Tuesday, December 1, 2009

Research on "The Isle of Dread"

Here are a few research materials that you might have pulled up while preparing for your journey to....THE ISLE OF DREAD (Phantom of the Opera music plays).....okay, it is really not that bad...maybe....

From the book "Surveys of the Sea of Dread":

The Thanegioth Archipelago

The Thanegioth Archipelago is a cluster of island around the center of the southern end of the Sea of Dread and the northern center end of the Davanian Shallows. Despite being very close to Ochalea, the Empire of Thyatis does not have a hold on these islands. Part of the reason why, besides the current flow of interest being in the Hinterlands, is because of the regular pirate raids around these islands, the dangers of the islands, and the location. The islands are not only too far away for logical, economical protection, but are close to the Seprent Peninsula. Of course, they still would have to travel far to get to the Thanegioth Archipelago, but, based on how aggressive those creatures are, settling at the Thanegioth Archipelago could provoke action.
The Thanegioth Archipelago is actually two Archipelagos. On is on the west, the other on the east. However, the distance between the two parts is so far that these two Archipelagos are rarely associated with each other. The western part, which is miles and miles away from the eastern part, tends to be associated with the landmass near it, Thanegia. When the Western Thanegioth is addressed, it will be under Thangegia.
The Thanegioth Archipelago contains ten major islands with dozens of smaller islands around it. Most of the islands are named after Glantrian and Alphatian Wizards. Years and years ago these two nations apparently had an eye on these islands. They either wanted them for expansion or for research. I would like to take a wager on magical research, but other Thyatians would go the aggresive route and say they were trying to take over. A few of the islands are not named by these two nations due to either the prexsisting civilization found on them or the names being lost in the sands of time. I am not a historian so I do not dwell on the nature of the names beyond these points. The ten major islands, from east to west are: The Isle of Arcendia, Stoneburst, Welxion, Jurnivis Isle, Flameburst, Isle of Cannibals, Isle of Dread, Aquaburst, Mercy's Tear, and Aeroburst.
The Isle of Arcendia, I heard, is an island ruled by spiders. They do not take kindly to humans or demihumans and all that landed there do not live to tell the tale. Of course, someone must have returned in order for this rumor to spread in the first place. When I bring this up with them, the sailors tell me to be quiet and they go back to their ale. Other rumors that I heard sailors spread were that they say cat people way the Hells out there roam on that island, some mist that eats ships that enters it, a whirlpool that leads to another plane, and reefs that appear out of nowhere from a bottemless sea. I do not have research material from educated people on this island, but odds are, since all the rumors are bad, that island is a dangerous place to be around. I don't know which rumor is true, if any, or even if there is something more dangerous, but I wouldn't recommend that island for the common traveller.
Stoneburst, Flameburst, Aquaburst, and Aeroburst should be obvious to those who are recognize Glantrian or Alphatian works. These lands are lands that are magically plauged. Each of these small islands were used for magics of a specific element, Earth, Fire, Water, Air. The magical studies on these island warped the lands and made them almost like being in a Plane of one of those elements. No sailor bothered with these islands since the magical discharge from them can be seen well away from the island. No sailor is stupid enough to sail towards one of those islands in a normal boat.
Welxion is an unihabited island by most matters of life. Only volcanos rests on this large barren island. No animals of anykind is seen on this island. Some sailors stop here when they need to spread their legs. Of course, they don't stray far from their boats since the volcanos on these islands are active and go off at regular intervals. Not to mention, since the rock doesn't have good time to settle, there are many spots on the island that a person can sink into molten rock. Neitherless, it is a good island to make a temporaily pit stop when on a long trip.
Jurnivis Isle is another story. It is inhabited, but not sentient beings. The creatures found here are terriablly powerful and large creatures that match those found in the uninhabited regions of the world. Some merpeople that I spoke to told me about a Kraken making residence on this island by using underground caverns. The Kraken, apparently, feeds on creatures living on the island by dragging them under pools that lay hidden all over the island. From what the merpeople told me, these creatures that the Kraken pulled in, based on the remains, are larger than any ship that the Empire of Thyatis builds. Many sailors know about this rumor, and, since a Kraken is the worst case scenario for any seagoing travel, travel well around this island.
The Isle of Cannibals is another island that is inhabited. This time with sentient beings. However, these people are not friendly to any persons. No one has been able to succesfully communicate with these tribal people because of their cannibalistic nature. The tribes appear to be spread out across the island. One thing that sailors have noted when sailing around this island is that it appears as though some of the tribes are farms. Meaning that they farm their own people to eat. A sick group of people that, when the Empire of Thyatis have a care to, well be wipped clean from this world.
The Isle of Dread is one of the two islands named by the inhabitants. The land around the island makes it hard to get anywhere except for the southeastern portion of the island. Only a few handful of explorers have actually been to this island. Of all the islands here, this appears to be the easiest island to start exploring. Of course, exploring the other islands almost spell certain doom, but that is beyond the point. I have not the honor of finding or speaking to anyone who have been into the island, but from what little I heard, it appears that the natives on the southeastern portion of the island, though catious, are friendly and willing to trade, harbor, and help the "brave" explorers of the Isle of Dread. Due to a few centuries of contact, the islanders actually know Thyatian. It appears as though that these people are smart enough to know that speaking Thyatian would someday be benifitial so the offical language of the island is Thyatian. Though poor, the islanders are welling to trade with any persons who travel out to their island. The southeastern penisula is walled off from the mainland. I heard that the dangers found beyond there would overrun the villagers in days if they were to get past the walls. The walls do not seem to have been built by Glantrian or Alphatian hands so I have no idea as to where the wall came from. All I know is that it is very helpful to these people. The sometimes go past the wall to collect tar and, rarely, game. They do not stop explorers from braving the island.
The last major island is Mercy's Tear. This island is named after the inhabitants. The legend goes that when their ancestor's were lost in the sea, they prayed to the Immortals to save them. The immortals granted their wish and from the sky came their homeland. I don't know if this story is true, but I would wager that the part about their ancestor's being on the brink of destruction is true since these people are extreme pacifists. They lack weapons of anykind. A person might wonder how do these people survive. The reason being is simple. First, the bulk of the tribes people here live in the middle of the island. Thus a raid on these people will need to travel inland to get to anyone. Second is because all metal becomes extremely heavy once a person sets foot on the island. Most people will need to abandon their weapons if they wish to travel inland. Third, a unique branch of creatures live on this island that lives nowhere else in the world. The tribal people seem to think these creatures as angels and give them tributes of fish and such. It doesn't matter if these creatures are angels or not, this tribute that the villagers give them seem to make the villagers immune to the dangerous attacks that these creatures can preform. I don't think the villagers know that, in a sense, these creatures protect them in exchange for the food that they give them. Beyond this, this island has sparked zero interest among civilized nations. Not even the Glantrian and Alphatian wizards who studied here had a care to go to this island. It appears that magic does not work well on the island as well. So obviously they avoided the island like the plauge.
The minor island surround the major islands. Over three fifths of them are barren. Some of them seemed to of been the target of minor migration patterns. Others have plant life on them, but no animal life. Some do spot plant and animal life. However, of sentient races, there are none on them that I know of. The name of each of these islands are numerous. Almost all of them, if not all, are not in use today since they were only used a long time ago. I wager that any sailors who pass through here names them as he goes.
Overall, the Thanegioth Archipelago does serve some interest with civilized nations. It's location in the Sea of Dread would make it a good waypoint for ships passing by. There are bound to be lots of secrets hidden by the magi studiers or perhaps other long forgotten inhabitants of these islands. The fishing here, from what I heard, is incredible. The warm waters here and the currents make this a prime breeding spot for fish of all kinds. There are even a good number of whales to be found in this area. And the resources on the islands should be rich since they are untouched. All it would take is someone brave, or stupid, enough to try to clear out the dangers enough so that the riches can be had. Of course, the dangers of gaining these riches would top or even surpass the dangers of Norwold.
I will deal with Western Thanegioth, or Thanegia, in the next section. If you are looking for more information on the the Thanegioth Archipelago, you would be hard pressed as I spent many years trying to find adequate information on these islands. I have to say, I had learned much since the first version of this book when all I wrote on these islands were:
"....a place that only the suicidal should visit as death would most certainly be had for all those who bothers with these islands."

