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Messages - Okakouta

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1
The following is a non-exhaustive list of active organisations in the city of Suzail at the start of the campaign. Feel free to use this to spark your imagination, or select one of the options here. Any of these could provide a unique angle on the events unfolding in the City of the Hero.

The Crown owns a large number of estates in the city and is directly in charge of:

The Church of Light - refers directly to the worship of Bahamut and Torm and is a major cultural beacon to the nation. Clerics/Priests of the Church are leaders of the people.
The Silver Guardians - Inquisitors and Paladins of The Light used for internal affairs. In recent memory they specialise in monitoring the Arcane.
The Purple Dragon Knights - The elite strike force and highly trained officers for Cormyrn military.
The City Guard - Civilian trained Guards which take great pride in keeping their city safe and are generally well-liked by both locals and foreigners.
The Cormyrn Military/Navy - Highly regimented and considered an honourable and lucrative calling by all citizens. Foreigners are rarely allowed to enlist.

And these organisations exist with some autonomy, but are ultimately subservient to the Crown:

The Arcane College - Holds an ancient tradition of magic with highly skilled masters. In recent memory its focus is highly academic.
The Foreign Office - Diplomacy is the name of the game - negotiating deals, befriending dignitaries, and a cozy in-door job.
The Royal Treasury - Employs relatively few people directly, but deals mostly with trade regulations, meeting the guild leaders, and a fine paycheck.
Other non-ruling noble families - Cormyr's nobility can be traced back hundreds of years for a large number of houses - some have direct allegiances to the Crown, others less-so.

And these organisations exist outside of direct Crown control:

A large list of different artisan guilds including smithing, masonry, music, glassblowing, etc.
Deities which do not correspond to the Church of Light, the most popular of which is Kelemvor
Commerce makes up a large portion of the city - shipping, merchants, and traders.

And subtle associations - these might include very small groups of people which share values contrary to the norm (feel free to be creative).

2
Dreams, Dancers, and Daggers / Teaser Trailer
« on: January 21, 2018, 03:22:50 pm »
Cormyr, the capital of justice and goodness - a bastion of Light and Hope for the people of the Fallen Stars Region. 80 years ago, the Azoun family ruled from The Holy Palace in Suzail, but when the last of the line passed away the Cormyrn family regained control of the throne. After a period of calm with his father Cormyrn III, now Cormyrn IV seeks to usher in another "Platinum Age".

With the death of Prince Lyrion Cormyrn and Denerim blamed, the annexation of Denerim is now a few years gone-by and approval with the public at home is riding high. However rumours abound that Cormyrn seeks to expand the empire making neighbours and political opponents wary.

While Cormyr's might is extensive, the tradition of military mages has fallen to the way-side as The Church of Light has focused on improving the lives of all citizens by regulating magic, following several disasters in Suzail and the complete destruction of Tilverton. As a result, the public view of magic is concerned at-best and The Silver Guardian's authority to hunt-down Apostate Mages continues to grow.

Pressure is building in the capital of Suzail as discontent and strange occurrences keep the public and the authorities on edge. What will happen when the dam bursts and the ulterior motives and hidden identities come to light?

Player Buy-in:
Players should be prepared to engage with the political landscape of the city and investigate the threads of a mystery gripping the entire city. Enjoyment would likely be enhanced by a willingness to pick-sides (or create your own), forming attachments/alliances to/with powerful NPCs who run the city, and possibly becoming a powerful political figure themselves.

3
So one of the things that the DMG doesn't give a huge amount of guidance on anyway is crafting things. While certainly for adventuring the goal of crafting is creating exactly the magic item you wanted, but for the Cormyr campaign I think by adding some other more tangible benefits to the crafting system it should create a meaningful way for the player character to spend their time when not adventuring.

An initial list of professions I've come up with:

Writer - novelist, historian, arcanist, religious, playwright
Craftsman - See PHB page 154, or Xanathar's Guide
Musician - soloist, small group, orchestra
Actor

...and more...

