Monday, February 24, 2014

The Necromancer's Legacy - part 10

In Meglorosa, Charon and Thriatos are invited to dine with the governor after their successful expedition. The governor tells them that the documents required have been produced and also a young mage has made some interesting discoveries in the palace cellars. They are introduced to Sarissa who will show them what they have found the following morning.

The seneschals can't really believe what is said and find it likely that they have been used for some unknown purpose. However, there is little to do about this and they therefore await the following day.

Meanwhile Nohen returns to the palace after his poor profit at the market and notices that Jannis is nowhere to be found.

As the mages prepare on the following day they bring along Nohen as neither Jannis or Miladir can be found anywhere. But as worrying is not part of the daily schedule the mages have Sarissa lead them to the palace cellar without further ado. They quickly encounter a magical lock, not unlike the one found in Nemorana several weeks earlier, and Thriatos and Sarissa start to unlock it as Nohen and Charon explore the surrounding area. Before all required spells have been cast the two have discovered an old armory, a few elixirs with unknown properties, a treasury filled with copper coins and an ancient wine cellar apparently still in use. They leave this behind as they continue past the magical lock - only to find one with more mundane properties. They discover that magic is still involved and that a code word or phrase is likely needed to open the lock. Riddles not being the forté of anyone present they decide to attempt removing all magic followed by forcing the door open by employing an ice spell and Nohen's strength. Their efforts prove successful but the room inside is filled with poisonous gas and they retreat to avoid it's effects. They take a break to wait for the gas to scatter.

Nohen is sent to retrieve some food and while doing so he learns that there's been a riot in the city after an imperial tried to sell griffon eggs at the market. The people believe the imperials to be guests at the palace and have surrounded it, so the group must find an alternate rout in order to leave once their mission is completed.

The mages react to the news with ill-concealed irritation, putting such troubles aside to focus on the task as the gas has vanished. Beyond the second room a new door is discovered. This one is also locked but Sarissa produces a key she has found in her studies. They open the door but Thriatos detects magic of a nasty kind and it is with great caution they enter the next room. Different from the other rooms, which have been carved in stone, this is clad in flawless marble and surrounded by a shallow pool is a podium which displays a glaive. The weapon apear to be in very good condition given its supposedly spent centuries down in this damp cellar. Thriatos goes to retrieve the weapon and manage to do so without any incidents.

With the weapon in hand they are left with the problem of making it back to the imperial province. Sarissa claims to know a secret way through the city sewers and after some persuasion the mages agree that the smell can be tolerated in order to avoid the street mob. Nohen is however sent back to retrieve their Camels as he does not look imperial and is more likely to pass the crowd unnoticed. Charon "recruits" a number of palace servants to carry the mages' affects the long way through the sewers.

They successfully meet at the harbor an hour or so later, but a new problem has surfaced as the ships are all staying put due to the fighting which has erupted in Ossaria. The prices required to risk the journey are expensive to say the least and after haggling with several captains they realize they need more money. By this time part of the crowd besieging the palace have discovered the group and despite Thriatos best efforts to talk them away from the path of voilence he takes a blow from a man who he then accidentaly kills with the glaive. While the crowd flee the mages decide to hide in the sewers to avoid further confrontations.

Meanwhile Nohen explores the old treasury found earlier during the day. It contains money enough to cover their expenses, but as it is mostly in copper the palace servants are used to fetch them. Much later after several runs back and forth enough money have been collected and to avoid the servants from rattling them out the mages lock them inside a small side-room in the sewers to wait for the following day.

While the money still cannot take them to the imperial province it at least gets them to Kemdun - the most western of Khamlira's cities. The plan is to attempt finding a ship there or travelling south across the mountains and into the province of Menokh. They send a magical message to Jannis, explaining the rout they've taken and then then board the ship and leave.

