Thursday, July 18, 2013

Willon's Gifts and Phyrexian Left-Overs

Nodulisks
These centipede like metal creatures are a major piece of the Phyrexian conversion machine. They hunt for and latch onto the spines of anyone who has been infected with phyrexian oil. Nodulisks regulate the Phyrexian Oil within the body, countering some of the negative effects that come from the oil.

Any character who possesses a Nodulisk may activate or/and deactivate their phyrexian oil abilities once per day.

Once imbedded, Nodulisks require a heal check of 35 to remove. If a heal check to remove the Nodulisk rolls 20 or lower, the character automatically dies.


Livewire Lash
Any character who possesses a Nodulisk may regard the Livewire Lash as a Simple Weapon.

1d4 Slashing Damage + 1d6 Electrical Damage

Livewire Lash can be used to constrict an opponent. Each round an opponent remains grappled by the Livewire Lash it takes the above electrical damage.

Honed – Any character who possesses a Nodulisk may role twice on attack roles, taking the highest role.
See “Whip” for additional rules on Livewire Lash.


Angel Talons (2)
Any character who possesses a Nodulisk may regard Angel Talons as Simple Weapons. Otherwise they are useless.

Angel Talons are not held by the hands, rather the base of the weapon is integrated through the shoulders and shoulder blades. Two wing like appendages extend from the base of the shoulders. Each wing has three sinister blades that hang downwards, but can be redirected when called to do so.

Angel Talons, when worn by those who possess a Nodulisk, are considered natural weapons. Rather than attack with your primary weapon, you may attack with both Wings.

1d6 Slashing damage (each) + Wisdom Modifier
Range: 10 ft

Whenever a character fights defensively with Angel Talons he or she also gains +2 to deflection.

Unless the Angel Talons are bound, any character who has Angel Talons equipped gain the effects of Featherfall.


Silver Scourge
Any character who possesses a Nodulisk may regard the Silver Scourge as a Simple Weapon, otherwise is useless.

The Silver Scourge contains an opening large enough to fit your hand and forearm. If the wielder is inflicted with phyrexian oil, the Silver Scourge slowly extracts small samples of the oil to fuel its fiery core. The Silver Scourge does not use bullets, rather it contains a small chamber by which the wielder may force in silver pieces. The silver peices are then melted down into heated rounds. A table of the quantity of silver peices required to use the Silver Scourge is listed below.

Name
Silver Consumed
Range
Damage
Specials
Misfire
Burning Shot
10
60 ft
1d6 (P), 1d6 (Fire)

1
Fire Cannon
20
20 ft
1d6 (P), 1d6 (Fire)
15 ft cone
1-2
Living Bullet
30
100 ft
2d6 (P), 1d6 (Fire)
100 ft line
1-3

Only 10 Silver pieces can be forced into the chamber within 1 round. The Chamber can only contain 40 Silver pieces at a time. Silver within the chamber remains there only 1d4 minutes before being wasted.

Any time there is silver within the chamber, Stealth takes a -10 due to the noise of the furnace and the steam produced.

If the Silver Scourge is ever damaged, it can repair itself if worn by its wielder for 2d4 hours.


Items from the Sea Wall:

Stone of Shade and Memories – A small crystal stone hangs from a mithril necklace. Whenever the wielder gazes upon it, he or she is taken into a visage of the past.


Magical Puppet – An odd hand puppet, somewhat resembling a kitten. Whenever this puppet is worn, it seems to gain some control of the wielder’s fingers allowing it to move the mouth. The puppet, in these instances, appears to have the ability to speak.

Friday, July 12, 2013

Phyrexian Doctrine

Loot from the Dead
After looking through all the bodies you were able to find a number of items worth salvaging.


Coin: 3 Platinum, 72 Gold, 68 Silver, 135 Copper
Weapons: 4 Daggers, 1 Short Sword, 20 Bolts, 1 Light Crossbow (M), Phyrexian Retractor
Clothing: Light Bracers of Archery
Magical Items: Scroll of Interrogation (level6), 2 Potions of Cure Moderate Wounds (level6), 4 Vials of Phyrexian Oil, Ring of Deflection

Phyrexian Doctrine – As Twitch begins to read the texts of the Phyrexians, the words begin to intermix with voices coming from the ship. These voices bring out the words of the book as strange memories of the praetors begin to fill Twitch’s mind.

“The feeble resistance of the flesh will soon be over. Phyrexia spreads its shadows over all that is. Only Phyrexians can survive in Phyrexia, and only one Phyrexian can be father of all—Father of Machines. To be Father of Machines, one must survive a birth in its heart and the deaths of many brethren. The path to leadership is paved with the backs or the bones of one's lessers. Survival is the Phyrexian way, and if this Omnath cannot live through the attempts on his crown, he should never have donned it.”

“They have no gods in Malikar. Then I will reign over them as a demon.”

-        -   Teachings of Sheoldred, The Whispering One

“The last of the Not-Whole shall be discovered, though our eyeholes wince at their hideousness. Their bodies shall be absorbed and their imperfection shall be purged. The Machine Orthodoxy shall engorge the Not-Whole and their deficient isolation shall be obliterated in the Unity. Only then shall the last wounds in the Circle be healed. Only then shall this world complete itself.”

“Skin is the prison of the blessed and the stronghold of the heretic.”

“I desire to embrace the one called Emeria, for I will show her the error of her ways. Rejoice Iona, for the Machine Orthodoxy will offer you the deliverance you desire. The abominations of your devotion will find rest at last.”

-         -  Teachings of Elesh Norn, The Grand Cenobite

“Our Purpose? Experiment. We are the engine that furthers Phyrexian progress by developing new life, new tools, and new methods that seek to attain sublime completion. Our Structure? We are an integrated network of facilities each in pursuit of perfection.”

“It is not a goal, but a process—the process of creating the perfect Phyrexia. Such an endeavor must be undertaken with great seriousness and discipline. Every step must be logged and every experiment transcribed so that we may have an ever-refined map that leads us toward the perfected form. Mistakes are only abhorrent if they go undocumented.”

“The whole of Phyrexia hums along every nerve fiber, guiding my sense of design as I create a new breed of Phyrexian on this metallic world. The will of the Father of Machines shall be realized in every completed creation that I deem worthy to receive the blessing of our scalpels.”

