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| TITLE_SUFFIX = 'orb.moe' | ||||
| DEFAULT_PAGE_STYLE = 'dark' | ||||
| MARKDOWN_EXTENSIONS = ['extra', 'mdx_linkify', 'sane_lists', 'smarty', 'toc', 'tables'] | ||||
							
								
								
									
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| Title:  bss's Toughness | ||||
| 
 | ||||
| # bss's Toughness | ||||
| 
 | ||||
| The core Toughness feat seems to be a bit too weak, and I have yet to be at | ||||
| a table where anyone has taken it. I think this improves it. | ||||
| 
 | ||||
| > ### bss's Toughness | ||||
| 
 | ||||
| > ***Adventurer Tier:*** Increase your baseline hit points value by 1 | ||||
| > (i.e., a wizard with bss's Toughness has the hit points of a cleric). | ||||
| > You cannot take both this feat and ordinary Toughness. | ||||
| 
 | ||||
| This feat makes the bonus hp increase linearly per level rather than non-linearly per tier, and | ||||
| grants more bonus hp overall. For example, assuming a barbarian with no | ||||
| CON mod (for simplicity): | ||||
| 
 | ||||
| *Toughness would grant 3 hp at level 1, for 14% (3/21) bonus hp, as would | ||||
| bss's Toughness. At level 4, the Tough barbarian would have 7% (3/42) bonus hp, | ||||
| but bss's Tough barbarian would still have 14% (6/42). At level 5, the | ||||
| Tough barbarian has 12% (7/56) bonus hp, and bss's Tough barbarian remains at | ||||
| 14% (8/56) (and will throughout). At level 7, the vanilla Tough barbarian has | ||||
| only an 8% (7/84) bonus, at level 8 the bonus is 12% (14/112), and at level 10 | ||||
| the bonus is back down to 8% (14/168).* | ||||
| 
 | ||||
| This also benefits lower-hp classes more than tanks. (Classes with 8 base hp | ||||
| very briefly get less hp from this feat, even.) Also, I think it's just easier to | ||||
| grok. | ||||
| 
 | ||||
| You are free to still take the core Toughness feat if you'd like. | ||||
							
								
								
									
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| Title:  Clouds and Chimeras | ||||
| 
 | ||||
| # Clouds and Chimeras | ||||
| 
 | ||||
| ## The Party | ||||
| 
 | ||||
| ### Harve'i | ||||
| 
 | ||||
| ### Sleznik | ||||
| 
 | ||||
| ### Thorbert | ||||
| 
 | ||||
| ## House Rules | ||||
| 
 | ||||
| * [bss's Toughness](../bss's-toughness) | ||||
| * [Influence Points](../influence-points) | ||||
| 
 | ||||
| ## Play Notes | ||||
| 
 | ||||
| ### Session 1 | ||||
| 
 | ||||
| The party of Sleznik, Harve'i, Thorbert, Girael, and Tasha encounter goblins breaking into Rio's | ||||
| Curios, a shop of various magic trinkets and similar in the town of Highwind. Their particular | ||||
| target was a codex on the creation of dracoliches, which Rio was holding. A local necromancer | ||||
| desired the codex. | ||||
| 
 | ||||
| Killing the goblins and learning of the plot, the party decided to chase the goblins, while Rio fled | ||||
| (to the necromancer's) with the codex. | ||||
| 
 | ||||
| ### Session... 11? | ||||
| 
 | ||||
| * They go back to the keep proper | ||||
| * Captain asks about the orb | ||||
| * Party plays dumb | ||||
| * Actually, Alex smuggled it in a centipede | ||||
| * They fail their bluffing to convince the captain they don't have it | ||||
| * **Noah uses Diabolist confilcted 6 to say that demons strike the outside | ||||
|   of the keep as a distraction** | ||||
| * Demon stuff happening outside draws most of the attention out | ||||
| * ... but Noah is very obviously Diabolist-y now, and the guards attack! | ||||
| * Four guards and a captain and warmage attack, but the latter two flee | ||||
| * They kill (!) they guards. | ||||
| * They make it top side, see everyone fighting a big demon, and go the other | ||||
|   way | ||||
| * If they're leaving the demon, they're making a grave mistake | ||||
| * They're kind of making an argument for the greater Crusader good which | ||||
|   lets them avoid the demon | ||||
| * In an insane series of DM rolls, Thorbert can know any secret, and he | ||||
|   thus suddenly learns the alchemical formula to the philosopher's stone. | ||||
|   **I will provide this to Noah by next session.** (the life/immortality one) | ||||
| * **Noah Archmage conflicted 6** --- they pour flaming oil on the demon, and | ||||
|   the wizard nullifies the fire resistance of the demon, so the demon is | ||||
|   dead and the party helped. Yay! | ||||
| * Then they get the heck out of the keep. | ||||
| * Reminder: **Thorbert's orb is the one from Brandon's sidequest to give | ||||
|   it to the PoS** | ||||
| * Harve'i figures out where they are now after they ride away --- **they | ||||
|   are a bit north of of Foothold** | ||||
| * They started at Horizon, so they went some distance away. Magic! | ||||
| * They're thinking of making their way to Foothold and see if they can take | ||||
|   a boat to the Midland Sea, and go from there to Shadow Port and/or | ||||
|   Horizon. | ||||
| * They see an airship flying overhead after a couple days, the | ||||
|   **[REDACTED]**'s airship, going back to the Crusader's keep to | ||||
|   **[REDACTED]** (but they of course don't know that the | ||||
|   keep is kinda in a bad shape right now). | ||||
| * Harve'i flies up there to see what's going on with them. | ||||
| * Harve'i says he's going to Horizon. | ||||
| * Guy says that there **has been weird sudden magical surges going on in | ||||
|   Horizon, but they don't know why or didn't before they flew away.** | ||||
| * Harve'i takes his leave and flies away. | ||||
| * **Sleznik (The Three negative 6) somehow knows how to make airship | ||||
|   engines.** | ||||
| 
 | ||||
| ### Session 12 | ||||
| 
 | ||||
| * They see weird animals as they go, Harve'i leads them further in | ||||
| * He was being pulled to the area by the forest, it felt like | ||||
| * They see the tree and go into it | ||||
| * marching order: Sleznik, Harve'i, Thorbert | ||||
| * Sleznik starts messing with one of the skeletons | ||||
| * Battle | ||||
| * Harve'i takes the fake gems, the ward is tripped | ||||
| * Sleznik loots the jars, 90 gp | ||||
| * Battle, with the ward | ||||
| * Harve'i's "nice" gems are laughing at him! | ||||
| * Harve'i/Thorbert feel the need to purge the place of its evil | ||||
| * Harve'i feels bad about the demon stuff... maybe that's why he wants | ||||
|   to cleanse it. | ||||
							
