The Romance of the River Kingdoms

Dr Simon

Explorer
Player places available. Ask for details :).

The Romance of the River Kingdoms
From Dictionary.com:
ro·mance
–noun
1. a novel or other prose narrative depicting heroic or marvelous deeds, pageantry, romantic exploits, etc., usually in a historical or imaginary setting.
2. the colorful world, life, or conditions depicted in such tales.
4. a baseless, made-up story, usually full of exaggeration or fanciful invention

IC Thread
Rogues Gallery

Overview
Romance of the River Kingdoms is a D&D 3.5 campaign set in the homebrew World of Conclave. It has a vaguely Asian feel to it, in that it has jade, spirits, fighting styles, elephant-headed gods, divinely-appointed Emperors, rice, bamboo, yen and ancient empires (etc.) but it is not meant as a Fantasy Asia. It has other elements such as worldwide banking and merchant empires, printing presses and clockwork that puts it closer to late 17th century Europe. It also draws upon a range of other influences such as Egypt, Polynesia and Imperial Russia.
www.creativeconclave.co.uk/overview.html

The Background
It all begins, as these things often do, with a letter.

Dear Friend,
It is my sad duty to inform you that the Vashti of Cormondal has passed away. From her Last Testament I know that you have, at some point in your life, had dealings with the wise woman, and I’m sure that you will remember her as a sprightly lady, lively beyond her great years, always smiling, who always knew the right thing to do or the right thing to say. She applied the teachings of the great sage Manrupashnar, of charity, humility and respect for others, to her whole life, dedicating herself to helping the less fortunate. Whether you were one of those less fortunate whom she helped, or if you were one of the many people whom she persuaded to help (as only she could), I do not know. However, in my sad duty of executing her will I have discovered a reference to your name, and I can inform you that you may stand to benefit from her estate. You may smile to know that she has appended conditions to your inheriting anything – certainly she could push the definition of ‘charity’ sometimes! I do not yet know what she requires of you, nor what you stand to gain. Her possessions were meagre but her influence was great. I have in my possession a sealed document to be opened at her funeral, and I hereby invite you to attend. It is on the 5th day of Third Month. There is no need to reply.

Your Humble Servant,

Aru Leng, (New) Vashti of Cormondal.


All of you have received this letter. The adventure assumes that you have decided to see what your legacy may be, and it begins in Cormondal following the funeral of the Old Vashti.

Cormondal
Cormondal is a small town situated north of the City of Llaza, where the Leng River flows into the mighty Anhoi River. To the north lies the civil-war torn Ashoyin Protectorate, to the south the prosperous lands around Llaza. Cormondal is a trading post and in the past was a centre for processing iron ore from the Cosanq’s Heart hills. Now it is mainly agricultural but takes advantage of its position at a juncture of two busy waterways. The town is built around the rivers, whose flows have been diverted amongst the stone buildings amid wide canals. Land and water meet at great stone ghats that serve as landing stages, market places, ceremonial sites and playgrounds rolled into one. Cormondal is an old settlement, where about a quarter of the buildings are now dusty ruins, home to squatters or ghost stories.

[Sblock=Character Creation]

Ability Scores: Use 25 point buy.

Character Race: Use World of Conclave races, as given below or found at www.creativeconclave.co.uk/racescultures.html

· Humans. There are a variety of different racial types of human with purely role-play differences between them.
· Salsham’ai (Tree Folk). Small-sized, human-like except for their prehensile feet. Wise, dextrous, with a kinship to nature spirits. Pick one of these of you like characters who are always calm, or if you want good stealth abilities.
· Tlaxu. Somewhat cat-like, the tlaxu have at least three known cultural/racial subdivisions (although all are the same in mechanical terms). Due to a tlaxu invasion about 150 years ago, tlaxu are still disliked in this part of the world. Good senses and the chance of taking racial levels to improve physical stats. Pick a tlaxu if you like cat-folk, active characters or having a sinister reputation.
· Ura. Tiny-sized folk from beneath the deserts of the Outer Continent, Ura are proud warriors who make opportunistic use of the discards of larger races. Pick an ura if you like small but feisty characters or gregarious travellers.
· Ti-Kop. Also known as ‘gloppies’. The Ti-Kop are an aquatic race common to the shoreline. They are tough, but materially poor, with a tense relationship to humans due to fishing rights and egg-stealing. Pick a Ti-Kop if you like aquatic races or want to play a primitive race.
· Nai-nek-chai. Shapechangers that can take the form of human or animal, nai-nek-chai are the descendants of mortals and great animal spirits. They generally do not fit in in either the human or animal worlds. Pick a nai-nek-chai if you like shapechangers or like playing the confused outsider.
. Edraldi. Earth-spirits given mortal form, the edraldi exist in four subtypes (gem, stone, metal and earth). They have strong ties to the earth and begin to sicken if away from it for too long, but they are otherwise very tough. Pick an edraldi if you like indominatable or enigmatic characters.