“Bring me to the Sea Wall. For in Tazeem I will share my discoveries with the scholars and they will rejoice in its enlightment.”

-       -   Teachings of Jin-Gitaxias, Core Auger

“What is our purpose? To reforge. Nothing more.”

“Destruction purifies. The furnaces cleanse. Words can always be twisted, but the fire cannot.”

“The fires of Akoum will suffice for my purpose.”

-         - Urbrask the Hidden

“The perfect Phyrexian predator does not evolve from experimentation. Jin Gitaxias will never find the right formula from one of his vats. We can facilitate predation, but any more interference will ruin the specimen.”

“Consume, propagate, and let the strongest emerge as dominant.”


“The other praetors cower in the dark and mince words with their false king. Come, Glissa, let us split the ribcage of this pitiable world and unleash its fearsome heart. The forests are wild and unruly. The elves have allowed it to become so. We will tame the forests with evolution and its elf masters will all perish from its new ferocity.”


-         - Vorinclex, Voice of the Hunger

Thursday, July 11, 2013

Phyrexian Oil Template


Tainted Blood: +2 Fortitude Saves, -2 Will Saves

Tormented Adrenaline: Your veins and muscles surge as the black oil pumps through your intensified heart. Once per day for a full round action your character receives a +4 STR and a +4 DEX while taking the damage listed under Splitting Energy. These bonuses last 1d4 rounds + 1 for each level . You may continue to activate Tormented Adrenaline multiple times during the day after the first, but you must take the damage listed under Bursting Energy Instead. Tormented Adrenaline can only be activated after the previous use of the ability has expired. Tormented Adrenaline can stack with raging abilities.

Splitting Energy: The strain on your veins cause immense stress on your systems. Your body looks to be on the brink of breaking. Characters who are infected with Phyrexian Oil never become fatigued. Instead, whenever a character would become fatigued it takes 1d4 per level of non-lethal damage.

Bursting Energy: Even with your veins bursting and your skin shredding, you continue with your task with no remorse or regret. Characters who are infected with Phyrexian Oil never become exhausted. Instead, whenever a character would become exhausted it takes 1d6 per level of lethal damage.

Comprehend Phyrexian: Your Character can understand, but cannot speak phyrexian.

Steep in Oil: Your blood can be used to poison weapons, water or food with Phyrexian Oil. All attacks made with weapons that have Phyrexian oil on them also transfer the Phyrexian Oil. Phyrexian Oil Poisoning can be prevented by a Fortitude Saving Throw (DC15)

Susceptible to Purification: With the Phyrexian oil in your blood stream, Purified Phyrexians can sense you as if using the Scent Ability. Your body is also ready for Phyrexian Purification.

