Category: Games

House of Wold (Prophecy)

The House of Wold is possibly more uncommon than the House of Holma. They are often unliked and show up often to deliver bad news. Said to be messengers of God, they are often carrying burdens and always on a mission. Their temples are small, rarely visited and often in remote locations. As a Wold there are only two options: Either accept the Gift or reject it entirely. It is often a sobering life, constantly engaged with death and destruction. It is a life spent on the move. Those that reject it are plagued their whole lives with dreams and visions and knowledge of their refusal to aid those they could help.

Granted Power: Deux ex Machina. Once per adventure the player may reroll a failed attempt after the result is known or make a different choice within the past 6 seconds. They see the failure or outcome just before it happens in essence.

  1. Identify: Determines single feature of magic item.
  2. Augury: Learns whether an action will be good or bad.
  3. Divination: Provides useful advice for specific, proposed action.
  4. Scrying: Spies on subject from a distance.
  5. Commune: Deity answers one yes-or-no question/level.
  6. Legend Lore: Learn tales about a person, place, or thing.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: “Sixth sense” warns of impending danger.

Terror in the Tower, part 2

The Beckett family ventures into the Temple of Pholtus described in part 1 of this adventure narrative.


Background

The session began with the PCs at a ruined temple of Pholtus, not far from the western shores of Blackwater Lake. They had already explored one outbuilding, where they found some hidden valuables in a buried stone vault. One such bauble was a silver decanter that slowly filled with fresh water. Daniel discovered this the hard way when it leaked through his backpack and breeches, giving the group a laugh.

Cast of Characters

Most party members are part of one large extended family—the noble Beckett family. A few are retainers. Characters in gray text were not present during this encounter.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Read more

House of Foura (Luck)

The House of Foura is an odd house by comparison to the others. The House is closely associated with the Aruman, dreams and destiny. They are sought when a way must be found. Despite their good fortune, they often don’t accumulate much wealth or seek fame. They instead seek to fulfill their purpose. To a one they are driven towards one goal or another and become focused on that need. Their temples are usually in disarray, but some are places the desperate seek when all else fails.

Granted Power: Providence. Once per game session the player may pick either an attack, skill or save. The results will be the best possible outcome. If an attack, not only is it automatically a critical but it will also be maximum damage.

Luck Domain Spells

  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Control Weather: Changes weather in local area.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Miracle X: Requests an intercession.

The Moons of Northumbria

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


It is well known among scholars that the world has at least two main continents and countless islands, surrounded by at least four seas. Of these continents, the vast region known as Northumbria is the northernmost. While civilizations on the other continents are not the focus of this work and the savage inhabitants of the countless islands are rather unimportant, the heavenly bodies, at least those visible in the northlands, are of great interest and concern. We must study these bodies—those that move and those that are fixed—to understand Astrology and the secrets of the universe. Read more

House of Curren (Travel)

Eapon is a giant planet, and travel is a major part of life. The house of Curren is well known for being involved with vehicles and living mounts of all types. Further, their temples serve as inns, visitor centers and other places that accommodate those on the road. Small Curren Houses can often be found along travel routes to supply fuel, food and other needs.

Granted Power: Any penalty for terrain or environment to movement is halved whether they are on foot, flying an aircraft, or riding a beast. Additionally they always know which way is north.

  1. Longstrider: Increases your speed.
  2. Locate Object: Senses direction toward object (specific or type).
  3. Phantom Steed: Mundane mount appears for 1 hour/level from the local environment. Stats may vary by creature.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Shadow Walk: Step into shadow to travel rapidly. Instead of walking the border between shadow and material it is the border between the physical and spirit realms. Spirit encounters may be greatly increased. If in a vehicle, the vehicle’s speed is doubled.
  6. Find the Path: Shows most direct way to a location.
  7. Phase Door: Creates an invisible passage through wood or stone.
  8. Freedom: Releases creature from imprisonment.
  9. Summon Monster IX: Calls natural creature that you may ride and that may fight for you. The creature must be plausible for the area. Known for calling birds of great size. Duration is 1hr/lvl

Terror in the Tower, part 1

Another tale of the Beckett Family’s adventures in Northumbria.


Background

The session began with the PCs in the small village of Lakesend, where they have been helping the local Lord Balin in finding a missing provost.

Cast of Characters:

Most party members are part of one large extended family—the noble Beckett family. A few are retainers.

Granny Beckett: Witch, eccentric matriarch of the family
Jade Cormallen: Half-elf ranger, distant relative to most
Lord Roger Beckett: Ranger, new family head
Acolyte Denston Beckett: Cleric of Pholtus, grumpy and dour
Daniel Beckett: Assassin, passionate and protective
Sir Callum Beckett: Cavalier, burly and jovial
Sir William Beckett: Cavalier, sarcastic and brave
Brother Lewie: Cleric of St. Cuthbert, erratic but insightful
Sven Ragnarsson: Barbarian, bastard of Granny, Bjorn’s twin
Bjorn Ragnarsson: Barbarian, bastard of Granny, Sven’s twin
Brother Liam: Cleric of St. Cuthbert, comrade of Brother Lewie
Sir Raynard: Cavalier, handsome and witty
Raymond: NPC (Fighter 1), stoic and responsible
Owen: NPC (Ranger 1), introverted and self-sufficient
Kieran: NPC (Magic User 1), gentle and intelligent
Sergeant Blaine: NPC Fighter, porter to the Beckett family
Dagis: NPC (Fighter 0), new squire to Sir Callum

Narrative:

Day 22, Eighth Moon 

The night passed without incident.  The family was now residing in the two abandoned shepherds’ cottages and that of the missing provost.  Most were up and about, eating breakfast outside Jehan’s cottage.  Roger had started a small cooking fire, and the smell of roasted trout and charred wood filled morning the air.  The peaceful scene vanished when Elwood, disheveled and clutching his gnarled wooden staff, came running down from the hillside.  Excited and gasping for breath, he eventually yelled something about a dead man.  Several family members grabbed their weapons and followed him back to the hillside at a brisk pace.  Along the way, Elwood, flustered and still short of breath, provided the others with more information.