								
								
									
										
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| Title:  Crimson | ||||
| 
 | ||||
| # Crimson | ||||
| 
 | ||||
| I can't think of a better name so this one's just *Crimson*. | ||||
| 
 | ||||
| ## Virtual Tabletop | ||||
| 
 | ||||
| The campaign's current battle map/whiteboard/etc. is in Foundry, | ||||
| and available at | ||||
| **[http://vtt.incorporeal.org:30001/](http://vtt.incorporeal.org:30001/)**. | ||||
| 
 | ||||
| ## Characters | ||||
| 
 | ||||
| * Bug Zelig ([sheet](bug_zelig.pdf)) — human sorcerer, | ||||
|   time traveler stuck in this age who befriended a hedgehog, conflicted | ||||
|   w/Archmage, conflicted w/Diabolist | ||||
| * Ket Leto ([sheet](Ket-Leto.pdf)) — human rogue, | ||||
|   sporadically says words or phrases in a long forgotten language, conflicted | ||||
|   w/Emperor, conflicted w/Lich King | ||||
| * Khessir ([sheet](Khessir.pdf)) — dwarf fighter, | ||||
|   famous captain who lost his memory, positive w/Dwarf King, conflicted | ||||
|   w/Prince of Shadows | ||||
| * Orfo ([sheet](Orfo.pdf)) — human necromancer, failed | ||||
|   clone backup of the Wizard King from before the First Age, conflicted | ||||
|   w/Archmage, negative w/Emperor, negative w/Lich King | ||||
| * Toliver ([sheet](Toliver.pdf)) — pixie void caller, | ||||
|   warrior from another dimension cursed by witch who lives on the moon, | ||||
|   negative w/Archmage, conflicted w/Elf Queen, conflicted w/High Druid | ||||
| 
 | ||||
| ## Character Generation | ||||
| 
 | ||||
| Character generation is by the book. See the resources below for classes and | ||||
| options and whatnot. | ||||
| 
 | ||||
| ## Resources | ||||
| 
 | ||||
| Generally speaking, all the below sources are in with no/minimal review from me. If you find | ||||
| something you're interested in in another source, let me know, I don't mind using more | ||||
| content from third party books or homebrew or whatever. | ||||
| 
 | ||||
| * Classes | ||||
|     * Core books are, naturally, 100% in: | ||||
|         * **13th Age Core Rulebook** (*Barbarian, Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Sorcerer, Wizard*) | ||||
|         * **13 True Ways** (*Chaos Mage, Commander, Druid, Monk, Necromancer, Occultist*) | ||||
|         * **Book of Demons** (*Demonologist*) | ||||
|     * By the same authors, **13th Age Glorantha** has usable stuff that needs little/no porting: | ||||
|         * Five new classes (*Berserker, Earth Priestess, Hell Mother, Humakti, Trickster*) | ||||
|         * Five "transformation" classes, new takes on existing classes (*Orlanthi Warrior [Barbarian], Rebel [Rogue], Storm Voice [Sorcerer], Troll Warrior [Barbarian], Wind Lord [Fighter]*) | ||||
|         * New options for the *Monk*. | ||||
|     * **Dark Pacts & Ancient Secrets** is well-regarded, if you're interested (*Abomination, Fateweaver, Psion, Savage, Swordmage, Warlock*) | ||||
|     * I haven't read **The Overworld and Beyond** yet, but it has a couple (*Realm-Walker, Void-Caller*) | ||||
| * Races | ||||
|     * Core stuff's all in the **13th Age Core Rulebook** (*Humans, Dwarves, Half-Orcs, Elves, Gnomes, Half-Elves, Halflings, Dragonics, Holy Ones, Forgeborn, Demontouched*) | ||||
|     * **13th Age Glorantha** has variant *Human* stuff, and especially weird *Ducks* and *Trolls*, which may make for templates for other monsters | ||||
|     * **Dark Alleys & Twisted Paths** has more weird races that I haven't looked at yet, as does **The Overworld and Beyond** | ||||
| * Feats, Talents, etc. | ||||
|     * Naturally, everything in the core books above is in | ||||
|     * Likely, all the stuff in the other books above, too | ||||
|         * **Dark Alleys & Twisted Paths** especially has various class options for all the non-Glorantha classes above | ||||
|     * **Deep Magic** - a complex set of spellcasting talents for wizards and non-wizards alike, spell schools, and lots of spells | ||||
| 
 | ||||
| There are a couple more books and 'zines I've uploaded if people want to get | ||||
| really wild, but talk to me about those. | ||||
| 
 | ||||
| ## House Rules | ||||
| 
 | ||||
| I haven't had much need to house-rule stuff yet, and we're going to try to | ||||
| do icon relationships by the book to start. If we have issues, we can try using | ||||
| either of my alternate rules to add some crunch to story-guide rolls, or to | ||||
| replace icons with something like Glorantha runes. | ||||
| 
 | ||||
| But, for now, icons and story-guide rolls as written in the core book. Here | ||||
| are the only things I have tweaked from the start: | ||||
| 
 | ||||
| * [bss's Toughness](../bss's-toughness) | ||||
							
								
								
