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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6244050" data-attributes="member: 79141"><p><strong>Uru snapshot</strong></p><p></p><p>One note left over from Korrigan’s snapshot is that his surprisingly selfless political ambitions, his patriotism and sense of duty make him an ideal candidate for the highest office (as foreshadowed in the Campaign Guide). I had nothing to do with fostering these elements or ideas, they came about organically. The same can be said for the long-term ambition of Uru: when his player had finished reading the Players’ Guide, before we had even completed char gen, he wrote me in an email that his character fantasized about slaying the Voice of Rot. I remember at the time experiencing a frisson of excitement, knowing that this would be a major element of epic tier, and as the campaign has gone on, it looks like being even more central.</p><p> </p><p>Uru wants to slay the Voice of Rot because the Voice of Rot commands/controls the undead and interferes with the smooth, natural passage of spirits from this world to the next. Uru sees death very much as part of life and often can’t tell the difference between one state and the other. Some of his best friends are ghosts. His clockwork companion is invested with the spirit of a boy called Little Jack (son of Tinker Jack with whom Uru used to live), and he is always accompanied by Little Jack’s best friends, Winkin, Blinkin and Nod – spirits of children who had perished in industrial accidents and whom Uru rescued from witchoil. Uru has been trying to save the spirits around Cauldron Hill since he discovered Macbannin’s wrongdoing, and his latest attempt almost cost him his own life. He now exists half in, half out of the Bleak Gate (and will accrue an ideally suited series of boons – <em>The Fading One</em>). This is perhaps the biggest change to Uru since the start of the campaign. Then he was a comically creepy mascot for the unit, whose various obsessions gave him plenty of scope for mischief.</p><p> </p><p>Uru is a deep faen – a race of dark-skinned gremlins who live where the Dreaming borders the Bleak Gate. Thus they are rarely seen in Lanjyr, except for on Axis Island, where there is, or was, a small native population, a population predisposed to prefer Risuri occupation over Danoran, but only just. The deep faen of the Islands are cut off not only from human civilization, but from what passes for fey civilization as well. As such they are barbarous, tribal and savage – viewed in the same way as South Sea Islanders during the Victorian era.</p><p> </p><p>Having saved Korrigan from being trapped beneath the earth, Uru was invited to flee Axis Island along with the Risuri as the Danorans encroached. He agreed, and came to Flint, where during the seven years prior to the campaign he joined the RHC along with Korrigan, adopted the day-to-day persona of a small boy (who some assumed was Korrigan’s son) and developed a fascination with technology. Just as he fails to see the division between life and death, Uru blurs the distinction between nature and technology, seeing one as an extension of the other. Ticking clockwork mechanisms are to him like little animals with beating hearts. He interacts with machines through natural cunning and empathy rather than logic and reasoning.</p><p> </p><p>Another of Uru’s obsessions is his fungal garden: a place for the spirits of Cauldron Hill to find sanctuary away from the dangers that lurk within the Bleak Gate. It was sewn with the spores of fungi and plants that grow only on the border of the Bleak Gate and the Dreaming, fertilized with severed limbs from factory accidents, gathered by the mercantile sprite Searil Shortankard (who, like all of Uru’s contacts, has taken on a life of his own during the course of the campaign). The garden now houses a clockwork torture device in which the demon Tokoloshe is imprisoned and tormented.</p><p> </p><p> </p><p>[sblock]<strong>Uru Scathaigh Ciotog</strong></p><p><strong>Level 11 Snapshot</strong></p><p><strong>Race </strong>Deep Faen (reskinned drow, small size)</p><p><strong>Class </strong>Executioner Assassin</p><p><strong>Paragon Path </strong>Bleak Assassin (reskinned Guild Assassin)</p><p><strong>Theme </strong>Technologist – grants contraption (Little Jack) with full Companion rules</p><p><strong>Background </strong>Occupation – Guerilla (+2 Stealth)</p><p><strong>Bonuses</strong> Reactive Stealth</p><p><strong>Played in the movie by</strong> Andy Serkis</p><p> </p><p><strong>ABILITY SCORES</strong></p><p><strong>STR </strong>11</p><p><strong>CON </strong>8 (reduced by connection to Bleak Gate)</p><p><strong>DEX </strong>23</p><p><strong>INT</strong> 9</p><p><strong>WIS </strong>19</p><p><strong>CHA </strong>14 (boosted by connection to Bleak Gate)</p><p> </p><p><strong>AC </strong>26</p><p><strong>Fort </strong>18</p><p><strong>Ref </strong>24</p><p><strong>Will </strong>22</p><p><strong>HP </strong>71</p><p><strong>Surges </strong>6</p><p><strong>Surge Value </strong>17</p><p> </p><p><strong>TRAINED SKILLS</strong></p><p>Acrobatics +18, Intimidate +14, Nature +16, Perception +14, Stealth +25, Thievery +16</p><p> </p><p><strong>POWERS</strong></p><p>Assassin Attack: Bola Takedown</p><p>Assassin Attack: Precision Dart</p><p>Assassin Attack: Quick Shot</p><p>Assassin Attack: Hidden Stab</p><p>Assassin Attack: Poisonous Shuriken (bonus power derived from shuriken crossbow designed by Uru)</p><p>Deep Faen Racial Power: Cloud of Darkness</p><p>Hunter’s Quarry</p><p>Ghost Sound</p><p>Mage Hand</p><p>Punishing Eye* (device from fallen ally, Karl Krauss; keys off Wisdom; now boosted by Clockwork King)</p><p>Utility 2: Cloak of Shades</p><p>Utility 6: Ghost of the Rooftops</p><p>Utility 10: Walk Through Shadow</p><p> </p><p><strong>FEATS</strong></p><p>Level 1 bonus: River-born Ritualist</p><p>Level 1: Shield proficiency: Light</p><p>Level 1: Warrior of the Wild</p><p>Level 2: Ruthless Hunter</p><p>Level 2 bonus: Ritual Caster (Nature rituals only)</p><p>Level 4: Hidden Sniper</p><p>Level 5 bonus: Weapon Master</p><p>Level 6: Superior Implement Training</p><p>Level 8: Skill Focus (Stealth)</p><p>Level 10: Venom Hand Assassin</p><p>Level 10 bonus: Mark of Shadow (gained from fungal garden subplot)</p><p>Level 11: Secret Stride</p><p> </p><p><strong>ITEMS</strong></p><p>Known Rituals:</p><p>Affect Normal Fires</p><p>Animal Messenger</p><p>Bloom</p><p>Clockwork Bomb</p><p>Endure Elements</p><p>Knock</p><p>Lower Water</p><p>Masking Shroud</p><p>Secret Page</p><p>Shadow Walk</p><p>Snare</p><p>Summon Winds</p><p>Tree Shape</p><p>Vendetta Bullet</p><p>Water Walk</p><p>Rare Herbs (ritual components)</p><p>Bloodroot Poison</p><p>Carrion Crawler Brain Juice</p><p>Greenblood Oil</p><p>Id Moss Powder</p><p>Poisoner’s Kit</p><p>Leather Armor</p><p>RHC Standard Issue Equipment Kit</p><p>Witchoil Dagger (taken from ‘Norm’)</p><p>El Perro’s Pistol (memento of fallen comrade, used to fire vendetta bullets)</p><p>Blowgun</p><p>Bola</p><p>Hardwood Tribal Mask (used as light shield)</p><p>Technologist’s Goggles (bespoke item invented by Uru granting thievery bonus once per day)</p><p>Shuriken Crossbow (bespoke item invented by Uru granting poisonous shuriken power)</p><p>Hat of Hats (default form is a pith helmet)</p><p>Tadpole (fluid, devastating ki focus, made from desiccated penises tethered to a rod)</p><p>Bracers of Archery</p><p>Dragon’s tooth Grog Horn (bespoke item created by Uru granting daily fire damage bonus)</p><p>Regalia of the Crawling Fey (emblem itself had been discarded, but Uru remains a minor noble of the Unseen Court, with attendant benefits and duties)</p><p>Shadowdancer’s Gloves</p><p>The Fading One – Ghostfoot (more than just an item, this series of benefits represents Uru’s gradual and growing alignment with the Bleak Gate)</p><p>The Fading One – Lighter than Wind</p><p>Winkin, Blinkin & Nod – three friendly ghost children that follow Uru invisibly and grant him <em>mage hand </em>and <em>ghost sound</em> as encounter powers</p><p>Grim Candle (dim light in 2 square radius)</p><p>Camouflaged Clothing</p><p>Boots of Stealth</p><p>Footpads</p><p>Clockwork Bomb (level 9)</p><p> </p><p>Uru is unpredictable. Almost impossible to detect, he would be the perfect scout, but for his tendency to get distracted and forget to come back, go in alone against the enemy, or press buttons at random. His impetuosity also leads to trouble in combat, where he is only just beginning to realise how fragile he is compared to the others – a fragility exacerbated by his Fading One condition (which has reduced his constitution). He is fond of dropping murky clouds of darkness to confuse his foes and has a whole range of tricks up his sleeve to make his attacks more powerful: hunter’s quarry, shadowdancer’s gloves, a whole range of toxins and, until recently a groghorn he fashioned from a dragon’s tooth which caused his bolts to burst into flames after he had drunk from it. I have a feeling he’ll make something similar from the behir teeth he collected, now that the groghorn has been destroyed by Azon the Stoneforger.