Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Sunday, 15 May 2016

Nuovo Arkhosia: Summary of the story so far

Sit around the camp-fire, my dear friends, and listen to a tale in the making. A story about dead Gods, devil legions, empires, dragons and lost princess'. It is a remarkable tale told to me directly from the lips of Langfar, the God of Stories & Adventure. The God risked the wrath of the White Star to tell me this tale, this truth straight from the heavens. So be still with your mugs of ale and listen, for I cannot risk a second telling.

The Empire of Nuovo Arkhosia was built upon the ashes of the Holy Pantheon, as the old Gods were obliterated by the might that is the White Star. The White Star ambushed the old Gods while they were busy defending against an invasion by the Devil's Legion, led by the Infernal King Artorial. The Infernal King and half of the Pantheon were utterly destroyed by a sudden indiscriminate attack by the White Star. This attack caused a devastatingly large magical tear in reality that can be seen hovering in the sky above Dragonspur City, and has been dubbed the Rip In the Sky by us mere mortals. The White Star's attack left both sides leaderless and in utter disarray, and the Rip In The Sky severely altered the climate on the mortal realm by partially blocking out the sun and significantly increasing temperature and humidity.

The dead Gods of the Pantheon were able to imbue the last of their essences into an amulet owned by the folk legend Grimbold. They were guided into the amulet by the surviving God of Time Cyndor, while Grimbold sacrificed their own clerical powers to keep the spark of the holy essences alive within the amulet. These essences in the amulet are only mere disjointed fragments of the former Gods, who are in turn only fragments of the Elder God known as The Sacrifice. In their current nascent state the fragmented Gods are easily swayed and susceptible to outside influences, and are also prone to merge together to create new deities. The fragments of Korellon and Melora have already merged together within the amulet to form Korellora the Goddess of Beauty, Freedom and Nature.

The surviving deities of the Pantheon fled before the rising power of the White Star, and are now fighting among themselves for the prayers of the few remaining faithful. Helyn, the Goddess of Dignity, has tried to keep peace and order between the remaining members of the Pantheon and has able assistance from the only remaining warrior God, Nazerness. But fear, greed and the primal instinct to survive has led some of the surviving Gods to plot against their fellow deities as a way to ascend or become allies with the White Star. The Halls of Heaven has become eerily silent, allowing the White Star to roam unhindered in the mortal realm.

Langfar has revealed to me that the White Star is as an Elder God known as 'The Mockery', who has suddenly returned after he was banished from the cosmos. Upon his return to our cosmos a century ago, the White Star recruited the Soulmancer Artor Keler-Vonstahp to be his Herald on the mortal realm. As a Soulmancer, the Herald Artor is gifted with a peculiar type of magic that allowed him to shape and control the souls of mortals, and it has been hypothesised by the eccentric dwarven mage Holmigar Sparkmetal that the Herald's magic is also powered by captured souls. This type of magic is strictly forbidden to study within the empire, as the Herald has decreed that the power gifted to him should not fall to the unworthy. Instead, the focus of all magic users within the empire has been turned towards reversing the magical side-effects of the Rip In The Sky, and great strides has been made in healing the damage caused by the random portals to hell.

The Herald was able to use his unique magical powers to quickly rebuild the old Kingdom of Kelerak after the widespread destruction caused by the Pantheon's demise, and from this base was able to conquer most of the known world. This new nation became what we know today as Nuovo Arkhosia, named in honour of the ancient Dragonborn empire of Arkhosia. The Herald formed the Senate to help him govern his new nation, and it is composed purely of magic users. Only those gifted with magic are able to elect new senators or hold administrative positions, leaving the merely mundane without a voice in the halls of government.

The only remaining independent human nations are the Kingdom of Farland to the east and the The Templars of the Wastelands to the west. Trade with the dwarven Kingdoms has slowed as the mountain-folk have become increasingly insular, fearful of the great changes that remind them of what had brought down the ancient Dragonborn empire. And the elvish forests have become fiercely protective of their lands, rejecting all outsiders while internally debating how to handle the sudden changes within their forests. Only the orchish tribes in the Northern Teeth thrive in the chaos, although they are still unable to drive out the Titan from their mountain home.

It was also whispered on the winds that a Tiefling wizard named Ceasus has discovered links between the Rip In The Sky and the random creation of portals to the Hells, which allow Devils and Demons to easily enter the mortal realm. This has made travelling extremely dangerous for us mortals, and we have all heard stories of isolated farms being taken over by Succubi in disguise. The magic of the portals is like nothing we have seen before, as it seems  to be neither arcane or divine. But, with the aid of Holmigar, Ceasus has managed to create a spell that can temporarily counteract the magic of the portals. We can only hope that this wandering Tiefling will pay a visit to our humble homes and place wards to scare away the Succubi.

Another wizard we should watch out for is the human bard Joco, a mysterious figure that used to be part of the Templars. This bard seems to be able to use the same soul magic as the Herald Artor, able to bind the soul of the folk legend Grimbold's lover Twigs to a lectern in Knight's Hall so that they may continue to teach while they wait for Grimbold's return. Joco was also able to merge with the soul of his wife Taliadora when she fell defending mere villagers from the rage of a Demon, an act that made him a pariah among the Templars. Joco was last seen decades ago leaving Knight's Hall after visiting the crypt of Orvaxis, where he bonded with the soul of the Dragonborn Paladin of Bahumat. This powerful bard might be our salvation from the grip of the Empire, or he may be the harbinger of our doom.

The turmoil and troubles of the time has awakened the dragons from their centuries of slumber. A few, such as the green dragon Duskinicin, sees an opportunity in the misfortune of the old Pantheon. He remembers the times of old when his kind used to rule over the mortal realm, undisputed in their power before they lost the favor of the Gods. Duskinicin and others sees the sudden power vacuum as an opportunity to take back their rightful place as rulers of the mortal realm. To help him achieve his goals Duskinicin has recruited the young copper dragon named Arcanissdi, summoned an unusual infernal fiend that some claim sprung forth from a magical book, and has even laid claim to the elvish Wilder Woods.

Other dragons disagree with imposing their power over mortals, and the memories and rivalries of the ancient Dragon Wars are awakened. The mighty winged serpents debate each other over whether they should rule over mortals or simply guide them from afar. These serpentine plots are threaded far beyond us mere mortals, and we can only hope that the clash of these mighty dragons do not reach us while we cower in our taverns.

A little songbird has revealed to me that there is hope for us to return to the old ways, as during the civil war that divided Kelerak nearly 40 years ago there was a horse seen leaving the old castle in Dragonspur before it collapsed and allegedly killed the child Princess Sefora. Upon that horse were two cloaked figures, one an adult and the other a child, and an astute peasant noticed that the brooch of the child had the royal seal of Kelerak. The horse sped off to the north towards the fortress known as The Pass, where the loyal Baron Roper ruled until his death. The Baron controversially made his adopted daughter his heir, who had arrived at the The Pass some time after the Princess was thought to have died. Is the Baron's adopted daughter really our beloved Princess Sefora, and will she be able to take her rightful place upon the throne of Kelerak?

Regardless we still have hope in the form of Arkaxus the Headstrong, stalwart companion of Grimbold. Arkaxus is a Paladin who seeks revenge upon the White Star for the death of his God of Battle, Kord, and to this end he is rallying to his cause all those who suffer at the hands of the Empire. There are whispers that he seeks the creation of a League of Nations, a coalition that seeks to oppose the Empire and bring it down once and for all. To all those who suffer, to all those who despair, to all those who struggle, seek out the Resistance and help throw off the yoke of our oppressors!