While I don't have a good idea of a precise system some of the ways I could see this working are as follows:

Over the course of one 8 hour period you can work on your profession, once per day. During this time you have a chance to improve one aspect of your profession. The different aspects you can improve include:

Skill - overall ability to perform at your craft, increases quality of work long-term and allows the ability to create more intricate and potentially magical objects. Improving in your skill requires a dedication to trying new and/or experimental techniques, or expanding current knowledge.

Popularity - how well you as a tradesman are known and liked throughout the city. Based on your charisma, trade, background, race, and previous interactions, you may be more popular with certain demographics. Improving popularity could involve dedicating time to self-promotion through posters, visiting customers, or spending time in busy areas.

Profitability - ability to make money. By increasing your profitability, you're considering ways to potentially cut costs, decrease time needed to create, as well as bartering.

Masterworking - generalist skills as well as a bit of luck is needed for any successful craftsman. Increasing this skills improves your ability to teach apprentices as well as critical success range when crafting. While difficult to increase, completing masterworks will improve the ability to increase the other pillars.

These four pillars come together to form the basis for the crafting system and for each profession you have, you'll also have a rating in each category.

When you choose to work for 8 hours, you can select one of these categories to improve. In order to improve a skill, a roll of 51 + Rank Modifier on a d100 is required to gain a success. The roll of the d100 is meant to represent how successful you have been given your day of work, as well as in ways you may have been lucky/unlucky. Once you've achieved the required number of successes for a given rank, you'll gain be able to expand one of your crafting pillars. In order to advance between tiers 1->2, and 2->3, you should make sure that at least 3 of the 4 pillars are at their max rank for that tier.

On a roll of a 1, this particular session of work has been extremely unproductive - no roll for gold is made for the work. On a roll of 100 the session of work has been an extreme success and counts double towards the desired pillar. This is considered a critical success and adds a cumulative permanent +1 to all Masterworking rolls.

== Rank            -   Rank Modifier - Required Successes

--------------------------------------------- Tier 1
== Novice          -   0                   -  3
== Tenderfoot    -   5                   -  5
== Journeyman  -   10                 -  7
--------------------------------------------- Tier 2
== Tradesman    -   20                 -  9
== Master           -  35                 -  9
--------------------------------------------- Tier 3
== Grandmaster  -  45                 -  9
== Legend          -  55                 -  ???


When making your d100 profession roll to see if you gain a success for one of the pillars, you should make sure to also add the relevant modifiers.

SKILL:

Quality of tools, facility, materials
Knowledge - Relevant fields of lore, intelligence and wisdom ability scores, quality of tutelage
Inherent Crafting Skill - Racial abilities, relevant ability score associated to craft, character background

POPULARITY:

General notoriety of the craftsman, as well as public image
Location of establishment
Quality and consistency of goods
Socio-economic factors - race, religion, class, background, nationality
Appearance and charisma

PROFITABILITY:

Raw material costs (merchant A vs merchant B prices for example)
Guild/tutor fees
Time needed to create
Time needed to sell
Upkeep costs (shop front, tool maintenance for example)
Bartering skills

MASTERWORKING:

Masterworking could be seen as a combination of raw talent, luck and perseverance.
It's mainly modified by the quality of your master and the quality of your students.

In addition to the pillar modifiers, for every failure result, you accumulate one Fail Stack. Each fail stack translates to a further + 1 bonus to your roll. In the case of the three pillars Skill, Popularity, and Profitability, there are likely a good number of ways you can improve your modifier more quickly than simply grinding fail stacks. However for the case of Masterworking, this is likely one of the only ways you can reliably increase your chance to improve, aside from getting lucky.

=====================
====== Modifiers ========= 
=====================

In this section, the modifiers are designed to reward the players for making good decisions regarding and investing in their profession as well as do appropriate accounting for passive bonuses coming from background and ability scores.

Skill:
Tools, raw materials, and facilities all have 4 different qualities: standard, good, fine, excellent - granting +0,1,2,3 accordingly.
*Side Note : the more cerebral professions, such as writing or playmaking do not hinge nearly as much on this aspect. While these professions will miss out on bonuses in this category, such tradesmen can also rejoice that they do not need to invest in such things either - this can be reflected generally in how much gold a player spends as well as in the profitability of their business*



=====================
====== Benefits: =========
=====================

While the exact benefits will vary between all of the professions, and is something we can hash-out in detail later, I wanted to give an idea of what kind of benefits I'm imaging granting for a given rank.