The next bit of research you found is from a letter that a captain wrote to his wife. The letter was put into the library due to the fact that the captain had done scouting trips on the Hinterlands which is a current interest for the Empire of Thyatis. Though the captain visited the Isle of Dread many times as a waypoint between Davania and Brun, he only mentioned the island in four letters.

First letter (in terms of date)

I found me an island that would serve me well on me travels. I normally steered clear of these damned islands, but a storm threw me off course and my ship took in a lot of water. We prayed for the best as we picked an island that appeared friendly enough. We guess right as the people on the island were friendly. It seemed as though their elders were able to speak our language but not the common folk. I guess a few of our guys came here before me. The villagers call this island the Isle of Dread. Nice name. They warned us that we will be safe as long we don't travel past the wall at the northernmost village a few miles from where we landed. It wasn't a threat, it was a warning. We are sailors, not damned adventurers. We had no intention on going deeper in the island more than we needed to. The people were friendly enough. We even made a few trades with them. I ask them if I could stop by here again sometime in the future and they welcomed me to. I guess my trips will be shorter from now on. And you know what that means, my sweet.

Second Letter

All the times I been to the Isle of Dread, I never once bothered with finding out about that wall that Tanaroa has. It covers from coast to coast, which is about a mile or two. It is quite a work. If you see the buildings that these people live in, you would know that there is no way that this wall was built by them. I decided that it was time for me to ask. It appears that it was built a long time ago, by some god or ancestor or some damn thing like that. It was not built to keep invaders out, but rather to lock something in. A pretty damned wide berth of living space for whatever the Hells is past that wall, if you ask me. In all the time that they held the wall, however, they never ran into any problems. I wager that the tribal people can actually expand out into the island a few miles safely if they were not so afraid to. They do have a trail that goes out to the tar pits, but other than that they do not have much interest with the mainland. Let them hide.

Third Letter

I never would have imagined this, but as we were sailing away from the Isle of Dread after making our stop I spotted a dragon flying around the northeastern part of the island. A dragon! Way out here in the middle of the ocean! I have heard of sea dragons, but this was not some aquatic creature. This dragon was flying in the air. I wonder why it was way out here? Even for dragons, the flight to this isle is a very long trip.

Fourth Letter

It appears as though pirates have found that the Isle of Dread is waypoint for honest traders like me. I have noticed an increase in the number of pirate ships around these waters. They must be taking residence in the smaller islands around this area. I can't tell where they are coming from, but if the numbers keep increasing I may need to favor a different route to increase my chance of survival. I have more interest in getting home to you alive than sooner. The good news is that they do not sport large ships around here. They seem to favor hit-and-run tactics. Which is well for me since I tend to be well stock in mariners. Hopefully they won't develop a fleet or I will be swimming in Death's Waters.

The rest of the information that you guys found were from rumors. It is possible that you could find more in the libraries, but that will take a much deeper search than what you will probably be interested in. The rumors that you found (in no particular order) are:

I heard a rumor that you are an idiot. Is there any truth to that? (sorry, TES IV reference, but seriously now...)

Why would you want to sail to those islands? Nothing can be gained from there but your deaths.

The islanders speak of this thing called a black pearl on that island. It is apparently a ancient myth that has been with them for generations. I doubt there is any truth in it.

A friend of mine's son went over there in search of adventure. The party that he was with was nine total. Only two of them came back. Well, one of them was half and the other was insane. Maybe that island should be the Isle of Horrors.

If the rumors are true, the Isle of Dread should have some unique creatures in store. Researchers should pay a good price for captured creatures.

I heard that the dead walks among the islanders.

The villagers are richer than what they want us to think. I mean, how else do they get their gold?

The Isle of Dread? Bah, just a bunch of myths and legends surround that area with no truth in it no whatsoever. The only reason why that place is deadly is because a normal person will run out of supplies in search of adventure that they heard from all the lies.

I heard that if you dig around in the dirt on some of those islands that you might find discarded magical items.

Some wizard made those islands as a playground long ago. A wizard did it for sure this time.

I heard that there is a civilization living there that should have died out a long time ago.

That black pearl you seek is just a pratical joke the islander plays. The islanders are black skined and so the pearls you seek are closer than you think.

Obviously the black pearl would be something evil based. Maybe someone evil intent might pay a pretty price for them since I heard many normal pearls being used for good intent.

I wouldn't worry about the Isle of Dread or the surrounding islands. The Hinterlands is were you can find some real action. And that action is guarantee too! With that Thanegioth area, there is too many uncertains for there to be reasonable adventure. Take it from me, if you want a heavy purse at the end of the day, I would recommend that you stay away from those islands.

Traffic will be bad, as in low, due to the recent intrest in a Norwold invasion. I don't think you will run into much traders now. Hope you are ready to be marooned for a while if worst comes to worst.

The only thing dreadful about the Isle of Dread is the fact that there is nothing there. Seriously. I walked around the whole trail to the tar pits but nothing happened. What a waste of time that was.

Even though the islanders respect explorers of the island, if you do not return to you ships in a reasonable time, they will assume that you are dead and take what they can from the ships you left behind. That is why you won't find many empty ships around there.

The Isle of Dread is a dangerous place. Now get out of my house.

What? Stop stabbing me! I told you I don't know what you talking about! Augh! Get this halfling off of me! Why is everyone walking by watching this! This isn't a duel! Get off your asses and help me. Dear lord not there....

I don't know anything! I don't know anything! Please, stay away!

Guards, help!

Hello little halfling, would you like to donate to the Way of Peace....by the gods! What are you doing to my breathern! The Isle of Dread! Never heard of it! Please, stop killing them. Why is your friend charging a fireball....

I don't know where a church of Terra is and it certainly won't be on the Isle of Dread!

Hey baby, why don't me and your little friend come with me for a walk around the town with my best mate here....who is getting stabbed in the back by your friend....what's that battle axe for?

Stupid dwarf! You killed my husband and my lover with that explosion in the arena! Go to Hells!

You stupid elf! This is a no fly zone! Get back down here before I shoot you down!

Why did you guys set the orphanage of fire? Stop the spread of disease? The kids were dead? Burn the bodies? But you set the whole building of fire while living the bodies untouched. Is that a halfing or a ball of knives....

I got laid at Norwold!

I am glad you guys decided to go to the Isle of Dread now. The Invasion of Norwold would have been screwed if you guys did half of the things you did to this city the past five hours.

I see my advice about Trevor helped you out. The Isle of Dread is full of fun, mystery, and suprises if you look hard enough. Don't loose heart if you don't find anything immediately.

We are ready to set shall to the Isle of Dread when you are. And we got the supplies and everything in record time. So what have you guys been doing the past few hours?

Well, that is all that you could dig up in your brief search of the city on the Isle of Dread. On another note, you guys might want to leave the city pretty soon....

Thursday, November 12, 2009

Session number N

The players fought in...THE ARENA!!!

