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Showing posts with label Dwarf. Show all posts
Showing posts with label Dwarf. Show all posts

Sunday 24 February 2019

Neth Canyon, Encounter Table Plus History

This is an area I haven't fully explored in game. I know it is apart of a once prosperous mining area that helped support a formerly strong military operation. The Phaetox (Lawful, Flamed Winged Humanoids that are incapable of lieing) were in wars with the miners after they realized it was a lost cause, but I haven't determined exactly why - yet. There are lots of people struggling to earn a living, they are extremely hostile to anyone trying to steal their claims. Some monsters are frozen both in Callite (think Calcium), Ice or something else.

Most times this is simply a launch-off point for adventurers, asking to ferry or protect miners either going in or going out of the canyon..

Neth Canyon

The Neth is a legendary dangerous mining region in the the Sal-Venth region within the Lower Spirelands. It was once apart of the Cortezan Empire, as one of several prosperous regions that had strong regional representation on the Corzan High Counsel. Once the wars with the Phaetorox peoples began, taxes and militarization increased to continually beef up defenses. At some point the valleys Drel mines no longer turned a profit, as the cost of patrols far exceeded what could be culled from the mining and most of the operations slowly shut down.

Individual mining groups persisted for a long while, hoping to strike a Drel vein so rich that it could be maintained but none did for long. It is a place where many believe a fortune can be made, if they are lucky enough or quick enough or can elude the patrols. But others - old soldiers and miners alike, believe the danger is never worth it, as the Phaetox are relentless, and execute anyone they find. The Phaetox state their reasons plainly without passion, having settlers in these canyons cause them problems. They certainly know the usefulness of Drel, and in the past fortunes were made but their people pay the price for the miners disturbing the lethal havar and are no longer willing to pay the high price, so they do what must be done to shut all operations down.

Yet, while large operations shut down, small groups still go into the valley looking for veins or lost stockpiles of both minerals and other stuff. Even more bizarre, because of it's long continual history of mining, this is one of the places most known by planar travelers, so it is one spot outsiders can come as it is on their (outdated) astral maps. They often come into abandoned towers for a few weeks, rest up, resupply and then head out again. All obelisks in the valley are larger, more complex with significantly more potential for arcana than average ones found in most cities. .

Multiple small towns still eke out a living, trading and supplying the carvans or traders that still go into the valley. Many are independent, run by those who reside there, they strongly avoid entanglements with larger empires or nations . No empire technically runs the land but the local Phaetox Vuvarix try to control travel what goes into and out of the valley but unless trouble happens leave well enough alone.

  %           Finding
01-02 Undead (See Table Below)
03-04 Verrik (1d3, 4-6 HD, LE or LN)
05-06 Jackalla (2d5, 4-6HD, LN)
07-09 Giant (1d3, Cloud or Ice)
10-12 Wagon (80% Derelict, 20% Damaged) 13-14 Goblinoid    (40% Bugbear, 60% Goblin; 2d6)
15-16 Tame (1-2) 17-20 Clockwork (2-4; Miner or Defender) 21-22 Elemental Wave (1d3, Medium to Large Elementals)
23 Black Spectator (Usually 4-5 eyes, # 1-2) 24-25 Chund (5-8) 26-27 Manticore (1-2) 28-30 Harpy (1-2) or Gargoyles (5-8) 31-32 Minotaur Gang (3-4) 33-34 Slassan Hunters
35-36 Ice Hag 37-39 Miner Camp (11-20, Roll on Humanoid Table) 40-46 Bandits (11-20, Roll on Humanoid Table) 47-60 Patrol (11-20, Roll on Humanoid Table) 61-62 Merchants (21-40, Roll on Humanoid Table) 63-64 Trolls (3-4);67-68 Dire Animal (Ape, Bear, Tiger, Wolf)
69-70 Lycanthrope (Bear, Boar, Tiger, Wolf) 71-72 Ter Falcanna or Griffon 73-76 Fey (1d4, Nymph, Pixie, Sprite, Oread, Sylph) 77-78 Cyclops
79-80 Wyvern or Ythrak 81-82 Harrid
83 Snow Cloakers 84-86 Displacer Beast 87-88 Ogre (3-4) 89-90 Grey Render 91-92 Ice Piercers or Other Hazard * 93-94 Psider 95-96 Callanna 97-98 Lillend or Ramadeen 99-100 Drel Mine Site, (20% Small or 80% Abandoned; Roll on Humanoid Table) 101-104 Small Village (Humanoid, 50-200, roll on humanoid table) 105-108 Patrol (Good or Neutra,l; Roll on Humanoid Table) 109-114 Bandits (Neutral or Evil; Roll on Humanoid Table) 115-120 Religious Procession (11-20; Roll on Humanoid Table)
121-130 Circus or Band (31-50; Roll on Humanoid Table)
131-140 Wizard Tower or Location (Choose Humanoid Table; Number 1-6) 140+ Abandoned Drel Mine Site; Roll on Humanoid Table;