Bloodlines
It is possible for a mortal character to carry the bloodline of a spirit race, an Immortal type or a dragon. In this game, such things are conducted using three-level "bloodline" classes that any character can multi-class into (although you can only have one bloodline type). So far, only the water spirit bloodline has been outlined (as used by Three Flowers), but if you want something like this, let me know and we can work something out. This replaces existing bloodline rules (bland) and, to a certain extent, half-creature templates. Note that dragon types use both the traditional types and the Lung dragon types, but the traditional types are more focused on their role in nature than on breath weapon, and powers are more subtle than the Half-Dragon template.

Character Class:
· Any Pathfinder Core class allowed; Base Classes and Psionic Classes by discussion.
· Multi-classing may be done freely without penalty.
· Paladins do not serve an alignment, instead there are variants based upon causes. Ask for further details.
· Shaman characters are available, these are a homebrew variant that function mostly as spontaneous divine casters. Ask for further details.
· Various fighting styles exist that can be used with monks or fighters. You may use the styles from the SRD, or there are also some in-house styles available. Ask for further details.
· Priests are either wandering mendicants or ceremonial priests. Most revere the Ten Thousand Immortals as a whole, whilst a rare few focus on specific gods.
. Psions and psychic warriors are allowed. These individuals have studied the Way of Six Energies in the mountainous land of Ut'Bharma. They see their powers as a different magical discipline, not a completely seperate mechanic.
. Other non -SRD 3.5 classes will be considered (with PF conversion) if there is something there you would like.

Other elements
· All characters begin at 1st level.
· Use maximum starting money for your class. The standard currency is the glass yen. One yen equals one copper piece, thus 1 sp = 10 yen, 1 gp = 100 yen and so forth. Relative costs, etc. are the same as SRD.
· All equipment, feats and spells from the SRD only (it makes it easy for me to refer to rules).
· There is no alignment. The PDFs for creating characters from the Conclave races may discuss alignment but that is for the sake of compatibility.
· For hit points, you get maximum hit dice, + Con bonus, + Constitution score +1 at 1st level. Each level thereafter you get rolled hit dice + Con bonus +1. I was using a Book of Experimental Might variant of Grace/Health, but it was too cumbersome.

Your character background
As sparse or as detailed as you’d prefer. Try to avoid real world names – most Conclave names tend to be translated into some from of description such as Chance, Amber, Five Lives, Fifth Fortunate Son etc. Generally, the richer somebody is, the more florid their name tends to be. See the World of Conclave website for other ideas of High Imperial names.
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[Sblock=Shaman Class]
Conclave Shaman: d6 HD, 3/4 BAB, Good Will Save, 4 skill pts per level, Skill list same as Druid, plus Knowledge (Spirits))

Spells per day as Druid, but uses spontaneous casting. For spells known you select Domain lists - each one represents the powers of a spirit that you are familiar with. You get 'Spirit' Domain (I'll need to list the spells seperately) plus three others of your choice. You get to select one of the associated Domain powers as well. As you gain levels you gain new Domains and Domain Powers, plus get the chance to swap them around. There's an ability to gain saving throw bonuses against spirit powers that kicks in at 4th or 5th level.

Added Later:

Spirit Domain (Pathfinder Variant, courtesy of Walking Dad)
(free to Shamans, available to Clerics and Druids for a shamanic-flavored cleric/druid).