Sunday, July 7, 2013

Fonzee




Name: Fonzee Seregon
Race: Kor
Class: Ranger
Alignment: Neutral Good


     Fonzee was born into a small Kor tribe in the middle of a great pilgrimage, thus, he grew very accustomed to the traveling life and learned how to live on the bare essentials early in his life and worship the deities of his ancestors. After little over a decade into Fonzee's life, while on this pilgrimage, their leader was growing very old and tired and eventually the gods would take his spirit to dwell in the sky. Eager and ready to take his place in the leadership position was the Kor's only son, however, after only a couple more months of travel, their young leader was taken by the merciless mountains and their band was left without direction.
     Shortly thereafter the group came to the consensus that they should settle in spite of their natural notions. After about another year the body of the world frowned upon their actions and did not bless them with a good harvest which continued for longer than they could bear. Fonzee's family was growing very frail and before long his parents decided it would be best to send him off to go find work elsewhere while they stayed behind to keep trying living off the land, hoping things would turn around. With hardly more than a bed roll, the clothes on his back, a kite sail that had been passed through his family for speedier travels, and the instructions to find work and send back what he could to help support the family, he set off leaving his sobbing parents and 2 confused and worried little siblings.
     Wandering almost aimlessly he came to a small sea port where would begin begging for money, food, or a job. When he was shown no sympathy from the hardened sailors, he thought it best to sneak onto a ship to steal some food so he could survive. However, before he could escape from the ship with the food he heard A large voice shout " Alright men! The supplies are here, we're shoving off!" The boat groaned and started to shift away from the dock. Fonzee dropped his stolen good immediately and fought his way through the working sailors to get to the mast ropes. He climbed as quickly as possible to get to a point where he would be able to fly back to shore. He was never high enough, the wind was carrying the ship too quickly. He kept climbing in a futile effort to get high enough to fly back eventually reaching the crow's nest, and, standing underneath it, looked out at continent, now a distant land mass that he feared he may never see again. After standing for a moment he heard a higher pitched voice behind him. "Impressive climbing!" Startled, Fonzee looked to see a goblin clad in leather armor and very worn gloves hanging upside down from the edge of the crow's nest.
"You're not supposed to be here." The goblin squeaked in a curiously friendly way.
"No. I'm not so sure where I'm supposed to be ..." Fonzee replied grimly.
"Hm, maybe I can find you a place." He said looking up in thought.
"What do you mean?"
The goblin started mumbling to himself, still looking around in thought. "He's not a bad climber. But he's young. That might be a good thing ......... I wonder what's for lunch." 
He then shouted rather excitedly. "Follow me!"
The goblin then descended down the mast in a very skillful manner, swinging on ropes and sliding down them  until he reached the bottom. Still looking down from the top, the now almost not visible goblin waved Fonzee down. A little more cautiously, he made his way down and eventually met the goblin at the bottom.
"Well that took long enough!" The goblin teased. "Come on!" And the goblin dived between the legs of a sailor making his way to the helm. Fonzee began to work his way across the deck, seeing races creatures he had only seen in passing when he was little while he was on the pilgrimage with his family. There were many humans, a few Kor that he could pick out, and one or two merfolk. When he reached the helm he saw the most frightening creature he'd ever laid eyes upon, a Viashino, watching over the deck standing next to a human steering the ship, who the goblin was already speaking with. When Fonzee approached, the man turned and said "So, this is him?"
Fonzee recognized his voice as the man who gave the order to shove off.
"Yes! Yes!" The goblin said jumping.
"Alright, if you think he had the aptitude, you will teach and look after him." The man said to the goblin. He then turned to Fonzee. "Boy. My name is Cyrus, the captain of this ship and I should be throwing you overboard. However, Gzax here thinks you show some promise and we could use another boatswain with the number of encounters we've been having lately and none of these other oafs on the ship are proficient at climbing. Don't get too comfortable too quickly though, if you are of no use to us there is plenty of room in the sea. Gzax, take care of him"
Gzax went right to teaching him the duties of a boatswain and how to carry them out. Gzax also introduced Fonzee to his native tongue, and soon the two were shouting goblin at each other across the boat while fixing sails and tying ropes. Fonzee became just as good as Gzax at climbing and swinging around the ship on ropes, soon surpassing him as he would use his hooks to swing wherever he wished. He also put his kite sail to use. Scouting ahead and sparing others from having to sit in the crows nest and diving to the deck when he was needed urgently.
     Fonzee was accepted as a member of the crew and was happy to be part of it, visiting places such as the city of Sea Gate and meeting new races every time they came into port. That's not to say their adventures went without trouble, they encountered hostile ships often, whether they be human privateers or orcs simply looking to cause some trouble. Fonzee was at home in combat though, often using his kite sail to fly over to the enemy's ship and always fighting with two weapons, because when his opponents used shields, it gave him the idea that they expected him to strike first, and he didn't wish to sent that message to those he aimed to end.
     After quite some time of adventuring and building a strong name for themselves, Fonzee had become highly respected on the ship and was often included in the Captain's plans. Despite his position, he still looked up to his goblin friend and did his best to give credit to him. Once while in port, getting provisions to repair the ship and more food for the sailors, Cyrus was approached by a messenger and given a mysterious assignment to investigate a crypt where locals said they had heard strange noises coming from and rumors told word of dark magic being used to do unspeakable things. They were see if the rumors were true, stop the source of the evil, and bring back any artifacts of interest. When finished, they were to meet a man by the name of Millon in the famous tavern in the city of Sea Gate, give him any artifacts found, and be paid. When asked how we should know who Millon is, the messenger said, "You need not worry, he will approach you."
At that, Cyrus said, "Very well, tell Millon we will investigate this crypt."
     They set out to find this forsaken place, which wasn't hard at all once they came to the town, for everybody knew of the "haunted' crypt. Thinking is was only a bunch of superstitious hype, Cryus decided for this investigation he'd take a small group of his first mate the viashino, Fonzee, and Gzax. To begin their investigation Cryus sent Gzax and Fonzee to sneak in to see of there was any immediate danger, so they searched, finding nothing out of the ordinary, until they came to a door where they could here something on the other side saying something they could not understand. They reported back to Cryus and so it was that all four of them entered into the crypt. They came to an intersection and while Fonzee and Gzax were determining which way the door was the bodies around them wrapped in linen began to rise and came at them. Before they could notice one swiped at the captain's shoulder and another grabbed onto the back of the viashino. The captain quickly turned after being assaulted and lopped the head off of the undead that hurt him with his sword while the viashino backed into a wall and smashed the corpse between himself and the wall. They made quick work of the others that had risen and while on their way to the door, had to fight through a few more. They came to the door and Cyrus sent the goblin to open the door, because if it was trapped, he should have been small enough to avoid it. However, when he went to open it a pillar of fire came down from the ceiling and singed Gzax before he could get out of the way. Cryus made sure he was OK then burst into the room. Upon his enter a large evil outsider turned around from an operating table and said, "more adventurers? I've been in need of more test subjects. I'll make quick work of you." And right away the demon cast a spell that sent fire from his hands. The injured goblin could not move fast enough and this was his out doing. Crushed, Fonzee went to mourn over Gzax's singed body. Out of blind rage Cryus went after the outsider, but his blade was met by an axe the devil was wielding in one hand and in it's other hand was a dagger that had been thrust into the side of the captain. Cryus dropped to the floor, almost lifeless. The viashino looked down and said in a low voice, "How dare you." Fonzee picked himself up and stood by the large spiny creature. Fonzee began running with his weapons and the viashino followed in-toe with his war hammer. As soon as Fonzee was close enough to be in range, he rolled out to the side and while the demon was distracted a hammer made contact with the bottom of his chin. The demon staggered back and was met with Fonzee's blade in the middle of his back. Fonzee let his hate for this creature take over his actions and he fought more ferociously than any Kor. After a barrage of blows the demon was finally beat and the two adventurers could mourn for their friends. They looked for anything of interest and made the trip back to the ship with their dead. They held their own little service in the harbor and made their way towards the city of Sea Gate.
     Fonzee and the viashino went into the tavern and were approached by a shorter bearded man who was accompanied by a posse of impressive men that seemed on edge. Though he was shorter, he was very big and hardened. "Did you bring back anything of interest?" He asked in a harsh voice. "You must be Willon." Fonzee replied, pulling out the things they had collected. "Very good." He said of the items, not saying whether he was Willon or not. "I heard you  lost your captain and another friend, I'm sorry. Now, who wants the gold?" The viashino held out his hand and when handed the payment, took some of it out and gave it to Fonzee, then left. "Are you not going back with him?" Willon asked bluntly. "No, I can't perform on that ship." Fonzee said, taking a drink of ale.
"Well, I may have another job for you."
"I'm listening."
"It's a couple days southeast, but we'll send you by boat so you can recuperate."
Before long, Fonzee was on another ship, this time he was just another adventurer though, and he was on his way to Gazaem with another small message with instructions.





Saturday, July 6, 2013

Ending Dialogue: Nyllus

(Due to some players hearing some portions of the dialogue with Nyllus and others hearing other parts, I have written the important areas that are fairly crucial to the story.)

Though great dark power could be felt emanating from the specter of Nyllus, the adventurers couldn't help but feel a sense of vulnerability from the ghost. Perhaps this is why they listened to him. There is always confidence in control. Or was control the sensation that the demon wished the adventurers to experience?

“Speak or die demon” The paladin commanded. “We do not have time for your tricks.”

“What threats do you face adventurers?” the shadowy visage responded.

“Bandits” Responded the Kor after a time of pondery. “Raiders” responded the half elf. “Demons” the Paladin exclaimed placing her hand on her spear. “Diarrhea” the Aasimar proclaimed in despair.

The demon considered each response and then spoke. “In one decade all these threats shall not exist.”

The adventurers looked at each other. Some smiled at the prospect.