And yet there is another hidden, secretive and mysterious faction that has designs upon the mortal realm. The only thing known about them is that they call themselves The Watchers, or at least that is what the God of Stories called them. The Watchers have revealed a prophecy to Grimbold, bearer of the Amulet of the Pantheon, but whether this is to guide Grimbold towards restoring the Pantheon or a nefarious method to further their own goals is unknown. All that we know is the prophecy, and the prophecy is thus:
Message from the new master, hidden five-fold! 
Chosen are you travelers, virile and bold! 
The first is concealed power, in plainest sight! 
Second is the lost heiress, devoid of might! 
Find third among mind seekers, not of this world! 
Bargain secrets with the fourth, their wings unfurled! 
The final piece we reveal, but bide our time! 
Then final peace for all kind, yourself and mine!

Sunday, 27 March 2016

D&D Adventure: Demon Village

This adventure uses some of my personal home-brew, including the Samurai, and is set in my home-brewed world of Nuovo Arkhosia (map). This is all mere fluff, and the Samurai can be replaced by Knights in the monster manual. This particular adventure follows on from Breaking into Prison, where the party has successfully broken all the Prisoners out including the desired major NPC, Angus.

Prelude


The old Gods have been defeated by the mysterious White Star, and the essences of the dead gods now reside within the amulet worn by Grimbold. The Herald of the White Star, Artor Keler-Vonstahp, rose up to fill the power vacuum and with his new faith Artor subjugated the entire continent except for the distant eastern Kingdom of Farland and the Templars based under the foot of the Northern Teeth in the west. The Empire now forces the entire imperial population to worship the White Star, and all other religions are persecuted severely.

Despite his might and power, Artor could not decisively defeat the Templars and eventually he made peace with them, but he built a Wall around the Templars and other dissidents to keep them contained. All prisoners and political dissidents are banished beyond the wall as punishment. So it is beyond the wall where pockets of faith in the Old Gods continues to survive, although it is in danger of being completely snuffed out.

You have all decided to set out on the road to Dragonspur, capital of the new Arkhosian Empire and throne to the Herald Artor Keler-Vonstahp. You plan on destabilizing the empire from within by building up a dedicated cult to the Old Gods and then using that faith to restore the dead Gods inside of Grimbold's amulet. During your last mission you broke Angus out of prison because he was a former resistance leader in Dragonspur, and you hope that he will help you reignite that resistance for your cause. Angus is feeling mixed emotions since he had willingly given himself up as part of the peace treaty, and his freedom now means that war will restart between the Templars and the Empire.

There are also 10 other prisoners who also escaped from Gaoler's Keep in Dessingrove and are doggedly following the party. Most of these prisoners had only committed religious or political crimes, and were being processed before they were to be banished outside the Wall. They are all too willing to become part of the resistance in return for freedom and safety.

A few of the prisoners have begun to follow the charismatic Amos Caely, who styled himself as "The most connected man this side of the Wall" before he was locked away in Gaoler's Keep. He is never without his two brutish enforcers, Eldridge and Rocky, who show an unswerving loyalty and are extremely protective of their charge. Amos is also travelling with the party, interested to see what opportunities arise.

The trip to Dragonspur is difficult as the party and the prisoners have taken care to avoid all signs of civilization. The dim and humid conditions have made scouting difficult, and occasionally the party would get bogged down in large patches of mud. There is no respite at night either, as the party can hear both the shrieks of distant devils and demons and the screams of their unfortunate prey. So far the party has been lucky to avoid those infernal creatures.

A few days out from the capital the party is exhausted and low on supplies. They have come across a simple village sitting on top of a hill. Arkaxus' divine sense detected a faint flickering taint of evil near the village, but before you can scout the area out, a crazed old man bursts out of the bushes and starts spurting out some crazy nonsense....

Message from the new master, hidden five-fold!
Chosen are you travelers, virile and bold!
The first is concealed power, in plainest sight!
Second is the lost heiress, devoid of might!
Find third among mind seekers, not of this world!
Bargain secrets with the fourth, their wings unfurled!
The final piece we reveal, but bide our time!
Then final peace for all kind, yourself and mine!

The man continues to repeat the verse three times, and does not seem to respond to anything anyone says. After the third repetition the whole party feels a searing pain in their head as the verse is imprinted into their brain. The old man's eyes roll up to the back of his head, blood drips from his nose and he collapses onto the ground into a brief fit before becoming unconscious, Angus absolutely insists on taking the man into the village for medical attention despite the risk of being discovered by the White Stars, and the rag-tag group of prisoners quickly help the revolutionary leader carry the man into the local meeting hall.
  • At this point hand out a sheet with the prophecy on it. The party has complete recollection of the whole verse as written. The imprint is definitely magical but the source is unknown.
  • If the party follows Angus, continue with Hillsfar Village . Otherwise they encounter Pyroth and Bakasura.

Hillsfar Village


Upon approaching the village, you all notice that it is extremely quiet and that their is an odd odour in the air. There only seems to be the large Meeting Hall, a carpenters Workshop, a grain silo, a butcher, the Barn, and about a dozen huts. There only seems to signs of life at the Meeting Hall, and that is the direction Angus and the prisoner's head towards.

"I got a bad feeling about this..." grumbles Amos softly so that only the party can hear.
  • The village is quiet despite it's size, only having a population of 10 adult humans. However, there seems to be double that number of half-breed and outcast non-human children. All the humans are devils in disguise, while the children have been convinced to serve their new masters
  • The village has an odd odor that has no particular origin, or that is readily recognizable by the party. This is because a magic spell has been cast that masks both the evil taint of the inhabitants and hides the rotting flesh of the former villagers
  • The mayor of the village is Beau, a middle-aged yet exotically beautiful female human of dark skin and dark hair. She is boisterous and cheerful, and welcomes the strangers into the Meeting Hall. She is really a Succubus, trying to get everyone to stay the night so that she and the others can prey on them
After greeting the party and setting the old man on top of a table, Beau will mention that the village healer, Verner, is out in the Barn assisting the birth of a mother goat and her kids. She will ask the party to go fetch Verner while she orders the prisoners to help the villagers fetch necessary supplies. The rest of the villagers watch on, assisting where they can but continuing their mid-day meal.
  • Talking the the adults will find them amicable and endearing, while the children all are quiet and refuse to look the newcomers in the eyes. They are skittish, and the adults will wave it away explaining that they are orphans and don't take kindly to strangers.
  • If rejected, she will ask a couple of prisoners to fetch Verner, and at least one will die battling the Demon Goats while the other tries to get the attention of the party.
  • Leaving the village at any time will trigger Pyroth and Bakasura
The party manages to catch snippets of conversation from the villagers, learning that the tiefling boy Pyroth has gone missing. The boy has a mean rebellious streak and is probably playing in the forest despite being explicitly forbidden by Beau. The adults blame this on his infernal nature, since it is well known that all tieflings suffer from extreme prejudice and racism from the humans.

Verner and the Demon Goats


When the party reaches the barn they hear high-pitched shrieks of fear and panic. Upon entering the barn you see a couple dozen goats huddled in the corner trying to keep their distance from the single goat in the centre. The goat in the middle has a abnormally distended belly and is being attended to by nervous middle aged with blood covered forearms. His brow is covered with sweat, and he glances towards to the party with a mixed look of fear and incomprehension. Those of you who have dealt with animal births in the past have never seen anything like this.

"I.... I don't know..... I haven't been trained for this..." stammers the man, "You have to help me!"