Roll % dice, add to the last number rolled.
After you roll over 80, start again at 0 Base


Humanoid  
Roll 2d10 first time starting at "0", if under 11 Roll 2d10 again at "0", if over 11 then Roll 1d12
2-4.     Dwarf         (LN, # 11-20, CR 2+)
5-6.     Lizardith    (N, #2d6, CR 2+, Fighter, Rogue, Monk, Druid)
7.         Ratfolk        (CR 1+, N, # 9-16,  Small Rat like humanoids)
8.    Gnomes    (CR 2+, # 2d10; NG% Miners or Craftsmen, 3d4)
9.    Githzerai    (NG; 50% Warriors; 50% Monks, 2d4)
10-11 Elven Patrol  (CR 5+, N(G), # 12-18)
12-13 Fey Band   (NG; 50% Rogues; 25% Rangers, 25% Bards, 2d4)
14        Clockwork
15 -17 Phaetox Patrols  (LN, #5-8, Lev 2-4)
18    Tengu Traders CR 2+, N(E), # 1-10
19.  Human Traders CR 5+, N, # 11-30
20.      Orynix Hunters (CR 2+, N, # 5-8, Silver Horned Humanoids)

21.   Catfolk,         (CR 2+, N, #1d8)
22.   Shabti             CR 1+, N, #1d3 Golden Humanoids, reborn
23.   Nagaji            CR 1+, LN, #5-8 Reptillian Snake Humanoid
24+   Charr              CR 1., CN, #1d8 Ritually scarred humanoid


Undead
2 Wight
3 Wraith
4 Ghoul or Ghast
5 Shadow
6 Corpse Wraith
07-10  Cadaver *
11 Mummy (CR 4 - as Swamp Mummy)
12 Necrocraft
13 Unfinished *
14  Flesh Ghoul
15  Restless - Undead Template (Roll on Humanoid Table)
16  Jackalla  (Undead Hunters, 1d3, 4-6 HD, LN)

Friday 22 February 2019

The Narox: The Warring Spires


This is probably the default mini-setting in my world, a wild place where no one is in charge, lots of
races bundled together, old empires, and new ones always bumping into each other. Celestial, demonic,
and just plain weird shite is crammed in here, struggling for dominance.

The Narox: The Warring Spires

Located: Northeast of the free Chavox to the most westerly spires of the Tyrant Wastes

Rule: None. It is a broad land open land that have spires, huge mile high bolts of rocks that are essential
land islands high above the cold wastes.

Description: This land is the opposite of Lyrria in which a large numbers of various races live side-by-
side in relative harmony. Here various groups exist over a huge geographic region, all with the same
goal, domination of the spires and extermination of the other races and groups. This is not done with the
ideal of hatred; rather it is done through expediency. Spires are about territory, there is a limited amount
of space high above, and the only means to acquire more is to drive another race or people off theirs,
whichever way they can. And so they war, endlessly, for another spire for another foothold in this cold
desolate land.