Granted Power: You gain the aid of a spirit companion and talk to spirits in their tongue. Free proficiency in Speak Spirit Speech.

Spirits Advise (Sp): You can communicate with your spirit companion as a swift action, getting a sacred bonus on on Handle Animal, Knowledge (nature), Knowledge (spirits), Perception, and Survival checks equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spirit Warrior (Su): Starting 8th level, any weapon you hold gains ‘Ghost Touch’. Also incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). You can use this ability a number of rounds per day equal to your cleric level. The rounds don't need to be consecutive.

1-Detect Spirits*
2-Protection From Spirits*
3-Magic Circle Against Spirits*
4-Dismissal
5-Commune (with Spirits)**
6-Forbiddance*
7-Ethereal Jaunt
8-Etherealness
9-Astral Projection

*These works as Det./Prot from Evil etc. except that they work specifically against creatures with the Spirit descriptor
**As Commune, but the caster is communing with powerful spirits rather than a deity. In Conclave, there's little difference.

Note that Domains may also be selected from the additional domains and Domain wizard variant. In the latter case they count as divine magic.
[/sblock]

Playing the Game
· Dice rolls - you can use ENWorld's roller, Invis Castle or leave it up to me - any works, although I reserve the right to roll Stealth, Perception, Bluff etc.
· Use the Spoiler boxes for ‘notes to the DM’. I’ll use them for things only certain characters would know.
· Different coloured text for your characters direct speech seems to work quite well. I may stick to one colour for all DM characters, unless it looks like that is confusing.
· For out of character comments, questions etc., mark as [OOC: …]
· There are some threads of backdrop, but this is going to be a fairly organic campaign that is driven as much by character action as by NPC action.
· Experience accrual may be slower than normal. 10th or higher level characters are considered quite important heroes/villains in the World of Conclave. Characters above 16th level or so are pretty much unheard of except in legend. Characters level on an ad hoc basis rather than through XP gain.

[sblock=Feats]
Some feats (ported and adapted from Oriental Adventures and Arcana Evolved) that might be of interest to some of you:

Focused Attack
Req: Weapon Focus, ranks in Concentration
Effects: As a move action, make a Concentration check. Depending on the result, the next attack you deal with a weapon of choice will cause extra damage:

Concentration check Damage
10-19 +1d6
20-29 +2d6
30-39 +3d6
40-49 +4d6
50-59 +5d6
etc.

You can't Take 10 on this check, and the attack must be made immediately after the Concentration check.

Special: If you have Quick Draw you can draw and focus (but not also move) at the same time. This also stacks with Sneak Attack damage if applicable (a focused strike against a flat-footed foe). This is an adaption of the Iaijutsu rules.

Lion's Roar
Req: Cha 13+, BAB +1 or better
Once per day, as a standard action you can unleash a terrifying battle cry. All opponents who are within 30 ft., able to hear you and have lower HD/ than you must make a Will save (DC 10 +1/2 your character level + your Charisma modifer) or be shaken for 1d6 rounds. (Adaptation of Ki Shout)

Fire Mage
Req: Spontaneous spellcaster
You add the following spells to your known spell list. Essentially you get one bonus known spell per level. This doesn't affect spells per day.

1. Fiery Eyes* - your eyes glow, illuminating area. May ignite objects with focussed gaze.
2. Animate Fire* - turn Small or smaller fire into animated object.
3. Fire Wings* - arms become flaming wings. May fly and burn things.
4. Wall of Fire
5. Fire Breath* - breath fire 1/round. 1d8 per 2 levels to 1 target in 15ft.
6. Fires of Purity* - subject bathed in aura of fire, becoming dangerous weapon.
7. Firestorm
8. Incendiary Cloud
9. Internal Fire* - target burns from inside out.
*These are all from Oriental Adventures, and may need a little bit of re-jigging to make them 3.5 compatible.

Note: Yes, this is more potent than the existing feat that allows spontaneous casters *one* extra spell, but I don't think it's too unbalancing as its benefits play out over a long period. I doubt we'll be seeing 18th level in a PBP game, unless we fast-forward over a few levels.
This, obviously, is aimed at Annika, but either Ape or Jar'Thol could take it (as spontaneous casters), or similarly themed lists could be made for other focuses.