Skill:

The general idea is that by increasing your Skill, you open up options to create more intricate and complicated objects/stories/performances. This could be considered one of the defining features for tradesmen of different tiers. In Tier 1 your skill limits you to relatively simple items with a limited impact and of potentially questionable quality. Through trying to improve the quality of your goods and pushing your abilities, Tier 2 is where you're able to create goods of solid quality and consistency. These objects have greater impact either through their inherent value or those who use them. Tier 3 is where you skill is sufficient to create highly impactful goods which have a chance to forever change the setting in which they debut.

---------------- Tier 1
Novice          - creating simple weapons
Tenderfoot    - brewing simple salves
Journeyman  - weaving a nice dress
---------------- Tier 2
Tradesman    - ability to write compelling stories with considerable meaning
Master          - Paint a significant event/person that will be remember for generations
---------------- Tier 3
Grandmaster - Perform a play which holds cultural significance for a nation
Legend         -

Popularity:

The general idea is that by increasing popularity you increase your visibility to certain demographics (or potentially all of them). During Tier 1, you are largely required to perform self-promotion and may even seek out customers. Tier 2 is where you've reached critical mass and are known well enough such that those interested know of you. Once reaching Master rank, anyone who is anyone will at least have heard of you, if not own some of your products. Tier 3 your popularity likely outweighs supply as your product is known internationally.

---------------- Tier 1
Novice          - Self promotion through fliers and word-of-mouth
Tenderfoot    - Gain acceptance in a guild/society for your craft
Journeyman  - Partake in exhibitions / public displays, negotiate sponsorships
---------------- Tier 2
Tradesman    - Gain the ability to recruit students
Master          - General public notoriety, your goods are requested at popular gatherings and by nobility/ruling class
---------------- Tier 3
Grandmaster - Personal invites from heads of state, possibility to train students to Tier 2, found own Guild/Society
Legend         -

Profitability

The general idea is how efficiently you can earn money, as well as how conscious and educated you are in terms of business decisions. Tier 1 is essentially developing a profitable system such that you can continue your trade without it costing you too much money. At the lowest tier, you need to understand the basics of how much you're spending before you're even able to set prices, let alone attend the market. By Tier 2 you should be profitable enough such that you might consider opening a shop somewhere. Of course depending on your profit margins that shop might be in the lower district or right along the High Street. You should also be skilled and well-connected enough such that certain markets internationally might be interested in your goods. By Tier 3 your business almost runs itself, such that you can afford to open several different locations and continue to build a business empire.

---------------- Tier 1
Novice          - Accountancy, bartering
Tenderfoot    - Open trade stall in markets
Journeyman  - Renegotiate Trade Deals, ability to export goods regionally
---------------- Tier 2
Tradesman    - Open personal shop
Master          - Ability to export goods internationally
---------------- Tier 3
Grandmaster - Multiple shops/franchising, buy-outs
Legend         -


Masterworking

For each level of Masterworking you complete, you create an appropriate masterwork of that rank. A Novice masterwork would be something relatively simple - a dagger with the craftsman's name carved into it without compromising the quality. While the masterwork for a tradesman would be a potentially important revelation about a historical event now being used as a standard reference. Certainly by the time a craftsman reaches Tier 2, there is scope for the masterwork to be magical in some capacity.

==================
=== Profit Calculation ===
==================

Profitability_Rank( - (raw_material_quantity * raw_material_quality))

4
Since the majority of the campaign (I imagine) will take place within Suzail proper, I wanted to give several different options for character advancement, as well as make earning gold feel more useful. As I anticipate that earning gold will be a slightly more integral part of the campaign, one of the first things I'm suggesting is to introduce a type of "training fee" for characters to level up. This fee encompasses largely costs incurred by the trainer, as well as an material components, membership fees, etc.