									
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| Title:          13th Age | ||||
| Description:    Organized content, campaign notes, and so on for the 13th Age roleplaying game. | ||||
| 
 | ||||
| # 13th Age | ||||
| 
 | ||||
| This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical | ||||
| bits, and whatever else I end up dropping here for usage by me and my players, but if any of this is | ||||
| of interest to you as a random passerby, feel free to use it. | ||||
| 
 | ||||
| ## Yacsra | ||||
| 
 | ||||
| The world of [Yacsra](yacsra/), bss's *yet another campaign setting, roughly assembled*, is a | ||||
| personalization and expansion of the Dragon Empire, 13th Age's deliberately open-ended | ||||
| meta-setting. The material that I've written or that my tables have come up with off the cuff | ||||
| should generally slot into published Dragon Empire source material, with few explicit overrides or | ||||
| replacements, and those things become part of Yacsra. | ||||
| 
 | ||||
| As much as it is just-in-time expansion of a campaign framework, Yacsra is inherently incomplete and | ||||
| subject to change. Nevertheless, current campaign setting information is organized in [Yacsra's main | ||||
| page](yacsra/). | ||||
| 
 | ||||
| ### Campaigns in the World of Yacsra | ||||
| 
 | ||||
| These pages organize characters and other campaign notes for the groups themselves. Depending on my | ||||
| levels of organization and coordination, established truths generally move from these pages to the | ||||
| Yacsra campaign setting when they seem ready and appropriate for the "mainline". | ||||
| 
 | ||||
| The following campaigns are currently running, at my however-slow pace: | ||||
| 
 | ||||
| * [Clouds and Chimeras](clouds-and-chimeras/) | ||||
| * [Crimson](crimson/) | ||||
| 
 | ||||
| Currently-lost campaigns, before I started organizing things here under Yacsra, that nevertheless | ||||
| influenced it, or at least me: | ||||
| 
 | ||||
| * Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became | ||||
|   traditional fantasy anyway | ||||
| * Shards of Jade II, an especially off the rails adventurer mischief sandbox | ||||
| 
 | ||||
| ## Other Characters | ||||
| 
 | ||||
| Other characters I've made for whatever reason: | ||||
| 
 | ||||
| * [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings | ||||
| 
 | ||||
| ## House Rules | ||||
| 
 | ||||
| I don't consider myself much of a game designer, but nonetheless I have added | ||||
| some house rules to the game. I will try to catalog them here, just in the | ||||
| event I reuse them or they are useful to someone else. | ||||
| 
 | ||||
| * [bss's Toughness](bss's-toughness) | ||||
| * [Influence Points](influence-points) | ||||
| 
 | ||||
| --- | ||||
| 
 | ||||
| The following notice regarding the 13th Age Community Use Policy applies to this page and all pages | ||||
| under the <code>/13th-age/</code> directory: | ||||
| 
 | ||||
| *This website uses trademarks and/or copyrights owned by Fire | ||||
| Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are | ||||
| expressly prohibited from charging you to use or access this content. This website is not | ||||
| published, endorsed, or specifically approved by Fire Opal Media. | ||||
| For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit | ||||
| www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age | ||||
| products, please visit www.fireopalmedia.com and www.pelgranepress.com.* | ||||
							
								
								
									
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| Title:  Influence Points | ||||
| 
 | ||||
| # Influence Points | ||||
| 
 | ||||
| I am often faced with the problem of needing cues to improvise, and not | ||||
| always having the most creative uses of the core book's pre-session icon | ||||
| relationship rolls. Some players, to varying degrees, have the same dilemma, | ||||
| leading to story-guide icon relationship rolls going unused and | ||||
| forgotten. | ||||
| 
 | ||||
| This quasi-rule allows for some mechanical benefit to be tied to the | ||||
| rolls, useful in a pinch, and also more explicitly gives players some | ||||
| control over the story. (They already had this control, of course, but we | ||||
| might as well reassert it.) None of this is meant to replace or supercede | ||||
| the core book's suggestions on story-guide results. | ||||
| 
 | ||||
| > ## Influence Points | ||||
| 
 | ||||
| > Rolling 5s and/or 6s on the per-session story-guide icon relationship rolls grants | ||||
| > an advantage tied to the rolled relationship, to be treated as a resource | ||||
| > (perhaps even a physical resource, like a coin) granted | ||||
| > to the player for each 5 or 6 for them to spend as they see fit. | ||||
| > These results can be used very similarly to e.g. Savage Worlds bennies, | ||||
| > including but not limited to the suggestions below. | ||||
| > | ||||
| > These usages are for the players to cash in their points if the GM has | ||||
| > been slacking or if the player has a great idea of their own, but the GM | ||||
| > reserves the right to inform the player that they have other plans *this session* for a | ||||
| > particular roll that just haven't surfaced yet. Maybe both the GM's idea and | ||||
| > the player's idea both play out, or one cedes the floor to the other, or who | ||||
| > knows! Maybe different factions from the same icon start pulling the PC in | ||||
| > different directions with their now-public drama. | ||||
| > | ||||
| > **NOTE: you can also apply these effects to a willing ally.** | ||||
| > | ||||
| > * Obtaining a magic item or other favor, as per the core rules. | ||||
| > * Dramatic combat effect, e.g. +1‐+3 to attack, damage bonuses, and | ||||
| >   the like. Auto-crit might be too much to ask, unless the drama *really* | ||||
| >   calls for it. | ||||
| > * Grant yourself a reroll and take the better result on any d20 roll, or | ||||
|     force an opponent to reroll and take the worse result. | ||||
| > * Redistribute the party's recoveries. | ||||
| > * Pass a death save as if you rolled a 20 — be sure to narrate | ||||
| >   how personal and/or iconic energies let you shrug off death. | ||||
| > * Redirect the story — if you'd like the current events to be going | ||||
| >   a different way, spend a point and narrate what happens instead. I'll | ||||
| >   try to work with it. | ||||
| > * Establish a long-term truth — if you would like to, say, tie | ||||
| >   your character to a quest for a powerful artifact, iconic goal, or | ||||
| >   whatever, assert it as a fact of the world. Hopefully we won't leave | ||||
| >   too many of these dangling. | ||||
| > | ||||
| > The normal uses of icon relationship rolls still apply. | ||||
							
								
								
									
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| Title:  Spheres of Influence | ||||
| 
 | ||||
| # Spheres of Influence | ||||
| 
 | ||||
| As it turns out, every one of my games ends up reinterpreting icon relationship | ||||
| dice as instead relationships to the forces the icons represent, somewhat | ||||
| filing the icons themselves off of the mechanic and pushing them and their | ||||
| direct agents a bit further off-stage. | ||||
| 
 | ||||
| In light of this, I am attempting here to codify a replacement. It borrows | ||||
| heavily from **13th Age Glorantha**'s runes. | ||||
| 
 | ||||
| ## Aether | ||||
| 
 | ||||
| The universe is a swirling aether of forces from which all reality has taken | ||||
| shape. Creation has been influenced by these forces — broken out into | ||||
| prominent spheres of influence — and their interplay as they ebb and | ||||
| flow. Whether the distant gods have created the spheres or are beholden to | ||||
| them is uncertain. | ||||
| 
 | ||||
| The vast majority of living things are not consciously aware of the one or | ||||
| more spheres that guide their being, and even the average sentient creature | ||||
| may only be able to generally observe the influence of the spheres on their | ||||
| life. | ||||
| 
 | ||||
| Prominent characters, including the PCs, are different, however. They are | ||||
| able to attune to the aethereal spheres, drawing on their power and using it | ||||
| to consciously and unconsciously shape the world. The most powerful of these | ||||
| beings may appear as avatars of the gods, or perfect champions of one sphere, | ||||
| or simply master manipulators of certain forces that make up the world. | ||||
| 
 | ||||
| ## Spheres | ||||
| 
 | ||||
| Below is a list of the twenty primary spheres active in the game, and possible | ||||
| manifestations or examples of their influence on the world. | ||||
| 
 | ||||
| *Note:* use this table for rolling a random sphere, as per rune rules. | ||||
| 
 | ||||
| d20 | Sphere    | Examples | ||||
| --- | --------- | -------- | ||||
| 1   | Air       | Wind, the skies, disruption, rebellion, storms, wandering | ||||
| 2   | Animal    | Ferocity, instincts, might, speed | ||||
| 3   | Chaos     | Disorder, individual freedom, insanity, capriciousness | ||||
| 4   | Darkness  | Shadows, the underground, caves, concealment, mystery | ||||
| 5   | Death     | Death, separation, finality, loss | ||||
| 6   | Earth     | The terrestrial world, agriculture, solidity, strength, gems | ||||
| 7   | Evil      | Demons, devils, the abyssal planes | ||||
| 8   | Fire      | Flame, purgation, stars, passion | ||||
| 9   | Good      | Angels, archons, the celestial planes | ||||
| 10  | Knowledge | Study, lore, secrets, seekers, writing | ||||
| 11  | Law       | Order, community, promises, oaths, punishment | ||||
| 12  | Life      | Growth, birth, plenty, love, food, spring | ||||
| 13  | Luck      | Randomness, fortune and misfortune, chance, omens | ||||
| 14  | Magic     | Magical effects, divinations, aberrations | ||||
| 15  | Moon      | Cycles, balance, winter, evening | ||||
| 16  | Plant     | Plant life, wild growth, forests, herbalists, autumn | ||||
| 17  | Sun       | Morning, light, summer, clarity | ||||
| 18  | Trickery  | Theft, subterfuge, deception, illusions | ||||
| 19  | War       | Battle, destruction, conquest, victory | ||||
| 20  | Water     | The sea, purity, healing, drowning, flooding | ||||
							