Scribe Scroll becomes Craft Spell-Completion Item. The end product is the same - an item that gives a single use of a spell, that can be used by anyone with that spell on his spell list. It may be a scroll - sutras and ofudas are fairly common, it may be a talisman or lucky charm. The exact form is up to you, depending on the character of your spellcaster.

Brew Potion becomes Craft Single Use Item. This is a single use magical item, usable by anybody. It may be a potion or oil, it may be a specially grown fruit, it may be a scroll, it may be a pebble inscribed with magical symbols. Most spells can be turned into single use items. Ranged attack spells are usually turned into 'detonations' that require a ranged touch attack to work. Some special cases may need review on an individual basis.

The Bonded Item feat may be taken by any character of 3rd level or above, provided that they have used the item in question through several dangerous situations (and it has made a difference). A bonded item gives a +1 enhancement bonus to its 'normal use'. Most common would be a weapon, gaining this bonus to attack. A suit of armour may also benefit but other items such as thieves tools, rope, artists brushes and so forth are all candidates. Once bonded, the wielder can also spend XP to add further enhancements to the bonded item. Thus a bonded sword can gain further bonuses or special abilities. Obviously this is easier to adjudicate for weapons and armour but imagination can be applied to other equipment.

This means that, for example, swords become legendary because of who wields them, not who made them.

Losing a bonded item may or may not be a real pain. They should be fixable, with maybe a monetary cost for the ceremonial materials. Still on the subject of swords, that gives you a quest to retrieve the Green Destiny sword, or to reforge the Sword That Was Broken etc.

Chaotic Bloodline
Prerequisite: at least one level of spirit bloodline
Benefit: You gain a +2 bonus to all Charisma-based skills against creatures with the Concordant subtype. Against creatures with the Concordant subtype you gain Damage Reduction 2 and the ability to deliver a smite. This gives you a bonus to attack rolls equal to Charisma bonus (if any) and a bonus to damage equal to your character level. The effect lasts until either you or your designated foe are dead. If you already have a smite ability, you gain one extra use per day and may use your smite ability against Concordant creatures. In addition, once per day you can re-roll any d20 roll that you make, and choose the better result. If you take this feat, you may never take the Concordant Bloodline feat.

Concordant Bloodline
Prerequisite: at least one level of spirit bloodline
Benefit: You gain a +2 bonus to all Charisma-based skills against creatures with theChaotic subtype. Against creatures with the Chaotic subtype you gain Damage Reduction 2 and the ability to deliver a smite. This gives you a bonus to attack rolls equal to Charisma bonus (if any) and a bonus to damage equal to your character level. The effect lasts until either you or your designated foe are dead. If you already have a smite ability, you gain one extra use per day and may use your smite ability against Chaotic creatures. In addition, once per day, you may Take10 on any d20 roll that you make, even if you you would not normally be able to. This includes attack rolls and saving throws. If you take this feat, you may never take the Chaotic Bloodline feat.

Heavenly Bloodline
Prerequisite: at least one level of spirit bloodline
Benefit: You gain a +2 bonus to all Charisma-based skills against creatures with the Heavenly subtype. Against creatures with the Netherworld subtype you gain Damage Reduction 2 and the ability to deliver a smite. This gives you a bonus to attack rolls equal to Charisma bonus (if any) and a bonus to damage equal to your character level. The effect lasts until either you or your designated foe are dead. If you already have a smite ability, you gain one extra use per day and may use your smite ability against Netherworld creatures. Once per day you may use daylight as a spell-like ability with a caster level equal to your character level. If you take this feat, you may never take the Netherworld Bloodline feat.

Netherworld Bloodline
Prerequisite: at least one level of spirit bloodline
Benefit: You gain a +2 bonus to all Charisma-based skills against creatures with the Netherworld subtype. Against creatures with the Heavenly subtype you gain Damage Reduction 2 and the ability to deliver a smite. This gives you a bonus to attack rolls equal to Charisma bonus (if any) and a bonus to damage equal to your character level. The effect lasts until either you or your designated foe are dead. If you already have a smite ability, you gain one extra use per day and may use your smite ability against Heavenly creatures. Once per day you may use darkness as a spell-like ability with a caster level equal to your character level. If you take this feat, you may never take the Heavenly Bloodline feat.