  • The man is Verner, who is the village healer. The pregnant goat is obviously carrying something unnatural. Helping the healer deliver the babies will result in only 6 baby goats; killing the mother goat will instead rip a portal and allow up to 9 fully grown demon goats.
  • Delivering the Baby Goats will require a DC 10 Wisdom (Medicine) or Intelligence (Nature) check. You can try to calm the mother goat with a DC 10 Wisdom (Animal Handling) check to give the nursemaid advantage.
  • After all baby goats have been delivered, a DC 15 Wisdom (Medicine) check is needed to keep the mother goat alive. Keeping the mother goat healthy means the demon goats become slightly easier later on.
  • A DC 20 Intelligence (Arcana or Religion) check reveals that the goats are definitely imbued with some sort of unholy essence, and possibly the lingering effects of infernal magic. Detect Magic reveal this without the need for a check. Divine only picks up a faint, ambigious sense of infernal magic (and it feels it all around, due to the magical spell that hides the true nature of the village).
  • Any talk about killing the goats will have Verner physically placing himself between the party and the goats. Verner will beg the party to not hurt the goats. Attacking the goats now will mean that all goats attack, even if the mother has survived.
Delivering the babies:
The firstborn goat comes out, and it is instantly clear that something is not quite right. The goat is larger than normal, with bright red fur and two heads with pitch black eyes that stare at you with scorn. It immediately stands, wobbly at first, and then with a dismissive "maaah" it trots away from the party. Before you can react, another red-furred kid emerges from the mother goat. It is not uncommon for goats to have twins, but then another slides out. And another. Then another. Before you know it, there are a total of 6 baby goats trotting around the barn. It is quite a peculiar feat, and you notice that the mother goat is quickly fading away from the exertion.....

Killing the Mother:
The weapon slides into the neck of the pregnant goat with ease, and you hear the final sigh as the goat takes her last breath. You remove the weapon and sheath it while Verner backs up rapidly, sobbing that you killed the goat. All of a sudden, the belly of the pregnant goat bursts open and reveals a small portal. Before you can react, out of the portal jump 9 goats with red fur and two heads, each head with curved horns. They are each the size of a pony, and their pitch-black eyes rage with fury. Without warning they charge....

Attacking the babies:
You each unsheath your weapons, ready to do away with these infernal creatures. At once, each of the twelve pitch-black eyes lock onto the party, and the baby goats bare their teeth. With a stomp and bellow, all of the baby goats transform before your very eyes. They become the size of a small horse, and they grow curved horns that come to an extremely sharp point. All of a sudden these little babies have become much more dangerous.....

Aftermath:
The party leads Verner back to the Meeting Hall, where the villagers have arranged a makeshift hospital bed for the old crazy man. Verner sets to work immediately, working in tandem with Angus to treat their patient. Beau sidles up next to the party and tuts to herself.

"That old man is in a bad way, but Verner can handle him. Don't you worry about that! But I am worried about my poor little boy Pyroth. That little horned devil always gets himself into trouble, and I fear he may have stepped into something bad big time; the little rebel loves his food and yet he has skipped lunch! Do you think you could do me a quick favour and search for the little tyke?"

With nothing much to do except watch the flustered Verner work on something drastically more mundane than aiding the birth of two-headed goats, the party slowly files out of the Meeting Hall and begin their search for the little Tiefling boy....

Pyroth and Bakasura


On the outskirts of the village near the edge of the forest, you notice a little figure running towards Hillsfar. The figure cannot find their footing and is constantly tripping over on the uneven ground. Then, all of a sudden, a humanoid-like figure leaps unnaturally high out of the forest and pounces on the other figure. The new creature drags the smaller figure back into the forest, which you can determine is small child. It seems like the child is in trouble, and you must act quick if you are to save him.
  • Treat the search and the following event as a series of skill challenges. They will eventually catch up, but the result of their rolls will determine whether Bakasura has captured his prey or if the boy is relatively safe. Each of the challenge rolls should range from DC 10 to 15.
  • If the party decides to leave the child to fend for himself and continue to Dragonspur, the child will die horribly and the devils in the village will start feasting on the remaining prisoners.
  • Use these stats for Bakasura. Bakasura will always flee from danger, and will curse the party for being Devil-loving cultists that don't know when they are being played.
The Demon Bakasura is now gone, and the little Tiefling boy quickly rushes up and sticks close to you. But as soon as you move towards the village, his eyes open wide with fear and he edges closer towards the tree-line. Any attempt to talk to the boy is futile as he seems to be mute, but he makes one thing clear; he points towards the village and then places his hands next to each side of his head with one finger pointed upwards, just like horns....

The Succubi in the Village


Screams seem to come from every point in the village. The escaped prisoners are being chased down by the villagers and are dragged towards the barn, while the children are being sheperded into the meeting hall with trussed up Angus. Some of the villagers seem to spout wings and begin flying, circling around the village in search of more prey. One of the flying villagers lets out an unholy screech and points towards the party as they reach the edge of the village.....

  • The Succubi are not particularly fond of fighting, and will use the properties of the Lair Actions to give themselves an advantage at hiding in the shadows when things get tough
  • Beau will escaped with, at the very least, the children if the Party attempts to save the prisoners. The Succubi in the barn will attempt to open a portal and shepherd in the Prisoners if the Party attempts to save the children first.
  • As soon as the last Succubi flees, the spell is disbanded over the village and the truth emerges; the original villages have been slaughtered and left lying where they fell. The smell is overpowering.
  • The Hallucination will re-enact scenes from when the Succubi slaughtered the original townspeople.

Appendix: Monsters


Beau the Succubus
Medium fiend (shapechanger), neutral evil

Armor Class 15 (natural armor)
Hit Points 66 (12d8+12)
Speed 30 ft., fly 60 ft

STR DEX CON INT WIS CHA
8 (-1)17 (+3)13 (+1)15 (+2)12 (+1)20 (+5)

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 15
Languages Abyssal, Common, Infernal telepathy 60 ft.
Challenge 4 (1,100 XP)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two dont even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into it's true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.

Charm. One humanoid the fiend can see within 30 ft of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effects on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.


Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Charm. One humanoid the fiend can see within 30 ft of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effects on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Lair Actions

On initiative count 20 (losing initiative ties), Beau takes a lair action to cause one of the following effects; Beau can't use the same effect two rounds in a row.
Miasma Fog A mysterious purple noxious gas forms a cloud in a 20-foot radius centred on a point that Beau can see within 120 feet of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Magical Blindness A 20-foot sphere at a point that Beau can see within 120 feet of her is immersed in Magical Darkness. The sphere spreads around corners. It lasts until initiative count 20 on the next round.
Hallucination A creature that Beau can see within 120 feet of her must make a DC 13 Will save or be subjected to vivid Hallucinations. The have disadvantage on all attack rolls and grant advantage on all attack rolls against them.

Appendix: The Amulet


The Gods within the amulet will gain or lose powers depending on the decisions and actions of the party. The Gods can sense intent, so will gain power even if the party does not follow through with a certain action.

The following should be used as a guide when determining who gains power during the adventure:
  • Immediately following Angus to help the old man will favor Bahumat & Pelor.
  • Abandoning Angus and the old man at any time will favor Bukalos & Asomodeus.
  • Showing any interest and concern for the children will favor Pelor.
  • Rejecting to go fetch Verner will favor Asomodeus & Bukalos.
  • Failing to help the Pyroth the Tiefling child will favor Bukalos and Gruumsh.
  • Leaving the village to it's fate once the devils start feasting on the prisoners will  will favor Bukalos and Gruumsh.
  • Defending the prisoners and the children from the devils will favor Kord and Bahumat.
  • Accidentally killing a child favors no-one, but murdering them all favours Bane and Gruumsh.
  • Killing the Demon Goats will favour Erathis, Raven Queen and Pelor. Letting the Demon Goats live will favour Bukalos and Gruumsh.
  • Delivering the Demon Goats will favour Pelor and Melora. Killing the Pregnant Goat will favour Gruumsh and Bukalos.