Okay, really now, the players traveled to Biazzan after their adventure in a world on crack. There they lingered around the town and did town-like things (murder, burn things down, loot, and the such). They also did things an ordinary citizen would do (bought stuff, researched, had a few encounters with townfolks in which the townfolks didn't die). They grew weary of the boring town life and went south toward the City of Thyatis (a.k.a Thyatis by the people who live there) in order to find some mayhem (or maybe they were actually trying to help people). Whatever they were going to do, I will never know because trouble follows them where ever they go. (Of course it does, they are the players. They wouldn't be playing if trouble didn't find them) They ran into an old (friend? ally? acquaintance? comrade?)....plot-hook-man, Barius who told them that the person who they were looking for was kidnapped. He also gave them some information on the parties's...(bad guys? evil dudes? nemsis?)....Party's Assholes. This information was found in Maleik's home when they searched for anything after Maleik's death. You guys already know about Maleik, the dead wizard (you remeber? Kicked his ass a while back). They found dark arts in his study, but it is apparent that he didn't study it to use it. He seemed to be working on means to defend a person against the darker magics. He is the piece of the journal that Maleik wrote on his allies. This is only the first page of the journal as the rest is decoded in magic. It will take a while (maybe years) before the whole journal is decoded.

~At last, I have found a group of people who I can work with to make my dream come true. The past few weeks I have been with them. We have been working towards my dream, our dream. This journal is to keep a record of our exploits.

I have heard of them, and I decided to seek them out to see if the rumors were true. When I found them, I found the rumors to be more than true. In order to approach them, I had to make myself seem like one of them. I decided to do a ritual to become a solider of Thanatos. I gave up my eye to the void. Now I can see deep into the future with little to no error. Based upon what I heard of these people, I would have to work hard to find them since they did rather well at hiding under the noses of those hunting for them. I decided to expend a great deal of my strength in searching for them. I made it so that I could see all the possible outcomes of my searches until I found the path I need to take to make our paths cross. That tasked did weaken me, but it was worth it. When I found them, I explained myself to them, and they told me that they were looking for someone of my talent. There are twelve others, besides me, who seems to each to do their part for our cause.

First, there is Selrin. Selrin, like me, is a magi. She is a master illusionist. She seems able to weave dreams into reality. She is very stern, and does not take to fooling around. She is to the point, and a bit cold as well. She told me that she gave up a piece of her brain to Thanatos in order to become good at her illusions. That is not true. I looked into a future conversation me and her would be having and it seems as though she already was at the top of her abilities without Thanatos. She gave a piece of her brain to her husband in a complicated magic ritual. This part of her brain was what helped her distinguish what is real and what isn't. A human needs that part of the brain to remain sane. Her and her husband had four kids together. The kids were getting in the way of her studies. To snuff them out, and her husband, but keep that magical chain going, she sacrificed her husband to Thanatos. That killed her husband and erased her children. Rather cleaver in my opinion.

Second person I ran into is an asshole called Harold Wist. He is a Nightblade. Which is rather odd as most Nightblades hunt evil beings (such as necromancers, liches, and us). It appears as though that he lost his sanity when witnessing a ritual preformed on a town. The ritual done made people go mad and at each other's throats. The people who did the ritual on the town did it to study the reactions. Harold didn't stop them from finishing the spell. He to was hit with the ritual. After a very long drawn out brawl among the whole town, Harold was the one who survived. His orginal desire, to stop the people who did the ritual, came back and he captured them. What he have done and gone through tore his brain apart. He didn't want to hear the screams anymore and so he donated his ears along with the people he captured to Thanatos. He then gain Thanatos clerical powers. This guy is still mad. He no longer has any form of humanity about him. If you tell him to go kill a baby, he does it with gusto and then some. He is constantly covered in blood because he cannot stop himself from killing people. I heard that there is a playground somewhere for him to feed his hunger.

Awn-Lom is another story. Anw-Lom has an insteresting scar that goes up and down his body at the half way point. He talks with a sneer without moving the other half of his lips. Awn-Lom is a Bruteman found in the Hollow World. Unlike the rest of his fellow Brutemen, he took a bloody taste for battle. He gained an odd sense of what was honorable and what wasn't with his lust for battle. I noticed that after combat his faced is filled with ecstacy. Because of his Brutemen background, I can understand why he would serve us. It appears as though Thanatos selected him to be a warrior in our party. Since his language is different than ours, I don't hear him talking much. The only thing I can get out of him is a thirst for battle. Yes, he likes killing, but he doesn't like to do dishornorable killing. He prefers for his enemies to go down in a good fight. He wishes for the same. He is currently being taught our language so that we can get past his grunts and pointy tip of his blade.

Reiv is the one who is teaching him. He does not have any combat abilities, but he can cook and he can clean. He actually seems to be, well, nice. It is suprising to see how he puts up with us as though all this is just another day in normal life. We sometimes send him to do small task, such as pick up some objects, deliver a message, and so forth. He is apparently a servant to ______. ______ is a master lancer. I never seen anyone used a pole weapons to the degree that he uses them. ______ dones a holy armor that protects him from most forms of damage. I have not yet spoken to ______ at the time of writting this. I only seen him once in combat and two times, in his armor still (as he was going out to combat again) giving orders to Reiv. I don't know what ______ motivations are, but he is on our side.

Jurian, a intelligent necromancer, told me not to worry about him as long as I just do what he says. Far enough. Jurian doesn't talk much either. His nose tends to be in his books. That man knows far more about the dark arts than he lets on. I found a few of his notes, and I worry about our ally. It appears as though, should we all die, he could bring us back to life and use to keep the job going as powerful zombies under his command. I think the reason why he hasn't done this yet is because he cares to much about his studies to put the effort forward to do that. He doesn't care about life, people, society at all. He just cares about his studies. I found that things get scary when he decides to close whatever book he is currently holding to "play" with some of the things he has been studying. He is so good at raising undead that he does it effortlessly. He starts preforming dark magics on whatever town is nearby until he remembers something else that he wants to study. I realized that he doesn't need to practice his magic. This guy is a natural. I need to keep myself prepared for him incase he loses interest in us.

Of course, I think another reason why Jurian does do anything because I know that a standing order for Ellea Janis is to kill anyone who plans on betraying the crew. She told me that the first day I joined and that all she said to me. Ever. I don't hear her talk, moving, or anything. She is a Shadowdancer and damned good at it. I understand that she gave up her own shadow to Thanatos. Something odd about her is how she doesn't age. It appears as though she is so good at hiding that not even Death can find her. She is the best in the world with her blades. That is how we managed to get the King of Swords in on this.

The King of Swords is only interested in Ellea. He agreed to help us out from time to time in order to get closer to Ellea. He intends to make her the Queen of Swords. It appears as though he does not have to take orders. He does things when he wants to do them. It also appears as though he does not agree very much with our plans. However, he is not lifting a finger to stop us (even though I highly suspect that if he did, we would not be able to retort). He chases a love that does not seem to want him. Let him do as he wishes. No point in trying to move two mountains.

And then there is Lan Mor. Lan Mor is in direct control of Allen, Balmire, and Ulsk. Allen is an elf under Lan Mor's control. When the elf was close to the age when, if he still refused to use magic, he would become an avatar. Lan Mor made a pact with him. He promised Allen that he would become an avatar if Allen gave his magic up to Thanatos. Allen agreed, but at the cost of his on being. No longer able to think for himself, Allen is now just another spell that Lan Mor throws at things to do untold amount of destruction. Balmire is a powerful lich who is under Lan Mor's control because Lan Mor promised protection. It appears as though Lan Mor managed to gain the lich's phylactery. I don't know how he got it, I don't know when he sleeps, all I know that Lan Mor is the kind of insane person to play with fire like that. Ulsk is another of Lan Mor's creation. I don't know the details, but pretty much he tricked a guy into taking part of an experiment that Lan Mor was doing. Ulsk is one of the many experiments that Lan Mor preformed. Most did not end up successful. Most ended up with horrible screams and new ways to die. Never figured that a person could die by getting eatten up from the inside out by his own organs (which were made into mini monsters-the idea was to make a monster made up of several monsters, didn't work well). Lan Mor is not a magician or anything like that. He is a ranger. I don't know his background, but something happened to him that made him withdraw from society and look at the world as a butterfly whose wings are being begged to be torn off. Most of Lan Mor's orders tend not to be benefitting our goals. It appears as though some of our jobs is to just cause as much suffering as possible just for his own amusement.