Rarified Spirit
Prerequisite: at least one level of spirit bloodline
Benefit: You gain a +3 bonus to all saving throws against the spells and spell-like abilities of mortal creatures. A ‘mortal’ creature is any that is not a Dragon, Fey, Elemental, Outsider or Undead, or does not possess the Chaotic, Concordant, Extraplanar, Heavenly, Netherworld or Spirit subtype. Native Outsiders count as ‘mortal’.
[/sblock]

[sblock=Houserules]
Spell Slots
As all the casters are spontaneous, I'm thinking of including a ruling from Arcana Evolved.

You can 'weave together' three spell slots of a given level to create one of a higher level. Thus you can give up 3 0th level slots to cast another 1st level spell.

Conversely, you can 'unweave' a higher level spell slot to give two slots of the next level down. Thus you can give up one 2nd level slot to create two 1st level slots.

Weaving up can be done indefinitely. You can weave three 0th level spell slots, add that new 1st level spell slots to 2 existing 1st level spell slots, weave those three to give a new 2nd level, and so forth.

Weaving down can only be done for one level. The spell energy 'released' is weaker and less stable. Spell slots created by unweaving a higher level spell cannot be unwoven further.

0th level spells cannot be unwoven. 9th level spells cannot be woven. (Neither has anywhere to go!).

This gives greater flexibility to casters and makes them more useful for longer. It also adds a very fun element of resource management where a caster can 'throw his last bit on magical power' into one hopefully crucial spell, rather than being stuck with a bunch of 0th level resistance spells.

Death and Dying
Again, adopted from Arcana Evolved/Book of Experimental Might.

If you have a Con score that gives you a bonus, your 'disabled' range spans 0 and minus that bonus. Your 'dying' range then goes to minus your Con.

So, if you have Con 14 (+2 bonus), you are disabled from 0 to -2 hit points, and dying from -3 to -14 hit points. If you have a Con 9 (-1), you are disabled as normal on 0 hit points and dying from -1 to -9 hit points.
[/sblock]

[sblock=Story So Far]
The Vashti's Bequest
A small group of disparate individuals were brought together by the last will and testament of Vasu Leng, the Vashti of Cormondal. The "Old" Vashti left them a quest and a riddle, to retrieve a statue from an old temple, abandoned for thirty years following repeated floods.

The temple was just an hour's walk out of town, where they found it occupied by a pack of wolves, led by a grey-backed wolf that could speak human language. The combined diplomacy of Jar'Thol, Three Flowers, Annika and Growling Ape eventually persuaded the wolves to let them pass safely, after Jar'Thol made an audacious promise to negotiate a treaty between the wolves and the people of Cormondal.

Inside the temple, they found the lower levels flooded and inhabited by a malevolent water spirit. These hidden lower levels were decorated with designs of the moon, in the time of legends before it was broken. Further progress required opening a trapdoor in the floor, which drained away the flood water and revealed a secret vault occupied by "greedy spirits", hoarding the treasures of the temple including the statue that the group sought. These spirits were defeated, although one escaped in the form of a blowfly. The Vashti's successor, her grand-niece Aru Leng (known as the "Young Vashti"), theorised that the greedy spirits may have been robbers who were trapped by the floodwaters in the act of theft.

The statue, of a woman with upraised arms, combined with an orb left to the Young Vashti by her predecessor to form a statue of a woman holding aloft a glowing orb, but also opened the statue to reveal another cryptic clue left by the Old Vashti. This was a map to an island up the Leng River (Ropoko Island), another riddle about "the River is the Key" and a short piece of music.

Up the Leng River
The group took passage upriver with the Young Vashti's fisherman grandfather, an old rogue called Wen. The local Merchant's League factor heard of their planned trip and paid them to deliver a message to some mines in Tigerskin Gorge, a stop on their journey.