Only one large nation exist in this jumble of spires stretching for most of the northern end of the domain,
known as Dacia, a human feudal nation, just North of the Valline in the Reaches. They are the heart
of the Narox, a central region of commerce and schooling. Only here does the frequency flow true and
obelisks freely rise. Knights of the Griffon maintain order and fiercely patrol for any signs of impending
attacks. Elsewhere the battle is open, but here it is all beneath the surface. As the central pivot, this is
where most of the scheming is done, supplies are bought and sold, sell-swords are hired, and magical
devices are smuggled in. Although the Dacian's do not view themselves as masters or overseers of
anyone else, they certainly attempt to stop any other group from gaining superiority in the rest of the
region. As a collective, the Dacian Empire understands that they are stronger than any other race, but not
if any one force controls the rest of the region. Clerics, Sorcerers and Knights equally share the duties
with almost as many monks and rangers also help in keeping this place safe.

Elsewhere, warriors rule the land. Gargoyles, Gammorrecs (Orcs), Minotaurs, Gith, Human, Dwarf and
Jahlen, all fight to defeat the others. All groups are constantly preparing for battle, defending themselves
or attacking a foe. Nobody understands when or how this all began, these groups have always existed and
battled each other. It is safe for no one to travel these lands and peace happens only when these groups
take a momentary sigh from battle, in preparation for the next.

Legends have it that all this territory was once the Jahlen's homeland, which controlled over two hundred
spires, in small towns and tribes. But when this changed is unknown. They now control less than forty
and their numbers are still shrinking. Four of the largest populated spires have made union with a
Minotaur clan and a nearby Elven city to attempt to carve out a home for themselves. Isolated from the
Dacian nation, they struggle to keep their ties and fight off the rest. This Ginil union has lasted more
than forty years, and is searching for ways to have stronger ties with either other Jahlen spires or Dacia
itself.

Githyanki, have three spires, fortunately all scattered, in destroyed towns. They use their otherworldly
abilities to scry and overwhelm the few survivors in war-torn areas. Their numbers are not large, but they
make use of magic for devastatingly quick raids, usually to assassinate a powerful leader or steal magic.
Their reason for being in the realm is unknown, and their presence is quite upsetting for many Dacian and
Lyrrian wizards, fearing a new planar invasion.

Minotaurs now control eight spires, formerly all united by the Nuthong Empire that was once a direct
threat to Dacia both in terms of size and military strength. Due to a coup, they have splintered into four
major groups, all obsessed more with recapturing the crown then uniting themselves. However, it is
believed certain members of the Dacian elite, knowing what could happen given the Minotaur’s
impressive military strength, supported the coup. These four groups are slowly starting to put former petty
differences, realizing they are losing their territory to the outsiders.

Belthanen is a unique confederation of exiles from Knothia formed three hundred years ago by Minotaur
outcasts who joined with human mystic monks, not to expand but to keep the three spires from falling
into the enemies' hands. The reason why these Minotaurs felt compelled to help these humans is often
debated; some believe the monks have an artifact belonging to the Minotaur’s patron. While this keeps
all Minotaurs from attacking these two spires, many others are compelled to find out the secrets by
taking this magic or artifact by force. Alas, these monks are incredibly strong, able to defeat most
threats through personal combat... yet they know that they cannot defeat an onslaught of any race, their
numbers are too small and, the next raid could be too large and spelling doom.

It is the Gammorrec or Orc threat that has caused more ripples than anything else in the last two
hundred years. They have long fallen to their stronger Minotaur forces and human magic, but they have
found something to give them a greater strength. Their numbers are increasing, and in the last forty years
have overtaken more then 25 spires. They may have been small spires, inhabited by mostly jahlen, but
they have a huge territory and come in waves every three years. They have caused the Minotaurs
at putting aside their petty differences, as well as causing much alarm in the Dacian outposts. The
Gammorrec may not be organized into one military unit, but their chaotic battle plan is working well
enough, so that the three-orc tribes are leaving each other mostly alone, all branching out in different
directions.

