Showing posts with label campaign setting. Show all posts
Showing posts with label campaign setting. Show all posts

Thursday, November 6, 2014

Celtris Tales: Small Packages Chapter 6: Hunted


Small Packages: Hunted


Thankfully Luca called a halt. Marius dismounted quickly and started stripping Kane of gear. Even with Marius having stripped to his riding leathers and loading up Seline, since Luca rode Calia today, and even with the magic Luca used to ease their run, the pack had been ridden hard today.


The poor wolf was lathered in sweat and would need some water. It was why Luca halted, the water was clear and the stream was small and lined with rock. It looked like a tended water source. Behind it were dozens of hills, with the tall grass and the stream to hide their scent this could well end the chase.


Unfortunately one of that burn scarring patrol lickspittles managed to blow a trouble horn before he was dispatched. The orcs poured out of their Fort like five thousand angry ants. The empire’s war machine was a well oiled one as they splintered into formation based search parties working a grid pattern within a dozen or so minutes from the fight.


After the second time being spotted, they agreed to ride to try and gain some distance. Luca hated dismissing Iz but it was the only way. The trium of war boar mounted ranger trackers caused another merry chase. Marius had to waste another three charges from his web wand and Luca the majority of their pepper to lose that unit.


The last chase was by an air cutter. The small skyship was fairly fast and carried enough archers to ruin a good gnome’s day. Some light tree cover and an obscuring mist spell was their last bit of salvation. The wolves had been running at top speed for nearly three hours since then. Twice Marius laid hands calling on his paladin powers to ease the fatigue of each of the wolves, as Luca casts a spells to lend them strength.


Wolves were sprinters not distance runners. They could cover serious ground by utilizing an efficient trot but what they endured today was very different, the chases had really put a strain on them. Marius moved to attend Calia as Luca finished recalling Iz. Something in his brother’s posture made Marius a little extra leery. He scanned the area feverously fearing he was missing some kind of threat. Luca’s attitude was echoed by the wolves, as they whined slightly and cowered a little lower to the ground after they drank deeply of the stream.


Marius was unsure when his blade came out, but he suddenly understood the tension as his spine chilled and straightened and the hair on his neck rose. Something unnatural was nearby, something contrary to the idyllic scene before him.


“Hello,” Marius ventured in a normal voice that felt like a shout. It was then he realized what was wrong. He could hear the burbling of the stream but nothing else. No insect buzzed or birds making their songs. No frogs, no crickets, just a quiet foreboding.
Luca merged with Iz but remained silent. They all stood on their heels for a long moment, waiting. Then Marius realized he heard a new sound, a buzzing. The sound was getting closer.


“Pyrite,” Luca swore, “I know where we are.”


Marius then spotted the source of the buzzing, some sort of cattle like creature which was also clearly dead as its ribs were clearly visible and sun bleached shambled towards them. A rather large wasp hive filled in the spaces where it’s guts used to be.


“They weren’t trying to catch us. The orcs herded us here, into the famine king’s burial mounds,” Luca said this with almost a reverent tone.


The zombified bull sauntered into a position with a direct line to their own and waited.
Luca walked forward and insanely began to shout at the zombie, “I humbly request passage through your lands, great famine king. I would but request passage for myself and my companions and offer in tribute my brother’s wand of webs. Do you accept?”

To Marius’ horror the bull nodded.

Friday, October 10, 2014

Celtris Tales: Small Packages Chapter 5 Slaver's Galley







Small Packages: Slaver’s Galley

Having activated Defiance’s larger form Valen managed to whirl the double mace like a bo staff to simultaneously block a coordinated number two (high left) strike and number ten (low right) strike, and side step the follow up number 8 (deep lunge) but not the rapid roundhouse kick follow up Jared loaded a cold punching snowball spell strike that rocked him back on his heels. The old man was serious today. Valen recovered his wits in time to see Jared complete a spell that created a half dozen illusionary doubles of the famed hero.

“You fight well my son, but you seem to think that matters. Your enemies will not wait to see if you’re ready to fight, they will simply look for the most expedient way to kill you.”

Valen spun Defiance again like a bo-staff and launched into a spinning assault that would offer him many strikes at the price of true momentum, it cleared all but one of the illusions solidly connecting with his father’s  shoulder with perhaps too hard a clip. Jared vanished in that moment to reappear with the tip of his rapier two inches deep under Valen’s floating rib.