Arriving at Tigerskin Gorge they found the mines in disrepair, and Growling Ape learned from a tribe of Red-Faced Macaques that the humans had gone away. Exploring the shacks, Jar'Thol stumbled upon a mutated creature, like a half-man, half-ooze, with melted skin and an acidic touch. Once this creature was defeated a further search of the mine buildings revealed a logbook that suggested that the mine had been struck with a disease due to a strange metal found by the camp's magician. Not wishing to get involved with this at the moment, the group left a warning sign and continued upriver.

At Ropoko Island they found it occupied by some men of the Lion Guard, an elite unit loyal to General Chandrat, one of the leaders in the civil war in Ashoyin across the river. Fortunately, diplomacy once again prevailed and the Lion Guard allowed the group to study the old shrine on the island. The shrine was sealed with a shempo door, a magical ward that only opens if the correct symbol is drawn upon it. Jar'Thol correctly interpreted the Old Vashti's clue that the High Imperial for "river" would open the door.

The Spirit Realm
Inside was a simple shrine with a bell. Ringing the bell would transfer anyone inside the shrine to its counterpart in the Spirit Realm. Annika was first through and found that the Spirit Realm version of Ropoko Island was in the grip of winter, and guarded by a terrible ice demon. Luckily her friends followed shortly and they were able to defeat the ice demon whereupon spring returned.

Searching the spirit island revealed a flute hanging from a tree. Three Flowers recalled his childhood training and played the tune in the Vashti's message, summoning a river spirit, Catfish the Ferryman. Catfish took them to the spirit-folk village of Heartsflow, where they met the village elders Master Salmon and Mistress Iris, drank moondraught and learned some interesting facts.

The Old Vashti was once an adventurer and regular vistor to Heartsflow along with Three Flowers' grandfather, Flying Geese. The last time they visited, the old River King went away with them, and the Vashti left a scroll with Salmon and Iris that they were supposed to pass on to the party. However, with the old king gone his nephew took over and began a tyrannical rule, closing off contact with the mortal realm and allowing his nine sons and daughters to rule the spirit river as their own fiefdom. Prince Oxbow, leader of his father's armies, had confiscated the scroll, foiling whatever trail the Vashti had left. Salmon and Iris suggested trying to contact Princess Springborn, kindest of the River King's children, but warned that spirits with royal blood can instantly spot mortals, who were outlawed in the new king's realm. One suggestion for overcoming this was to find the Jade Elixir, which grants immortality. Growling Ape remembered a tale of the Monkey King stealing it for mortals, but no-one knew where to start looking for such a valuable item.

Heartsflow was then visited by Prince Flood and his Knights of the Cataclysm, the River King's youngest son and his secret police. Luckily the mortals managed to hide, and some cunning bluffing by Growling Ape put them off the scent. However, deeming it too dangerous to remain in the Spirit Realm the group returned to the Mortal Realm until such time as they could find the Jade Elixir. Salmon gave them a flute to summon Catfish if they were near water, and a magical tattoo to help them.

Spiders of Kumo Forest
Upon return to Cormondal the group found further trouble afoot. Local farmers were blaming attacks on livestock on the temple wolves, and demanded that those who made the treaty should sort it out. A quick study of the damaged animals revealed that it was unlikely to be wolves, but unclear what was really responsible.
At this time, Jar'Thol and Xielt the tlaxu had to leave the group for personal business. Jar'Thol sponsored the albino salsham'ai bounty hunter known as Mystal Mar to be his replacement, and the Young Vashti volunteered a nai-nek-chai criminal, Shakou, to assist, or face imprisonment.

The revised group traced what was thought to be a ghostly ape-like creature into the haunted bamboos of Kumo Forest to the south of Cormondal, but found giant spiders and two feral girls - one otherwise normal, the other a pale-skinned mutant with poisonous claws. The spiders were eventually defeated and the girls subdued and taken back to the Vashti where research showed that they were probably twins abandoned thirteen years ago by the Old Vashti under orders from Magister Ten, administrator of Cormondal. The girls' mother had been infected by the poison wombtwist and although only one twin had shown signs of its teratogenic effect, both were legally required to be killed. Miraculously, they had survived albeit in a feral and savage state. The mother, driven insane by the experience, had been sent to the Island of the Moon-Touched, an asylum upriver near Ashoyin.