I don't have a great feeling for how much gold will get thrown around for the time being, but a simple scale could work as

Level - Fee (gp)

1 - 0
2 - 150
3 - 300
4 - 550
5 - 1050
6 - 2000

Player Quests:

Another important part of character advancement is experience gain. While I think our policy of using milestone experience gain works rather well, I wanted to propose an additional method for experience gain, which would be Player Quests. The Player Quests would be medium-term goals (maybe attainable within a few levels) which provide a concrete motivation and a point the particular character can work towards. An example of this might be to steal something worth over 1000 gp, put on your own production of a play, or gain acceptance to a craftsman's guild.

In the case that a character managed to meet one of their personalised Player Quests, the player will be rewarded with a Feat of Strength.

Skills and Crafting:

For the most part, the skills listed on the character sheet do a great job of providing an overview of the skills you might need as an adventurer. However, beyond the ability to pick up new skills, expertise, or increasing in level, you have no real way to improve your skills. Additionally, these skills poorly represent the other types of skills adventurers may have - especially those living in a large city.

Relating directly to the profession your character selected at Lvl 0, your character will be able to progress in class levels as well as levels in their chosen profession. One core portion of the campaign will be selecting activities to do while you're not stealing from the nobility or killing necromancers in the sewers. One of the activities will be to improve various aspects of your profession (or even pick up a new one), as these professions will provide benefits as well as opportunities to your characters and the party.

Apprentices can build relationships with their masters, while skilful craftsmen are able to sell their wares or better outfit the adventuring company. Accomplished playwrights may choose to sing the songs of the true heroes, or gain political notoriety. Services to the public provide an excellent front for adventurers which wish to remain unseen.

I'll be making another post with some more concrete ideas about the crafting system and how it might work. One of the things I'll be trying is to balance the use of time during the campaign - maybe the players would all like to improve their crafting skills, while it's known that in 3 days the leader of the Purple Dragon Knights is throwing a ball, and a werewolf is feasting on peasants in the lower districts. Alternative ideas for downtime activities are also listed in Xanathar's Guide on page 125, which are also great ways to spend down time!

5
Grand Halen Election / Re: Get Charity Funds, Kiss Ladies
« on: November 18, 2017, 10:38:43 pm »
During the interim traveling period, Geoffrey proceeds to pay off a few commoners as well as forge a few documents (using his forgery kit) to create a fake identity for Asmundr. As the leader of the Phantom Thieves, Fox leaves surveillance of Barder Town to two of his underlings while he and the party are out travelling.

"Pay attention to anyone new who comes into town, we need to keep tabs on any foreign agents or if some of Valentine's people come looking for her. Don't put yourself in danger, just give them a bit of a goose chase," Fox warns before leaving. "Now Vigil, I want you to head to Valentine's HQ, I'm not sure we've seen the last of her just yet. Try and arrange a safe house, and identify any big players in the region. You have a few weeks to do so before we arrive. Be careful."

In the evenings, Geoffrey makes it his goal to investigate Endergaard's 'lady friend' a bit more - gather some rumours about her, where she stays, how she takes her coffee, etc.

Geoffrey, acting as Edward, is also going to send ahead to the Dwarven Stronghold, paying a courier a few GP to deliver a letter. In the letter he announces that the Dwarves should be expecting a visitation of rare and exotic spices from all over the world - Waterdeep to Dagerford (hopefully after some time in Grand Halen, Edward's reputation is worth something). As his spices are quite rare, Edward has contracted one of the finest Adventuring groups in the whole nation to guarantee the security of his goods, The Fallen Star Company. (The letter also serves the purpose of alerting the Stronghold of how we'd like to meet with the rather important Clans during our visit.)

6
The Thunder of the Storm King / Re: The Chosen Path
« on: June 26, 2017, 10:15:17 pm »
The party spent most of their days asking questions. The Queen and her Archivist divulged some information about the Storm Giants as well as some of the historical dragons of the region. The party also spoke with Griffith, an old sailor, known for him and his Ship the Black Dog meeting with the Queen of the Storm Giants, Queen Neri years back during a chance meeting. They exchanged pleasantries and she gave all of the sailors beautiful shell necklaces. All sailor have heard legends of the Queen of the Depths, and meeting her is seen as a sign of good luck.