Thursday, February 20, 2014

Age of Knowledge - The World Beyond

"As the explorers of the Age of Knowledge travel further and farther it’s becoming obvious that the world is not limited to what was known during the Age of Steel. Exploring the Aezhen Sea and recolonizing the old land of Zhengdi, travelers have discovered more islands and coastline to the southeast, inhabited solely by Waipuku people, and have named the land after them. Ships from Cenovar have traveled north, mapping the coast of the Northlands and revealing vast lands previously unknown. And journeying from Duiden, men have also rediscovered the old elven homelands of Numerathi and Andori, much to the delight of Gothic scholars. A few ships have sailed even further west, bringing back news of the distant cities of the Era Empire."

Check out the updated section in the Age of Knowledge rule book, available from the download page!

Monday, February 17, 2014

The Necromancer's Legacy - part 9

Deep in the jungles of Khamlira, mages Charon and Thriatos accompanied by Jannis, Nohen and Amika, is short of ideas. Camping outside small native village the group is surprised by the arrival of one Miladir Daccam who claims to have a message of the seneschals.

Miladir has to fight through a lot of suspicions and paranoia to be accepted for whom he is and he is eventually allowed to camp with the others for the night.

The following morning the mages go through their usual  hygiene rituals to the amusement of the locals. Meantime the other participants of the expedition started to get to know each other until everyone was finally ready to depart as the group had decided to travel to the temple and investigate. Two slaves where brought along to carry the luggage while Amika remained with the rest to guard the camp.

Despite good weather the march was heavy and the mages eventually called their veto as leaders of the expedition and forced the others to set up camp. Once done the mages focused on recouperating while the others scouted the area. The old walls of the temple was not far off and while no griffons where sighted they could hear them making noises somewhere in the distance.

Once the mages where back on their feet they all embarked for the temple in an attempt to make use of the last hours of daylight. The party was immediately attacked by two remaining griffons but using bows and magic they where quickly defeated and only one of them survived and fled towards the distant hills. The griffon encountered on Jannis' and Nohen's last expedition was however still present, but too weak to manage anything but a hateful stare as the group started to explore. Jannis decided to ease the suffering of the beast and killed it. Close by he found two griffon eggs which he and Nohen decided to keep. Thriatos and Charon had little patience for griffons and had already entered the main temple building. The large dome was well preserved and inside they found a pool of water, containing some kind of map-like structure. Placed upon the landmasses rising from the water where large spherical orbs, apparently in no comprehensive pattern. The slaves where ordered to venture inside the pool, to which they reluctantly agreed. After some bitter arguing they also retrieved some of the orbs for the mages to examine. While they appeared to be made out of a rare crystal they apparently contained no magical properties. The mages mistrusted this fact and decided to dispel the entire area to remove any protective effects. Not having a spell powerful enough to do so the pair started working on a new ritual and ordered the others to move the camp into the temple grounds as their research would take a few days.

Two days later food was running low, despite attempts at hunting from both Nohen, Jannis and Miladir. The dead griffon was decided not to be wasted and was included on the menu, providing awelcome if not very tasty, meal. At last the mages let know they where ready and made preparations for an 8 hour ritual. While initially fascinated the other members soon grew bored and when the spell was finally cast it produced no visible effects whatsoever. The two mages could however conclude that one of the orbs was indeed magic, which had been hidden, and had it retrieved. The artifact reminded Charon of a telecommunication device he had once read about, but they could not figure out how this would help them in their quest.

They spent a last night in the ruins and before heading back Jannis collected some of the crystals which he hoped to sell for a neat sum. Back in the village they discovered that Amika had left, taking with her all remaining supplies and the canoes. Miladir's canoe was however still there and Charon convinced the villagers to sell them a second one along with some food. The group managed to each Ausar without further delays and there they found that Amika had sold their old gear before heading off. Using their rank as agents of the Empire they managed to reclaim their gear at no cost. The journey then continued towards Meglorosa the following day - Charon and Thriatos to see the governor and Jannis and Nohen to sell the spoils collected from the Temple.