Unapologetically, Jared withdrew his blade and flicked of his foster son’s blood. “Take a healing potion and fetch one for me while you’re at it. You need to stop relying on your eyes so much my son, or some clever spire mage will kill you one day.”

The words were a gentle but serious rebuke. Valen realized two things in that moment, it was the first time he had ever hit his adoptive father in a sparring match, and that his father had was pushing him harder today with a purpose.

“Something is wrong?” Valen had never been a man of many words, words came awkwardly to his lips. He preferred silent action, monks in his order rarely spoke.

Jared nodded. Before he could explain a messenger burst into the practice courtyard.

“General Ambassador, pardon my interruption but there’s a slaver ship on its way to the harbor.”

Jared’s face darkened, with deadly swift grace that Valen had heard tales of but never witnessed from his father, the half elf half goblin sheathed his blade into his walking cane, made a number of practiced arcane somatic motions and ran out toward the harbor casting spells as he moved.

Valen had seen his father shirtless enough times to know the brutal lash marks on his back, the brand on his ribs, and the deadly serious glint in his father’s eyes when the subject of slavery was broached. Jared had been a slave early in his life and few things infuriated him more thoroughly.

The bards told tales of Jared freeing himself from the southern slavers. His full elf wife was a former slave the hero had freed. Many of his men were once slave troops or caravan guards effectively stuck in a cycle of debt akin to slavery. He had fled north and begged sanctuary in Briar Hills for the price slaver’s had put on his head. Jared was worth six figures to those men, it would end up being the low bid compared to what the Imperium was willing to pay.

Jared became Briar Hill’s greatest hero. He was the high general of their armies and chief ambassador. At one point a mercenary company form the southern cities came to collect the reward on Jared’s head and their ships were burned in the harbor of Briar Hills. Since then no slave ship had dared enter halfling territory.

Valen raced after his father. No slaver would dare try to dock in the harbor, Jared was famous for what he did to slavers as he was for anything else. Valen fished a potion out of the pack he carried, it would lend him speed. He would likely have to fight his own father in more earnest if he was to prevent a terrible mistake. There was only one reason a slaver ship would harbor in Briar Hills, that reason being it wasn’t piloted by slavers.

Valen watched his adoptive father’s mental decline with silent distress. In the moment the man was deadly and sharp and with a little coaxing he could match wits with any foe, but his short term memory was declining and sometimes he acted rashly to cover for his deficiencies. Today that could mean the death of innocents, Valen buckled down and ran faster.

Sunday, July 27, 2014

Recession Reviews - Thunderscape the World of Aden Campaign Setting

Review written by Richard Litzkow

Thunderscape the World of Aden Campaign Setting
Written by: Shawn Carman & Rich Wulf (Kyoudai Games)
Page Count: 227
Throw Away Pages: 8 (2 cover pages, 1 toc page, 2 backer list pages, 1 OGL page, 2 Index pages)
Golden Pages: 11 (Races), 73 (New Classes and Alternate Classes), 5 (New Feats and Skills), 47 (Cosmology and Geography), 29 (New Equipment and Rules), 11 (New Monsters and Antagonists) total 179

Cover price: $19.99
Price per page: $0.09
Modified price per page: $0.09, cover price/pages + golden pages – throw away pages = modified price per page
Crunch to fluff ratio: 1.32 to 1
Our rating out of 10: 9 (highly reusable classes, feats, new equipment and races. Concepts like the Fallen class and it’s versatile and clever approach to combat, or the Ferran race are things that have been largely missing from core Pathfinder and are worthy imports into any home-brew or established campaign setting - either wholesale or with minor tweaks).

Description
For nearly a thousand years the world of Aden knew peace, technology and magic flourished and the realms grew rich and fat. Then one day, with no warning the sun disappeared and the world was plunged into darkness – as if someone had switched off the light. And in this darkness emerged the Nocturnals – the nightmares of every sentient living creature made real, and though the darkness lasted only a short time when the sun appeared again the Nocturnals were still there. Killing, feasting on an unsuspecting world – millions fell, others gave in to the madness and terror giving their souls over to it to become another horror. 10 years after the Darkfall the world struggles grow against a land overrun and tainted by the Nocturnals.

This is the premise for Thunderscape the World of Aden a godless world where magic and technology are synonymous. The book features all new classes, races, feats, other uses for skills and an entire section to new mecha-magical equipment and the rules surrounding it.

It also adds a terrifying new monsters, and an even more horrifying template – Nocturnal, that allows you to turn old monsters into new sinister specimens for your party to fight.