The party also spent some time in the Inn, talking to some brave Order of the Gauntlet folk, fighting up north east against frost giants. Members of the Emerald Enclave were being sent out west to deal with rampaging stone giants, and members of the Zhentarim were unhappy with the exchange between Durango Daniel and their group.

Climbing to the top of the castle tower with some signal flags, the party met with the Cloud Giants Kiflith and Ardius Higsag the next morning outside the city in an abandoned farmstead. The Cloud giants wore dramatic smiling masks and spoke common, discussing how the small folk would be able to at least breath down in Maelstrom, as the other lesser giants could too. They too had heard of Hekaton going missing, and how his youngest daughter Serissa held the throne.

The clan of Higsag worried little about "Duke" Zalto, as they saw him as little threat, especially considering they were not taking part in the Civil War. Though the richest Cloud Giant family in the region, Countess Sansuri could not be the same. She had recently captured a dragon of unknown type and planned to hold a celebration of his new seizing of power.

Having spent a long time asking questions, the party decided they were nearly ready to head to Maelstrom and get to the bottom of the situation.

7
The Thunder of the Storm King / Re: The Chosen Path
« on: June 22, 2017, 10:40:42 pm »
-Long time no post-

Since leaving the Eye of the All Father and witnessing Harshnag's sacrifice for the party against some ancient blue dragon, the Red Dragon Cultists of Klauth greeted the party with tidings from Great Snarl. The cultists said they would happily assist the party in vanquishing the Giant threat - from which they would all benefit. Klauth has promised to reward the party personally for their help, once the giant threat is quashed.

After some preparation and scouting, the party selected to go to Ironslag and face the Fire Giant threat head-on. Obtaining the Fire Blanket from Edward in Shimmerglade, Asmundr made sure to relish in his new fine appearance and safety. Meeting for their final evening at the Monastery of the Yellow Rose, the monks explained how Ironslag is an ancient forge, that had in recent times been relit. The fire giants were there - led by Duke Zalto, the point where the Vonindod, the Great Dragon Slayer would be assembled.

Diving into the Yakfolk Village covering Ironslag, the party parlayed with the leader Kartha-Kaya for some information and trading a few magical items for three moon-elf slaves. Halani the leader of them, a princess of a nearby Woodland tribe. Feigning some ignorance regarding the knowledge of the Fire Giant forge beneath them, it was later clear that the Yakfolk were complicit with the Fire Giants, a large river wheel turing a large elevator descending deep deep into the mines.

After an extraction on the airship, Halani revealed that she overheard some Yakfolk discussing how they planned to overthrow the King of Citadel Adbar, a nearby dwarven stronghold. Through what means, it was not very clear. Discussing their carefully laid plans, the team deep struck via watery sphere into the mountainside terraced farm, quickly popped some disappearance dust and grey-oozed their way into the elevator shaft room.

Preferring stealth, the party took the path through the mines. Defeating some Salamander taskmasters and freeing 14 slaves, the party continued down until they encountered the complex proper. Killing off some more task masters, riding a bucket chain through the main hall, glimpsing the massive titan of the Vonindod, 1v1ing a Fire Giant, gaining some orc allies, defeating enemies near the wheel of woe, saving some slaves, charging out against the giants, retreating, charging again, and encountering Duke Zalto in discussion with some drow, the party was eventually captured.

Before being captured, Asmundr appealed to The Collector, who was on a mission of his own in the City of Brass, on the Elemental Plane of Fire. Duke Zalto and the drow discussed some interesting points, how he was now the true ruler of Gauntlgrymm and unleashed Maegera the Dawn Titan in a crucible into the center of the room. This, he claimed, would complete his mission of securing the blessings of Anam the All Father by claiming the top spot of the giant ordning.

Unlocking the cage door and the collector appearing before them, the party turned invisible, grabbed the Forge Stone Edward had requested, grabbed their gear and teleported back to the Monastery of the Yellow Rose. All the while The Collector mentioned how the Fire Giants operation had been severed hindered, and the Vonindod would take many weeks to complete. He saw some Fire Giants and goblins leave the complex - perhaps looking for new slaves to continue their work and rebuild.