NameDomainCurrent Power
AsomodeusPower and pride1
BahumatJustice and Honour2
BaneWar, Domination, Subjugation2
BukalosDisaster and Pain1
ErathisCivilisation, Order, Peace0
GruumshWrath, Destruction, Cruelty1
IounMagic, Study1
KordWar, Athletics2
KorellonFreedom, Beauty, Art1
LlothTreachery, Lies, Deceit3
MeloraNature, Wilderness, Sea1
MoradinCreation, Craftsmen1
PelorSun, Farmers, Commoners2
Raven QueenDeath, Burial, Winter4

Sunday, 31 January 2016

D&D Adventure: Breaking into prison

This adventure uses some of my personal home-brew, including the Samurai, and is set in my home-brewed world of Nuovo Arkhosia (map). This is all mere fluff, and the Samurai can be replaced by Knights in the monster manual.

The Gaolers Keep is found just outside Dessingrove City, along the inner part of the wall that separates the Empire from the Wasteland. It is a fairly small fortress, only meant to temporarily hold prisoners before they are transferred and exiled into the Wasteland.

Prison Grove, it is mockingly called by the locals.

The Keep also has something of interest to the party; a political prisoner (and family relative). Angus was a prominent figure in the resistance to the Empire, leading a campaign of sabotage and subterfuge against the Herald of the new God, Artor Keler-Vonstahp. Eventually a peace was struck between the residents of the wasteland and the Empire, but only if Angus became a hostage as part of the truce. For peace and his family, Angus willingly gave up his freedom to secure the truce.

Why does the party wants to break Angus out of prison?

The party were sent by the old Gods to remove the heresy of the new religion, but are seen as relative unknowns in this land. Angus was a fervent believer of the Old Gods, and is a legendary hero to the people of the wasteland. Securing Angus may be just the thing the party needs to become legitimate in the people's eyes.

Where is Gaoler's Keep, and what does it look like?

The Keep is located approximately 1 km south of Dessingrove city on the eastern side of Artor's Wall, the wall that separates the Empire from the Wasteland. Part of the Wall is integrated into the Keep. No other buildings or settlements are allowed to be built near the Keep to ensure the prison's integrity.

Map of the prison

The heavily guarded entrance to the Keep is located to the north-east, and immediately leads into the Administration room where prisoners are checked in and out. The entrance is magically constructed as such that only one door can be open at any single moment. This ensures that prisoners or visitors cannot just rush in or out.

The Admin room leads into the main corridor, which is segmented into three main parts. The corridor, like the entrance, is magically constructed so that neither gate or the kitchen can be open at the same time.

The large open space to the south of the corridor, or the Yard, has multiple uses. It is used to train the guards, provide leisure time for well-behaved prisoners, and as an execution area for summary punishment. The Record Room is located just to the south-east of the Yard, and is where all records of prisoners are kept until release.

The two rooms to the north of the main corridor are for the use of the guards. The red rooms are known as the Officer's Quarters, while the other room is known as the Guard's Mess. The Guard's Mess is where the Guards spend their break, and also doubles as an armoury.

The largest room in the Officer's Quarters is the Warden's Office, who overseas the administration of the whole prison. The left room is the Captain's Office, who is in charge of all guard related matters. The right room is the Chaplain's office, who is required to be on hand to serve the prison's religious needs.

The Kitchen and Prisoner's Mess are located to the south of the Officer's Quarters. The Kitchen is largely run and staffed by the prisoner's themselves so as to save on costs.

The final room is the Cell Block, where all the prisoners are located. There are 14 single cells and 2 bulk cells. 

All of the walls, floors and ceilings have been inscribed with runes to prevent the use of magic. The Captain and the Warden also have magical staves that when planted generate an anti-magic field around them. Only the yard is considered mildly safe to use magic, but the interrupted flow means that every single spell cast will cause a Wild Magic surge.

The NPCs

Warden Gavin Delson
Human, Samurai / Knight
The Warden is a minor member of the Delson noble family, and has been stuck running this prison for the past 20 years. His workaholic habits led his wife to leave him 5 years ago, and he’s done nothing but throw himself more into his work and alcohol. He sold his house in Dessingrove and set up a bare-bones cot in his office, and traded his horse to pay off his tab at the local taverns. Many of the prisoners who have been around for an extended time get along great with him and consider him a friend.

Captain Bronzefist
Dwarf, Samurai / Knight
Bronzefist is an exiled dwarf from the Wawmar Mountains, and has sort to make his mark on the new empire. He has risen high in Gaoler's Keep, and is now in charge of all guards. Relatively new to the prison in dwarf terms (15 years), Bronzefist has gotten to know almost all of the inmates fairly well. Even though his philosophy is that prison is a place for rehabilitation, he does not get along well with most of the prisoners. He, more so than the Warden, is seen as the gatekeeper by the inmates. Nearly all of the long-term prisoners hate him, and their attitude bleeds down to the newer inmates.

Chaplain Agnar
The prison's resident cleric. He is pale like a ghost and always has bags under his eyes. The guy looks like he hasn't slept in a while. He usually handles all administrative work.

Jeremy (Guard)
This black-haired, grey-green-eyed man has a fragile build and heavy, plain face. He is naive and quirky, and is interested mainly in money.

Riley (Guard)
This strawberry blond-haired, grey-eyed woman has a slender build. She is self-righteous, and is interested in romance and clothes. Way tougher than she looks.

Vidhi (Guard)
This man is a cold-hearted guard who is usually inconsiderate. He has dull grey hair, blue eyes, and brown skin. He is rotund with a thin face.

The Prisoners

Angus
A 52-year old man serving out a life sentence, Angus has been around since the Warden came into the job. He largely keeps to himself, and his status as a revolutionary means he garners some respect from the other prisoners.

Amos Caely
Mr. Caely, as he is referred to by nearly all of the inmates, is the most connected man in Gaoler's Keep. Nearly everyone owes him a favour. It is quite possible to suppose that he’s also incredibly well connected in Dessingrove. It is well known that he wouldn't be doing ANY time if it wasn't for a particular guardsmen that managed to witness Amos overseeing a drug deal. Amos is serving 10 years, 3 of which have passed.

Eldridge and Rocky
Mr. Caely’s left and right hand men. They worked for him before getting thrown in Gaoler's Keep, and continue to do so now. These two brutes are never too far away from their boss, and are willing to put up a fight for him, or take the blame when he gets a finger pointed at him.

Other Prisoners
Most of the other prisoners are simply on their way to being exiled into the wasteland. They are generally political or religious prisoners.

Some notes about the prison

Guard shift change
Most guards live in Dessingrove, and usually work for the full day. The shift changes at dawn. A minimum of four guards (not including the captain) is required to maintain the prison. There is always at least one guards patrolling the walls (accessible from the yard near the record room). One guard watches over the prisoners in the Cell block, however protocol dictates that two guards is required to manoeuvre prisoners around. Finally, one guard patrols the rest of the prison while the last one is on his break in the Guard's mess.

Food, water and supplies
Most of the work is done by the prisoners (or at a stretch, the guards themselves). Food and supplies are brought on a weekly basis through the entrance. Water is brought daily.

Visitors
Visitors are strictly not allowed.

Alarms
A magical alarm has been set up that is link to the main Dessingrove guard barracks. It can be set off in any of the Officer's Rooms. It should take roughly 10 minutes for back-up to arrive.