Alas, it is the Genesh Empire that stands in their way. Nine spires, closely linked together, this is
another human empire that has long existed in this territory. They are better known as the beast-masters,
as they have controlled various beasts for many differing tasks, such as transportation and defense of the
city, in ways matching the former wizard nation of Hembria. They are not great warriors and do not look
to expand their territory, not in such an obtuse manner anyway. They come in after great battles to clear
house, being a very conservative people. However, they are also ruthless and methodical. In small
numbers, even the Minotaurs can't stand up to the Geneshian war beasts. There have also been times
when they have periodically allied with the tyrants for one time attacks on rivals'. How and why this is
accomplished is unknown, yet they have not been punished by the tyrants for this, so if this was done
with the tyrant’s blessing is a terrifying possibility, one that the others hope doesn't happen too often.

Aside from the Gammorrec powerhouse gargoyles threaten more spires than anyone else. They control
15 spires, and though they have no united empire behind them, like the Gammorrecs, they work
outward trying to limit their territorial battles. They continually fight the Dacians, perhaps more than
anyone else, and are unimpressed with this feudal nation. They have one powerful advantage, their
natural flight allows them quick travel, and ability to strike in large numbers. Their race are
disadvantaged by their inability to breed. These asexual creatures reproduce thru a hive, however this
process creates physically strong but low-witted drones. Individuals must forcibly mate with other
species. This is a haphazard condition at best, and has long caused inbreeding or violent bouts for
internal control. With some devastating attacks on their hives, Dacian knight crippled the beasts
breeding, at least for one generation; this has stopped the battle for territory for a short time only. But
time will tell when these creatures will return in greater numbers, and this tactic may be a one-time
solution. 

The Presappi dwarves reside in this region. They have long since stopped fighting for territory, but their
cruel raiding and nasty tactics are legendary throughout the domain. They have mastered tunnel warfare,
and more than one army has been stopped due to midnight romps by these sell-swords. They are a wild
card, in a region known for chaos. Open for profit and used by anyone with the coin to hire him or her.
Oromians use them throughout Dacia, in replace of their own Merchant League, to punish anyone who
interferes with their franchise. Due to their treacherous natures, Dacians use them only when absolutely
necessary.

These are not the only spires and races in this region. There are some small spires, with a unique race or
population, hiding and franticly attempting to stay out of the faces of the stronger peoples. Great beasts
sometimes appear terrorizing a random spire or population, but this is rare in such a heavily populated
zone. Tyrant raids stopped over seven hundred years ago, however, as visiting Lyrrian wizards have
pointed out, they still come. But they do so as spectator rather than conqueror, enjoying entertaining
mass carnage.

General Laws

Towers: are Guilds or group of professionals. Most cities are run and controlled by the various Towers,
thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light),
Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade,
Paper (Bureaucrats), Merchant or Work. They work both for the nation but mostly their own rules guide.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying,
usually coins or other pieces of value. You pay once every two months, so entry more than once in that
cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status,
identity and role: I use the base: Low (5%), Medium (15%), High (30%.)  Right to Travel, which
prevents taxation on their horse or person when entering the gates. 

Gambling: Small groups of card or dice rollers take and place bets at specific time and places, they often
flee when Lawful groups appear not that they are breaking laws but do not want to be observed.
Casinos are temples of Fatanus (Lady Luck), are located in large communities. There is a fee to
enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually
10-15% flat charge but it can be more. Minotaurs and Clockworks are the most common guards.
Magic is strongly hampered by fields. If you cheat and are caught - you die, all casinos use this rule.

Jube: This is the most known and feared drug usually referred to as Spice, often called the Dream Spice.
It is rarely illegal to consume, but to create or transport is strongly discouraged. While most other types
of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and
offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested
for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is
don't arrest anyone if not causing issues for others. Those who use jube, fall into the dream world, losing
control and seeing images of bliss, horror or truth. Many other stories are told of things that can happen.