Inside the Monastery, the party rested as The Collector said goodbye, before promising that he would invoice The FSC soon. Being reunited with Peppercorn and no longer covered in blood and only somewhat battered, the party spent some time recovering on the airship while flying to Shimmerglade.

In Shimmerglade, the party purchased some potions and met with Edward and Alphonse once again. Edward, impressed with the Forge Stone promised to make a magic item for the party - his specialty being mechanics and weapons.

Deciding to head-off to Lyrabar next and meet with the Queen as well as hopefully some Cloud Giants, the party passed through the series of portals, arriving in what appeared to be a walled cemetery inside a raised crypt. The topmost level of the crypt has a stone sarcophagus watched over by a shield guardian. The name MYRNA is inscribed above the entrance. On the floor below is a small room which is magically lit and occupied by a small girl who identifies herself as Thestryl Melladrin, a Harper wizard.

Heading back to the palace, the party arrives outside, shows their letter obtained by the Queen several months ago and is shown at once to the throne room. Queen Oswynn greets the party: "Ahhh the Fallen Star Company, it is truly a good sight. I am relieved to know you still fight for the people of Impiltur. The Lord's Alliance has been suffering dire losses at cities around the nation as well as our allies nearby. Some members of the Emerald Enclave have made a move in the West to counter some of the Stone Giant's aggression. While our friends to the North East along the rivers have stopped communications all-together. We fear for the worst..." she finishes as she looks out the window, up at the floating Cloud Giant city casting a shadow down upon the palace.

"Have you located Harshnag? Or do you have other news?"

8
The Curse of Strahd / Re: Into the Mists
« on: June 18, 2017, 03:44:50 pm »
At the mention of how old the Gatehouse is, Arscene immediately begins examining it in greater detail. "It must have been constructed by some arcane means then. Most mages creating such a work must have left their mark on the stone somewhere!"

Sent from my SM-J700T using Tapatalk


9
The Curse of Strahd / Re: Into the Mists
« on: June 14, 2017, 08:08:00 pm »
"Given the state this gate is in I presume it must be quite old. Assuming the weather we have experienced thus far is consistent with the region, and that someone building this rather large and defensible gate would hardly skimp on the quality of their resources, I have reason to believe that this structure is at minimum a few hundred years old." Arscene looks around the carriage to see if anyone is listening to his mini-lecture. "This must mean the problem this land has faced extends for a few generations." He looks out of the carriage, "now if only they had used adamantine, they wouldn't be having this problem..."

10
The Curse of Strahd / Re: Into the Mists
« on: June 11, 2017, 02:29:42 am »
Arscene frowns at the resolution of the situation with Lady Gwyn. "Why do the nobility always claim such tomes as their own. If only they would provide the College of Theoretical Multiverse Studies with more funds then maybe we'd be able to uncover all of these secrets through simulations rather than having to go diving through funken temples."

For another portion of the coach ride Arscene pulls out a set of worn parchment, which he carefully unfolds. The parchment is aged and hardly holds its shape.

'Arscene, my friend,
    I write to you now with a heavy heart. We will be unable to see one another for quite some time. You see, my research has lead me to the point where I must leave the Mortal Realms in pursuit of the truest of truths. I believe I have discovered the origin of Magick - the plane of pure energy from which all magical forces flow. To study it further I must journey there.

We have spent so many years at the College in search of the origins of the Multiverse. If all of our existence stems from the Magick then perhaps here I will meet whatever force controls our being. I simply cannot pass up this opportunity! If the Grand Archivist should discover my plans surely he would forbid it, calling me reckless. Therefore I ask you to deliver the message - as a reward you may use my spectrometer, telescope, and alchemy sets in my absence.