Some useful references

Use these rules:
http://recedingrules.blogspot.com.au/2011/05/heist-con-special-mission.html

Some useful skills checks:
http://dungeonsmaster.com/2009/06/skill-challenge-prison-break/

Sample adventure:
http://www.enworld.org/forum/showthread.php?249387-Prison-Break-Adventure

Sunday, 17 January 2016

Samurai

Some notes:

  • This post doesn't include any of the Buddhist or Zen religious influences so that you can pop this into whatever fantasy world you have made
  • I have tried to avoid any specific cultural references such as Bushido so that it should fit in whatever culture you choose
  • Based upon the Gladiator in the D&D 5E Monster Manual 

Samurai are the eastern equivalent of a western knight. They are military-trained nobility that swear allegiance to a feudal lord (daimyo in Japanese culture) and follow a strict code of conduct. Honour and Duty are paramount to a Samurai warrior, and a loss of honour was considered worse than death.

Common traits among Samurai was  meditation to calm the mind, needless killing was an abhorrent act, ritual suicide was an acceptable method to regain honour, unwavering loyalty to your lord unto death, and that honour and rank is placed above all else.

Notes

  • Samurai were educated in the art of strategy so that they could be effective officers. They usually lead troops in battle.  
  • Samurai were accomplished martial artists, and could fight with a range of weaponry (including their bare hands). They are always seeking to improve their combat effectiveness through training and practice.
  • Samurai are extremely strict on each other when it comes to their code of honour. Any Samurai who fails at upholding this code are cast out and shunned by all, including former allies.


Samurai
Medium humanoid (any race), any alignment (tending towards lawful)

Armor Class 16 (chain mail)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)15 (+2)16 (+3)10 (0)12 (+1)15 (+2)

Skills Athletics +10, Persuasion +5
Saving throws Str +7, Dex +5, Con +6
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 6 (2,300 XP)

Brave. The samurai has advantage on saving throws against being frightened.

Focus. As a bonus action on their turn, the samurai enters a calm state of mind and focuses on their opponents. This focus lasts for 1 minute and ends early if the samurai has not attacked or taken damage since the beginning of their last turn. The samurai cannot casts spells while in focus. The samurai must take a short or long rest before they can use this ability again.

While focused the samurai gains the following benefits:

  • They have advantage on Strength checks and Strength saving throws
  • When they hit with a melee weapon attack, they gain + 2 bonus to the damage roll (see the weapon entry for the focus damage entry)
  • They have resistance to bludgeoning, piercing and slashing damage.


Actions

Multiattack. The samurai makes three melee attacks or two ranged attacks.

Katana (Longsword). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) when held with two hands.
Focus: 10 (1d8 + 6) piercing damage, or 11 (1d10 + 6) when held with two hands.

Tanto (Dagger). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. Can be thrown with a range of 20/60.
Focus: 8 (1d6 + 6) piercing damage.

Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320., two-handed, one target.
Hit: 5 (1d6+2) piercing damage.


Reactions

Parry. The samurai adds 3 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.

    Wednesday, 16 December 2015

    The changes to Kelerak

    The D&D campaign I am running at a cross-roads. The party was transported to an alternate dimension that had changed time to speed up, and are now exiting nearly 40 years in the future. I had the party roll some dice to determine what had happened in the meantime, and this is the result.
    You may not know me, but I have been watching you all throughout time. Arkaxus the Headstrong, twice defeated but resolute on his path towards vengeance. Grimbold the Provider, who has already given so much but still so willing to give their all. Sanctus the Courageous, always defending the weak from those who abuse their power. Ceasus the Seeker, striving to pry the secrets of the world from the dark places. Aramil the Storm-Born, still grieving over the love he lost. And Jinn, the trickster who runs from his own past.

    I have followed the essences of my dead brothers and sisters to this unhallowed place, and I have sensed them within that amulet you bear. Why they have chosen mere mortals to guard their essences I cannot begin to speculate, but my fellow Gods have made their choice and I will abide by it.

    But, where are my manners? I have not introduced myself!

    Behold, for I am Cyndor the God of Time!

    I must be quick, for controlling this plane of existence is draining me of my power. I am sending you back to your own world so that you may resurrect the essences of the Gods that lie within your amulet. The Mockery has finally re-emerged after eons to lay waste to the plans of the Elder ones, and we must  reforge the essences of the Gods so that we can oppose The Mockery and his Herald. But be warned, as much has changed since you last were home...

    It has been nearly 40 years since the old gods were defeated before the might of The Mockery and the army of devils summoned by his Herald, Artor. The fabric of reality has been torn, with infernal Fiends and otherworldly abominations slipping in through the inter-dimensional cracks and running amok. Travelling the wilds is no longer safe, so that the commoners cower behind feeble walls and meekly pray for salvation.

    The sky has been permanently breached, torn asunder by the power of The Mockery. The sun can barely be seen through the ash-darken clouds, and never-ending thunderstorms constantly assail the earth. For some unknown reason the earth itself has become warmer to the touch, hot enough to heat up puddles of water. The new low-light and humid conditions has changed the way plants grow, slowly replacing the familiar forests with thick jungles of ferns, vines, and mosses.

    The farmers suffered the worst as traditional farming methods were no longer producing the crops required to feed the population. Animals that could not survive the hot and wet weather died quickly, and starvation gripped the land. It was then that Magic Universities and Academies throughout the land focused their efforts to magically alter the seeds and animals to become suited to the new conditions. The new magically-altered crops averted a crisis, and magi and sorcerers became a highly regarded profession.

    The Herald used the food crisis to usurp power, trading magically-altered seeds for absolute rule over towns and provinces. In place of traditional feudal lords and city councils he created the Magocracy, where he gave power to trusted magic-users to rule in his stead. The new rulers were known as Senators, and Artor used them to consolidate his power to rule upon the White Star Throne in Dragonspur City.

    The death of the gods and the rise of the Herald hearkened the birth of the White Star religion. This new religion was based around the appearance of The Mockery and his victory over the old gods, and praises Artor as the Herald. The new religion falsely teaches that the old gods, myself and my siblings, were false and that we stole godhood from what they now call the White Star. The White Star, through the Herald, shall now reveal the True Path that the faithful should follow towards redemption. All hogwash, of course, but this new religion has been mandated by the Herald to be the only religion throughout his new Empire.

    Under Artor's guidance and through the fervor of his new religion, Kelerak was quickly able to conquer and subjugate neighboring Zeland, Kale, and Daven. Only the militant Orland and their legions were strong and organised enough to repel the fledgling Empire of Kelerak, although they too eventually fell to the zealous teachings of the White Star missionaries. Only the far-flung Kingdom of Farland remains independent, as the ancient King Wolgan the VIII maintains a vice-like grip onto his throne.

    As the Empire spread so too did the White Star relgion, and it destroyed any vestiges of the old Pantheon in it's wake. Temples were re-purposed to worship the new and only god. Clerics were mercilessly cut down in public executions by the militant wing of the White Stars, the Justicars. But the old Pantheon still remains stubbornly alive, as the elders secretly still pray alone in dark rooms when the Justicars are not watching.

    All surviving members of the old Temple hierarchy fled west towards the castle of the Order, where the half-elf Knight-Captain Dendy Jeri remained faithful to the old ways. The Temple of Kord was by far the strongest contingent remaining, and they formed the backbone of the resistance movement against the Empire. Soon the Order and the remains of the Temples merged together to form the Templars, a holy order with the divine duty to govern over the remaining faithful. All assets of the Castle were gifted to the new Templar Order, and the Castle was renamed Knight's Hall.

    Instead of invading the lands of the Templars, Artor instead ordered a wall to be built around them to cut them off from civilization. The wall itself was permanently manned, and a common punishment throughout the Empire was to be banished onto the other side of the wall. As such, the area  beyond the wall has been nicknamed "The Wastelands" in the rest of the Empire. Strict border controls were in place at every gate along the wall, and anyone who managed to cross the wall without permission were mercilessly hunted down and executed.

