as illusory terrain; anything to stop a potential invasion. Adepts will have to contend with these extensive measures, as well as whatever is still roaming the area. Creatures from the surrounding area could have made homes there, ork scorchers could set up camp at the entrance, or a Horror that could not breach the kaer within may have made a home. Adventuring Groups will generally not be alone.

The final piece is the kaer within. If it has not been breached, there is the society within to consider. The characters will be lauded as heroes, but I find the most satisfaction if their involvement with the community does not end there. After the centuries trapped in a box, it is likely that tensions and factions have arisen, each with their own agendas and could likely see their rescuers as just the kind of Namegivers they need to help push that agenda. Beyond the politics, there is also the very mundane task of helping them integrate into society. The dwarf kingdom of Throal provided every kaer with a copy of The Book of Tomorrow, a guide to help maintain the memory of what the world was like and give a shared culture of Barsaive, making the process of emerging less painful. The shared culture has been a boon in facilitating communication, particularly with the Throalic Dwarf spoken as a common language and the only language most Namegivers can read.

All too often the kaer will have been breached and the inhabitants slowly tortured to the extent of the Horrors' patience. Some particularly unfortunate kaers may still have inhabitants within, existing as the playthings of an alien psychopath over generations. Kaers that have been broken will invariably hold macabre scenery as the invading Horrors had their way with the interior. Here is an opportunity to drive the horror aspects of Earthdawn home. The sense of despair and hopelessness of those that once lived there should be evident. Building tension and a growing sense of dread can be a difficult thing to pull off, but it can make an amazing build up to the final encounter. The final conflict with the Horror should be horrifying. There is nothing they won't say or do to accomplish their goals and the chance to feed once more on these new playthings is irresistible. The adepts are on the Horror's home ground and things can get interesting. Scenery and minions are excellent elements to introduce, perhaps haunting images of what came to pass in this corrupted place. Always remember that the Horror's endgame isn't to necessarily kill the adepts, until it has been abundantly clear that's the only option, but to feast on their pain and fear.

When it is all over, there is one last element: treasure. This is a great way to introduce Thread Items into a campaign, whether finding them or generating them through legendary deeds. All told, citadels and kaers encapsulate a very old school game design with a clear intent and purpose. Coupled with atmosphere and noble goals, they will always be an iconic part of the Earthdawn experience.

13 September 2012

Earthdawn: Part 7 - Horrors

This is the seventh part in an ongoing series about Earthdawn. Introduction and Index.

The most insidious and dangerous things in Earthdawn are the Horrors. Completely alien and unknowable, they come from deep astral space to feed on fear and pain. Infinite shapes and sizes, and powers that even dragons fear. While the magic levels have dropped considerably, Horrors are still present, ravenous and deadly.

Horrors are intrinsic to the setting, representing the greatest threat to Namegivers (besides themselves) and adepts will expend considerable resources, including their lives, to free the world from their presence. There are two different perspectives on Horrors: the players' and the GM's. For players, Horrors are a significant (perhaps the most significant) challenge you will face. While they represent the potential for incredible stories and legends for GMs.

When hunting a Horror, the most valuable weapon any Group can have is information. Earthdawn is a setting of legends and there should always be some account, some evidence, some story about the Horror. These should give you clues on how to confront them. Most Horrors worth hunting in this fashion will have minions; undead, constructs, or Namegivers they have Marked. Learn everything you can and prepare. If the Horror has a Name, so much the better and worse. That means it has done something to earn a Name, which is bad, but this means it has a Pattern and you can take advantage of that.

Thread magic is the biggest advantage adepts will have over Named Horrors; use it. Follow the Horror's path, figure out it's Pattern Items. They will give you a significant advantage in any conflict for a minimal investment. Never be afraid to run away from a Horror if need be. Despite all of the power an adept has access to, discretion is often the better part of valor. Take what you have learned and begin to plan in earnest.

The standard of the power and fear Horror's wield is through their Mark. It is a stain upon your Pattern and each is unique, the fingerprint of the Horror. They can be detected through careful scrutiny with astral sight. Through this Mark a Horror can influence you, tempt you, hurt you, exert its terrible will on the world through you. Their powers can be used against you or through you against those around you freely and it is nearly impossible to escape their voice as they taunt you endlessly. Some can apply a twisted version of Thread magic directly against your Pattern to plunder your essence and memories, or take control. While you are Marked, no one is safe.