								
								
									
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							| @ -0,0 +1,550 @@ | ||||
| Title:	Valon Amarathar | ||||
| 
 | ||||
| # Valon Amarathar (Wood Elf Ranger 3) | ||||
| 
 | ||||
| Valon Amarathar lives off the land, an adept ranger and hunter, and a believer in | ||||
| Leimikki, the Huntress, goddess of the Happy Hunting Grounds. His ethos focuses on a | ||||
| natural state of the world in the wild, but a state not completely at odds with | ||||
| civilization. | ||||
| 
 | ||||
| **Alignment, as a shortcut:** TN | ||||
| 
 | ||||
| ## Build | ||||
| 
 | ||||
| ### Ability Scores | ||||
| 
 | ||||
| |                 | Strength       | Constitution | Dexterity        | Intelligence | Wisdom | Charisma | | ||||
| |-----------------|----------------|--------------|------------------|--------------|--------|----------| | ||||
| | **Score**       | 18 (Ranger +2) | 11           | 20 (Wood Elf +2) | 9            | 12     | 8        | | ||||
| | **Mod + Level** | +7             | +3           | +8               | +2           | +4     | +2       | | ||||
| 
 | ||||
| ### One Unique Thing | ||||
| 
 | ||||
| The spirits of a previous age whisper in his subconscious. Sometimes, they're louder. | ||||
| 
 | ||||
| ### Icon Relationships | ||||
| 
 | ||||
| * **Positive w/High Druid** (1) — the wild is the only true order, nature the only true | ||||
|   law. All things in balance, and there's a lot that needs rebalancing by the sword. | ||||
| * **Conflicted w/Elf Queen** (1) — pleased to serve the Court of Stars, but by a permanent | ||||
|   family seat, also knows where some of the bodies are buried. | ||||
| * **Negative w/The Three** (1) — that familial permanent seat in the court?  Long line | ||||
|   of *very* successful dragon-slayers. | ||||
| 
 | ||||
| ### Backgrounds | ||||
| 
 | ||||
| * **World-walker** (4) — in his many years, Valon has traveled through countless areas and | ||||
|   survived in all types of terrain, from the snowy wastes of the north to the | ||||
|   hellholes that blight the land, finding ways to utilize any abundant or scarce environment. | ||||
|   Even in the great cities of the Empire, Valon has learned to subsist and thrive on his own. | ||||
| * **Adept Jury-rigger** (2) — while not particularly bright or wise, *by the Golden Bow, | ||||
|   he's got moxie*. Valon has a knack for creating makeshift contraptions and tools for the | ||||
|   situation. | ||||
| * **Greenbark Holt Scout** (2) — before caught by wanderlust, Valon was a scout, lookout, | ||||
|   and patrol in his home forest. The guard is renowned for their ability to bound from tree | ||||
|   without making a sound, and it is rumored that the greatest of their ranks can make themselves | ||||
|   unseen in any natural area. | ||||
| 
 | ||||
| ### Health, Initiative | ||||
| 
 | ||||
| **Hit Points:** 35 hp; **Recoveries:** 8; **Recovery Dice:** 3d8+1; **Initiative:** +8 | ||||
| 
 | ||||
| ### Defenses | ||||
| 
 | ||||
| **Armor Class:** 18; **Physical Defense:** 18; **Mental Defense:** 12 | ||||
| 
 | ||||
| ### Attacks | ||||
| 
 | ||||
| * **Melee:** +8 vs. AC, 3d8+4+2 damage; 3 damage on a miss [d12s for damage if *harvest* was cast] | ||||
| * **Double Melee:** +8 vs. AC, 3d6+4+2 damage; 3 damage on a miss [d10s for damage if *harvest* was cast] | ||||
|     * *Natural even hit or miss:* do it again | ||||
| * **Ranged:** +8 vs. AC, 3d8+5 damage; 3 damage on a miss | ||||
| 
 | ||||
| ### Racial Power | ||||
| 
 | ||||
| * ***Elven Grace*** — start of each turn, roll a die (d6 to start), if equal to or lower | ||||
|   than the escalation die, get an extra standard action that turn; each success bumps the | ||||
|   die up a notch. | ||||
| 
 | ||||
| ### Talents, Miscellaneous Feats | ||||
| 
 | ||||
| * **The Huntress's Blessing** [Ranger ex Cathedral] — choose a daily or recharge spell of | ||||
|   level or lower from the cleric class, can change spell each full heal-up. | ||||
|     * **Default: *harvest*** [*hammer of faith*] — daily, standard, close-quarters; until the end | ||||
|       of battle, basic melee attacks use d12s as their base. | ||||
|     * ***Adventurer Feat:*** can cast *heal* once per battle. | ||||
|         * ***Will to Hunt*** [*heal*] — close-quarters, quick, 1/battle: myself or ally I'm next to can heal using | ||||
|           a recovery. | ||||
| * **Double Melee Attack** — when using two one-handed weapons, can choose double attack | ||||
|   before rolling the attack: weapon die drops a notch, if first attack is natural even, make | ||||
|   a second attack as a free action. | ||||
| * **Lethal Hunter** — 1/battle, free action; choose an enemy (or mob of mooks), crit | ||||
|   range on attacks against that enemy expand by 2 for the battle. | ||||
|     * ***Adventurer Feat:*** crit range of Lethal Hunter attacks expands by 1 (to +3). | ||||
| * **Heritage of the Sword** — +2 damage to attacks with d6/d8 swords. | ||||
| 
 | ||||
| ### Gear | ||||
| 
 | ||||
| * a *longsword of thunderbolts* — recharge 11+, roll d6 at the start of battle, when escalation | ||||
|   die equals value, lightning from the sky deals 2d10 extra lightning damage on a hit | ||||
| * two longswords passed down from his father, not yet important enough to be named | ||||
| * a hand-crafted longbow, and enough arrows | ||||
| * some knives, because you always need knives | ||||
| * well-worn leather armor (light), occasionally repaired or reworked with the hides of beasts | ||||
|   (monstrous or otherwise) he has killed | ||||
| * twine, some animal fat, extra hides worn as adornment, one bull's horn, various claws and nails, | ||||
|   a bedroll, flint and steel, plants collected from his last time out on the trail, a pendant | ||||
|   proving his Amarathar blood (it emits a high-pitched whine when worn by anyone else, which is | ||||
|   annoying), a blindfold (not sure how he got it either), some candles, a couple torches, tanner's | ||||
|   kit | ||||
| * 10 gp | ||||
| 
 | ||||
| ## History/Notes | ||||
| 
 | ||||
| ### Session 1 | ||||
| 
 | ||||
| * Conflicted w/Elf Queen 6 | ||||
| * Negative w/The Three 5 | ||||
| 
 | ||||
| Kobolds led by Agamir (a powerful black dragon) attacks town where we are, learn afterwards | ||||
| he's after one of the Seven Rings - Spirit. Learn most of this from the priestess in town, | ||||
| Bridget Onderfield. She sends us to Valynn's tomb in order to retrieve the ring, with the goal | ||||
| of moving it out from where the dragon might be able to get to it. We can do whatever with the | ||||
| ring as long as the dragon doesn't get it. | ||||
| 
 | ||||
| Used the -Three 5 to buy us more time to get to the tomb under cover, but that's going to come | ||||
| with some serious ramifications later. | ||||
| 
 | ||||
| Used +Elf Queen 6 to talk our way past the guards in the tomb. | ||||
| 
 | ||||
| Killed some skeletons I think. | ||||
| 
 | ||||
| Used my incremental advance on next level's hp. | ||||
| 
 | ||||
| ### Session 2 | ||||
| 
 | ||||
| ### Session 3 | ||||
| 
 | ||||
| Vivian trying to find father, who is looking for demonroot to cure Vivian's possession. | ||||
| 
 | ||||
| Cultists moving in two weeks per Lich King relationships. Going to library to see if it's | ||||