    The wall was integrated to be a part of the city of Dessingrove and the towns of Waleron and Deaton, making these places the only points of contact between the Empire and the Wasteland. When the Templars and the Empire cooled their relations, these towns actually thrived as it was the only trading point for the Empire to access goods from the Wasteland, the Elves of the Black Woods and (surprisingly) the Orcs of the Northern Teeth.

    Over the years the Templars have become increasingly secular, with many giving up hope that the old gods will return. The Templars have become the defacto government of the Wasteland, and the Pantheon faith now barely influences their decision-making. They have instead become more militant, eschewing the arcane arts in favor of increasing technological might.

    As for the races, non-human races now experience the most intense racism within the Empire than at any other point in known history. Tieflings suffer the most as their infernal bloodline link them to the unholy abominations that wander the wilds. Many Tieflings are simply attacked on site in any urban area, forcing Tieflings to hide out in the wilds. Many Tieflings have fled into the Wasteland or far to the East, although some have formed alliances with Fiends and have grown powerful.

    Although most Orcs live in the Northern Teeth under Uggoth Kalakzorson, some have chosen to follow Skanut the White and live in the Wasteland. This has created some animosity between the two, as each believe that theirs is the true Orc way. Simmering away in between this animosity waits the Blood Oath Orcs, awaiting their chance to create bloodshed and awaken their foretold Blood God, whoever that may be.

    Elves are barely tolerated within the Empire as the Black Wood still do not follow the White Star faith. Half-Elves are treated with contempt and pity by both sides, although they can still find fulfilling lives. Dragonborn also find it hard to maintain their place in society, and are slowly being pushed out by the human-centrist aristocracy. And Dwarves have mostly retreated deep into their mountain retreats, away from the prying eyes of the Magocracy. Only the Halflings and Gnomes are welcomed among the humans.

    Curiously, the Herald himself has encouraged the migration of Drow into the capital city of Dragonspur. The migration was paid by the Empire itself on the condition that the Drow convert willingly to the White Star faith and burn the remains of their old faith. The Drow eagerly agreed as their native lands to the east were barren and dry. What the Herald plans for the Drow is unknown, but the ash-clouded skies allow the Drow to frequently roam the surface.

    This is the world you will now enter. It has changed drastically, and in 40 years almost everything you have loved and cared for will have died or grown old without you. As a final gift, I will tell you their stories.

    Arkaxus, Sila was valiantly rescued from the Blood Oath Orcs by Skanut and the two lived their lives happily together. Sila managed all of her taverns expertly, spreading her business across the Wasteland. While she was happy without you, she did not forget you, and you remained part owner of the taverns in Dessingrove and Deaton. The Tavern in Knight's Hall was forcibly given to the Templars, as well as your smithy.

    Your noble family has hit upon hard times, and have been forced to sell their expansive estate to meet rising debts in an increasingly racially charged Dragonspur. Sila was kind enough to give them your profits to keep them afloat, but they constantly squander the money.

    Eatfrith was a devout follower of Gruumsh, and when his God fell so did he. The Cult of Gruumsh quickly fell apart at the seams and was irreperably damaged. The once fearsome Goliath roamed the Wasteland as a simple bandit, hunted by both Templar and Empire alike. Eatfrith finally died to your cousin Survasix, who joined the Templars to continue your quest for vengeance.

    Grimbold, your love Twengebehriehs had left you alone in your village but as you had found your true calling so did they. Affectionately known as Twigs, they had become teacher of poor urban children so that they may improve their lot in life. In payment all Twigs asked for was food and shelter. Eventually the legend of Grimbold reached Twigs, and they packed up and began a journey to reunite with you. Unfortunately by the time they reached Knight's Hall you had disappeared into this dimension. Undeterred by rumors of your downfall, they established a school for the poor and awaited your return. On their deathbed, still resolute in the fact that you would return to them, they called upon Joco to imbue their spirit into the lectern to await your arrival. They continue to teach the poor up to this very day.

    Despite the sweeping changes across the land, the Cult of the Raven and "Him" continue to thrive in the wayward forest off the beaten track. They continue to partake in psychedelic drugs in an attempt to become closer with the Raven Queen, ignorant of the fact that she has now died and lives on within your amulet.

    Sanctus, your son Angus has hit upon hard times. He was a hot-headed youth that believed in attacking problems head on, just as his father did before him. When the Empire forcibly took over and began to wipe out the remains of the old Pantheon, he and his friends traveled to Dragonspur and began a campaign of guerrilla warfare and sabotage. He also led all the refugees that he could back to Knight's Hall, and was a leading figure in the Order. But years of fighting tired the Templars, and they eventually sought to make peace with the Empire. One of the conditions was the imprisonment of Angus for the crimes of sabotage. When Angus learned of this, he marched right up to Templar-Captain and turned himself in on the condition that his family remained safe and unharmed. Angus still lives, but languishes in prison beneath the city of Dessingrove.

    The slave kid that you had rescued from the orcs took your name in your honor, and fought alongside your son Angus in their campaign against the empire. He was your son's right-hand man, and together they probably saved the remains of the Temple from destruction. Angus' eventual imprisonment has pained Sanctus Freeman, to the point that he has infiltrated Dessingrove and plots to break his friend out of prison.

    The Sanctuary, the monk order where you learned to fight, was forcibly conscripted to fight in the Empires war against Orland. Any monk who resisted to maintain strict observance of pacifist doctrine was brutally murdered as an example to the rest. The surviving monks soon found that they were really good at fighting, and became willing shock troops for the Empire.

    Jinn, your homeland to the east lies tattered and barren. The changes to the world has adversely affected the underground dwellings the Drow built over centuries, and in-fighting broke out between the clans. Your family was on the loosing end, becoming indentured slaves to more powerful families. Eventually the Drow migrated as a whole to Dragonspur at the request of the Herald in exchange of forsaking their ancient religion. The Drow as a whole agreed, and they burnt their holy books and symbols as they left their cavern cities. Your family ancestors remain as slaves in Dragonspur, serving the whims of their overlords.

    Aramil, the your elvish clan's forest lies totally within the Empire and as such experience mild racism from the human aristocracy. Only elvish magic-users are in any way respected. The family of your human lover, in comparison, has thrived as it was discovered they have a rich steak of magic running through their blood. The family quickly rose to power in the Magocracy, but instead use their new-found power to protect their home village. In respect of your relationship with their relative they have taken it upon themselves to protect the forest and your elvish family from the avaricious machinations of the Magocracy.

    Ceasus, while you are used to being exiled you should be wary as racism towards Tieflings have grown exponentially in the Empire and in some parts of the Wasteland. This is because of the fear that Tieflings are in league with the Devils and Demons that terrorise them on a daily basis. The wilds are also no longer truly safe, as fierce abominations prey upon the unsuspecting. No place is no longer safe, except that magic-users are highly respected or at least tolerated.

    For Caelan Blade the collapse of the Kingdom meant that he was no longer a wanted man. The Thieves guild was also broken up due to factional infighting, so Caelan was no longer hunted by assassins lurking in the shadows. Unfortunately his Tiefling blood meant that his was no longer welcome in towns or cities. He still had his gold and his ship, and with them he created a little village along the Dark Lake that was a refuge for other Tieflings. He refitted his ship to ferry goods along the river-ways between the Wasteland and the Empire. He is survived by his son Caelan who continues the family business.

    Belric was able to grow his pacifist ideology within the Wasteland, and had a devout follower in Skanut. Skanut wanted to reform the world's opinion of orcs, and through Belric had someone else with faith that orcs could change. Together they worked tirelessly to change the Templar's opinion of orcs, bugbears, goblins and kobolds so that these races are considered natural extensions of civilization. The ideology of equality is Belric's lasting legacy to the Wasteland.