Monday, February 10, 2014

The Necromancer's Legacy - part 8

In the city of Meglorosa the two mages and Jannis the Scout has a short meeting with provincial governor Celsa. Celsa points out that to use their authority anywhere in the province they'll need a warrant for doing so provided by herself. However, a certain matter of bureaucracy is also involved and it will take some time for a document to be produced. However, the governor has heard of an old temple which should exist somewhere in the wilder northern areas of the island, which could contain valuable information.

The three decides to follow the governor's clue and after a short battle against the Khamliran bureacracy they manage to at least get a pass for travelling inside the country. They are also accompanied by Nohen, an imperial huntsman, and Amika, a local slave trader who also brings some slaves as carriers and helpers.

The party travelled up the river Bursa in canoes which took the whole day, enduring horrible rainfall before reaching the town of Ausar. Here they saught shelter for the night and also stocked up on food and other necessities as they where going even deeper into the jungle. As they continued the following day the weather cleared and eventually they reached a small village of natives where they hoped to gain some information regarding the temple's location.

However, the natives proved not to be very cooperative and the party set up camp outside the village, still hoping to convince the villagers. Amika managed to get a clue after speaking to the village Children and Nohen and Jannis was sent to investigate.

After a long march through the dense jungle the two men managed to come upon an old cobble road which eventually led them to the temple, which where mostly ruins surrounded by a high stone wall with an open gate. Horrified they discovered the gate to be guarded by a griffon, which luckily for them both paid them no interest. Continuing alongside the wall they found a part of it had fallen apart and they entered. This time the griffon did take an interest and attacked them but they managed to fight it off and injured it. As they closed in for the kill they noticed two other griffons taking to the sky and they fled the place in panic.

They arrived exhausted in the camp after several hours and Nohen collapsed due to light injuries and fatigue. Jannis alone had to explain the encounter to the mages and they discussed whether or not to ask the villagers about what had happened, but decided not to do so, as something did not feel quite right.

Monday, February 3, 2014

The LinCon Quest

Prepping for LinCon (28/5-1/6 2014) a decent number of adventures have been produced and is intended to be test-played during the spring. Thought it might be a good idea to post a Little description for each. And also, if anyone has a suggestion of an adventure they would like to see at the con please contact me.

Parental rating values have been added in parenthesis after each scenario, following MPAA film ratings.

The Blood Maze (R)

Age of Steel 4-5 players
In the northern parts of the land lays the country of Gwendellor, controlled by the order of assassins known as the Falcons. Life in the country is harsh for most people, but becoming a part of the order opens up new doors. It is not without its dangers, however, as not all survive the punishing training regime.

The characters are all Falcon recruits who have completed their training and await their final exam - the Blood Maze. The rules are simple: survive the maze and reach the other side and you will earn your rank as a full member of the order.

The Commanders (PG-13)

Age of Steel 3-4 players
In the lands known as the Empire dissent is brewing and after the Imperial fleet get bogged down in the distant province of Ossaria, the nobles of the province of Pantoria rebell. Praetor and Knight Commander Salinator is sent along with his legions to quell the uprising with the aid of his skilled Prefects Darius, Emanicus and Lauria.

Commanding 15'000 legionnaires they are expected to march on the city of Godara and assure its allegiance to the Empire and thus isolating the rebels. The enemies have numerical superiority but the legions are the prime fighting force of the continent. But nothing is ever simple in the Empire and beside their goal to beat back the Pantorians the commanders each have their own personal goals. Can they work together to ensure order in the Empire?

The players will take the roles as the commanders of the Imperial army.

An Unexpected Journey (PG-13)

Age of Knowledge 4-5 players
In the city of Ilmond in Gothia, a nation described as the bastion of technology and progress, a group of strangers find themselves sharing a cabin upon the grand steamer Gerard's Pride, bound for the colony of West Gothia. The massive ship is carrying 1'000 passengers on a two week journey, but everything does not go as planned...