</p><p> </p><p>The groghorn is a fine example of what makes Uru different: the sheer invention of his player. Many of his items were invented on the fly and statted up by me as an afterthought, or picked up as mementos and turned into something useful to keep them in the game. He uses El Perro’s pistol to fire vendetta bullets – a lovely way to honour a fallen comrade (El Perro’s player was a close friend of Uru’s and had to leave the campaign when he moved to Berlin).</p><p> </p><p>The Fading One series of boons is the main way I intend to reward him as we advance through paragon tier, although he also picked up reactive stealth at level 11 because I thought it suited him down to the ground. [/sblock]</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6244050, member: 79141"] [b]Uru snapshot[/b] One note left over from Korrigan’s snapshot is that his surprisingly selfless political ambitions, his patriotism and sense of duty make him an ideal candidate for the highest office (as foreshadowed in the Campaign Guide). I had nothing to do with fostering these elements or ideas, they came about organically. The same can be said for the long-term ambition of Uru: when his player had finished reading the Players’ Guide, before we had even completed char gen, he wrote me in an email that his character fantasized about slaying the Voice of Rot. I remember at the time experiencing a frisson of excitement, knowing that this would be a major element of epic tier, and as the campaign has gone on, it looks like being even more central. Uru wants to slay the Voice of Rot because the Voice of Rot commands/controls the undead and interferes with the smooth, natural passage of spirits from this world to the next. Uru sees death very much as part of life and often can’t tell the difference between one state and the other. Some of his best friends are ghosts. His clockwork companion is invested with the spirit of a boy called Little Jack (son of Tinker Jack with whom Uru used to live), and he is always accompanied by Little Jack’s best friends, Winkin, Blinkin and Nod – spirits of children who had perished in industrial accidents and whom Uru rescued from witchoil. Uru has been trying to save the spirits around Cauldron Hill since he discovered Macbannin’s wrongdoing, and his latest attempt almost cost him his own life. He now exists half in, half out of the Bleak Gate (and will accrue an ideally suited series of boons – [I]The Fading One[/I]). This is perhaps the biggest change to Uru since the start of the campaign. Then he was a comically creepy mascot for the unit, whose various obsessions gave him plenty of scope for mischief. Uru is a deep faen – a race of dark-skinned gremlins who live where the Dreaming borders the Bleak Gate. Thus they are rarely seen in Lanjyr, except for on Axis Island, where there is, or was, a small native population, a population predisposed to prefer Risuri occupation over Danoran, but only just. The deep faen of the Islands are cut off not only from human civilization, but from what passes for fey civilization as well. As such they are barbarous, tribal and savage – viewed in the same way as South Sea Islanders during the Victorian era. Having saved Korrigan from being trapped beneath the earth, Uru was invited to flee Axis Island along with the Risuri as the Danorans encroached. He agreed, and came to Flint, where during the seven years prior to the campaign he joined the RHC along with Korrigan, adopted the day-to-day persona of a small boy (who some assumed was Korrigan’s son) and developed a fascination with technology. Just as he fails to see the division between life and death, Uru blurs the distinction between nature and technology, seeing one as an extension of the other. Ticking clockwork mechanisms are to him like little animals with beating hearts. He interacts with machines through natural cunning and empathy rather than logic and reasoning. Another of Uru’s obsessions is his fungal garden: a place for the spirits of Cauldron Hill to find sanctuary away from the dangers that lurk within the Bleak Gate. It was sewn with the spores of fungi and plants that grow only on the border of the Bleak Gate and the Dreaming, fertilized with severed limbs from factory accidents, gathered by the mercantile sprite Searil Shortankard (who, like all of Uru’s contacts, has taken on a life of his own during the course of the campaign). The garden now houses a clockwork torture device in which the demon Tokoloshe is imprisoned and tormented. [sblock][B]Uru Scathaigh Ciotog[/B] [B]Level 11 Snapshot[/B] [B]Race [/B]Deep Faen (reskinned drow, small size) [B]Class [/B]Executioner Assassin [B]Paragon Path [/B]Bleak Assassin (reskinned Guild Assassin) [B]Theme [/B]Technologist – grants contraption (Little Jack) with full Companion rules [B]Background [/B]Occupation – Guerilla (+2 Stealth) [B]Bonuses[/B] Reactive Stealth [B]Played in the movie