In the canyon where the spiders and the feral girls lived, the group also discovered another shempo door, although the symbol for opening this one was unknown, and so its exploration was put on hold for the time being. The Vashti conjectured that other means could be employed to bypass the ward, by finesse or main force.

Shading Willow Court
The Vashti received two letters, one an invitation to dine with Magister Ten and other dignitaries of Cormondal, the other a barely literate note asking for help against a Paper Lantern Gang, a criminal group using magic for extortion, in a poor district of Cormondal. Investigating this first,the group came upon Shading Willow Court where the gang lived and, after protracted fighting against first the gang, then their tame undead and finally a monstrous Netherworld creature called a headhanger, the remaining fragments of the gang was driven from their headquarters.

The headquarters revealed evidence of drug use, including a false-bottomed chest sent from the upriver city of Ashoyin, bearing the excise stamp of House Feloung of the Merchants League. The party rescued a prisoner of the gang, a badly beaten man called Dirt, one of the original beneficiaries of the Vashti's will. Dirt had abandoned the Vashti's quest as frivolous, but sought to atone by tackling the gang. He provided some useful intelligence on the gang activities.

Aiming to put a stop to the paper lantern gang once and for all, the group tracked them to one of their city hideouts and discovered an underground passage that led to an old cistern beneath the city. Here they fought the remnants of the group, including a dark spirit summoned by the leader, but yet again the undead leader escaped, possibly with one other undead gang member.

The Laburnum Festival
The following day, the group went with the Vashti to the residence of Magister Ten, Chief Administrator for Cormondal. Here they also met Mistress Kumiko of House Feloung, who seemed interested in their deeds. The reception was interrupted, however, by the appearance of a rat-like spirit that possessed Shakou, causing her to stab the Vashti and Mistress Kumiko before fleeing. Annika, Growling Ape and Mystal Mar were able to capture their friend but under the Magister's orders they were confined to house arrest at the narvinda whilst Shakou was taken away by the guards.

Unable to simply leave matters be, Annika, Growling Ape and Mystal instead headed back into the tunnels connected to the cistern beneath Cormondal, finding a large cavern beneath the Magisters house where Shakou was being held by a group of pokan (goblin-like creatures from the Netherworld) and used in arcane experiments - possibly extracting her dreams to distil into nightmare poison. The pokan, their alchemical workroom, the last of the Paper Lantern Gang and the rat-like hate spirit were destroyed and the group explored the passages that connected the tunnel to the Magisters House. Here they were found by Chalamchai, Clerk of the Glittering Waters to the Magister, whom they persuaded to show them the way out, returning the the Narvinda Manrupashnar with a vial of red liquid (sauce?), a block of ochre resin (lubricant?) and a phial of distilled nightmares salvaged from the pokan laboratory.
[/sblock]

[SBLOCK=Loot]
These are the current acquisitions of the group, updated when appropriate:

Vashti's Legacy:
20,000 yen (200gp) each to Annika, Three Flowers, Jar'Thol. Growling Ape and Xielt.

From Greedy Spirits:
Ornate pitcher worth 11,000 yen (110 gp)
Silver bowl worth 5000 yen (50 gp)

From Heartsflow:
Summoning flute
River Mark - one-use for either water breathing or fire resistance 5 (Annika, Ape, Jar'Thol, Xielt and Three Flowers)

From Kumo Spider Demons:
Assorted gems and precious stones totalling 95,900 yen (959 gp)
Jade talisman of a cat - unidentified transmutation magic
Wooden talisman of rat - "scroll" of cleave to the shadows
Tortoiseshell talisman - "scroll" of protection from spirits
Bone talisman of man with a key - "scroll" of knock
Spider Face Shield - stats as darkwood, can be enchanted.

Courtesy of Sister Archivist
A protection from spirits sutra, one-use only. One each.