| been taken over by Agamir's kobolds. | ||||
| 
 | ||||
| Used my incremental advance on Hertiage of the Sword feat. | ||||
| 
 | ||||
| ### Session 4 | ||||
| 
 | ||||
| To the library! | ||||
| 
 | ||||
| We get ambushed by kobolds, one is riding a bat! | ||||
| 
 | ||||
| We found a *sword of thunderbolts*! (Book of Loot p.36) | ||||
| 
 | ||||
| We are in the library trying to find the book to find info about the Seven Rings, we can't | ||||
| find the book immediately, I use ~Elf Queen 5 to say that the library has background with | ||||
| the court and I have a better idea of where the book is. We find six green books that | ||||
| could be *the* book, so we take them all. | ||||
| 
 | ||||
| Then, going to the other quest, to see if we can find Vivian's father, we get to a cave | ||||
| with an abandoned camp, and a demonic dire wolf attacks us | ||||
| 
 | ||||
| We decide to go to the Underdark thing later and go do the Kazamov's cult thing now. | ||||
| 
 | ||||
| ### Session 5 | ||||
| 
 | ||||
| **Conflicted w/Elf Queen 5** | ||||
| 
 | ||||
| We check in the quests, get our rewards, tell the guildmaster about the previous party | ||||
| going for the demonroot that seemed to have run off into the Underdark. Because we turned | ||||
| in the quests, we're guild members now! Yay! | ||||
| 
 | ||||
| *Also, the party has 1000 gp.* | ||||
| 
 | ||||
| Maybe the drow from the other adventuring party can help us, later, but for now we decide | ||||
| to stick with the plan to deal with Kazamov's cult whatever. | ||||
| 
 | ||||
| We go to the temple of Tyrn, going to set off a distraction in a town that lures the passing | ||||
| cultists out of their ransacked homes and come into an ambush set by Raynor's cavalry. | ||||
| 
 | ||||
| We get a wagon, some booze, fireworks, (including THE BIG ONE, as a signal to start the | ||||
| ambush), food, and we're ready!? | ||||
| 
 | ||||
| ### Session 6 | ||||
| 
 | ||||
| **Positive w/High Druid 5**, **Conflicted w/Elf Queen 5** | ||||
| 
 | ||||
| Going into the Underdark to look for Gustov Eldt, father of Vivian | ||||
| 
 | ||||
| We decide to party up with the half elf (Blay), dwarf, drow (Idni), mushroom man party that we | ||||
| saw in the guild, and have them guide us through the Underdark to look for Gustov. | ||||
| 
 | ||||
| We start reading the green books from a while ago, we find a poem about the seven rings | ||||
| 
 | ||||
| General clues regarding with the location of the rings. A bookmark appeared, or something, maybe? | ||||
| 
 | ||||
| Blay Skycorn - half-elf with chakrams with the Priestess and the Diabolist on them | ||||
| 
 | ||||
| We enter the underdark caves, get split up and attacked by some sporriors and other mushroom guys, | ||||
| but we take care of them | ||||
| 
 | ||||
| More walking, small cavern with a pillar of stone, with a forgeborn very similar to Amalgam. it's A-1200! | ||||
| apparently Amalgam is A-001!? and A-1200 wants to destroy Amalgam! | ||||
| 
 | ||||
| After the battle, we learn of the fate of the other A-00X untis that the 1200 unit was hunting. Amalgam's | ||||
| got some interesting locations of other "defective" units that need to be destroyed/analyzed. Amalgam | ||||
| also has learned where the creators of A-1200 are. | ||||
| 
 | ||||
| locations: | ||||
| 
 | ||||
| * capital city | ||||
| * opposite direction | ||||
| * pirate city toward the coast to the east | ||||
| * kingdom near mountain rage away from the empire | ||||
| * went south, kept going | ||||
| 
 | ||||
| 
 | ||||
| Massive wide-open cavern with bioluminescence from mushroom stalks. they start worshipping Yakha | ||||
| as a deity or something, the head mushroom queen(?) indicates that the drow are working with | ||||
| Kazamov | ||||
| 
 | ||||
| Gustov and party were rescued from "plague bearers" and kept in a mushroom house | ||||
| 
 | ||||
| We check out the house, Vivian's real happy to see her dad | ||||
| 
 | ||||
| Oh shit though, it's very nearly a full moon | ||||
| 
 | ||||
| ### Session 7 | ||||
| 
 | ||||
| **Positive w/High Druid 5**, **Conflicted w/Elf Queen 5** | ||||
| 
 | ||||
| **Incremental Advance for Level 3**, took Lethal Hunter Adventurer Feat. | ||||
| 
 | ||||
| We're helping the mushroom people with their migration, and then heading to the city of | ||||
| Corners. There's a cleric there that can maybe heal lycanthropy. closer to Corners | ||||
| than Kingsmouth | ||||
| 
 | ||||
| We get to Corners in late afternoon. it's the intersection of three nations, a hub town | ||||
| 
 | ||||
| We try to find a place to lock up Vivian for a bit while she does the whole lycanthropy | ||||
| thing. somewhere secure, etc. contacts bounce us around a bit, we find out about Grosh | ||||
| who is a monster collector or something, we'll maybe keep Vivian there? but also | ||||
| an arena. | ||||
| 
 | ||||
| Vivian's still on board but doesn't want to fight | ||||
| 
 | ||||
| Grosh offers to contain Vivian for a couple days if we get an escapee for him, Jackie. | ||||
| Can be found on the south side of town in a marsh!? Look for a lady with blackbird emblems | ||||
| in bars, is the most we have to work with | ||||
| 
 | ||||
| We find her, she was following us, she put the black feather in Yakha's book. so she knows | ||||
| about the rings, about the priestess, all that. seems like she wants to lead us to the | ||||
| Seven Rings | ||||
| 
 | ||||
| We pay someone... 200 gp? to go scout out what's going on in Grosh's place while we wait to | ||||
| meet up with Jackie. | ||||
| 
 | ||||
| Next time we'll try to find Bridget (from the first session) and see if she can help us with | ||||
| the demon curse | ||||
| 
 | ||||
| ### Session 8 | ||||
| 
 | ||||
| **Positive w/High Druid 5**, **Conflicted w/Elf Queen 5** | ||||
| 
 | ||||
| We check out the place where Bridget has been staying, it's more like a refugee shelter | ||||
| 
 | ||||
| Cyrodin, the first town we came from, followed Cywin, god of cycles | ||||
| 
 | ||||
| 1000 gp gold - 200 gp from the guy snooping around Grosh's = 800 gp | ||||
| 
 | ||||
| we are planning to spring Vivian by intercepting her after she is exited from the arena | ||||
| on the third day of her lycanthropy, and then take her and Bridget out of the town to | ||||
| perform an exorcism, and get the moon demon out of her | ||||
| 
 | ||||
| we spend 300 gp on five vials of quicksilver (for the party). Valon takes two right away | ||||
| in order to prepare for the exorcism | ||||
| 
 | ||||
| 500 gp left | ||||
| 
 | ||||
| we break Vivian out, run into brass dragon Kaba, we free the various animals and we | ||||
| both go on our way. | ||||
| 
 | ||||
| we're going to fight the moon demon in the ritual next time, as it's a boss battle, | ||||
| so assuming that goes fine without anyone dying... | ||||
| 
 | ||||
| On to Blackanchor! | ||||
| 
 | ||||
| Jackie had a ship ready for us to go to Blackanchor, as she's going there as well. She's looking | ||||
| for the Ring of Water, but she thinks that she can also help Amalgam find what he's looking for | ||||
| 
 | ||||
| River! | ||||
| 
 | ||||
| we get 300 gp from the collar (to capture/escape Vivian) that we never needed, so Jackie sold it and | ||||
| gave us a cut. | ||||
| 
 | ||||
| ### Session 9 | ||||