“The reason for this is that in ten years’ time there will not remain anything but darkness. The Bandits shall die, the Raiders will perish, the Demons cracked and broken and… all disease will have fled in the face of true plague. The angels too will have perished, cities will have been torn to nothingness, and truth will have been twisted beyond recognition.”

“How do you know this dark one?” The Ranger asked. “Where could such a threat be found?”

“There is not one threat, but four. To the North lies desolation, to the east lies perversion, to the west lies abomination, but it is to the south that stands domination ready and prepared to spread its doctrine. These bodies that we send down this water way keep it full, but its hunger grows beyond even a demon’s capacity to fill.”

“What riddles are these demon? What could surpass the greed of a demon on any plane? If I did not hear the tremor in your voice I would banish you this instant?” The Dragonborn snarled.

“Oh, that I could be banished outsider.” The demon responded. “You will find out quickly that on this plane the very gods cannot escape the clutches of Zendikar. The horrors to come will cause you to scream for deliverance, and then this world will respond ‘no, you are mine. Face the culmination of doom with me’.”

The adventurers looked at each other and then the half elf stood forward. “Do not think for a moment that we are your ally, but what is it that you would have us do against this supposed enemy? How can we be assured that this is not some demon’s trick?”

“You doubt me Konor? You who have peered into the eyes of dread and who has found the oil that fuels the machines of domination?” The ghost paused. “I would have what all demons hope for, that my threats perish, and my enemies embrace the hopelessness that is at their door. I will open your eyes, adventurers and if you are not blinded by the light then I will count you as an ally. But first, the test!”

The demon held up its spectral arms and a great wave of dark energy rattled the adventurers sending them unconscious to the ground. The four minor demons moved quickly to bind the adventurer’s bodies, wrapping them in burial sheets. Before binding up the paladin and the cleric, the demon recovered both the grey and the black stones and inspected them. “You are shrewd allies…” The demon then observed the adventures packs and gear. “Throw their bodies and their gear into the boat. It’s time they depart.”

As three of the minor demons began to load a boat with the adventurers inside, Nyllus wisped the two stoned to the fourth demon. “Return these stones to the cave.” Nyllus would find this to be an unwise decision in the near future when he returned to the cave to find the demon dead, its throat slit and his stones missing. On the demons back there was a note written in sloppy abyssal:

Clever demons, clever devils. How clever could you be if you keep losing your pebbles?
Twitch
...

Tuk Tuk and Twitch fell to the sandy ground in laughter when they heard the monstrous roar of the demon several miles behind them. When they regained their gobliny composure they continued skulking along the river bank keeping a close eye on the small boat that contained their companions, slowly floating down the watery way.

Friday, July 5, 2013

Race: Viashino


The Viashino dwell within the caves and crags of Akoum. Their monstrous strength and frightening speed set them on par with the sinister and aggressive natures of the goblins and ogres whom they are constantly warring against. Though they rarely expand or conquer, preferring to dwell in their clan's caves and dwellings with their families, they do not hesitate to butcher any intruders that pass within their domains. Some say that they are the related to the ancient Dragonborn of Zendikar, now long since extinct.

The Viashino stand about a head taller than elf or man. Their skin is covered by hardened scales and tough hide. Though they appear brutish to outsiders, they are actually quite peaceful and nurturing in their own families. Unlike the harems of the Goblins and Ogres, Viashino generally remain with one mate for the majority of their lives. Mated pairs can be seen lumbering about the dangerous mountainous terrain of Akoum in search of food and water, being more than a match for the average goblin patrol who might come across them.

+4STR, +2CON, -2CHA, -4INT

Minesight
Cornered Fury
Improved Natural Armor (+2 to Natural Armor)
Bite (1d4)
Slapping Tail
Claws
Cave Dweller
Light Blindness

Languages: Draconic, Goblin, Giant, Common

Wednesday, July 3, 2013

Twitch:

Name: Riplikish "Twitch" Feral'Gnasher
Race: Goblin
Class: Rogue
Alignment: Neutral

      Twitch was born in the desert city of Akoum. Twitch's mother was a concubine for the Feral'Gnasher clan leader Gnshok. She spent her small allowance on a assortment of drugs, leaving Twitch to find enough too feed himself and his mother. Twitch had always been a sickly rather weak goblin, but he quickly developed the ability to move unseen and steal in order to survive. One night after a particularly bad night of pick pocketing Twitch came home to find his mother overdosed and very much dead.
      Twitch spent the next two years living on the streets stealing and begging for his food. One of the local guilds recognized Twitch's talent for stealth and hired him as a treasure hunter. Twitch quickly bonded with his fellow guild rats (children that work for the guild) Blood and Dagnok as they explored abandoned temples, and mysterious dungeons.
    While exploring a deep dark cavern the trio stumbled upon a hidden alter covered in red glowing runes upon which rested a scroll that seemed to emanate darkness. Blood and Twitch studied Infernal (the language of demons) and discovered that the scroll shared the location and final resting place of the mighty dagger Drygionus (originally wielded by Obnoxcilus himself). In a extremely daring adventure the trio banished the daggers guardian and collected Drygionus. That evening as they celebrated in their recent acquisition, Blood mentioned, "You know, with that dagger we should be leaders of the clan". "Aye, but ol' Gnshok wou ne'er surendurr to ya" replied Dagnok. "We won't give him a chance" Blood whispered as he smiled evilly
      A week later the plan was set. Twitch, despite his initial reservations, decided to help Blood with his plan. Twitch had convinced the leader of their guild to aid in the planned coup. Twitch silently made his way into Gnshok's stronghold. Twitch unlocked the gates and his fellow guild-mates entered the fortress and took their positions. Twitch then scurried off in search of the clan leader's bedchamber. As Twitch quietly entered the chamber and recognized the large (for a Goblin) form of Gnshok sleeping on a large bed.Twitch raised his dagger but as he stabbed with his dagger Gnshok rolled over and Twitch's dagger sank into bed. Gnshok awoke and backhanded Twitch as he shouted,"Gaurds" Twitch went in for a second attack but Gnshok kicked out at Twitch launching him out of the large window. 
    Twitch awoke a few hours later laying in the gardens below the Bedchambers. Twitch concluded that things had not gone well, judging by the bodies of his guild-mates that filled the courtyard. Twitch crawled to a nearby drain and escaped through the sewers. Twitch made his way back to the guild house to gather supplies and discovered a letter from a mysterious man named Wilhelm offering him a job in Gazaem. Twitch made his way to the docks avoiding the guards searching for him and bought passage onto a ship heading to Gazaem. As the boat left harbor Twitch glanced back at Akoum and silently vowed to return and gain vengeance on Gnshok.... 