Found in Pokan Laboratory
1 phial distilled nightmare poison
1 phial red liquid
1 block ochre resin
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Blackrat

He Who Lurks Beyond The Veil
So. Are we talking about something like Dynasty Warriors PbP :D or something completely different? Seriously that is the image the title conjured in my mind. But this sounds interesting either way.
 

hafrogman

Adventurer
I'm interested in putting forth a character for this game.

A human of class to be determined, I'm leaning towards Monk if you would allow it not so much as someone trained in a monastary and more as someone who learned to defend himself without being able to afford weapons or armor.

Dirt is a young man, as poor as his namesake. Having lost his old life, he stands at a crossroads and his ready to surrender himself to the vagaries of fate.

[sblock=Background]One day, a great lady was traveling through the countryside, when she came upon a crossroads. A young man sat in the crossroads, crying over his fate. A man of no possessions and no trade, he could not marry the woman he loved. He had nothing to offer her except the dirt beneath his feet.

Being a kind lady, she asked after his troubles.
Being a wise lady, she informed him that even dirt could have value.
Being a generous lady, she gave him a trade.

The great lady gifted the man with a small plot of land, so that he might be a farmer, and marry his love. In time the man and his love were wed, thanks to the great Vashti of Cormondal. And in more time, a son was born to them. They named him Dirt, so that they would never forget the lady's generosity and wisdom.

Years passed in happiness for the couple and their son. But eventually war, famine and drought came to their land. Livestock died, or were stolen. Crops withered. Disease and violence took the couple, and maybe in death they will be reunited.

...

One day, a messenger was traveling through the countryside, when he came upon a farmhouse. A young man sat in the house, silently facing his fate. A man of no possessions and no trade, he had nothing to his name other than the dirt that was his name. Filthy, tired, and covered in soot from his parents' funeral pyres, he contemplated the point of a dagger. The messenger delivered his letter, and a young man found enough will to rise to his feet and walk out the door. . .
[/sblock]
 

Blackrat

He Who Lurks Beyond The Veil
Oh wow. Froggy. That is by far the most thought-provoking character backgroud I've ever read :cool:. Now I seriously have to get on doing something cool too.
 


Dr Simon

Explorer
hafrogman said:
I'm interested in putting forth a character for this game.

A human of class to be determined, I'm leaning towards Monk if you would allow it not so much as someone trained in a monastary and more as someone who learned to defend himself without being able to afford weapons or armor.

Dirt is a young man, as poor as his namesake. Having lost his old life, he stands at a crossroads and his ready to surrender himself to the vagaries of fate.

Yes, looks good to me. I'm perfectly happy to use the monk class as the framework for such a character.
 

Dr Simon

Explorer
Blackrat said:
So. Are we talking about something like Dynasty Warriors PbP :D or something completely different? Seriously that is the image the title conjured in my mind. But this sounds interesting either way.

I don't know Dynasty Warriors, but I was going for something evocative of the Water Margin so if there's a common root there, that's probably it. :) (Or more directly, http://en.wikipedia.org/wiki/Romance_of_the_Three_Kingdoms)

Not that the content really has anything to do with either of those works, more of a thematic thing.
 

Dr Simon

Explorer
Shayuri said:
I'm interested in a nai-nek-chai...perhaps a sorceror or rogue...

Or do you prefer a wu-jen or shugenja?

Hmm... I think stick with SRD characters. I was tempted to include some Wu Jen spells from OA, for style reasons, but my copy of it is currently residing in the attic, so I'm leaning towards SRD spells with whatever visual effects you like (if you want your magic missiles to appear as a swarm of origami cranes or blazing shurikens, for example, they still work the same).
 

The Rolling Man

First Post
This all looks like an interesting and well developed setting. Right now I'm thinking of a Salsham’ai druid but I'm not sure if I can find a good way to link him with the hook you gave us. Maybe he was abducted at a young age for some reason and the Vashti was instrumental in returning him to the forest.
 

Blackrat

He Who Lurks Beyond The Veil
Yeah. Dynasty Warriors is pretty much Romance of the Three Kingdoms in hack'n'slash.

But to the character. I'm thinking about a minor noble who has a long and elaborate name. Maybe a member of Cult of Beauty if it's available as player option. Snobby and trained in arts. Don't know of class yet.
 

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