    Joco was able to secretly study necromancy and other forms of taboo magic to find a solution to his problem. He was also an avid supporter of the arts in Knight's Hall, and formed part of the magical backbone of the Templar order. But despite his efforts, he and his wife Taleadora could not keep up with the magical progress made within the Empire. When Taleadora suddenly died to a Demon attack, Joco decided that staying in Knight's Hall was only holding him back in his quest.

    As a respected member of society, no one suspected that it was he that had found his way to Orvaxis' tomb on the night the spirit disappeared. Orvaxis was depressed that Bahumat had died, and when Joco approached him with his plan Orvaxis was only too ready to agree. Through an ancient arcane ritual the spirit of Orvaxis was merged with the soul of Joco, and this managed to also increase the lifespan of Joco. The three spirits in one body then quietly left Knight's Hall and made their way to Dragonspur.

    That is all I can tell you, as now my power is fleeting and I must destroy this plane and the forbidden time magic that is imbued within it. Go now, heroes, and find a way to resurrect the gods so that we can fight the Herald and The Mockery!

    Thursday, 12 November 2015

    Grassus Narkold and the Cave of Demons

    This is an excerpt from my partial attempt at completing NaNoWriMo in 2014. It was supposed to be a High-Fantasy setting, borrowing elements from the Dungeons & Dragons campaign I was running at the time.

    Grassus Narkold, Protector of the Sermons, holy warrior of the God of Justice, soldier in the army of Arskesia, survivor of the Battle of the Rose Headlands, husband to beautiful Silas, father of four healthy children in Dragonspire, and Dragonkin. A horde of titles earned over a lifetime of battling the evil things that crawl upon the land. These achievements bring me some contentment as I watch a trickle of crimson flow down my armour.

    I shakily bring my blue-scaled hand into view, and I am reminded of the pride I felt when I first learned that the God of Justice also had blue coloured scales. All Dragonkin claimed their ancestry from the great ancient Dragons of the world, and there were certainly many other blue-shaded Dragonkin in Arskesia. But only a rare few bore the bright light-blue shade that is associated with the ascended Dragon that became the God of Justice.

    From that day onwards, I began the long arduous journey to become a holy warrior for the Justice God. Master Sorkash was a harsh trainer, but under his tutelage I learned how to wield both sword and divine power. My family was honoured when I was being ranked first among the Initiates. My first assignment was to travel to the lands of the humans and protect the newly-founded ministry there. My last for the temple was to found a ministry in the lands of the halfmen. It was the assignment I remember most fondly, as it was where I fell in love.

    And then the war began. The war so ferocious that it seems like it will consume the whole world.
    Ancient stories tell that the Fellborn were once human, but they made a dangerous compact with the devils and demons of the underworld in exchange for power and wealth. The humans and the fiends then bred together, and out sprang the tainted Fellborn. The Fellborn went on to found the Empire of Turak in the far east, and eventually their borders stretched to touch the fringes of Arskesia.

    Peace and Mercy did not seem to not be words in the language of the Fellborn. They knew only about domination and power. Border skirmishes were frequent and deadly, and there were plenty of rumours about captured Dragonkin being sold as slaves in far flung depraved citadels. Hatred simmered among the Dragonkin, and parents began to teach their children that the only good Fellborn is a dead one.

    Silas and I also taught our children to hate the Fellborn. Gods forgive me, if there is one thing I regret the most it is teaching my children to hate. Those innocent minds, eager for nourishment and knowledge, gladly supped at the hateful tales told by their parents. I had personally ended the lives of many Fellborn, and then boastfully retold the tales to my eldest son. Maybe the sword sticking out of my chest is punishment from the God of Justice, fated to die so far from home for the sin of Hate?

    I remember the anger towards the Fellborn that boiled inside of me, and anger so hot it threatened to burn all those around me. I was a ferocious tempest on the battlefield, an avatar of the God of Justice meting out punishment to the enemy. I thought that the Fellborn were creatures without emotion, without a single trace of good in them. That they were no better than the rabid beasts and the mindless undead.

    Oh, how wrong I was.

    My gaze fell upon the body of Walla, the Fellborn who warned my squad of an ambush earlier in the underground cave system. His throat was now a gaping hole, blood gushing out of his body. He had fought beside me. He sacrificed himself to protect me. He will die while under my command.

    The mission was to stop the Fellborn from unleashing a terrible weapon that was supposed to end the war. My squad, respectfully named “Grassus’ veterans”, were tasked with locating the weapon and to destroy it if possible. But upon finding the cave system and venturing inside, we learned that it was a Cult who worshipped Demons that were going to unleash the weapon. The Fellborn had also learned about the weapon, and had sent a squad of Fellborn to stop the weapon.

    Walla’s squad arrived before mine, and they were captured. The Captain of the Fellborn squad was executed, and before they could kill the rest the Demon Cultists heard my squad trample towards them. They had set up an ambush, but Walla had given us the warning that allowed my squad to easily defeat the rest of the Cultists.

    Walla and the other Fellborn survivors joined my squad, and we managed to make it to a large chamber where a ritual was taking place. We tried to stop the ritual, but one of the cultists summoned a Fiend from the underworld. It was a large four-armed ravenous beast that could cut an unlucky warrior to ribbons and was as fast as a horse. The evil thing was tough, and most of the warriors fell trying to distract it while Walla and I could get close enough to land a killing blow.

    The Fiend was now lying dead in front of me, it’s life coming at a cost of a sword in my chest and the rest of the squad are dead or dying. And yet the ritual continued.

    I was starting to feel light-headed, and I the temptation grew to just lie down and sleep it all off. The Death Goddess’ whispers were calling to me to take my place in her realm. And I almost fell to that temptation until I heard a gurgled cry from Walla. I knew I could let our sacrifice be for nought. But I had no strength, and little will.

    I closed my eyes and called upon the God of Justice, imploring for aide. I prayed for Justice, for peace, and for the ritual to be stopped. And, for the first time since my initiation, I felt His reply.

    My body surged with holy power, my life essence bolstered by the spirit of the Dragon God. Strength returned to my weary body, and will coursed feverishly in my veins. Divine knowledge flooded my brain, and I knew what had to be done. I could feel that part of the ritual was complete and that an unnamed horror was set loose upon the world, but the worst was yet to come. The ritual was meant to unleash the Demon Lords of Undeath upon the world, where they would sacrifice mortals in their plan to ascend to Godhood.
    But the God of Justice had just infused my body with the divine power necessary to disrupt the ritual and destroy the portal to the underworld. I just have to step forth and sacrifice myself to do it.

    Without a second thought I lifted myself up from the ground and rushed to the centre of the ritual. I could see the formation of a portal, and from it I could smell the foul stench of Demons and Fiends. Before any of the cultists could stop me I leaped up towards the portal, resigned to my fate.

    As my body entered the portal, the divine energy made contact with the foul things of the underworld. I could feel my skin and bones and muscles rupture as the divine energy exploded, destroying the large chamber behind me and whatever it was waiting in the portal.

    And for the fleeting second of consciousness I had left, I thought about Silas. My beloved, may you forgive me for my sacrifice.

    Wednesday, 4 November 2015

    Sila's capture by the Blood-Oath Orcs

    This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

    “Bring the Ale, Bring the Mead!
    Grimbold is all we need!”

    The raucous chant echoed throughout the tavern as Skanut entered. The fresh coat of paint above the door proudly proclaimed that this was the ’Kord’s Axe’. Skanut smiled broadly as his brother Orcs lifted their mugs in salute.