~Lan Mor told me the overall plan today.....

The rest of the pages have not yet been translated yet. The players didn't care, however, forBarius also told them that he found out that this Awn-Lom guy was the emperor of Thyatis. The players decided that in order to get close enough to assasinate him, they would partake in the games. And so they did. And so they trained. And so we montage. And so I montage. Montaging is great. Anycase, after training, the first match they randomly put up against was a group of heroes who was training in a phalanx style fighting. With some difficulty, they managed to win the match. The second group was a pushover (we skipped that one). The third group were three necromancers who summoned a giant Bone Golem to be their opponent. By using math and science, the players were able to put the creature down in a few seconds (in game time, it took them about two to three hours in real time to get the calculations right). The crowd, obvioulsy, started to really enjoy their show. They got groupies and fan clubs....they had groupies and fan clubs. You see, in the next fight, they went up against the ugly seven. Together, the ugly seven would have been very difficult to fight, however, they like fighting one on one, and the players went ahead with that notion. The other fights were not important as they managed to deal with them quickly (in one fashion or another...some fashion a bit dishonorable). Well...the last match they had against Thud and Magic User who specialized in Water Magic. Ewon already summoned a spring onto the field for another match. The spring was still there. The Magic User laughed at the folly since he is now able to use his magic to its fullist power.
(cue theme music) http://www.youtube.com/watch?v=h0FHHefVgmo
Ahem, first the magican summoned a water elemental to do combat with Thud. Thud managed to drain away the water elemental quickly. The magican laughed and asked Thud if he could swim. The magican raised his hands in the air and started to channel a huge amount of water magic energy into that place. Thud had the "bright" idea to channel Earth magic (the exact opposite of Water) into his weapon and struck. The two magics, which were both in pure form, mixed and exploded since they are not compatible in being channeled into one magic. The explosion killed off all the Ugly Seven, almost Thud, almost they part (Elric saw what would happened and had them duck for cover) and half of the colosseum exploded with the magical energy. The magical energy and debris from the explosion killed around fifty thousand people. All of the Ronin Warrior's fans, groupies, and so forth killed (well, almost all). Way to go...(assholes) Awn-Lom applauded their match.

Anycase, the players were pretty much pushed into first place with that match (mostly because the others died, match was too dangerous, or because the opponent did not want to risk another incident). So the players got to fight in the last fight before they won the games. Before they went into what was left of the arena, they ran into the mystery man again. He told them that the next opponent's name was Trevor, and he wished them luck in their fight. The players went into their match and fought Ulsk. Ulsk was a beast that was once a man. He is pretty much a giant bubble of muscle. The players had a hard time fighting this creature at first. They were a little suprised by the horror and strength of this creature before they remembered the hint they were given. They found that if they yelled out Trevor the creature would weaken momentarily which would allow them to hit it for five times amount of damage (origonally they were only doing 1/5 damage to it). Soon enough, they managed to bring down Ulsk. Then Awn-Lom came ready to fight them. At first, Awn-Lom looked like a pushover. Then he split into two. Awn-Lom really is two twins who lost half their bodies a long time ago. Their gave up their half of their bodies to Thanatos in order to keep on fighting and looking for a good fight. The half that is not they is a body made out of the void. Again, the fight did not pose much problems (other than the fact that Awn and Lom were heavy hitters). Awn and Lom back up, talked to each other, and but their physical bodies together, leaving the void bodies on the outside. They made a void beast. The void beast started to suck everything in like a black hole. The players had to hold on or become lost forever in the void. They came up with an idea on how to stop the creature. They dispelled a large amount of fireballs by using up a fireball wand. They then sliced the wand in order to cause an explosion like their fight with the Ugly Seven. The other casted spells or held on to the others to help them in this task. They managed to succeed. The creature was defeated, the two halfs of Awn and Lom fell to the ground, and Light exploded and healed everyone around the Colosseum as well as some in the surrounding area. They won. The players decided to use their funds to go on an expedition to the Isle of Dread since, after searching Irina Evergroove place (the person who had the information is now kidnapped...remember?) they found a parchment that was talking about the Isle of Dread. The players could have went of to Norwold in search of Irina, but they decided to go to the Isle of Dread instead. What adventures await them there? Will they find anything about their past? Will they run into more of those asshole guys? And who is that mystery man? Is he just a plot device? Or does he actually plan on giving the party that five bucks he borrowed back? Find out, next time, on Dragon Ball-I MEAN DnD....yes.....


By the way, here is the theme music for the "boss" fights

~Maleik~
http://www.youtube.com/watch?v=yQDXhia5Iec&feature=PlayList&p=D682AB3373BEB046&index=22

~Selrin~ (that big creature you fought before you got to her was her)
http://www.youtube.com/watch?v=f5YG1lHwZXw

~Ulsk~
http://www.youtube.com/watch?v=8NyESUb9Q14&feature=PlayList&p=26CE639CDBCA186F&index=13

~Awn-Lom~
http://www.youtube.com/watch?v=UcSEuTftdCo&feature=PlayList&p=C43612BF6CCEF1D1&index=21


....this was a long post....

Monday, October 5, 2009

The Stroy about the Battle of Frostfall

As some of you already know, the truth is not always known to the peoples. The world as they see it, and the world as it really is both different things. You, the players, know the truth (for the most part) about the events that lead to the Battle of Frostfall. Below, you will find how the story about the Battle of Frostfall is generally known to the people. Keep in mind that cultural differences, distance, and so forth would change the story. Here is the base story.

The year of one thousand After Crowning is the start of this tale.
Here we can see the events that lead to the Battle of Frostfall.

Good Duke Stefan Karameikos, who is called King Stefan now,
Had a meeting with Baron Ludwig von Hendriks in midyear
Where they discussed the lay of Baron Hendriks's lands.
Baron Hendriks has proved himself in defending the west
From a massive raid of undead monsters from the Hin lands.
Baron Hal of Threshold supported the notion of Hendriks's rise.
Baron Kelvin of Kelvin, however, did not support Hendriks's rise.
Both Barons, being loyal to the Duke, did not protest to him,
But they argued among themselves about the orders of things.
A small rocks is all it takes to start a giant destructive rockslide.
Over the course of the next few months, their squibbles grew.
Assassins and sneaks moved across the land adding their poison,
The Deadly Poison of lies and theft that would weaken relations,
All done under the hired hand of the worshipper of all things unholy,
The Infamous Seer Maliek, who had great ambitions to conquer.
Because of Maliek's poison, when that fateful day came at Gnome's Ferry,
Where a routine check that Kelvin troops did upon the Gnome Caravan
Turned sour and resulted in a battle that would start the Barony Wars.
Faithful listiner, please take note, the Ronin Warriors first appeared here
Defending the caravan in belief that it was the right thing to do.
The number dead that day was greatly reduced because of these heroes,
Whose amazing skill made the enemy turn tail and run before battle begun.
Unfortunately, a war is not a war without if it does not have some violence,
And Kelvin opened the way to such violence by taking upon their own hands
The judgement of individuals, even though such judgement is reserved for the Duke.
The guilt feel upon the Ronin Warriors, but veteran gnome Junge to the blame.
He knew the situation well, and he knew that survival laid in their hands,