Prostitution: By Tower and Open. Nearly every general fetish is accommodated. Payment varies from
20 crowns to 200 or more gp depending upon the desired service. Celestial or Devilish or Elemental
entertainers are available in most large cities. Protection is guaranteed, so is discretion. There is little
social stigma in using or being apart of Towers of Pleasure, and a few can earn lucrative pay.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which
is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult
takes a flat fee from all taxes paid. Quanna (LG), Keran (LE), Casna (LN), Darras (NG) & Japeth (LG)
are the most common.

Slavery: More accustomed to indentured service than purely slavery, freed after a set period of service
(15 years.) Children cannot be held enslaved, women and progeny are always freed at birth. Halflings,
Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; In Lawful Bound communities
only Nobles with Right of the Chain may purchase slaves. 

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have
the same laws with the use of bow. Most professional adventurers have a license which usually costs
from 5 to 50 gp for a year; citizens are apart of the standing army. Some locations have the Right to
Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles
and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel
a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives
Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to
the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly
questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out
of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given
freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to
five duels must happen over a month or more. One of the few areas where magic combat openly occurs.
Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. 

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily
restricted, to the point where nearly every high level spell-caster stays away. In most cities, clerics and
their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion,
enchantment, etc) may be blocked. Magic trinkets such as wands are often seized at the gate, to be
handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable
metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many
nobles have unique rights that citizens cannot normally obtain. While the first generation most often
keep the rights of their parents, it does not descend a second generation unless it is earned. Nobles
have unique responsibilities. They cannot turn away from a request from an officer of the city or nation.
They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be
able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.


Thursday 29 November 2018

Grey Dwarves (or Gravity Dwarves) plus Trel Magical Ore

Have long used the fantasy trope of clouds as islands in the sky. These grey dwarves are the major inhabitant. They mine a white ore in the clouds, that enables levitation.

Grav   (Grey or Gravity or Cloud Dwarves)
Medium Sized Humanoids

Hit Dice:                         2d8+6 (17 hp)
Initiative:                        -1
Speed:                             20*
AC:                                 20 (+3 natural, +1 size, +2 Shield, +5 Breastplate), 14 Touch, 17 Flat
Base Attack/Grapple:     +2
Attack:                            Hammer +6 (1d10+3), Heavy Crossbow +2 (1d8)
Special Attacks:              Mass Manipulation, Psionics
Special Qualities:            Low-Light Vision
Saves:                              Fort  +5  Ref  -1   Will  +1
Abilities (Soldier)           Str 16, Dex 7, Con 17, Int 10, Wis 12, Cha 10
Typical                            Appraise +3, Craft (Stonecutting) +3, Craft (Mining) +3, Perception +3
Feats:                              Weapon Focus (Hammer); Stone Interaction (+5 skill bonus)
Climate/Terrain:              Cloud Isles
Organization:                   Patrol (2-7), Army (20-50), Town (500-2000)
Challenge Rating:            2
Treasure:                          Double Standard
Alignment:                       Lawful Neutral
Advancement Range:       By Class

Gray skinned dwarves, three feet tall and almost as wide, with short white beards that are over 300 pounds. Most wear light metal armor, and use either a pick or hammer for both their work and combat weapon.

Grav are best known as reclusive cloud miners, who exclusively control trel production which is a magical ore that gives the wielder levitation properties. These psionic creatures can manipulate gravity, to levitate or featherfall almost at will. When the grav are transporting their goods they become targets of raiders, so they often look to hire adventuring companions.

Society: Grav society is extremely codified; every citizen knows their exact duties.  Leaders are chosen at birth based on exhibiting greater psionic talents. They are taken away for instruction by the elder counsel, never knowing their birth families only the responsibilities that come with prestige and political power. Nobility or societal rank is rarely hereditary, higher level military station comes from success in battle, similarly, higher social rank comes from action, wealth and fame. Grav give nothing away, those who have something, have it because they earned it.