| 
 | ||||
| **Positive w/High Druid 5**, **Conflicted w/Elf Queen 5** | ||||
| 
 | ||||
| we kill the moon demon! some blue gem flies out of it and flies to Vivian! and now we're | ||||
| level 3! we get a *ring of purity* from the loot! | ||||
| 
 | ||||
| We think Amalgam should take the ring, so he does | ||||
| 
 | ||||
| Last time, we learned about Ironbeard, and got flown out to his ship by Drake's wyverns, so now that the | ||||
| boss battle from last time has resolved, we're back to the present, on Ironbeard's ship. | ||||
| 
 | ||||
| Ironbeard is one of Amalgam's clones, but way more beat up and missing parts and junk | ||||
| 
 | ||||
| Using the conflicted Elf Queen 5 to learn more about what's going on with the Dwarf King and the | ||||
| amalgam forgeborn. | ||||
| 
 | ||||
| The forgeborn have something to do with the Emperor, maybe there's a collab going on there? Amalgam was | ||||
| in the imperial army, so why is the Dwarf King looking for all the others? Valen knows that the imperial army | ||||
| has been collaborating with the elven vassal state south of the empire, $NAME_HERE. Perhaps the Emperor and | ||||
| Dwarf King and this vassal state are amassing a giant army to expand his borders beyond Corners? Using the | ||||
| Forgeborn? | ||||
| 
 | ||||
| It's uncertain if the Emperor and Dwarf King are in cahoots, as it were | ||||
| 
 | ||||
| Large crabs on the beach where we land at Orc King's Eye. They are irongrasp crabs, they got their | ||||
| name from really good reflexes. They don't let go of swords, the jerks | ||||
| 
 | ||||
| As we make our way into the island, we fight some gnolls on a river | ||||
| 
 | ||||
| ### Session 10 | ||||
| 
 | ||||
| **Positive w/High Druid 5** | ||||
| 
 | ||||
| Ironbeard believes there's something on the island that others prefer him not to get, and he's | ||||
| thinking he (or some amalgam unit) needs to amalgamate with whatever the thing is that we find | ||||
| on the island. Not sure what it is, but we'll know it when we see it | ||||
| 
 | ||||
| Farley, our blink dog, says he doesn't like the island, there's some sort of weird dimensional feel | ||||
| to it. Yakha detects some sort of planar disturbance | ||||
| 
 | ||||
| There are gnolls guarding the entrance to a temple | ||||
| 
 | ||||
| We kill the gnolls, and start checking out the stairs into the temple | ||||
| 
 | ||||
| We start entering the temple, which turns out it's populated by somebody? Lit torches on the way in | ||||
| and everything. We get to the bottom, there's a large double door three statues --- one to the left, | ||||
| one above, one to the right. Each holding a bowl. Left = child, above = adult, right = old person. | ||||
| Sex and race of the statues shift as we look at them. Before the door is a fourth bowl with coins, | ||||
| pedestal reads "A fee must be paid to he who is most worthy". Under statues: | ||||
| 
 | ||||
| * child: give to me for I have the most potential | ||||
| * adult: give to me, I am the strongest of the three | ||||
| * elderly: give to me, I am the wisest | ||||
| 
 | ||||
| vivian puts a coin in the kid's bowl, nothing happens | ||||
| valon does the same for the adult bowl, nothing happens | ||||
| 
 | ||||
| **Positive w/Door Adult** | ||||
| 
 | ||||
| Door opens, we heard birds and stuff, step through to a different plane. Small garden | ||||
| with a giant pool. Amalgam starts entering the pool, finds a bunch of amalgam hands | ||||
| reaching out to him and stuff, while he grabs something, a disc, from the bottom. While | ||||
| that happens, the rest of the party gets attacked by a coatl, which we take care of | ||||
| after Valon opens up with 79 damage in a round | ||||
| 
 | ||||
| Amalgam plays the disc, gets vision of constructs worshipping a runic orb, then a cut | ||||
| to the room with the door and the statues, something where discs are inserted into the | ||||
| statues. Following that the orb gets brighter, in the vision, like an explosion or | ||||
| something? Amalgam and Ironbeard think it's some kind of weapon. | ||||
| 
 | ||||
| The tower in the vision looks like a wizard's tower from Xir'Katan, Ironbeard thinks. | ||||
| 
 | ||||
| Xir'Katan is a big desert country | ||||
| 
 | ||||
| ### Session 11 | ||||
| 
 | ||||
| **Positive w/High Druid 5** | ||||
| 
 | ||||
| Question of the day is how we sneak our way to out under the other pirate boat that is | ||||
| now near our boat. I can get a High Druid blessing in order to breathe underwater temporarily, | ||||
| the rest of the party doesn't need to breathe. | ||||
| 
 | ||||
| The High Druid water breathing ritual Valon does makes it so that he can hold his breath | ||||
| for a very long period of time... good enough | ||||
| 
 | ||||
| We all start going under the boat... Valon suddenly wants sushi | ||||
| 
 | ||||
| Sabotaging the rudder, Amalgam and Valon screw up the rudder enough that it won't work | ||||
| when they try to use it, and swim back to Ironbeard's ship, give the signal to our | ||||
| blink dog | ||||
| 
 | ||||
| The other pirates start shooting at us as we book it, and with the stealthy approach to the ship | ||||
| and our rudder sabotage, we make it out without any trouble, so we're on the open ocean again, but | ||||
| the giant forgeborn appears and is interested in how I got onto the ship. He recognizes my name, | ||||
| or at least my bloodline!? Something about killing two birds with one stone... He cares more about | ||||
| the amalgam units though. | ||||
| 
 | ||||
| He tries to get the amalgam units to "meet their maker", which doesn't sound great to anyone... | ||||
| seems to not like the idea of Amalgam having free will. Then combat starts | ||||
| 
 | ||||
| He seems strong, A1AN | ||||
| 
 | ||||
| Ironbeard dispatches A1AN with his ghost (!?) hook hand, so we're safe for now, we take a day and | ||||
| then decide to go to an island that Yakha's book wrote the coordinates of in the book. We make land | ||||
| fall, and find that it is a dinosaur island, and the wrecked *Phoenix*, which is a famous ship | ||||
| captained by a Salamander something or another. looks like he might have been transporting a | ||||
| dinosaur, or trying to catch one? | ||||
| 
 | ||||
| While we're checking out the ship, we notice there are other dinosaurs on the ship! a stegosaurus | ||||
| and some raptors or something | ||||
| 
 | ||||
| We take care of the ship, which was indeed carrying dinosaurs. nothing else in the hold, but we | ||||
| check out the captain's quarters, which has a journal! | ||||
| 
 | ||||
| * a journal | ||||
| * 50 "old looking" gp, don't recognized where they were minted | ||||
| * a lens, which makes the ship look like mint condition when Valon looks through it | ||||
| 
 | ||||
| people look normal through the spyglass, but if I look at the island, it does seem a bit different. Maybe | ||||
| trees are shorter, that kind of thing. I can look at places in the past? | ||||
| 
 | ||||
| if I look at where the fire on the island is, the smoke is gone, otherwise still jungle | ||||
| 
 | ||||
| Salamander's journal keeping habits are maybe not the best, but it looks like he looking to "return | ||||
| home" to place his misscelaneous notes in his actual journal. Dinosaurs were his scheme to make | ||||