Look for my paper,

Francois'

Arscene contemplates the meaning once more - should he have stopped his friend? Surely Francois will return with something that will shatter our current understanding of Magic's roll in the Multiverse. After all Arscene has his own research to do - and he must prove to the Grand Archivist that he is worthy of the University's post. Changing the satchel's shoulder Arscene feels the weight of the books he "indefinitely borrowed". A few of which are rather mundane or of hobbyist level interests - coffee and teas, alchemy, or basic survival techniques. The remainder are technical journals or overviews of techniques often employed in the study of the Multiverse: mathematics, geometry, measurements of the Weave, as well as magical theory and spellcraft. The last two books are Arscene's spellbook, leather bound with some gold tracings along the spine and a book which remains mostly closed. Those not rifling through Arscene's belongings would never notice this book titled "A Subculture on Magical Dominance" - a particular book Arscene was entrusted to keep safe. Considering how he may be in the minority regarding his views on magic in society, Arscene never chooses to pursue this topic with the group, for now.

Arscene roused from his brief "sleep" as the carriage pulls up to the gate says to Darien, "the true question is whether this gate was designed to keep something out or in".

11
The Curse of Strahd / Re: Into the Mists
« on: June 03, 2017, 12:44:41 pm »
Arscene whispers to Lucien after his view into the otherside. "These beings exist in our realm, and not the next - the power they have appears to be hidden... but maybe not for long. I hope we agree that discovering their secrets will also be worthwhile. Be cautious however, this Gwyn commands these poor cursed thralls."

Arscene steps back and looks around again. Thinking out loud, "hmmm it seems these people command the ability of controlling weather, or have extremely precise timing and knowledge of local weather patterns to arrive in coincidence with us and such conditions. Theu must indeed be masters of probability!"

Sent from my SM-J700T using Tapatalk

12
The Curse of Strahd / Re: Into the Mists
« on: June 02, 2017, 05:12:54 pm »
Arscene looks up from his books and peers out of the window of the carriage as they slow down. Measuring the situation, he snaps his book shut and waits a few moments as Lucien and Darien step out of the carriage. Putting the book under his arm, he slides his satchel onto his shoulder and steps down from the carriage out into the night.

Stopping just behind the two aasimar, he stays silent. Using his mage hand to tilt his hat down below his eyes, Arscene closes his senses off from the material realms for an instant. Peering into the Ethereal Realm, Arscene searches for traces of this Lady Gwynn or other hints the Unseen World might provide.

13
The Curse of Strahd / Re: Into the Mists
« on: May 31, 2017, 02:03:44 pm »
Arscene, not being one much for social cues, takes Lucien's invitation to join him in the inn at face-value. "I'm sure I'll be able to free my mind comfortably tonight - you have my thanks Lucien." Arscene finds two open tables near one another. He pulls them together and sits down on a bench in the corner. The gauntleted mage hand plops down a series of books one on of the tables, then extracts quills, ink and parchment from a tanned leather satchel bag. The hand flips open a book titled "A Theory on the Layers of the World and the Multiverse" to a marked page.

All the while, Arscene has been rummaging through his backpack, and pulls out a dark blue glazed clay mug. It lacks a handle, though has ribs circling around it for easy handling. White specks of paint are dotted near the top. He opens a small pouch and places some leaves inside the mug - they smell of light tea leaves and a hint of grapes.

Pulling out a water skin, pouring some water into a glass beaker, and heating the water up with only a wave of a hand, steam rises from the beaker. He carefully pours the water into the mug, then lights a candle. You notice the candle has several marks regularly placed down its side. After melting past one of the marks the gauntleted hand snuffs out the flame and removes the tea leaves from the mug.

Arscene blows twice and sips the tea, as the liquid is mysteriously transported away from this realm. While drinking Arscene wonders if he will truly be able to unlock the secrets of the Multiverse if he cannot even unlock the mysteries of being a Yuke.

Time whiles away, and when appropriate Arscene sleeps for 1 hour. Satisfied with his trip to the ethereal realm more quickly than usual, he spends the rest of the early morning casually reading a book called "The Perfect Cup - An Exotic Guide to Tea and Coffee".

14
The Curse of Strahd / Re: Into the Mists
« on: May 26, 2017, 04:56:46 pm »
As the people begin talking about missing homes and half remembering family members lost to time, Arscene looks fondly towards the fire - not quite sure why. "Many things are born from the flames. All of our existences and the world we see created through the eruption of Fire from the Dark... or so the theories go..."