and with a smile he said, "I leave my fate into your better judgement."
Did the Ronin Warriors run? No! The stormed Kelvins keep later,
And freed Junge from the blind unjust hands that Baron Kelvin was harboring.
Please be reminded, honest Baron Kelvin was poisoned by Maliek.
The war was here at last, but this was all according to Maliek's plans.
Maliek sought to weaken Karameikos by seeding internal conflict,
And once weaken, he would storm down with Frost Giant friends.
The Ronin Warriors knew the dangers, and sweared loyalty to Duke Stefan.
Uncovered was Maliek plans at last, but it was to late to sudden stop the war.
A plan was made by an aged hero, to turn the attentions of the leaders to the land.
By making the people realize the dangers to the survival of the land
People were able to finally stop fighting and turn to face the real enemy.
Unexpectingly, the Ronin Warriors managed to surmise an unusual ally.
The Goblins of Dymark, freed at last from the Dragon the plauge them,
Due to the brave efforts of the Ronin Warriors and King Mushadin,
Turn to Duke Karameikos, and pledge their loyalty as well to the Duke.
Dymark is no longer a highly dangerous land, but a slightly dangerous country.
Then the time came to deal with Maliek and his Frost Giant Army.
A bitter cold snow fell that day, which is one reason why its Frostfall.
The armies, united under the banner of the Grand Duchy of Karameikos
Fought the Frost Giant head on with no fears of death in their hearts.
The size of both armies were very large, all of Karameikos and Frost Giants fought.
Here the Ronin Warriors fought yet again, but save blood they could not.
They instead opted to end the battle quickly by slaying the Frost Giant King.
With no King, the Frost Giant would turn and run in fear of the slayer of their king.
The Frost Giant King was long dead, slain by Maliek and a monster in sheeps clothing.
The monster revealed its true nature when the Ronin Warriors found it.
Maliek knew that he could not hide the truth from the mighty Ronin Warriors.
All lies collapsed because of the Ronin Warriors, and this is no exception.
The monster was a nightmare. Three arms, twisted body, and unusal dark skin.
This creature did not last long to the bravery of the Ronin Warriors,
And when it fell, the Frost Giants ran away in fear of these mighty warriors.
Maliek tried to run as well, but the Ronin Warriors brought justice to the land.
The forever Infamous Seer Maliek, bringer of darkness, worshipper of demons,
Was slain quickly when he resisted the Ronin Warriors attempt to apprehend him.
The battle won, but not without a great cost. Many great people fell that day.
The Duke was now King in order to create a stronger government.
The Frost Giants was lost in the mountains with much fewer than they came.
The people of Karameikos were no longer split Thyatian and Traldaran.
The people of Karameikos is now finally one people. Karameikians.
All this success is thanks to the help of the Good Ronin Warriors,
Who vanished from this tale as they travel towards the east to Thyatis.
I believe it will not be long before we hear from there exploits again.

As you, the player, can see, this tale is glossed up and is wrong in many places. I will leave it up to you to try to find the truth and the fiction. Some of it is obvious, some of it isn't.

Tuesday, September 29, 2009

Past Few Sessions

Long story short, the players killed Argos, the goblins got a new king, they returned to Specularum, and after hearing that they failed to do all the other tasks that they were given (because they were in prision for far too long), they were "drafted" into the army and went into a few weeks of training. They overall fighting force under Duke Karameikos was split into to three. One army was to push Threshold out, another to push Kelvin out, and the final to trap the two armies at the desired location. When they did this, there was a small bit of fighting, however the Threshold and Kelvin armies folded under the notion of being crushed by the large Karameikos army. The heads of the army meet and talked. They managed to convince them about the setup, and inform them of the dangers of the Frost Giant army coming in from the north. They had just enough time to form ranks when the Frost Giant army attacked. Maleik was sitting in the back somewhere and used his magic to generate a snow storm. The players were part of a squad whose job was to lure out the Frost Giant commanders since they would be looking for them. The players were to find the Frost Giant King and slay him. They eventually fighting (after fighting for 30 game minutes and over 12 hours real time....) and found out that Maleik had place a Destiny Nightmare inside of him. They players won (obviously), and chased Maleik down. Maleik tried to get them to bow before him, but an unknown man came by and told Maleik that all the aces that he had up his sleeves were gone and today Maleik would die. The mystery man left and the players fought and killed Maleik. Maleik thought that he would be able to run from death if he could predict it, however, he never accepted the fight that he must die. Thus, he never saw his own death until it was too late. Gelu gave the players their reward and the players left for Thyatis as they were told that someone who was researching their past lives there. They where about a day or two walk away from Biazzan (after I montaged them there) when they came across Harold Wist again. He tossed them an orb, Detelle caught it, and he got sucked in. In order to save their (friend? ally? acquaintance? comrade?)....elf pet, they dove into the orb to get him out. The world that they were in was a dream world that Selrin had created. It was all just a tactic used to slow them down. Selrin knew that she was being used, but she didn't care. She didn't like life nor death. She only found enjoyment with dreams as she would be able to control the dream. She ran from death in hopes of staying in a permanent dream. She died when the players destroyed her dream and forced her to face the reality of death. Now the players are a few hours walk east of Biazzan, and they plan on traveling around the Empire of Thyatis in search of their past and adventure.

When the next session who starts up, it will be the 18th of Flaurmont.

Monday, September 14, 2009

On Nightmares

You have all already came across a few Nightmares in your journey. The most recent one you came across you guys managed to defeat. I decided to educated you on Nightmares. Lets just say that you "looted" Maleik and found a journal that Maleik had kept towards the subject matter.

Nightmares are not well known to the general populace. People recognize what they are when they see them due to the fact that Nightmares are a reflection of their own fears. Normally, Nightmares can only appear in Mystara when someone summons them by some means, on purpose and on accident. Occasionally a Nightmare can come to the realm of Mystara by force, but that is not likely to happen as it requires a sentinent being that is capable of survivng thoughts that would normally kill sentinent beings. Because of this, it was hard to gather what information that I have of these things.
First of all, the nature of these creatures. Where these creatures come from is not known for certain. One theory is that they came with the birth of setinent beings as they represent the abstract fears that we setinent beings create to explain natural survival instinct that was there before. Even though that is the most likely explaination, the main problem with that notion is that researchers of the creation of the universe suggest that creatures such as these came about as an accident of one becoming two and two becoming four. Another theory, based on what I just said, is that these creatures are a part of the natural laws made when things decided to remove themselves from the Void. The Void feeds on the unknown, and thus we can never prove this theory. Another theory is that is not very likely at all is that something or someone created them. Demons, humans, angels, or whatever. However, this is extremely unlikely as this creatures seem to move on their own goals and not on other's. With all this said, it would appear as though they are immortal. That is not true. Most Nightmares are something called "minions". The minions were created by by the immortal Nightmares themselves. The Nightmares create the minion nightmares mostly out of boredom, accident, and sometimes to give food to the summoners who would call upon the minion nightmares. Minion nightmares do not near match the strength of the Nightmares that create them. Even the strongest minion nightmare is fodder to a real Nightmare. However, their strengths are parallel to the the strengths of the Nightmares that created them. This mean that the weakest Nightmare creates the weakes minion nightmare.
The levels of the Nightmares and nightmare minions are the following:
-Zepth (zero)~a cloudy day
-Eina (one)~the rain clouds are here
-Zwein (two)~the storm comes
-Teir (three)~the wave crashes
-Veir (four)~the waters engulfs
-Holth (five)~the heat disintegrates
-Multh (six)~to fires mark the end
-Cenbien (seven)~life back to earth
-Unbien (eight)~earth back to dust
-Fie (nine)~the dust rips reality
I hear that a Fie is an amazing site to behold. Rumor has it that the Nightmare Fie is capable of ripping the land into two effortlessly. The powers of each varies greatly as you go up and down the line. Lower level Nightmares are all connected in some way to the Nightmares in a higher level. The higher level Nightmares tend to be general fears that affect all of us in some way while lower leveled Nightmares tend to be specific fears. To every one high leveled Nightmare, there is two right below it that are connected to the Nightmare in some fashion. This means that there is one Fie, two Unbiens, four Cenbiens, eight Mulths, sixteen Holths, thirty-two Veirs, sixty-four Teirs, one hundred and twenty-eight Zwein, two hundred and fifty-six Einas, and five hundred and twelve Zepths. That is a total of one thousand and twenty three Nightmares. All of this is all just assumptions, however. No one have evered traveled to the plane of existance of the Nightmares and survived. It is incredibally hard work to catolog all the Nightmares. Here are a few that I knew of. (Just a note, Nightmares are unisexed. I refer to them as "he" just to be simple. Also note that some Nightmares are only seen in nightmares, and never been in reality.)