There are 7 new races in the Thunderscape campaign setting as well as the classic Dwarves, Elves, Humans and Half-Elves. Many of these new races are evolved forms of classic fantasy races. Goreaux are hyper intelligent goblins, Jurak are more civilized descendants of Orcs, Faerkin are gnomes who have crossbred with fey to such an extent that they often manifest outwardly fey traits. Rapcians are almost a south american themed lizardfolk. The new original races are the Echoes – featureless humanoids with an inky exterior that can adopt the shape and features of the deceased. The Illithix Exiles, a insectoid species with the hybrid features of bees and ants and the Ferran. The Ferran are a species of anthropomorphic animals, with three different racial packages – Ferran Predator, Brute or Sneak allowing players to decide what category their Ferran wants to come from. Mice Ferrans are probably sneaks, likewise Foxes, but there are no hard restrictions.

The classic fantasy races listed follow many of the original tropes, Elves as aloof and distant, Humans as versatile. Dwarves get a new backstory though, originating beneath the earth they eventually dug to the surface whereupon they believed themselves to have 'dug into heaven', fully three quarters of the race went back underground decrying those that stayed as heathens and waging a secret war on them.

Racial abilities are fair and balanced, with interesting note to the Jurak who gain a bonus to damage against any foe that has injured them within 3 rounds. Echoes likewise must make poppets incorporating material from the deceased they wish to appear as.

There are 9 all new core classes to play as, Arbiter, Entomancer, Fallen, Golemoid, Mechamage, Seer, Steamwright, Thaumaturge and Thunderscout. Very few of these will feel familiar, one could loosely compare the Mechamage to a Wizard but the focus on building familiar-esque golems and modifying them is a big enough difference to be worth read over a few times.
    The Arbiter is an Int based shield and weapon fighter with rogue like elements thrown in with their 'Strategic Maneuvers' picked every 2nd level after 3rd level.
The Entomancer is almost a sort of totemic druid that venerates insects, they too chose at every odd level an insect themed power from a series of lists including 'The Way of the Mantis', 'The Way of the Bee'. While they can take powers from any list they can only access the greater powers by having a certain number of abilities from within a single Way.
    The Fallen is perhaps one of the most unique classes to Thunderscape, they are those people who have been corrupted by the Darkfall but are often the anti-heroes that use their sinister powers to fight the darkness. From the 1st level of the Fallen class a player must choose one of 6 'Stigmas' (Befouled, Behemoth, Horror, Incinerator, Madcap and Seducer) these stigmas mark you are tainted but are also your source of power. As you level up you gain powers associated with the stigma you chose and each functions differently.
    As a class the Fallen is about combination, a default ability native to any Fallen is the ability to inflict a form of psychic torment on an opponent as a swift action. Opponent so marked save vs a status effect (like Shaken) and whether they save or not against the status effect are marked as 'tormented'. Tormented subjects take additional damage from the Fallen and are subject to a variety of other effects based off that mark.
    An example would include the Madcap stigma ability to be invisible to any tormented foe, allowing a Madcap to use another ability to inflict an area effect burst of torment so that a room full of enemies cannot see him until either the tormented condition runs it's course or he breaks the invisibility by attacking – at which point he becomes visible to that particular victim.
By far this class is one of the most clever in the entire book as each stigma has different ways of inflicting area affect torment as well as offering other unique debuffs that go along with their tormented condition.
    The Golemoid is another thoroughly unique class, they represent people who have either willingly or unwillingly become hosts to mechamagical implants (called manite implants) that reduce their life-span but become a part of them. As they level so given over to this magic they begin to grow new implants, shedding their organic heritage to become living constructs.
Almost all of their implants function off a grit like system called 'Steam' gaining an amount equal to their Level + Constitution modifier. This spendable resource allows them to activate many of their implants or gives them the ability to detect magic, buff their AC for a round, help them make acrobatics checks or break objects.
    Similar to a fighter the Golemoid chooses early on a specialty, in this case a form of combat. Steam powered weaponry, ranged combat or natural weapons. Their implants reinforce these decisions with a Gunner specialty Golemoid likely taking an internal ammo belt and finger guns for an optimal build. But implants are not limited by specialization allowing the player to customize as they see fit.
    The Seer is another original class, functioning as a close range bard who altered reality around her with her prophetic auras. Many of these auras allow a save, and an enemy that saves can be forced to make another save if they leave and re-enter the aura. Possibly subject to abuse by Seers who dance backward and forward to trigger a new save. The auras are unique offering things like 'decrease the amount of healing an enemy receives by the Seer's Wisdom modifier, while increasing ally healing by the same amount', or even allowing her to give additional actions to allies with her new but limited spell list.
    The Steamwright is another new class, as cutting edge techno-mages they invent volatile gadgets that only function a certain number of times per day but offer a fair bit of bang for their buck. These inventions can be modified, limited by whether it is a primary or secondary invention and by the class level of the Steamwright. Inventions include new weapons; like the Belcher (cone effect elemental damage), Grenade Launcher (the envy of alchemists everywhere) or even small auto Turrets. Utility inventions include rocket packs, translation goggles, trap detectors and so on.
    In addition Steamwrights may over-charge their weaponized inventions adding a pool of damage dice that they must declare beforehand. A Steamwright with a grenade launcher by level 5 could in theory deal 2d10 + Int mod AoE with an additional 2d8 firepower damage. In addition to deploying an auto turret that fires independently for 1d8 + Int mod. In terms of game-play balance Steamwrights pose a bit of a balance issue, outclassing all other similar level classes in raw damage even with a limited number of uses per day.
    After the Steamwright is the Thaumaturge, a reimagining of the Magic of Incarnum supplement for 3.5. The Thaumaturge has a deliberately abominable stat line, because all their power comes from drawing about legends and their aspects. These change your base saves, BAB and even give you temporary hit points. A Thaumaturge might never be able to cast spells but if you need a stand in Fighter, Rogue or Ranger then they are the Swiss army knife of classes.
    Finally the last new class is the Thunderscout, and one that impressed me least. They are small vehicle driving rangers meet 3.5ed Scouts and for certain nations they fit well with the fluff, so they make sense contextually. But mechanically compared to any of the other new classes they are far more boring. They get spells earlier but a limited selection and they are designed as swift moving vehicular ranged support. They don't have the interesting combination build up tool box the fallen have, or the customizability of the Golemoid. They don't bring highly modified golems to the party, or super-tech inventions. They aren't as flexible as the thaumaturge and they don't buff their allies as well as the Seer. Thunderscouts are a great fluff class and mechanically they are what Rangers dream of being but that doesn't make them as interesting – only competent.