The characters are individuals of varying backgrounds, each with their own reason for making the journey. Some might become friends, others enemies. Regardless, sharing a small cabin will not be the only challenge they face!

What Dwells in the Mountains (R)

Age of Knowledge 4-5 players
In the city of Earlhall a group of adventurers has been assembled to find the lost city of Ugrod. Lead by the dwarf Tharil Bokhvar, who is searching for Ugrod as it is his ancestral home, the party is funded by nobleman Magnus Drake - who expects a substantial return on the money invested. But wherever Ugrod might be found it is certainly deep into the Umo Mountains and the journey will take the characters across lands inhabited by orcs, trolls and other monstrous creatures!

The characters are all adventurers, each with their own speciality. While the lure for gold is shared by all it remains to be seen if they come together as friends - or not...

Night in Gothmor City (PG-13)

Age of Information 4-5 players
Welcome to the Night Squad of the Gothmor city arbitrators. Formed to clear away the worst city scums from central Town the squad is seen by most as a group of gun-totting action heroes. But doing a good job is not just about firing your gun - its about making the right decisions at the right time. And this night the whole city might just be watching...

The players take on the roles as arbitrators - or policemen - in the mega city of Gothmor. It is a Life better than for most of those living in the city, but while money is less of a problem the city's elite expect them to do their job well - which might not necessary conform with the law...

The Unusual Death of a Salesman (PG-13)

Age of Information 4-5 players
Albudos Manastravos, a gnome working for the Gothmor Security Alliance - GSA - has been killed in the elven city of Sildir. The Corporation quickly assembles a team to investigate - acting fast to avoid the meddling of local authorities. But working in the corporate sector is all about meddling and the team is soon faced with the question of not only who committed the murder but also if they really want to know...

The characters are all operatives or agents working for the Gothmor Security Alliance. While not all have worked together in the past their collective experience is expected to compensate for this.

The Fringe Bounty (PG-13)

Age of Information 4-5 players
The Fringe, borderland of the Union, is the last bastion of civilization before the untamed lands begin - although some argue that the Fringe is not so much civilized as merely inhabited. It is a place where people of all races go to escape their past and start over - but records are rarely deleted in the Union archives. But this time a man - going by the name of Wallace Wolf - is looking for his brother. He pays well, and rightly so, for his brother have likely ventured into the forest known locally as Dangerwood. It requires the right kind of people to get him back alive...

The players take on the roles as Fringe bounty hunters, hired on for a hefty sum of creds. While having someone to watch your back is a welcome thing in Dangerwood it would be nicer if that same person where not sharing the reward with you...

Sunday, February 2, 2014

The Necromancer's Legacy - part 7

As expected Thriatos and Charon are soon sent for by the Council of Mages. This time they are asked to travel to the distant province of Khamlira in the northernmost reach of the Empire to search for another of the lost artifacts. The Council let the mages know they'll need their latest find to bring back the artifact safely and so are granted the privilege of safeguarding it during their journey.

In the imperial harbor not many ships plan to make a direct journey to the city of Meglorosa, capital of Khamlira. Charon and Thriatos therefore calls on Jannis to handle the practical details while they themselves pack "essential supplies" and travel lecture. As the magicl library does not allow books to leave the faculty they make an attempt at the city's university. They encounter Geb, the scholar from their first travels, who is persuaded to help them find books concerning Khamlira before Charon get him into trouble for doing so.

Soon a ship sails with destination Gathar and the journey goes smooth except for Charon suffering a small dose of boredom. As no one in Gathar expect their arrival they find themselves rather confused in this strange city but soon manage to get a carriage and travel to the palace where the servants desperately tries to convey a positive image of their province to the two seneschals.

The mages have time for a quick visit to the local wizard house, where they discretely borrow a few books, as Jannis gets them a ship that will take them to Khamlira. They leave the city on the following day and after several days at sea they finally get to lay their eyes on the impressive fortifications surrounding the city of Meglorosa.