-Zepths:

+Airnes:: Nightmare of numbers
Apperance: An old man that looks like he imbloded from the stomach. His skin is coal black, and hair greasy yellow. His eyes are a gray haze in his sockets.
Personality: This is one of the smarter Zepths. He is a Nightmare on an abstract concept, and thus he tends to use that to his advantage when trying to advance things. Some of the higher level Nightmares respect him since his missions can help advance their goals. He mocks living things attempts at trying to understand thing, and laughs whenever they worder what time it is. He mainly attempts to attack people verbally. I never seen nor heard of an instance in which he physically attacked someone.
Background: This Nightmare gets his feet in reality a lot. This is not just because he is a Zepth, and thus easy to bring to our world, but because of what type of Nightmare he is. He can convience people futilitness by showing just how useless numbers and other things are. Sometimes he actually helps people by trying to free a favored nation from the bounds of slavery. It appears as though this Nightmare does not like enslavement. Two times I heard of him freeing slaves. One by helping the slave rebel against the rulers. Another by making the ruler go mad, and thus destroying the nation. I came across this Nightmare once. He was attempting to make a mathician go mad for fun.
Power: Not available as he normally attacks by words.
Minions: The minion nightmares of Airnes are rare since Airnes get his feet on reality so often. One ancient account describes them looking like inky looking worm that bends in different directions. These minions are not very powerful, and can normally only get one person in their stomach before being beaten.

+Jarnloo: Nightmare of wood
Apperance: Jarnloo takes the outlook of a naked bald woman. His hands look like clawed fungus.
Personality: He is hateful towards living things since sentinent beings and nature tends to work against each other. Even the elves destroy nature in some way. Some few woodland creatures, such as Dryads, find favor with this Nightmare.
Background: It appears as though this Nightmare, when he can, tries to reverse technological advancement. I only have one account on this, however. It appears as though one who was possed by Jarnloo killed off a bunch of scientiest. Other than that, there is not much else to say about Jarnloo.
Power: Not available as there is no record of Jarnloo being in reality.
Minions: Not available as there is no record of Jarnloo's minions ever being summoned.

+ Kultha : Nightmare of small noises
Apperance: Kultha looks like a horse sized ladybug with the head of an aging, old, ugly, lady. There are warts all over the face that grow and pop, and grow and pop. The dry gray hair drags underneath him and makes a horrible screeching noise.
Personality :Kultha is a stupid Zepth. He tends to take actions without thought. Whenever he gets a chance, he lunges out and trys to eat people's brains.
Background: As Kultha is stupid, he shouldn't have been seen much in reality. However, Kultha gets seen often since his sphere is that of something that can annoy anybody. On certain noises, some people feel like wishing that their head would just explode. Kultha grants the wish and pops out of the dead person's head. He never gets anything done, however, as he just goes on a rampage until someone puts him back where he came from by killing him again.
Power: Kultha tends to run things over as though he was an elephant. He is quite fast, and that makes him hard to target. However, as he is stupid, he is easy to trap in a pit or something of that sort. Then people just do whatever it takes to kill him as he cannot climb walls despite having ladybug leg, nor can he fly.
Minions: It is doubtful that Kultha has the brain capacity to even make minons

+ Pleader : Nighmare of low level begging
Appearance: A nice looking young man dressed in an expensive outfit. The outfit changes each time he is seen.
Personality: He tends to be quite cheerful. He is said to be very charming and conviencing. He appears to be able to talk people out of anything. Since he looks very human, it is hard for people to actually realize that he is not human and should be feared. However, he tends to do no real harm in the world, and it appears as though he comes and goes as he pleases.
Background: Pleader is the lowest form of begging. There are other begging Nightmares, but they have more power than Pleader. It is probably because when most people make a plea, they tend to do so honorably. It appears as though he spends most of his time convincing people out of their money, to do things that they normally wouldn't, and convincing people to do some task that someone needs done. The only real harm he ever does is when he takes people money. Most of the time, he actually is helpful.
Powers: Pleader does not fight. He tends to return to his realm the moment someone appears to come towards him aggressively. It appears as though he does not need someone to summon him into reality.
Minions: There is one rumor that the Farm Sprite seen from time to time helping the growth of crops or minion nightmares of Pleader, however, there is no way of proving this.

-Einas:

+Berimmusthula :Nightmare of feces
Appearance: A skinny, yellow man with a very large nose and very large hands. He tends to be nude and his eyes tends to be hawk like. His fingers are boney and crooked.
Personality: This stupid Nightmare likes to annoy people. He likes to give people an "itchy" feeling. He is rarely seen in reality since he tends to annoy the people who try to summon him. He appears to have the goal of annoying everyone he can.
Background: When he is in reality, he goes invisible and wanders the land annoying everyone and everything in sight. He pinches, he pokes, he tickles, and so on. He can go uncheecked for years like this since most just assume it to be human nature.
Powers: When he is finally found out, he shows he aggressiveness. He does not like people trying to ruin his fun. As long as people can avoid his hands, however, there is no real problems when fighting him. His punches can destroy metal walls effortlessly. It appears as though he can punch through, or bend most everything.
Minions: Berimmusthula's minion nightmares, however, take on a more aggressive stance. They are small worms with sharp teeth. Most are not more than five inches long. They jump out to their victims and try to dig deep into the skin. Their skin is spikey, so they hurt by both mouth and skin.

+ Stinger : Fear of bees, wasps, ect.
Appearance: A silky looking man that has stinging type of bugs flying inside of him. His body features of formless.
Personality: This is a dangerous Eina since some people are allergic to stings. Not to mention, t0o many stings can kill a person. It appears as though he takes pleasure in watching people run or get stung by his "pets".
Background: This Nightmare is seen often as well since people tend to naturally run away from such creatures associated with this Nightmare. When he does walk around in reality, he tends to look around for people to unless his pets upon. He tends to do nothing else but that.
Powers: The number of bugs that he can release seem to go into the thousands. I heard that an entire village was affected by him once. However, as he is made of silk, a mage can simply cast a spell to make him walk safely to the vortex of the insect swarm and light Stinger on fire.
Minions: Stinger's minion nightmares are things that look like a hornet's nest. However, they move. Like Stinger, they can release a large number of insects at a time. However, they never seem to mount more than a hundred a a time.

I regret to say that I do not know of any Zweins or Teirs. It is not easy finding information on Nightmares.

-Veirs

+ Destiny: Nightmare of the future
Appearance: A four armed woman that holds a red flame in his upper left hand, and a blue flame in his upper right hand. He tends to go topless and normally has loin cloth on. He also tends to have blue skin.
Personality: This is a funny Nightmare as he tends to think all actions are futile. He sees into the future and see so much failure. Thus, he is a pessimist with very good reason. It appears as though anything and everything he does he does in order to change what he knows about the future, and thus change the story of the future.
Background: Everytime this Nightmare acts, it has never been for the better. This is because the Nightmare knows that in order to make a very good change of the future, the change needs to be something very bad. For example, I know of a situaiton in which the Nightmare happens to aid a few people into activating a doomsday device. He normally whispers hints into the mind of whoever can hear him, and just let the rest go with the flow.
Power: It is not known for sure what his power is as he does not like comming into reality. However, based on the strength of his minion nightmares, I would wager that he could level town or two before being stopped.
Minions: Destiny minion nightmares are tall three armed creatuers. They have blackened skin, black spikey hair, and twist and bend at weird angles. They are capable of destroying small armies by themselves. One major aspect about them is their ability to detirmine the actions of its enemies. This makes it very hard for people to succeed in their attacks against these creatures.