     

Journal Entry: LullForger

Entry from the Lullforger’s Journal:

Silven 23, 437 of the 2nd Enlightenment – There are so many things that are cluttering my mind, I can hardly teach my students. It has been nearly three months since the death of my niece, Lilly, at the hands of those cursed vagabonds. Since that time the waters of the sea have not been the same. It would seem the world mourns her passing, but I am not that naïve. There is something else at work here, something wild and dark. Perhaps it is nature rejecting the existence of those wretched catfolk. The male lies in prison, while the female and her companions are nowhere to be found. Their wretched faces and senseless barbarism far exceed even the elves. At least the elves would not have murdered children. Yes, perhaps it is they who have brought down this evil upon us.


Silven 27, 437 of the 2nd Enlightenment – The Lighthouse Inquisitors found the alchemist along with that vampire freak. He will stand trial for murder and sent to the Conclave. The boy is of no consequence. The Cirque De Pourpre has a new exhibit that I believe he will make an excellent edition within.

The weather has only gotten worse. The sea has become dangerous. Most the docks on the sea wall have been damaged or destroyed. Heavy clouds linger over the city causing the hedrons to pass over us, eerily close. Yesterday there was an accident. A fast moving hedron descended from the clouds and impacted a crowded market. Several merfolk died. If this cloud cover continues and a larger hedron impacts the sea wall, there is no telling what might happen.

Thursday, May 16, 2013

Belinore: Child of Emeria, Son of Malikar


The transformation had been difficult for the young boy. Immediately there were physical differences. Small bony barbs pierced out of his shoulders and elbows. His incisors began to grow longer, while his fingernails fell out, being replaced by sharp claws. These physical changes were common for a vampire, however, unlike most vampires, the growth of his new features didn’t cease. Most nights for the first few weeks were spent sleepless and painful. Soon the ridges of his spine began to grow longer making sleeping on his back an agonizing experience. Sunlight became very irritating against his white skin, and his red rimmed eyes.
Belinore tried not to complain amidst the pain. He did not wish to draw any more attention from the vampires or any more pity from his new foreign friends. The worst part for him was the loss of his taste for food. It wasn’t that he couldn’t eat food, rather he couldn’t taste it anymore. The only thing he could taste now was blood. It didn’t have the bitter taste like blood had before when he had bitten his tongue or lip. It was full of flavors and if the blood was still warm, emotions. He had experienced something new and terrifying when he drank the blood from a dying river drake. He could taste its fear and its pain. It startled Belinore at first causing him to stop his drinking. However, in retrospect there was something… alluring about the taste to the young boy.
Belinore maintained his nerve through the study of the doctrine of Iona. He carried with him a pocket-sized book of scripture as well as a thin silver necklace bearing a small platinum pendant in the shape of a shield. When he found himself alone, which was often considering the frequent private meetings between his feline companions, he would find a quiet corner and read to himself. This is not to say that he was a homebody. When an opportunity presented itself for him to adventure with his friends he took it.

The catfolk were kind to Belinore, though he noticed that not many other beings enjoyed that same luxury. He found comfort in their presence and their protection, but there were occasions when he worried about their intentions. The male was stand-offish, cold even, but at least he maintained an air of control. Their were times when Belinore forgot that he wasn't from Zendikar, as his attitude reminded him of so many of the adventurers of the world. Such was not the case for the female, Zelda, Just one look at her and her practices and you knew she was no native. The female was domineering, quick to action, and foolheartedly stubborn to defend the actions she had committed regardless of their consequences. Most alarming was her infatuation with undeath, a forbidden and disgusting abhorrence to those who follow the great Iona. Together they were quite the pair. Dispite being very different, they both reminded him of... cats.

Tuesday, April 16, 2013

Chapter 1 - Tazeem


Tazeem

Surrounded by unstable, scrub- and lichen-covered calcite flats, Tazeem is a perilous combination of reef-rock forests, a deep inland sea, and a great white-water river that bisects the continent. Some ancient ruins are prominently visible and have been co-opted by the denizens of Tazeem. Others remain hidden and intact, with mysterious artifacts and forces waiting to be discovered by intrepid explorers.

Emeria, The Sky Ruin

Colossal hedrons choke the sky above many parts of the continent. The rubble obscures direct sunlight and blocks natural rainfall patterns. As light filters through the stones, it moves in constantly shifting patterns across the ground, and objects often have multiple shadows from the diffuse light. The massive stones perpetually turn and tumble across the heavens; in constant motion yet bound by an invisible force that prevents the stones from moving beyond the edges of Tazeem.

Tazeem is the ancestral home of the merfolk, who believe that the rubble was once a glorious castle and home of the angelic Em, ruler of the wind realm. When the castle was destroyed in a cataclysmic upheaval, the enchantment that protected it wasn't completely dispelled, and the shattered remnants remained in the heavens.

Pathway Stones

The massive hedrons are covered in runes and retain magical properties even when they fall from the sky or are broken into shards. Pathway stones are the equivalent of lodestones; they always point to the direct center of the hedron field no matter where in the Tazeem they are located. Those who understand how to orient themselves according to the hedron field can use the pathway stones for navigation.
There's a high demand for these pathway stones, which are usually sold in small palm-sized chunks. These are painstakingly chipped off the hedrons by cutter-traders, one of the must dangerous professions in Tazeem (because of the risk of falling, being crushed by colliding hedron pieces, or succumbing to other, more mysterious hazards). Cutter-traders are often merfolk who scour the surface of Tazeem for fallen stones, but they also use great daring and expertise to navigate Em's Realm and retrieve pieces of the stones that are still in the air.

