Wednesday, December 15, 2010
Postmortem
Jeremy: 2 thumbs up
Scott: can't believe you made it all up
Tom: epic scope, and the game grew appropriately
Rachel: got into the story and really cared about it. We were loyal to the land; in Cauldron it was mere convenience. The interwoven backstories helped.
Tony: The political challenges and such were really cool.
Jeremy: I get the sense this was Catherine's playground and she really enjoyed it.
STORY QUESTIONS
2) How was the tone (dark/light)?
Jeremy: It was dark but not discouraging. There was a struggle for all the right reasons.
Tony: much like Anor - struggle builds character.
Jeremy: Flynn mirrored it. Started lighthearted, but grew serious.
Rachel: we're never gonna be serious, but we were anyway.
3) How was the level of mystery?
Jeremy: seemed like Tom and Tony could follow it well.
Tom: the black sand mystery was cool
Catherine: Shackled City's mysteries were too opaque.
Tony: yeah. Enough of these mysteries, we solved ourselves.
4) How about the method of building backstories?
Rachel: was nice. Created a skeleton and then someone creative fleshed it out. Made me get involved.
Scott: Ike not having a backstory... actually worked.
5) Did you like the story?
Everyone: DUH!
WORLD QUESTIONS
6) How was the versimiltude?
Jeremy: for a fantasy world, the interactions were well thought out. Empires and kingdoms had reasons, culture, and history.
Rachel: the whole world had a history.
Tom: the custom mechanics helped.
7) Were the enemies tenacious, credible, and threatening?
Jeremy: always characteristic and intelligent, not just melee basheriffic.
Tom: felt like you were willing to gank us
Jeremy: I wonder if they were tenacious enough. Sometimes they couldn't sustain, like they ran out of big guns.
Tony: yeah, they tended to spread out damage too much.
Tom: because we were so ninja with our illusions and such. Bad guys never knew what to hit, and we could take things that should've been way too big for us. That's what NMR was built for.
Jeremy: yeah, fights were way off the XP table.
8) were the play aids like maps, store lists, and discounts helpful?
All: yes, cool.
Tony: the area discounts were nice and thematic.
9) How was the balance between railroading and too-open?
Jeremy: rubbed up against the rails a little bit but not often. Only one bad experience (the first Kelzun fight.)
10) How was the game difficulty?
Rachel: definitely harder than Shackled City.
Tony: the later stages were easier, but I don't know how much harder they could've been made.
Jeremy: from the Sid Meier comment (easy fun / hard fun) the balance was a little towards easy
Rachel: there were never "you can't win this" fights
Tom: there were plenty of really big fights, both in terms of being really tough and just being large scale
Jeremy: the scale was much better. The fate of the plane hung in the balance
Catherine: we were never the biggest things in the world
Scott: the Lord of the Rings analogy is good. It's on an epic scale.
Jeremy: we're not the focal point of everything, but we're doing key things.
Tom: we could succeed or fail at accomplishing really big things.
11) Balance between text and playing?
Rachel: we were involved in big stories. That helped make the text ok.
Scott: I understand that others need it.
Rachel: the story grew at the end. It was necessary.
Tom: the story enhanced the fights. There's a difference between fighting a huge snake and fighting Senneth, the source of the black sands.
12) What did you think of the custom rules like:
- teleporting - Tony: we were smart enough to use teleport and then dimension door to avoid the delay. Jeremy: worked out more reasonably for both us and the bad guys.
- constructs - Tom: loved the programming, wish we'd used it. Rachel: nice puzzles. Tony: Brilliant.
- Death - Jeremy: far better than cheezy, blocking, anti-cheeze cheeze. Scott: less accounting. Tony: the 5th level revive should've been slower or something. Tom: resurrection quest was great. Success or failure, Flynn will be a better king for trying it.
- the Summoning room - Scott: highlight of the campaign. Rachel: I kept trying to explain it to people during the week. Tony: with such a big level difference, I never expected it. Never thought it could work. Jeremy: I had a little inkling. It seemed inevitable. Rachel: totally worth it. Scott: quote me on it - fucking awesome. Tom: it was a nice capstone. Catherine: it was hard making bad guys who showed what the combined party could do. Everyone: the rune mechanic was cool.