Of the upper level Nightmares, I only know of Judgement (a Cenbien) and Noin (the Fie). I only seen a minion of Judgement once on another plane many many years ago when I was much younger. The Judgement nightmare was destroying an entire well fortified city without hardly trying. From what little I could see, this being was an winged being that appeared to be blind, but that didn't stop it. It appeared to use a sword or maybe it was a spear. I do not not for certain as my life meant more to me than studying that thing. Noin I only hard a whisper of. There is a rumor on one of the planes I visited, that someone actually summoned Noin once. Without trying, he destroy the world and other worlds on this plane. He finally stopped when he got bored. The person who did this is rumored to be Thanatos looking for a small bit of fun.

I wish I knew more about Nightmares, but unfortunately, I don't. It is well that we all know deep within us about Nightmares, otherwise I wouldn't even know the name of these Nightmares. It appears as though that sentinent beings naturally knows about Nightmares. However, many do not focus on the details of these Nightmares because most do not bother with studying them. I knew that the Judgement nightmare was a minion nightmare of Judgement when I saw it. It struck me, and my comrades, that the name of the creature was a nightmare. It stuck me and one of my comrades that the type of the creature was Judgement since we actually did some research on it. In a later research, I knew that Judgement was a Cenbein. I do not know why this is so. It is probably because fears are what help us evolve in our lives, and thus fears is just nature.

One last note that I might not have stress is that despite being called Nightmares, Nightmares are not good or evil. Unlike demons and angels that have a certain lean towards things, all Nightmares work on their own goals without thinking about morals.

Maleik did not know about the Cut Nightmare either. However, you know that Cut is a Cenbein. It is just in the depths of your minds. There may be more stuff on Nightmares, there may not. You may come across more Nightmares, you may not. I just typed this up to answer a few questions you might of had on these things.

Wednesday, August 5, 2009

Next Session

You guessed, I am getting ready to play again. I am gonna try to contact each of ya and set up a date soon. Remember, I need everyone at this next session (as it will be the last one of Part II). Also, we continue to use Elric's place, we need to give him like a dollar or something for drinks. If not, we can try to use the library again. I am looking at Sundays about 2:00ish. I hope you guys remember where your stuff is. CUZ I LOST YOUR CHARACTER SHEETS! (jk jk jk, I wouldn't lose your sheets)

Advanced Combat (Part I)

I will now give you guys some advice on moves you can perform in battle. I will post this up when I feel like it, and I will post five at a time.

1) Delay your action: You can delay your turn to move it to the end of the turn track. Keep in mind that if others delay their action, it will still follow the normal turn list (meaning, Subject A rolled a 15, and Subject B rolled a 16, Subject 16 will go first if both delayed their turn). Delaying your turn will allow you to wait for enemies to come closer during the combat round. It can also allow your to wait and see what another player's move will do when used (for example, what good will it do attacking a monster with a dagger if another player was just gonna fireball it)

2) Defend: -3 to your AC and you spend a round defending. This can be useful if you are acting as a meat shield for your allies and such. It can also be useful if you know that an enemy is using an attack that they charged up.

3) Find cover: If you are going against ranged opponents, you can look for cover. This adds AC bonus to your character against to ranged attackers. Shields or other handheld objects can be large enough to act as cover. The AC bonus are as follows:
Soft Cover (cover that the missiles can pass through)
25% :: -1 AC
50% :: -2 AC
75% :: -3 AC
100% :: -4 AC

Hard Cover (cover that can stop the missiles)
25% :: -2 AC
50% :: -4 AC
75% :: -6 AC
100% :: Can't hit

4) Steady Aim: Your can spend a whole round focusing your hit to give a +2 to your attack roll when using a ranged weapon. This does not stack up and you must be able to focus on the target at all time while aimming.

5) Weaken state: If someone has his life less than 25%, the character is in a weaken state. The affects of weaken state varies. You have a greater chance on recieving a severe wound in a weaken state (losing an arm). Certain attacks can be affective toward those in a weaken state. You may be in need of medical help due to blood loss. You gain penalties towards cetain saving throws and attacks. You might be able to go into a rage as the blood loss pumps up your adredaline. The DM won't inform you if your character is in a weaken state, or if something you are fighting is in a weaken state, but you should be aware of the affects. Note that some creatures are most dangerous when they are in the weaken state.

More later. (OMG, I double post? That must mean we are getting ready to play again!)

Freelance Assassin (Human)