Halimar, the Inland Sea

Halimar isn't a natural sea. Surrounded on three sides by rocky cliffs, the fourth side is enclosed by an ancient Sea Gate. The seawall is more than 500 feet tall with a white-stone cylindrical tower (now used as a lighthouse) that soars an additional 350 feet into the air. Collectively, the seawall and lighthouse are known as the Sea Gate, the largest settlement in Tazeem.
No one knows when the seawall was built, but they believe that Halimar must be an old sea because it is home to many species of brightly colored fish, tusked seals, and massive leviathans that dwell in the depths. Halimar is very deep—around 500 feet deep in some places. When Halimar is placid, the water is a sparkling cerulean. But when The Roil moves across the water, there are white-capped waves and treacherous whirlpools. Tidal waves crash against the sea gate and the cliffs. Despite the tumultuous seas and plethora of carnivorous sea creatures, it is viewed as the safest way to get from the Sea Gate to the mouth of the Umara River Gorge, and there is a substantial maritime trade and traffic on Halimar.

The Lighthouse at Sea Gate

The city of Sea Gate is the closest thing to a hub of civilization in Tazeem. The city is nominally based around trade houses, with a central house for blacksmiths, coopers, butchers, etc. The flat space at the top of the sea wall is approximately 20 acres, and nearly every inch has been built up with houses and shops. Even the narrow corridors between the buildings are covered because of the risk of attacks from drakes and other aerial predators.
At the eastern side of the sea gate stands the Lighthouse, a cylindrical tower that is the center of all learning in Tazeem. The Lighthouse has 20 floors and is a nexus for merfolk explorers/chroniclers. The walls are lined with leather scrolls filled with maps, spells, archeological finds, lists of plant and animal classifications, and theoretical discussions of The Roil.

Oran-Reif Forest

Much of the interior of Tazeem is an ever-expanding reef-rock forest. The formations of brittle rock are similar to a coral reef: branching plateaus, spiny towers, bristly fringes, and stratified layers with deep crevices and sun wells. This reef-rock forms in pale yellows, greens, and blues. The reef-rock is porous and pockmarked, and water drips through these crevices and holes. The rock itself is infused with magical properties and is continually expanding and growing, like a coral reef, although the rock itself isn't alive. These reef-rocks can grow up to 100 feet tall and merge with surrounding reefs to form stratified plateaus that are hundreds of miles wide and tall.
Giant trees and other vegetation grows on this reef-rock—on top of the plateaus, surrounding the spiny formations, deep in the sun wells—wherever it can get even a small amount of light and water. The plants send out a mat of roots and engulf the rock so that in many places the rock isn't visible through the undergrowth. The forest takes the shape of the rock below it, making bizarre shapes and silhouettes. Because of the scarcity of direct sunlight, the vegetation grows explosively fast whenever sunlight does manage to reach it. Known as Em's Blessing, this explosive growth is both beautiful and dangerous. Animals and explorers can become caught and suffocated in the growth.

Pit Caves

There are numerous pit caves all over Tazeem. These are deep vertical shafts that lead down to the swampy underground caves. Birds make their homes in the walls of these caves, and some elves carve deep indentations into the walls to make sheltering places that are safe from The Roil. Some pit caves still have reservoirs of fresh water at the bottom and these are outfitted with a pulley system to bring the water to the surface. Other pit caves are filled with a choking mist that leaks into the air, poisoning anything that ventures too close to the mouth of the shaft. The most dangerous pit caves are those that look innocuous but are actually geysers that blast boiling water into the air.

Umara River Gorge

From its source at Halimar Sea to the northern edge of continent, the Umara River runs through a deep gorge and drops over 800 feet over a series of waterfalls. The fast-flowing water is dangerous to navigate and is mostly white-water rapids throughout its length. Hundreds of tributaries branch out from Umara and wind through the Oran-Rief, and these smaller rivers tend to be less tumultuous than the Umara.

The gorge acts as kind of a wind tunnel, and merfolk make gliders that they can use to glide down the gorge. These gliders aren't particularly practical, but some merfolk prefer them to the boats and portages. The Umara River Gorge is less affected by The Roil than anywhere else in Tazeem. Because of this, there are more settlements in the gorge and along portages than other places.
Magosi Waterfall and Portage. Magosi is the largest waterfall along the river at almost 300 feet tall. No one has ever made it over the falls alive in a watercraft. The portage near the top of waterfall is a popular resting point for nomadic groups of various races; there are always traders and other explorers camped at the portage. In the inner continent, this is the best place to trade for pathway stones, supplies, and merfolk spell scrolls. Everyone travelling down the gorge must pass through the Magosi portage, but it is still a dangerous spot to spend the night. People routinely disappear in the night, and there are rumors of a massive, tentacled creature that lives behind the waterfall.

Gazaem, Your Adventure Begins

You begin your adventure in the small town of Gazaem, which is located just 20 miles South-East of the Great Sea Wall. The town is made up of sailors and travelers many of whom are passing through on their way to study at the Merfolk Lighthouse. Many others come from the Oran-Reif Forest, some possessing fascinating artifacts and grand hides which they seek to sell for a quick coin.

You arrive at the town on a boat docking at the Gazaem Marina. The marina itself is large, nearly half the size of the town itself. Boats of all different sorts and sizes can be seen docked along the elegantly crafted tiers. Merfolk, goblins, and humans hustle cargo into and out of the boats with several ship captains barking orders to their crew. You step out of your boat and gaze around at the controlled chaos that rumbles all about you.

You look down at the piece of parchment which highlights your instructions from an adventurer named, Willon. All it reads is: Meet me at the Grey Tavern at the edge of Gazaem. Provided is enough gold coin for you to get there, plus a little left over to provide you with the equipment you will need for your assignment. I want to emphasize that our meeting will require privacy and secrecy. Do not raise any unwanted attention. -Willon

(Feel free to provide some background on your character, keeping in mind your background subclass, which will play a major role as the story progresses)
Player Name: Carson Smith
Character Name: Cor Tenebrarum
Race: Human
Class: Alchemist
Alignment: Neutral Evil

Brief Background
Orphaned at a young age and adopted by an elven family, Cor has always searched for his place in the world. He has been on a quest for self discovery from a very young age. Being the only human in his particular elven settlement, Cor was the victim of much persecution in his early years. This treatment fed the already germinating seed of disgust for the "civilized" races of the world. This earned him the name "Cor Tenebrarum" which in the common tongue translates to "Heart of Darkness". But soon, all those years of ridicule would be erased and his name both respected and feared in his elven community. At least that was his plan. He began training his body and mind, learning how to understand magic.  He gained considerable speed and strength as he grew, but his intelligence was unrivaled. He soon discovered that before going into a classroom that ingesting certain herbs, would improve his performance. He also discovered that similar herbs could also alter his physical strength drastically. He soon became obsessed with developing a serum that would "elevate" humanity to a far superior race than any elf. He began studying the art of Alchemy and before he was 20 had made some amazing breakthroughs. However, his discovery would be the cause of his banishment from his elven home. After being mocked by his pears for his zealous study of alchemy, Cor injected himself with his latest concoction, a mutagen that doubled his physical strength. Using his new strength, he thrashed his elven antagonists and was labeled a menace. Since then, Cor has been wandering the plane searching for the key to perfecting his skills.