For the GM, Horrors are the other side of the coin. They are a powerful weapon in your arsenal to drive the story. Entire campaigns can be constructed around the legend of a particular Horror. From finding the Thread Items of those that have fallen before it, learning of their legends, and their collective will driving the Group to the Horror. Following it's trail, learning about the legends of what came to pass. It can be a powerful event, the final showdown, when everything is on the table and victory is uncertain. That is just one idea, however, and there are many other great ways to use these antagonists.

When a Horror is first introduced into the game, there are a number of factors to consider. Specifically, what is this Horror supposed to do? They work poorly (not to mention are completely wasted) as random encounters. Instead they should be used as long-term implacable foes, whose logic is unseen and insidious. Develop some themes for the Horror; it doesn't need a Name, but it should be distinctive. The Mark should be related to these themes, reveal some part of the Horror's character. Perhaps it has an affinity for musty crypts and the undead it creates within. Recently I used a Horror that had a thing for Elemental Earth, which was bad news for many kaers (their primary defense is a bunker of Elemental Earth). Everything associated with it was earthen or crystalline, tinged with blood. The Horror also had a special fondness for obsidimen and their Liferocks and it's Mark was a bleeding mountain.

What kind of story do you want to tell with the Horror? Not every Horror encounter has to be an epic, but it should at least be significant. These are the enemies of the setting. Set the stage for a Horror with unsettling dread. They are subtle; they don't feed on wanton destruction or death. They are artists and they are patient. Figure out the modus operandi of the Horror; they don't have to make sense, but there should be internal consistency. A little mystery will go a long way, but there doesn't have to be a big reveal. At the end of the day, the motivations of a Horror are simple: they're hungry. They can also be finicky eaters and can go to outrageously bizarre lengths to make their meals that much more succulent.

Less abstractly, what powers does the Horror possess? There are a number of Horrors that can serve as excellent templates to build from, as well as lists of powers that are unique to them (though a number of Nethermancer spells are suspiciously similar). An important lesson to learn is don't give the Horror more powers than you can remember. A few good, iconic powers will go much further than a new ability every turn. Even with all of the research, every Horror should have one good surprise for them.

How do the basic assumptions of the setting work? The best example of this is the Greeting Ritual. When two Namegivers meet they perform an exhibition of their artisan skill, as it is believed that Horrors (and those Horror-Marked) cannot create beauty. What if it is just a meaningless superstition, or only works for some Horrors? Maybe it is foolproof? How that basic assumption works will shape how player's interact from that point forward; though let them figure out the truth the hard way. Whatever you decide, keep to it, but also keep the Greeting Ritual in place. It is an important cultural element that highlights a sense of vulnerability and false security (especially if the ritual has no practical benefit).

As the Group begins to track down the players, don't forget about the minions. Most Horrors have time to lovingly craft their favorite constructs and bring a semblance of life to their fallen foes. Also they may have Horror Marked Namegivers to use against the Group. These can be sympathetic NPCs, but don't be surprised if the Group doesn't show mercy, despite their plight. Particularly devious GMs can have the NPC be politically powerful, meaning that direct action against them is nearly impossible. Horrors typically have little interest in killing; they are not direct and will only act as such when they truly feel threatened. This leads them to behave like grandstanding villains, gloating and performing unspeakable, but unnecessary acts just for the sake of the fear and pain they cause. Give the players these opportunities to escape if need be, especially if one has been Marked. Horrors want their legend to grow as well and corpses are notoriously poor at spreading the word. In the end, Horrors are somewhere between Dr. Doom and Cthulhu. Which is just beautiful to me.

In the end, if the Group swears that they are never going to take down another Horror, that is a job done well. If they find evidence of another Horror, or the same, damn Horror, then that is a job done very well. Horrors are native astral creatures, so killing them in the physical world is rarely enough to actually slay them. That just makes them retreat and plan for some extremely elaborate and painful vengeance. These are some of the best stories that Earthdawn does so easily and so naturally.

Coming up with be an article on citadels and kaers, and eventually more detailed looks at crafting Horrors and integrating them into the story.