Those of the lower class usually take one of two roles: soldier or miner. Both are dangerous jobs, however, everyone in grav society has the possibility to advance upward due to performance. They may have little money, but they are a content lot and few grav would ever disobey their elders. Like their land based kin, grav enjoy pints of mead, and it is a little nervy to witness dozens of them drinking together in near perfect unison, no planned co-ordination but their natural instincts taking over.

While friendly, Grav rarely do well with strangers. They don't understand things like artistic expression that doesn't fit into pre-determined functional slots. But what many non-Grav often find most surprising is that for a codified society, they have little fear about expressing themselves or their ideas. All Grav are free to express themselves and to question the reasons for decisions their elders make, the only difference is once a group or society makes a decision, few Grav ever question it, as they trust each other.

Combat They fight using psionics to control the weight of the weapons and armor foes use, making it impossible to wield in battle or strong enough to move more than a few feet without extreme effort. Grav often grapple foes and drag them off a cliff or mountainside then safely levitating back up. They concentrate on an enemies leaders or spellcasters. Grav soldiers never surrender and willingly sacrifice their lives.

Psionics:
Miner or Soldier: mass manipulation (self) PSP: 5  (by HD)
Noble: mass manipulation, phobia amplification (heights), levitate; PSP: 15 (3 HD minimum)


Grav as Characters
+2 Constitution, +2 Strength, -4 Dexterity
Bonus Feat: Weapon Focus (Hammer)
Speed: 20 (15 in armor)
+1 Natural Armor Bonus / 3 HD or class levels
Fighter is the preferred class for soldiers;
Psion for Nobles.
Psionics: +5 PSP, Mass Manipulation

Trelline (Trel) is one of the base magical metals on Nyssa. It is mined almost entirely by the Grav dwarves in the clouds above the land. It is a pure white stone, with small cracks on its surface. The Grav must go into the deepest parts of the cloud to obtain the ore. With a processed piece of Trel, upon concentration, the user can slowly levitate upwards - speed and distance depends upon the user. Their communities are based on permanent cloud isles that must mine for Trel, they need to go to new clouds, find a line and do their work to extract the ore. Unlike traditional ground ores, Trel is always being naturally generated in new clouds. Clouds have a centralized gravity, meaning down is towards the cloud centre base.




Sunday 22 January 2017

Company of the Hardened Anvil Pt 3

"Company of the Hardened Anvil" Pt 3

1. Investigate the tent of Darras for details on patrols? (DC 12) Roll 1 - Required DC 12 (+2) = 24
2. Can the wizards gain any inkling into the area, tunnels or Tower? (DC 12 / 15 / 18) Roll 2 - Required DC 12 / 15 / 18 (+2) = 11
3. Any weapons or equipment they can find that could be useful?  Roll 3 - Required DC 15 (+3) = 20

Vassano was excited as Caventh told him that there was a tent belonging to his church. His faith more so then the others was not an adventurers one, most of the clergy spent their lives in the towns and cities, serving the needs of the common citizen. They helped to organize and protect, or, that's what his brethren did. Churches, even those worshiping the same deity, often focused on different aspects of the god's portfolio, so not every priest had the same list of prayers or spells or rituals. While rarely enemies they did not always help each other. Certainly the other good faiths had much more specific requirements from their members, even for the visiting clergy from afar, but his, at the very base of belief, was to share, so he believed that many of his own parties most common simple needs would be covered.

The young celestial man made his way towards the small tent that was the centre of the Brown Lancers, the organizing militia group for his faith. Brown, was the colour of the faithful, as all gods had a colour associated with their groups. He realized that the tent was so much farther out, as there were large stables surrounded it. The first soldiers he saw around it wore gold and purple in their insignia, followers of Quanna and Japeth, other Quadrane, or good-aligned gods.  The stables had large openings near the top, griffon stables.