Aescene studies his book of Alchemical Lore in the evening. Eventually his consciousness slips into the Ethereal Realm for the next 5 hours.

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15
The Curse of Strahd / Re: Into the Mists
« on: May 26, 2017, 12:58:48 am »
"Fascinating." The gauntleted mage hand closes the book Arscene is holding. "I look forward to meeting this font of knowledge Madam Eva."

16
The Curse of Strahd / Re: Into the Mists
« on: May 25, 2017, 06:56:06 pm »
While Stanimir tells his story, Arscene is busy studying the movements of Stanimir's hands as he presumably manipulates his Minor Illusion (?) spell. With quill in hand he hastily copies some details into a wine-stained leather bound book. However when Stanimir mentions a "curse" Arscene's eyebrow would have been raised, if he had one. Once Stanimir finishes talking Arscene walks up to him, slowly.

"My name is Arscene, Professor Enchanter, Member of the College of St Catherine, Order of the Sparrow, seeker of the Lordvessel and co-author of The Treatise on Defined Magical States, and I'm pleased to make your acquaintance fellow seeker of magical truths! We are most appreciative for you to expend one of your, presumably limited magical resources, in order to give us a visual aide. I always benefit from studying how other magus perform their magics.

If you don't mind, I'd like to enquire about this long-lost Kingdom of yours. As I understand it, a Kingdom only becomes long-lost when illiteracy grips a population that then becomes displaced." Arscene looks around, presumably finding very few books. He would frown if he could. "But surely you as the flaminis must have some geographical knowledge of your Kingdom? We can quite possibly deduce the name of this Kingdom within a mere few months... now if only I had the some books from the Archive with me..." Arscene places his leather-gloved hand to his chin.

"I also wished to inquire about this 'curse'. The best way to combat curses, you see, is through eduction and preventative magics."

17
The Curse of Strahd / Re: Into the Mists
« on: May 22, 2017, 09:13:56 pm »
A gauntleted hand suddenly appears at table height, pulling two wooden stools from the adjacent empty table, next to Darien and Lucien.



After placing the stools, the hand floats away, returning moments later with 4 leather-bound books, plopping them down on one of the stools. The hand then rests on the books, the top one having the picture of alchemical tools etched into the cover. A man wearing ragged brown robes, covering his entire body sits down next to the other two. In a voice that sounds distant, despite right next to Darien, the man says "Are you the next Monarch? Or merely a pawn of fate? Given how you manipulate that piece, your desire for power runs deeply". He sits down. Hiding his face entirely is an extremely large-brimmed hat, with a long brown-grey beard protruding beneath the hat. While you can't see it, his voice indicates a smile, "I am the Professor Enchanter, Member of the College of St Catherine, Order of the Sparrow, seeker of the Lordvessel and co-author of The Treatise on Defined Magical States. You may call me Arscene Lupin IV, and I have responded to your call. As for why I have chosen adventure... well my, the world exists to be researched, and I believe here many secrets lie in wait."





18
NPC's / Re: Geoffrey's Agents
« on: May 22, 2017, 08:35:40 pm »
Gaius of Alexandrid - "Joker"
Male tiefling, 38

Escaped refugee of the underground tiefling city of Lutetia Parisiorum. Knowledgable about arcane and forbidden arts, useful in dealing with hedge wizards or underground mages.

19
The Thunder of the Storm King / Re: The Chosen Path
« on: April 26, 2017, 03:21:01 am »
Finding the Axe of Thrym and Harshnag touching it to the rue of Ise, the portal opened. To the surprise of the party, the body of a cloud giant lay in the circle of 6 lantern-holding giants.

The ghost of Eigeron materialised, explaining how his father had betrayed him. Likely  now near a small village called Parnast.

Eigeron showed the party how to activate the oracle and they asked 6 questions...

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20
The Thunder of the Storm King / The Chosen Path
« on: April 26, 2017, 03:17:19 am »
Following the party's encounter at the Eye of the All Father, they knew they had to get to Maelstrom, and only a giant lord stands in their way...

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