    After the new classes there are explanations for how all the old classes fit in, including a bunch of new archetypes to make regular classes work in Thunderscape. This is also where the first mention of godless clerics and paladins come up. See if Thunderscape ever had deities, then they aren't there now. The World of Aden lives and dies on it's inhabitants, divine spellcasters still power their spells through faith but no-one is answering any calls when they try to start up a conversation.
    Additionally we learn that Detect Good/Evil, etc spells only function on the supernatural. Monstrous Humanoids, planar beings, all detect as an alignment, but ordinary beings don't. This is because as a setting Thunderscape focuses on surviving and thriving in a world being devoured by nightmares. Mundane evil is as invested in their own survival as they are mostly avoiding corruption and losing their mind. This means that a game revolves less around party alignment and more about prevailing what ever the cost.
    An important note though about the base classes in Thunderscape, guns in Thunderscape are treated as highly common to the point where many of the base classes gain a firearm proficiency or two, the twist is that guns, work like bows. So Gunslingers are problematic as many of their abilities function on hitting touch still. Either you nerf them, or you let them out class almost every other class.
    The new feats are all fairly standard, with exceptions like the feat Studied that grants additional free skill points base on your current level and gives you 1 additional skill point each level thereafter. This could be prone to abuse, but it also indicates that the writers wanted characters not to ignore skills as is commonly a problem.

    The remainder of the book covers a detailed historical timeline of the setting, a large section dedicated to each of the countries and a section dedicated to new weaponry and rules. Including the effects of manite implants on living beings – a fascinating read and delightful new mechanic. The Bestiary section is only 11 pages long and could do with more substance, and after that the index section (along with the original table of contents) is all nicely hyper-linked – like all proper pdfs should be, allowing easy navigation of the book.

Overall
    At the end of the day I love this book, it is well thought out and while there are minor editing oversights (some inconsistent phrasing of pathfinder core rules) or omissions in detail (regarding the new spells for animating constructs) the editing and presentation of the book are superb. The art is a bit of a mixed bag with many internal chapter pages having gorgeous tableaus but other art being markedly less high in quality (most commonly in the races section).