Abilities: STR 16, DEX 16, CON 15, INT 20, WIS 11, CHA 15.
Saves: Fort +4, Ref +5, Will +0.
Feats:  Point Blank Shot, Precise Shot, *Brew Potion, *Throw Anything. *Bonus Feats granted by class.
Skills: Appraise +9, Disable Device +7, Fly +3, Heal +6, Perception +6, Sleight of Hand +7, Spellcraft +9, Survival +6, Knowledge [Arcana] +9, Knowledge [Nature] +9, Craft [Alchemy] +10.
Languages: Common, Elven, Draconic, Giant, Dwarven, Orc
Extracts Per Day: 3
Extracts Known: cure light wounds, enlarge person, reduce person, expeditious retreat, comprehend languages, endure elements, crafter's fortune.
Mutagen: 1 hour preparation, 10 minutes use. +4 STR, -2 INT, +2 Natural Armor.
Bombs: 20ft range, +5 vs Touch AC, 1d6+7 damage (6pts splash damage DC 15 Reflex for half damage). 6/day.

Gear
Leather Armor, Light Crossbow (30 bolts), Travel Formula Book (7/50 pages), Alchemy Kit, Artisan's Kit, Acid Flasks (4, self-crafted), Pathway Stone. 

Sunday, April 14, 2013

Background Subclass


Planeswalker:

Usually earned through lives of awful power or great goodness, very few beings in the multiverse are born with ‘the spark’. Many of these rare few live their lives completely oblivious to the hidden powers they possess, until one day, usually in times of immense stress, they accidently step through space to other worlds and planes. You are one of these special individuals.

Having never plane stepped before, your first step to Zendikar came as a great surprise to you. All around you are lands and creatures that fascinate you in their beauty and frighten you in their brutality. You quickly stand out from other humanoids, and while some quickly offer you their assistance, others appear to wish you harm. It is apparent that you are not the first creature to have planeswalked to this strange world.

Planeswalkers are the only background subclass allowed to be a race not native to Zendikar. They may also worship Deities from their original world, using their spark to channel their god’s energy to this plane.

Planeswalkers also receive a +3 Knowledge(Planes), +3 Knowledge(Arcana).

Planeswalkers have a given feat called Planes Spark.

The player will need to choose a plane or world that their adventurer stepped from as well as the event on their home planet that caused them to step.

All Planeswalkers may start the game having purchased their gear from their home plane or world.

Adventurer:

You were born on Zendikar and grew up your whole life in immense anticipation for when you could venture out on your own into the untamed world. You seek for glory, treasure, and the challenge that every new day brings. You wish to cut out a name for yourself from the dense tangle of woods and growth of the forests bellow to the towering hedron that float above. The world is yours to claim.

Adventurers tend to watch out for each other. You will find friends among almost any of the Kor and humans that you run into on your journeys. With care, goblins and Tajuru Elves will also come to your aid… for a price of course.

Adventurers also have many humanoids that they have learned to avoid on their journeys. The Guul Draz Vampires always enjoy company, but they make very poor hosts, often devouring their guests themselves or taking bets as their nulls tear the adventurers apart. The Jorga elves are no friends to adventurers and have been known shoot on sight. The merfolk, though not hostile to adventurers, see adventurers as a hindrance to the pursuit of knowledge, often bringing back priceless artifacts broken due to lack of care.

Adventurers must select one of the following continents as their place of birth: Akoum, Bala Ged, Guul Draz, Murasa, Ondu, Sejiri, and Tazeem.

Adventurers receive +3 to Knowledge(Dungeoneering), +3 to Knowledge(Nature) when rolling knowledge checks in or pertaining to their continent of birth.

Adventurers receive a +3 in Profession(Guide), Profession(Trapper), or Profession(Miner)

All Adventurers start the game with a free 50 foot Silk Rope.

Ruin Sages:

You grew up on Zendikar different from the other children. Rather than hunting and foraging like the others your age, you remained with the village shaman, the town priests, or the wise ruin priest, Anowon. You learned the language and the history of the ancients. This study has left you with a thirst for more knowledge and a hunger to find out even more of the ancient’s great secrets. Not all ruin sages are spellcasters. Many great sages could match any warrior with their knowledge of swordplay.

You will always find welcome among the Merfolk. Your special insight and knowledge opens many doors that would be closed to other adventurers. Even the gates of the vampire city of Malikar would open to you in exchange for your knowledge and association. Many nobles take pride in having their halls graced by a Ruin Sage. They are viewed as a symbol of history and a token of wisdom. Be careful though, demons have much use for ancient knowledge and will pursue your insights.

You will not find much welcome among the Kor however. Their culture resists settlement, and you are a symbol of the old empire which led to the creation of the world’s chaos and the withdrawal of the three great gods: Kamsa, Mangeni, and Talib. Many adventurers do not trust Ruin Sages. More superstitious adventurers, especially elves, see the pursuits of ancient knowledge as witchcraft and displeasing to nature.

Adventurers receive a +3 to Knowledge(Religion), +3 to Knowledge(History) when rolling knowledge checks pertaining to the Ancients.

Ruin Sages receive a +3 in Profession(Librarian), Profession(Scribe), or Profession(Translator)

All Ruin Sages begin the game with a free Pathway Stone. 