    “Kord’s Paladin,
    Easily pleased,
    Jus’ make certain
    You ain’t diseased!”

    The room bawled with laughter at the clever little chant. The scrawny looking half-elf who shouted it was met with slaps on the back and offers of copious amounts of ale. It was not long before the whole room managed to twist the lyrics into something much more dirty and depraved.

    “Why are you so happy today?”

    Skanut turned to see Sila smirking, her hands full of jugs of sweet smelling mead. She was attractive enough for a Dragon-woman, and Skanut would admit to thinking about bedding her. Although he wasn’t too sure about those scales….

    “I’m glad be home,” replied Skanut, before his thoughts drifted away. His knowledge of Common was getting much better, although it was still heavily accented.

    Sila’s smirk dissipated into a knowing look, and she sighed heavily as she looked around her tavern.

    Her gaze must have caught something, because she snapped back to Skanut. “Those Orcs by the far wall wanted to discuss something with you. Asked me to let you know the second you came in”

    Skanut nodded and left Sila to work in peace. There were 5 Orcs, two of them wearing ridiculous looking cloaks and hoods. The other three just had a dumb, grim look about them. Skanut sighed, preparing to receive some sort of complaint. Why did he ever agree to become a knight?

    “May your ancestors provide you a strong arm in battle,” greeted Skanut in Orcish as he sat opposite the 5 mysterious Orcs.

    “May your battles be bloody,” replied one of the hooded strangers. They both seem to bow their heads lower so that Skanut could not see their faces.

    There was long pause, and the three uncloaked Orcs began to look uneasy. Skanut could feel the battle tension in the air, and he clenched his fists underneath the table. He cursed as he remembered that he left his axe at the smith’s for repair.

    “I’ve been told you were looking for me?” Skanut asked, hoping to break the tension.

    “Waiting, to be more precise,” replied the other hooded figure. He then nodded.

    The tavern suddenly erupted with screams.

    Half of the Orcs overturned tables and drew their blades, striking down any armed man or woman they could see. Some were too drunk to react quickly and they fell where they sat, mugs toppling over to mix alcohol with blood.

    Skanut leaped back and readied himself to face the three, now armed, Orcs as they surrounded him. The two cloaked figures removed their hoods, revealing the red woad-like tattoos that they had painted on their faces.

    “The Blood Oath”, spat Skanut in Orcish, “What brings your foul stench to these halls?”

    The reply was the swift thrust of a blade that Skanut barely dodged. The three Orcs were rash and impetuous, and Skanut used Dendy’s training to skillfully avoid their attacks. But then a sudden roar from behind put Skanut off-guard and he mistimed a dodge, receiving a deep cut to his side.

    Luckily the roar was part of Dorgrim’s charge. He and the other Ironhide dwarves must have been using the private drinking room at the back of the tavern. The charge of the dwarves made short work of the three Orcs, outclassed by the stout warriors. Once Dorgrim was finished he gave a brief nod to Skanut before rushing to help the other victims.

    Skanut jumped back to his feet and grabbed a sword. He looked around for the Red-faced Orcs, catching a glimpse of a coat escaping through the side exit. Skanut barged through the exit to see an unconscious Sila being carried down an alley-way by shadowy figures.
    Leaving Skanut alone with the two red-faced Orcs opposite him, blocking his way.

    “Blood for the Blood God”, said one.

    “Skulls for the Skull Throne”, replied the other.

    Then they attacked, but Skanut’s training had prepared him for two-on-one combat. He countered the overarm strike coming from his left, leveraging the momentum into an attack on his right. The cut went cleanly through the Orc’s guts, felling him instantly.

    “Fire! Fire! Tavern on Fire!” The cry was quickly spread through the camp, and Skanut became aware of a seering heat at his back. But all of his focus was trained on the last remaining Orc in front of him.

    The Orc backed away and smiled. It was a gruesome smile, a smile of foreboding.

    “Blood for the Blood God”, shouted the Orc before slitting his own throat. He went down, gurgling the rest of the chant.

    “Skuths… faw…. da… Skulg…. groan…..”

    Tuesday, 3 November 2015

    Sariel discovers the Blood-Oath Orcs

    This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

    Sariel ran through the streets and past the hastily-built shacks, ignoring the shouts and cries of the adults. He was being pursued by a Kobold child in a game of chase, and Sariel was determined to not be the first elf caught by a lizard.

    The camp built outside the walls of Castle Dark provided plenty of little alley ways to duck and weave through. There was no time for the Knights of The Order to plan out an orderly town for the refugees; Father blames the Orcs for the chaos, saying that they are simple minded savages.

    The camp was also alive with the sights and smells of all the places of the world, and it was also the first time Sariel laid eyes upon Kobolds. Kobolds! The little lizard men were far, far smaller than the Dragonborn, but Father says that they are far, far cleverer than the brutish Dragonborn and to never trust one.

    Sariel ducked underneath the canvas of a tent, popping out the other side to the astonishment of the Orc shaman and his human customer. The elf rushed out the other side, nimbly ducking away from the Shaman’s feeble attempt to grab him. Sariel beemed as he heard the Orc grunt and growl what could only be insults.

    A few corners later and Sariel decided to stop and catch his breath. He hid behind a couple of barrels in a secluded path that was directly underneath the Castle walls. No-one seemed to walk along this path, so it should be a perfect hiding spot!

    Sariel smiled as he imagined the Kobold child futilely searched for him, and crying in despair. He then saw himself emerging from his hiding spot to the cheers of his friends, and his father beaming with pride at his son’s skills as a stealthy elf.

    “Blood for the Blood God”.

    Sariel almost cried out in fright at the sudden intruding voice.

    “Skulls for the Skull Throne”.

    The elf boy peeped over the edge of the barrels to see a gruff orc wearing a cloaked hood. The funny thing was that this Orc seemed to be red, even though everyone knows that orcs are meant to be green. The other voice belonged to a shady looking Tiefling; Sariel knew the Tiefling was shady because he had a goatee, and Father said that people with goatees are never up to any good.

    “The Knights have intercepted some of our forces, but the leadership managed to sneak away with help from the were-quokkas” said the Tiefling in a low voice, keeping a wary eye on all the exits.

    “The Blood Oath needs no reinforcements, demon-born, and especially not those followers of the Mad One-Eyed God. This camp is full of piss-weak cowards. The Blood Oath demands that we take their lives as sacrifice to the Blood God!”, the Orc replied.

    “Be that as it may, the Soulmancer has spent considerable resources in securing the services of the Oathbreaker. Apparently he has intimate knowledge about the Knight-Paladin of The Order that you could use…..”

    The Orc guffawed, waving away the offer. “Sila. We know Sila. Everyone know Sila. No secret.”

    The Tiefling smiled wryly. “Regardless, the Soulmancer wishes her captured as per the deal struck with the Oathbreaker.”

    Then the Tiefling grew more cautious, and drew nearer to the Orc. He whispered to the Orc, who let out a sudden gasp at the end.

    The shock passed quickly, and the Orc began to guffaw again.
    “Well, fighting alongside dead elves is better than fighting with live ones!”

    The Tiefling shook his head, “Just keep it a secret, you oaf. The Blood God will soon arise, and will take his seat on the Skull Throne we will build for him.”

    “Blood for the Blood God”, whispered the Orc reverently.

    “Skulls for the Skull Throne”, replied the Tiefling.

    With that they quickly departed. Sariel began to notice that his heart was beating rapidly. When he was sure that they have left, Sariel scrambled to his feet and headed towards the little hut he had memorized.

    The hut was the home of a quirky man who called himself the Investigator. He had asked the children to report any weird things that they might have heard; this definitely counted as something weird….