- custom powers and items - Jeremy: cool, limited to a couple of unique things. Rachel: they let my character grow. Tony: I loved items tailored to my character. Tom: good variety between characters. Tony: stacking 3 class levels was nice.
DM STYLE QUESTIONS
13) how was pacing?
Jeremy: you and Tom make a good team. We're a bunch of goofballs and you kinda have to ride us.
Rachel: having a schedule for the epic fight helped.
14) what was your favorite mechanical encounter?
Rachel: the battle of white fields and nuking the temple
Tony: the early goblin fights with good use of terrain
Jeremy: the huge charisma/diplomacy battle with Abel. Heavy involvement there.
Scott: the guys with antimagic tricks
Tom: the fight in Old Rojin. All sorts of abilities at all different levels got used. And I think our answers here show, we're looking for different things from the game and you gave them to us.
Jeremy: and it allowed Catherine to grow.
15) Who were your favorite NPCs?
Tony: Enigma and the giant brothers
Rachel: yep, enigma and Anor
Scott: Snow... oh wait, different campaign...
Catherine: Minnelin
Tom: Abel... he wasn't fully a villain
Jeremy: Crazy Jared
Rachel: he'll always be a favorite
16) who were your favorite villains?
Rachel and Jeremy: Abel
Tony: Vash
Tom: Ghern -- they were lawful and motivated
Scott: Kelzun with the 1/4 mile of death
17) what about your favorite organization or nation?
Catherine: Westlay
Jeremy: agreed, the contests and festivals they held were collegiate, not brutish
Tony: the marruspawn were original, intriguing, and myserious
Tom: the kingsmen
18) what was your favorite story arc or event?
Scott: the epic summon
Jeremy: there are lots to choose from
Rachel: when we saw the mindfog guy back in session 1. Also the stormchild thing
Tom: gathering allies, not just going to bash things
Catherine: Michael and Jakob's quest
Tony: I don't want to sound too selfish, but yeah, those.
19) what was your favorite role-playing by someone else?
Rachel: Jakob donating to orphanages and monasteries
Tony: Flynn and Nate sticking to their roles, and Ike's jerky
Catherine: Nate's pragmatism
Tom: Lotus's different state of mind. Also Ike sleeping, rolling over to crit the wolf, and going back to sleep.
20) what was your favorite session?
Scott: EPIC SUMMON!
Jeremy: we were just rollin' and being funny that whole time.
Tom and Catherine: the cleric scrying on himself.
Rachel: we got so much joy out of that
Scott: taking the bow out of Ike's hands really pissed me off
Tony: Jakob jumping on the nightwing
21) was the boss fight good?
Rachel: very good. Would've got boring if it was longer.
Jeremy: watching Tony unload... damn!
Tom: the enemies had personality
Tony: they felt like good threats, like they could've killed us.
22) what engaged you the most?
Scott: I was always engaged, every week.
Jeremy: that's remarkable. It remained fresh and exciting.
Tony: there's only one group I've had this much fun with. Never had a series of campaigns last this long. Story involvement, characters, backstories...
Rachel: I liked being part of the campaign world and backstory
Tom: I liked watching other players succeed
Jeremy: we all had moments where someone else pulled something off and we're all "YAY"
Catherine: Tony and Tom's synergy scares me
Scott: it felt like I was stealing the show sometimes
Tom: we were all so badass. We all stole the show. And we built good relationships.
Jeremy: you created a playground other people wanted to play in.
Rod of Nature's Wrath
Functions as a Rod of Empower Spell, 3 uses per day for a spell up to 6th level, but may only be applied to spells in tune with the local environment:
Forest (trees and undergrowth) -- Plant, Animal, and Poison spells
Swamp or Ocean (standing water) -- Water and Acid spells
Desert (high temperature) -- Fire and Dehydration spells
Arctic (low temperature) -- Cold, Paralysis, and Sleep spells
Underground (below 30 feet of earth) -- Physical damage, Stone, and Earth spells
Airborne or Plains or High Hills (100 foot hemisphere of open space) -- Electricity and Force spells
Tuesday, July 1, 2008
Master of Storms
Stormfriend: A master of storms in unaffected by any storm she controls. She can stand firm in the center of her tornado, direct her hailstones to fall around her, and see right through the whiteout of her own blizzard.