by[/B] Andy Serkis [B]ABILITY SCORES[/B] [B]STR [/B]11 [B]CON [/B]8 (reduced by connection to Bleak Gate) [B]DEX [/B]23 [B]INT[/B] 9 [B]WIS [/B]19 [B]CHA [/B]14 (boosted by connection to Bleak Gate) [B]AC [/B]26 [B]Fort [/B]18 [B]Ref [/B]24 [B]Will [/B]22 [B]HP [/B]71 [B]Surges [/B]6 [B]Surge Value [/B]17 [B]TRAINED SKILLS[/B] Acrobatics +18, Intimidate +14, Nature +16, Perception +14, Stealth +25, Thievery +16 [B]POWERS[/B] Assassin Attack: Bola Takedown Assassin Attack: Precision Dart Assassin Attack: Quick Shot Assassin Attack: Hidden Stab Assassin Attack: Poisonous Shuriken (bonus power derived from shuriken crossbow designed by Uru) Deep Faen Racial Power: Cloud of Darkness Hunter’s Quarry Ghost Sound Mage Hand Punishing Eye* (device from fallen ally, Karl Krauss; keys off Wisdom; now boosted by Clockwork King) Utility 2: Cloak of Shades Utility 6: Ghost of the Rooftops Utility 10: Walk Through Shadow [B]FEATS[/B] Level 1 bonus: River-born Ritualist Level 1: Shield proficiency: Light Level 1: Warrior of the Wild Level 2: Ruthless Hunter Level 2 bonus: Ritual Caster (Nature rituals only) Level 4: Hidden Sniper Level 5 bonus: Weapon Master Level 6: Superior Implement Training Level 8: Skill Focus (Stealth) Level 10: Venom Hand Assassin Level 10 bonus: Mark of Shadow (gained from fungal garden subplot) Level 11: Secret Stride [B]ITEMS[/B] Known Rituals: Affect Normal Fires Animal Messenger Bloom Clockwork Bomb Endure Elements Knock Lower Water Masking Shroud Secret Page Shadow Walk Snare Summon Winds Tree Shape Vendetta Bullet Water Walk Rare Herbs (ritual components) Bloodroot Poison Carrion Crawler Brain Juice Greenblood Oil Id Moss Powder Poisoner’s Kit Leather Armor RHC Standard Issue Equipment Kit Witchoil Dagger (taken from ‘Norm’) El Perro’s Pistol (memento of fallen comrade, used to fire vendetta bullets) Blowgun Bola Hardwood Tribal Mask (used as light shield) Technologist’s Goggles (bespoke item invented by Uru granting thievery bonus once per day) Shuriken Crossbow (bespoke item invented by Uru granting poisonous shuriken power) Hat of Hats (default form is a pith helmet) Tadpole (fluid, devastating ki focus, made from desiccated penises tethered to a rod) Bracers of Archery Dragon’s tooth Grog Horn (bespoke item created by Uru granting daily fire damage bonus) Regalia of the Crawling Fey (emblem itself had been discarded, but Uru remains a minor noble of the Unseen Court, with attendant benefits and duties) Shadowdancer’s Gloves The Fading One – Ghostfoot (more than just an item, this series of benefits represents Uru’s gradual and growing alignment with the Bleak Gate) The Fading One – Lighter than Wind Winkin, Blinkin & Nod – three friendly ghost children that follow Uru invisibly and grant him [I]mage hand [/I]and [I]ghost sound[/I] as encounter powers Grim Candle (dim light in 2 square radius) Camouflaged Clothing Boots of Stealth Footpads Clockwork Bomb (level 9) Uru is unpredictable. Almost impossible to detect, he would be the perfect scout, but for his tendency to get distracted and forget to come back, go in alone against the enemy, or press buttons at random. His impetuosity also leads to trouble in combat, where he is only just beginning to realise how fragile he is compared to the others – a fragility exacerbated by his Fading One condition (which has reduced his constitution). He is fond of dropping murky clouds of darkness to confuse his foes and has a whole range of tricks up his sleeve to make his attacks more powerful: hunter’s quarry, shadowdancer’s gloves, a whole range of toxins and, until recently a groghorn he fashioned from a dragon’s tooth which caused his bolts to burst into flames after he had drunk from it. I have a feeling he’ll make something similar from the behir teeth he collected, now that the groghorn has been destroyed by Azon the Stoneforger. The groghorn is a fine example of what makes Uru different: the sheer invention of his player. Many of his items were invented on the fly and statted up by me as an afterthought, or picked up as mementos and turned into something useful to keep them in the game. He uses El Perro’s pistol to fire vendetta bullets – a lovely way to honour a fallen comrade (El Perro’s player was a close friend of Uru’s and had to leave the campaign when he moved to Berlin). The Fading One series of boons is the main way I intend to reward him as we advance through paragon tier, although he also picked up reactive stealth at level 11 because I thought it suited him down to the ground. [/sblock] [/QUOTE]
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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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