Prime Requisite: Dexterity (must be at least 16)
Experience Bonus: 5% for 16 and 17, 10% for 18
Hit Dice: Starting at 10th level, +1 hit point per level, and Constitution adjustments do not apply
Maximum Level: 36; Freelance Assassins can be targeted at higher levels starting at level 30.
Armor: Leather armored only, bonus gained with no armor
Weapons: Any missile weapon, any one handed melee weapon (bonus to dagger)
A Freelance Assassin is what a thief, elf, or halfling can become once they hit 9th level. They are people who do not belong to an organization or a goverment at the time they hit 9th level and wish to use focus on silently killing things, and maybe make a few coin while doing it.
Freelance Assassins are a subclass of the Assassin class. A player who does not have any connections with Guilds, nobles, and so on who wishes to take up the Assassin class will find themselves as Freelance Assassins.
As they do not belong to a group, they tend to be travelers who wander from place to place looking for a job or adventure. Because of this, they are able to keep all of their fighting abilities, but they lose any bonus they could make as another Assassin subclass.
Even though they are not as skilled as other assassin subclass, they can get the job done. A freelance assassin must look for a job if he wants to make money with his skill. This is a good thing and a bad thing. It is a good thing because, unlike other assassins, a freelance assassin is more likely to come across jobs. It can be a bad thing because there would be a chance of exposing himself for who he is to the guards of an area. Freelance assassination is frowned upon in almost all areas of the world.
Most jobs a freelance assassin will get will be easy jobs as most of his clients will be from people from either the lower or middle class. As a result, most jobs will not pay much. Once in a while a freelance assassin can get lucky enough to score a job from a noble, but most of these jobs can do real damage to a nation's political structure. Also, most jobs will not be noble jobs. A common job for a freelance, for example, would be to kill someone so that his wife will be widowed, and thus opening a path for the client to take the target's wife.
As with all Assassin classes, at higher levels, a freelance assassin will have to deal with the annoyance of being targeted by the law or by other "assassins" (the "assassin" will not always be a pro. More often than not it will be someone random person trying to kill the freelance assassin). Unlike skilled thieves, who can do their jobs in the shadows, a skilled assassin will not be able to keep his face or alias hidden forever. Eventually his skills will become well know because word of the freelance assassin skill will spread like a slow acting virus. The reason for being targeted by the law and other "assassins" is simple fear of the assassin skill. A noble or another person who suspects an assassination ploy would take measures to prevent skilled assassins from being the ones who assassin them. It is easier to deal with an amateur than a pro. More often than not, these potential targets will want the pro assassin disposed of than trying to get them under their paycheck.
Freelance Assassins cannot start up guilds, nor can they own domains with their class. They can gain guilds and domains by other means, but the fact that they are assassins should remain a secret, and they will not be able to train new assassins.
Abilities
A Freelance Assassin will retain many of the Thief abilities. Open locks, Find Traps, Remove Traps, Pick Pockets, and Hear Noise are reduced while Climb Walls, Move Silently, Hide in Shadows, and Hear Noise are increased.
Open Locks:
9-51
10-52
11-53
12-54
13-55
14-56
15-57
16-58
17-59
18-60
19-61
20-62
21-63
22-64
23-65
24-66
25-67
26-68
27-69
28-70
29-71
30-72
31-74
32-76
33-78
34-80
35-81
36-82
Find Traps:
9-40
10-41
11-43
12-44
13-46
14-47
15-49
16-52
17-53
18-55
19-56
20-58
21-59
22-61
23-62
24-64
25-66
26-69
27-70
28-72
29-73
30-75
31-76
32-78
33-79
34-81
35-82
36-85
Remove Traps:
9-30
10-31
11-35
12-36
13-37
14-39
15-40
16-42
17-43
18-44
19-46
20-47
21-51
22-52
23-53
24-55
25-56
26-58
27-59
28-60
29-62
30-63
31-67
32-68
33-69
34-71
35-72
36-74
Climb Walls
9-100
10-102
11-104
12-106
13-108
14-110
15-112
16-114
17-116
18-118
19-120
20-121
21-122
22-123
23-124
24-125
25-126
26-127
27-128
28-129
29-130
30-131
31-132
32-133
33-134
34-135
35-136
36-137
Move Silently
9-65
10-68
11-71
12-74
13-76
14-78
15-80
16-82
17-84
18-86
19-88
20-90
21-92
22-94
23-96
24-98
25-100
26-102
27-104
28-105
29-106
30-107
31-108
32-109
33-110
34-111
35-112
36-113
Hide in Shadows:
9-51
10-54
11-57
12-60
13-63
14-66
15-68
16-70
17-72
18-74
19-76
20-78
21-80
22-82
23-84
24-86
25-88
26-90
27-92
28-94
29-96
30-98
31-101
32-103
33-105
34-108
35-111
36-113
Pick Pockets
9-40
10-44
11-48
12-52
13-56
14-60
15-64
16-67
17-70
18-73
19-76
20-79
21-82
22-85
23-88
24-91
25-94
26-96
27-98
28-100
29-102
30-104
31-106
32-108
33-110
34-112
35-114
36-115
Hear Noise
9-76
10-80
11-84
12-88
13-91
14-94
15-97
16-100
17-102
18-104
19-106
20-108
21-110
22-112
23-114
24-116
25-118
26-120
27-122
28-124
29-126
30-128
31-130
32-132
33-134
34-136
35-138
36-140
Freelance Assassins gain levels the same way a Thief does. This also goes for his Saving Throws and THAC0. He will be able to Read Languages and Cast Spells from Magic-User Scrolls like a thief, but he gots 20% chance for backfire on the scrolls.
Backstabbing: All assassins automatically gets one free weapon level in Dagger. This does not count towards the weapon slot. This does not mean that an assassin must use a dagger for backstabbing. Backstabbing works just like it has been described and modified with this differances. Backstabbing gives a +8 to the rolls, unmodified rolls of 16-20 can instant kill the target, and the damage done is tripled.
Hit the Vitals: Everyone in the game can aim for the vitals. However, assassins are one of the classes than can perform the "Hit the Vitals" ability (monk/mystic is one of the others). For a normal player, hitting the vital is an attempt to either one hit kill a target, or to do extra damage to the target.
(A player example of this is when Elric sent the Magic Missle into the minotaur's mouth)
In all cases, it must be possible (i.e. trying to slit a dragon's throat will prove to be near impossible to preform without retort). Also, for a normal player, there can pelanties and bonuses based on situation (i.e. an attempt to one-hit a target by cutting of it's head can come under pelanties, but if the target is tied down, there can be bonuses). Other modifiers includes size of target, vulnerability of target area, what type of creature is the target, ect. In most cases, trying to Hit the Vitals is hard for a normal player to preform whilst in combat (note that Hit the Vitals is not the same as trying to describe how you defeated a target. For example, if you bring a target to zero hit points, and you want to have it as you cutting off it's head, then you can say so and have it happen in most cases).
For an Assassin and other classes that use the Hit the Vital ability, they train to deal with people as quick as possible because they cannot take much damage, and their jobs can put them in places where they are alone. If you want to Hit the Vitals with a target, state that you will try so. Then state what you are aimming for. A normal player will have low odds on success while an assassin will have high odds. You can try to do a number of things when trying to Hit the Vitals:
*Break an arm
*Stun
*Slash out an eye
*Hit the nuts
*A quick slash across the neck
*A blow at the temples
*Tripping
ect.
You don't always do damage on your actions. Some actions can just be done in order to delay the oppnent. The chance of success will always vary based on the surroundings. It would be harder to trip someone when you are being grappled from behind.
Here is the base chance for success (the chance for success will go up or down from here)
-->Delay action: 80% vs. one, 65% vs. 2-3 <--Effect: stuns or delays an oppent's turn
-->Minor damage: 75% vs. one, 55% vs 2-3 <--Effect: Double damage
--> Major damage: 70% vs. one, 45% vs 2-3 <--Effect: Double damage plus special wound
--> Fatal damage: 60% vs. one, 25% vs 2-3 <--Effect: Special*
Bonus:
-5% vs. for each over 3, -10% cooldown**, -10% complex, +10% unsuspecting target, +5% weaken target***, +5% for doubling up a target***, -5% for unfavorable conditions***, +5%favorable conditions***, -10% if your are in weaken state***, -10% during stun and stun cooldown, +10% if oppent is stun, +10% vs. sleeping target, +5% vs. down target, ect. ect.
*Special: Opponent makes a save vs. death ray (even if they are not aware of you). If they succeed, they take triple damage, failure means they die.
**Cooldown: The ability needs to cooldown for a turn so that the player can reset himself. However, the player can use it in multiple turns if desired. Each turn he does this, the cooldown modifer goes up (-20%, -30%, ect.) The modifer will go down by 10 each turn he does not use HtV.
***See Advanced Combat or the DM for clarification

Finding a Job: Freelance Assassins can look for a job in any town, city, fort, or other areas of civilization. He gets a +1% chance to success for every 2 levels above level 9. He first rolls to see if there is a job, or if it is a low, mid, or high pay. Then the player rolls again to see what type of job it is (the type of job is dependant on pay, not on population size)
Population size: Less than 1000
1-85: No jobs
86-100: Low pay job

Population size: 1000-4000
1-50: No jobs
51-90: Low pay job
91-100: Mid pay job

Population size: 4001-9000
1-40: No jobs
41-80: Low pay job
81-100: Mid pay job
100+: High pay job

Population size: 9001-15000
1-20: No jobs
21-60: Low pay job
61-95: Mid pay job
96+: High pay job

Population size: 15001-25000
1-10: No jobs
11-50: Low pay job
50-90: Mid pay job
91+: High pay job

Population size 25001+
1-5: No jobs
6-45: Low pay job
45-85: Mid pay job
86+: High pay job

Job type: Low Pay
1-20: Assassination of random low class citizen
21-60: Protection of some sort
61-70: Assasination of a mid class citizen
71-90: Steal something
91-99: Odd job
100: Assassination of High class citizen

Job type: Mid pay
1-10: Assassination of random low class citizen
11-30: Protection of some sort
31-50: Assassination of a mid class citizen
51-75: Steal something
76-90: Odd job
91-100: Assassination of High Class citizen

Job type: High pay
1: Assassination of random low class citizen
2-20: Protection of some sort
21-30: Assassination of a mid class citizen
31-50: Steal something
51-85: Odd job
86-100: Assassination of High Class citizen

Pay
Low: 50-500 gp (base 100)
Mid: 50-1000 gp (base 250)
High: 50-5000 gp (base 1000)


(Phew, I hope I didn't leave anything out, any case, Ziek, read this through, and see if it is up to your standards)

Monday, July 13, 2009

The Journal

Well, the way I tried to print this destroyed my printer. The way I wanted it to be printed was going to be well over 100 pages. So I decided that I would just post it here to make it easier. You can print it out on your own or just rewrite it.....over 40 thousand characters....HAVE FUN!!!!


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