“I was gathering worms for my fishing chores later on,” the young druid gasped, “when I heard the sound of something big crashing through the brush, coming toward me.  The sheep started to scurry away, and I picked up my staff, unsure of what was coming.  Then I heard it stop.  I couldn’t see anything, for whatever it was still lay inside the treeline.  I crept up and saw a man lying in the weeds, groaning in pain.  He was wounded, though I could not see exactly how.  It became obvious that he was no threat so I tried to help him, but he only moaned two words and then stopped breathing.  He said, ‘Pholtus’ and ‘Kieran.'” Read more

House of Coursan (War)

This House has a much smaller presence than it used to. South of the Belt Line, Coursan is almost unrepresented. In the north near the Sealed Lands is where they are most commonly found, though they do show up frequently among the Free Marines. Their temples usually double as Forts, shelters and other buildings useful in such endeavours. Those so gifted are found in law keeping, military and business. What many do not realize is that the House isn’t focused on destruction, but rather on success and surviving conflict. It is they that ready a people against an enemy, against death and destruction. In ages past they organized defenses and developed strategies with great success. Their efforts secured the northern Free Lands. However, their sheer capacity for martial ability cannot be denied. They have finished many fights they did not start.

Granted Power: 1rd/SPIRIT they can grant +1 Hardness to any of their allies

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage.
  7. Repulsion: Creatures can’t approach you.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Cultures of Northumbria: Elves

In this series of articles, Michael Garcia shares various custom rules and handouts related to his worldbuilding for his ongoing Northumbria campaign. 


The Elves are undoubtedly the oldest known race in the world. Their culture is ancient and largely unchanged, despite the millennia that have passed.

Typical Appearance

Elves are generally slender and graceful people, with long straight blonde or dirty-blonde hair. Eye color tends to be amber and bluish-green though violet is not uncommon. They do not grow facial hair.

Concerning fashion, elves favor elegant displays of great workmanship. Colors are usually rich, while patterns tend to be both intricate and subtle. Nature motifs are very common.

Elves favor tight-fitting hosen or breeches, along with tight-fitting tunics. They also prefer loose-fitting, ornate robes, made of very light material. Narrow shoes and boots are typical. Their cloaks, though lightweight, are usually long and flowing.

Language

It is common in many cultures for people to call themselves ‘the people’ or ‘the speakers’, but elves recognize that humans, elves, dwarves, and gnomes are all sentient beings that fit such a bill. Therefore, they call all these races ‘the singers’ (laulajia). Their specific words for elf/elves are keijukainen/keijut.

The elven base word for any language is the same as for ‘song’ (laulu/laulut). As the elves are the eldest race, they call their own language the ‘ancient song’ (vanha laulu).

The elves use a sound-based system of runes, which later became the inspiration for other runic systems, such as that of the dwarves and that of the Varangians (a northern group of humans). They actually have two sets of runes, one used for common writing (sanat, meaning ‘words’) and another (voimat, meaning ‘powers’) used for important concepts like magic and law.  All elves know the former, and all elders know the latter as well. Read more

House of Sukan (Fire)

Sukan is one of the larger houses but smaller than the other three houses that deal with the primal elements. Despite open flames being dangerous on a planet with gas swells, it’s still a necessity. Their main function is in controlling fire. Many people view them as agents of change, similar to the Ahrumen. They often fill the ranks of fire brigades, service homes and businesses for heating and cooking, among many other roles. There is also the offensive side of their gifts. Many join the Free Marines or even the Dragoons to great effect.

Granted Power: They can heal burns! Once per day they can heal up to their amount of SPIRIT. Additionally any STRESS directly due to burns is removed!

  1. Burning Hands: 1d4/level fire damage (max 5d4).
  2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
  3. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  6. Fire Seeds: Acorns and berries become grenades and bombs.
  7. Fire Storm: Deals 1d6/level fire damage.
  8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  9. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Bandits Rock

We return to the Winchester Family’s adventures in Northumbria!


Background:

Sir Garrett of House Winchester and his retinue are in the small village of Lakesend at the southern tip of Blackwater Lake.  Having recently explored Wycliffe Island twice, they fought a number of desperate battles against creatures that they called goblyns, but these looked little like the creatures of myth that they were expecting. The nearby keep, under the command of Lord Balin Blackwater, is preparing for a massive goblyn assault, though the enemy army keeps vanishing in the rugged hills. For the moment, the Winchester retinue has decided to rest and refit for a number of days, and some members are also training. Ninth Moon is ending, with autumn hard on its heels. At the end of our last session, the companions were outside the Welcome Wench Inn at night, talking cheerfully when someone spotted what seemed like a human silhouette, peering at them from behind a copse of trees.

From the DM:

This was the session that almost wasn’t. Everyone has probably had a time when half the group is missing and you have to decide whether or not to play. We eventually decided to play, and it was a good time. The three players are strong role-players, which helped. Yet, I knew we needed some action (the last two sessions had been pretty cerebral). The players threw me a curve ball by deciding to investigate an area that I had not yet fleshed out. I had to come up with something quickly. We were glad to have played for another reason too. Two of our players were moving out west for college so this would be our last session with them until they return. I had to come up with a satisfying way for their characters to leave. Read more