Saturday, April 13, 2013

The Races of Zendikar

The Races of Zendikar

Vampires
Vampires live openly in Guul Draz and are famed for the decadence and perversion of their lifestyle. Bloodchiefs, the progenitors of their race, control the opulent city of Malakir. Vampire society is divided by "family" allegiances, each family beholden to its Bloodchief. Each family controls a small amount of territory and routes through the swamp, although the main currency of any family is in its connections and relationships. The tastes and passions of the Bloodchief tend to be imprinted on the vampires he or she creates.
There are five greater families in Guul Draz: Nirkana, Kalastria, Emevera, Urnaav, and Ghet. Dozens of other lesser families are scattered across Guul Draz, each with a contingent of undead nulls appropriate to their place in vampire society. Whenever a vampire fully drains the blood of a living creature without destroying the husk, a vampire null is created from the body. If nulls are left without orders, they will hunt and kill living things that they can find.
Racial Traits for Guul Draz Vampire:
Type - Humanoid (As apposed to vampires from other planes, Guul Draz Vampires are not considered Undead)
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, +2Charisma )
Languages - Guul Draz vampires begin with common and vampire. Guul Draz vampires with high intelligence may also learn Abyssal, Aklo, Ancient, Elvish, Infernal, Sylvan, and Aquan.
Racial Traits:
Blood Thirst - Guul Draz Vampires, unlike other humanoids, cannot survive on food or water. They must consume a minimum of 1 liter of blood daily. They may consume humanoid, animal, or dragon blood. If the Guul Draz Vampire goes without their required amount of blood they suffer -2 to all mental stats and +1 to all physical stats. These effects stack daily for every additional day that the Guul Draz Vampire goes unfed. All stats changed by the Blood Thirst trait resets the moment the Guul Draz drinks their minimul amount of daily blood.
Vulnerable to Sunlight - Guul Draz Vampires suffer 1 point of Constitution damage for ever hour exposed to direct sunlight.
Flight - Flying speed of 30 feet with clumsy maneuvering.
Bloodchief Allegiance - Select a Bloodchief to whom your Guul Draz Vampire is aligned and add the associated bonus to your character. Going against the will of your Bloodchief will negate your bonus. You may regain the bonus of your Bloodchief if you offer a Guul Draz Tribute as penance.
Nirkana - +2 Stealth, +2 Disguise
Kalastria - +2 Diplomacy, +2 Intimidate
Emevera - +2 Handle Animal, +2 Knowledge(Religion)
Urnaav - +2 Knowledge(Nature), +2 Perception
Ghet - +2 Bluff, +2 Survival
Null Master - Handle Animal is considered specialized trait when making Handle Animal Roles for Nulls.
Null Lord - Any Humanoid that is unconscious and bleeding can be turned into a null by a Guul Draz Vampire by it drinking the fallen humanoid's remaining blood until it has died. After 24 hours the dead creature awakes as a Null and the Guul Draz Vampire may perform a Handle Animal Check of 10 + the vampire's current level. If the role succeeds the Vampire controls the Null as if it were a trained animal. It begins having the Attack trick already learned. If the Guul Draz Vampire Fails its Hand Animal Check then the Null becomes hostile towards him or her. A Guul Draz Vampire can only control 1 Null/ level at a time. All other Nulls exceeding the Guul Draz's limit will awaken hostile toward him or her. If during the 24 hour period of time the humanoid/Null is transforming it suffers over 6 points of damage or greater, it perishes, and the transformation is canceled.
Guul Draz Tribute - If you lose the favor of your Bloodchief or wish to gain further favor you may offer a Guul Draz Tribute. This must take the form of a living creature or intellegent magical item with a 8 intelligence or greater. You can either present your prize to your Bloodchief directly or to one of his or her representatives.
Follow the human Age, height and weight guide to determine the Guul Draz Vampire's Age, height and weight.


Kor
The kor live a spare and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. "We were not meant to put down roots," they say. "The heart is a moving organ." Despite their constant motion, the kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way.
The kor are masters of ropes and hooks, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use unreliable devices such as crossbows to propel their grappling hooks onto cliff faces or into flying game, relying instead on simple, sturdy rope and the skill of the arm. A hooked line is also a social and sacred symbol for the kor, representing their connection to each other and to the world around them.
Racial Traits for the Kor
Type - Humanoid
Size - Medium
Base Speed - Normal
Ability Score Modifier - (+2Dex, -2Con, +2Int)
Languages - Kor begin with common and Kor. Kor with high intelligence may also learn Goblin, Auren, Terran, Elvish, Sylvan, Giant, and Draconic.
Racial Traits:
Climb - Climb Speed (20ft), add 8 to as racial bonus to climb checks
Mountaineer - Immune to altitude sickness, Does not lose AC when making acrobatics or climb checks when traveling through slippery or narrow surfaces.
Bond to the land - Receives a +2 to dodge when in Mountainous terrain
Skill Training(Climb, and Acrobatics) - Climb and Acrobatics are always considered trained skills
Follow the human age, height, and weight guide to determine the Kor's age, height and weight.
Merfolk 
More merfolk live in Tazeem than elsewhere, but they can be found on every continent in Zendikar. Although the merfolk are born in the water, they have adapted to life on land. Curious, thoughtful, and analytical, the merfolk are natural explorers. Merfolk tend to be more solitary than other races and don't cultivate large communities. But even merfolk who spend most of their time exploring will establish a home base, a place they return to before setting out again.
Run by merfolk scholars, the Lighthouse at Sea Gate is the center of learning for explorers of all races. A library filled with scrolls, and maps, and writings about the lost civilization, this is a storehouse of all the collected knowledge about Zendikar.
Goblins
Goblins thrive in Akoum, Murasa, and Ondu as well as in most settlements and outposts. Although there are numerous tribes, the Tuktuk and Grotag tribes boast the largest warrens. Much of a goblin's life is devoted to finding and plundering ruin sites. The goblins choose their tribal leaders by their perceived industriousness. The goblin that leads is the one who has managed to retrieve the most interesting or powerful object from a ruin. In Affa, the main settlement in Akoum, many goblins hire themselves out as guides or trapfinders. Of course, the normal plan is to help find something of value, trigger a trap intentionally, steal the object, and run away.
Elves
Bala Ged is the homeland of the Joraga elves and the planeswalker Nissa Revane. The Joraga elves have little respect for any other race or even other elves. They see the survival of their nation as most important, and jealously guard their traditions. Many outsiders view their nomadic clans as roving bands of murderers, but there is a complex culture behind their aggressive exterior.
After splitting from the Joraga Nation, the Tajuru elves settled in Murasa and Tazeem. Large numbers of Joraga have made homes in the towering trees of the Oran-Rief forest, where they inhabit villages suspended from the treetops. The Tajuru are rumored to be the best guides in Zendikar. Using zip-lines and expert climbing techniques, the elves fearlessly span the gaps between branches or cliff faces.