| a bunch of money, was going to make money in Ivorenska, especially with the czar, who was | ||||
| trying to look for some kind of item. Salamander had a map to whatever this item is, the czar | ||||
| had a family relic key to get the key to the treasure in his map | ||||
| 
 | ||||
| We get to the source of the fire, clearing of burnt down trees, laying in it is a big, 20'-ish fire | ||||
| salamander or fire alligator or something? Sal Newton had a pet salamander, apparently, so it seems | ||||
| like maybe this is his pet? | ||||
| 
 | ||||
| We come across a caved-in cave, which we blast our way into with a bunch of Vivian's fireworks. | ||||
| there's not much in the cave, but we find a skeleton with a book. Another journal, this one with | ||||
| Sal's map in it. He writes that his ship crashed from a storm, he lost control of the dinosaurs, the | ||||
| t. rex chased him into the cave, and caused the cave in trying to reach Sal, and Sal just died there, | ||||
| starved to death. His salamander, small enough at the time, was able to crawl out of the rocks to | ||||
| freedom | ||||
| 
 | ||||
| The map's pretty good, pretty clearly lays out the Zirkatil treasure in Ivorenska | ||||
| 
 | ||||
| As we turn to leave the cave, we see a giant salamander, on its hind legs, towering over us, like | ||||
| it's thinking about us or something. Valon hides the map. the salamander is... kind of in the way | ||||
| of the exit. | ||||
| 
 | ||||
| It follows us, we try to get it onto the boat by making a makeshift raft, the raft kind of collapses, | ||||
| but Farley (the blink dog)'s teleport brought the salamander on board. So now we have Sal's Salamander | ||||
| for a ton of money | ||||
| 
 | ||||
| To Ivorenska, north around the bend of the continent! | ||||
| 
 | ||||
| ### Session 11 | ||||
| 
 | ||||
| **Incremental Advance (lvl 4): +1 to 3 ability scores** | ||||
| 
 | ||||
| **Positive w/High Druid 6** | ||||
| 
 | ||||
| We go to the czar's castle and decide to create the cover story that Yakha is a diplomat from | ||||
| the forest, in order to get in and try to get info regarding the key. We meet a forgeborn | ||||
| named Amy inside the castle, she seems... interested in us for some reason. | ||||
| 
 | ||||
| Anyway, the diplomacy... doesn't go all that well, but we're allowed in for now, and we start | ||||
| scoping things out and make our way to the archmange's tower. The archmage is a little girl, | ||||
| apparently, and eventually her and Amy tell us that this glowing headband is the key!? | ||||
| 
 | ||||
| Amy has seen some sort of door that is opened by the headband, a large stone slab that has | ||||
| glyphs on it with an orb in the middle, in her vision, the wearer approaches the door and | ||||
| it lifts. | ||||
| 
 | ||||
| There's a bunch of notes sharing and revelations, and in the end the czar thinks we can use | ||||
| our information and the map + key and subsequent treasure to kill a white dragon that's been | ||||
| a constant pain in her ass, I guess. We share resources! | ||||
| 
 | ||||
| Also the lens a *lens of discovery*, which we can use on a recharge to look back to a specific | ||||
| point in time as we look through the lens. We head out to the dungeon, with Valon wearing | ||||
| the headband which means (at a minimum) he is the light source. Lots of murals of forgeborn | ||||
| in the long hallway that we enter. We reach the door! | ||||
| 
 | ||||
| Katrina is the name of the little girl archmage. | ||||
| 
 | ||||
| ### Session 12 | ||||
| 
 | ||||
| **Positive w/High Druid 6, Positive w/The Adult 5** | ||||
| 
 | ||||
| Belief from last time is that the white dragon is amassing an army of forgeborn under his | ||||
| mountain, despite also protecting the czar, so her scheme is to use the map and key to | ||||
| bring down the white dragon. | ||||
| 
 | ||||
| We enter the first chamber and there are some ghouls and shades | ||||
| 
 | ||||
| Stone doors throughout the dungeon open when Valon, with the headband emitting light, | ||||
| gets close to them. | ||||
| 
 | ||||
| Puzzle with four faces in paintings, four bowls with tokens, one per each. Each bowl | ||||
| has two tokens, one black and one white: | ||||
| 
 | ||||
| * north = arrowhead | ||||
| * east = bookmarks | ||||
| * south = cloth | ||||
| * west = coins | ||||
| 
 | ||||
| North Painting: A man who holds a bronze arrow in one hand and a book of law in the other. | ||||
| The book has an ornate bookmark and his lips are stained black. | ||||
|   | ||||
| East Painting: A woman stands in front of an ornate silver bookcase. In her hand she holds | ||||
| a bright red tome. In her side there is a large stab wound. | ||||
|   | ||||
| South Painting: A woman in a black dress stands here. She has one hand behind her back and | ||||
| the other makes a quieting gesture. In her chest is a small but deep wound. | ||||
|   | ||||
| West Painting: Standing in front of a tidy lab station is a man in formal attire. Behind him | ||||
| is a scale of bronze weighing an arrowhead against a book of secrets. On the desk there are | ||||
| vials of red, green, and black liquids. His body from the shoulders down appears to be badly | ||||
| burned. | ||||
| 
 | ||||
| An engraving on the pillar says "some will be friends, some are foes, it is our duty to | ||||
| identify the former from the latter" | ||||
| 
 | ||||
| #### Whispers of a Previous Age | ||||
| 
 | ||||
| Spirits in a spooky ghost voice as we're returning to the main hall, Valon's echoes of the | ||||
| past: | ||||
| 
 | ||||
| * darkness | ||||
| * dragon | ||||
| * corrosion | ||||
| 
 | ||||
| #### Black Dragon Attack! | ||||
| 
 | ||||
| As we're returning into the main hall, a black dragon strikes at us | ||||
| 
 | ||||
| ### Session 13 | ||||
| 
 | ||||
| **Positive w/High Druid 6, Positive w/The Adult 5** | ||||
| 
 | ||||
| Pillar puzzle on the top right of the map, not yet deciphered | ||||
| 
 | ||||
| Fire: I am not a liar. Liars must be turned face down, while the truthful remain face up. | ||||
| 
 | ||||
| Wind: Earth and I speak the truth, it is the Water who lies. | ||||
| 
 | ||||
| Anyway, the black dragon! | ||||
| 
 | ||||
| we take care of the dragon, and search around. The hologram gets mad at us as we start | ||||
| going into uncompleted areas. | ||||
| 
 | ||||
| Come across a giant egg, 6/10 lights on the egg are lit when we discover it. Has designs | ||||
| on it, embossed onto the egg | ||||
| 
 | ||||
| We fight some shades, at the very end of the fight Amalgam gets critted and dies | ||||
| immediately! "Amalgam got smoked" | ||||
| 
 | ||||
| We finish the combat in a fit of rage, and Vivian uses shocking grasp shock paddles | ||||
| (and a 6 with the Priestess) to ress Amalgam, just once. Phew! | ||||
| 
 | ||||
| We get into another room with some oozes, and enough gold to put us at 3300 gp total | ||||
| for the party. (Amalgam's carrying it.) | ||||
| 
 | ||||
| We find more pillar puzzle pillars! | ||||
| 
 | ||||
| Earth: The Fire and Water statues both speak the truth | ||||
| 
 | ||||
| Water: I do not know about Wind, but Fire and Earth lie | ||||
| 
 | ||||
| We solve the puzzle and get a *girdle of resurgent justice* which we give to Amalgam | ||||
							