He dropped a small offering into a pot placed near the opening of the shared tent as he entered the tent that help fewer than a dozen men, far smaller than many of the others around the Tower.  A young priestess, Lei-Lanna, dressed in a simple brown tunic came over to welcome him, and after a short discussion he realized their job here was but to serve the other groups near-by, especially the couriers. Their conversation drifted and he learned bits more about the customs and processes of the various groups, with her help, he could find someone to help them skip the queue, get into the Tower relatively quickly. In the middle of the talk, both of their holy symbols, universally worn as neck medallions, both glowed brightly, he looked around to find something  or someone different coming into the area, something of considerable power, Lei-Lanna closed her eyes and smiled. She promised that she would give him the names of contacts in a day or two that would assist.

After being told bits about of the area, Unnos the Sorcerer and Ènnoss, the monk were both nervous, something was very wrong about this place. Unnos was a student of spells, and the other, an eater of magic, someone that could steal mana or magic energy from items, they worked together for longer than any of the others in their group.  Spellcasters should be more obvious, as there was no Obelisk to act as a central focus. In cities, even without magical academies, wizards could utilize the magic being emanated from the churches obelisks to cast their spells, even if they never came physically near one, the magic was everywhere. Here the energy was everywhere, the same as being on holy ground, but there was no central focus. It would make sense if it came from the Tower,  but it should be glowing brightly with the spiritual or even arcane energies, but it wasn't, there was no signs. So where was this mana coming from. And was anyone controlling it?

They made their way around the various compound, as Unnos had cast detect magic, hoping to find another large obvious sources in the camps. While he found dozens of sources, but they were like him, low level spouts, there shouldn't be enough mana here for him to recast his spells continuously, yet even without an obvious source, he had the energy. Ènnos came to the conclusion that if there were any cabals of spell-casters, they were inside the Tower, as none of the tents, none of the humanoids emanated the energy required.  They decided to keep the facts to themselves, they needed to get deep inside to learn more.

Rillo and Caventh did their best to scout around looking for some vendors selling more rare items. As soon as they saw the three red ogres outside a delicate silver tent, they knew they had found what they were looking for. They came in to see a copper coloured dwarf, dressed in scarfs covering his body, a small axe by his side and a whistle around his neck. In most cities, a Zinth, or Sand Dwarf was often the best source of magic, but there was usually a catch, they only traded enchanted items, they cared little for the gold or silver pieces most others groups used. Jor-Cannah spoke at length, about places from far and wide, of the deals he had done. But his conversation was slanted, asking questions about them and their needs.  They settled on two magical items, an Astral Stone (which opened portals) and a Scream Stone (which screamed in the presence of predetermined objects, such as gold or myricke) and the payment was five bright feathery plumage of Zaooriche, an elegant land avian they had hunted in the Zoork desert. Their last question for him, left them bewildered, as he wouldn't state when he would stay in the spot, travelling was his response.

By the early evening the team regathered at their tent, to share their info and plans. They needed to get below, they didn't have many days before their opportunity was lost.
 
What next steps should the party take:

1. Implore the tent of Darras for permission to enter the Tower in one of their patrols? (DC 11)

2. Can they find a way to sneak into the tunnels or Tower? (DC 15 / 18)

3. Can they make a connection in one of the pubs? (DC 18)

4. Any other suggestions?

Thursday 30 July 2015

Sand Dwarves (Zinth)

Sand Dwarves or Zinth

One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.


Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.

Their expression: Of the stone but in this world” is their way of expressing themselves as both 
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.

Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.

Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.

While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening from slumber.

Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.

Sand Dwarves                                 CR 2
N (30% Good; 10% Evil)               Humanoid (Mountains & Desert)
Init +0;                                          Senses darkvision 60 ft.

DEFENSE

AC 15, touch 14, flat-footed 11    (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0

OFFENSE

Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.

STATISTICS

Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills:  Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian

LISTED FEATURES:

Every primary level grants a +1 natural AC bonus.

2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones  (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD  +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD  Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points;                            Summon Earth elemental (2/day); Stone state (3/day)

At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.

Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.


CLASS ABILITIES

Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours

Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day

Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.

Change into Rock Form: Zinth can change into stones, gaining +20  to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.

Speak Earth Elemental: Zinth learn the earth elemental language

Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.

Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.

Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.

Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.