								
								
									
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| Title:          Yacsra | ||||
| Description:    The places, people, and etc. of Yacsra, bss's yet another campaign setting, roughly | ||||
|                 assembled, for the 13th Age roleplaying game. | ||||
| 
 | ||||
| # Yacsra | ||||
| 
 | ||||
| Yacsra is my *yet another campaign setting, roughly assembled*. Made to organize elements of my | ||||
| various 13th Age games, its exact theme and purpose is malleable and inspecific, subject to my and | ||||
| my players' whims, and no more exact than whatever interesting thing comes our way. That said, the | ||||
| goal is that certain established (for now...) truths are catalogued here for reference or usage in | ||||
| other campaigns. | ||||
| 
 | ||||
| ## The Icons | ||||
| 
 | ||||
| 13th Age's thirteen icons are the current icons of Yacsra. The following details have been given to | ||||
| certain icons; any omitted icons or details follow the base game. | ||||
| 
 | ||||
| * Elia, the Grey Witch (The Lich King) | ||||
| 
 | ||||
| ## Other People | ||||
| 
 | ||||
| ## Places | ||||
							
								
								
									
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							| @ -0,0 +1,9 @@ | ||||
| # orb.moe | ||||
| 
 | ||||
| The tabletop RPG repository of [bss](https://bss.zone/) and friends. | ||||
| 
 | ||||
| ## Campaigns | ||||
| 
 | ||||
| ## Systems | ||||
| 
 | ||||
| * [13th Age](13th-age) | ||||
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