Summon Storms: Swift action. A Master of Storms summons and controls a small storm (5' radius) appropriate for the climate and region. Each round she continues to summon, the storm grows by 5' in radius, with no upper limit on size (after 8 hours, continuing requires a Con check DC 15 + 1 per previous check each hour). Freely control the initial intensity of heat, cold, wind, rain, and cloud cover. As long as she controls it, the storm remains always centered on the summoner, matching her movements at a maximum speed of 100' per round. If she ceases summoning for longer than a minute, or moves (or is moved) farther from the storm's center than it can follow, control is lost. All supernatural elements dissipate, and the storm becomes natural (but will likely continue). This power may also be used to take control of an existing storm; the area under control grows by 5' in radius per round spent summoning.
Imbue: Standard action. A master of storms may imbue a controlled storm with elemental power or natural materials. The effect covers the entire storm, and remains in place for the life of the storm or until dismissed. Any storm may only be imbued with only one condition at a time.
Healing [Shower] – All living creatures in the area of the storm heal 1d6 hit points per round.
Nourishment [Shower] – One hour of rain nourishes a living creature enough to avoid hunger or thirst for three days.
Acid [Any Rain] – Storm deals acid damage once per round. Shower: 1d6; Downpour: 2d6; Monsoon: 3d6.
Quiet [Flurry] – Sonic effects minimized. Listen checks at -2.
Peace [Any Snow] – All creatures receive a +2 bonus to spell resistance and saves against spells or magical effects.
Shout [Any Thunder] – Rolling thunder deals 2d6 sonic damage every 1d4 rounds.
Uplifting Spirits [Light Breeze] – Ignore effects of fatigue.
Intensify: Standard action. Choose an area inside the storm. Choose a radius and a number of d6 damage to deal (up to twice your caster level). This area persists for 2d4 + 3 rounds, with a reflex save 13 + charisma bonus for half damage. Reduce the radius of the controlled storm by 15' for each 5' radius of intensified area and for each die of damage (The intensified area must still fit within the storm). This area moves with the storm, in relation to the summoner. A storm may have only one intensified area at a time.
Rainstorm – Acid; Monsoon – Bludgeoning; Windstorm – Bludgeoning/Slashing/Piercing; Extreme Heat/Cold: Fire/Frost; Lightning: Sonic or electrical; Hail: Bludgeoning; Snow: Cold; Firestorm: Fire
Smite: Standard Action. The full energy of the storm may be focused on a single target, dealing incredible damage. Summon forth a single giant gout of flame, a bolt of lightning, a block of hail, or a gust of stinging sand upon a single target within the storm. Choose a number of dice (up to a maximum of five times your caster level), and deal that to a single target. Reflex save 17 + charisma bonus for half damage. Subsequently reduce the radius of the storm by 5 feet for each d6. The storm requires 2d4 rounds to react before this action can be used again.
Storm Types and Typical Effects
The Master of Storms may change the characteristics of the storm she controls at will, so long as the storm meets the prerequisite.
| Category | type | prerequisite | effect |
| Wind | Light Breeze | - | No battlefield effects. |
| - | Gale | - | Ranged attacks suffer -4. Medium creatures checked (Fort DC 15). |
| - | Hurricane | [Storm 50'] | Ranged attacks impossible. Snow/dust/sand/flying grass grants total concealment beyond 5'. 1d3 damage per round from particles. (Cumulative with other storm-related damage). Medium Creatures Blown Away (Fort DC 20); Huge checked. Increase temperature severity by one. |
| - | Tornado | [Storm 50'] | Ranged attacks impossible. Snow/dust/sand/flying grass grants total concealment beyond 5'. 1d6 damage per round from particles. (Cumulative with other storm-related damage). Large creatures blown away (Fort DC 30); Gargantuan checked Increase temperature severity by two. |
| Temperature | Mild | - | No battlefield effects. |
| - | Moderate (Heat/Cold) | - | Fort save (DC 15) once per hour or take 1d4 nonlethal damage. |
| - | Severe (Heat/Cold) | - | Fort save (DC 15) once per ten minutes or take 1d4 nonlethal damage. |
| - | Extreme (Heat/Cold) | - | Take 1d6 points of damage per 10 minutes. |
| Cloud Cover | Overcast | - | No battlefield effects. |
| - | Stormclouds | [Storm 50'] | - |
| - | Superstorm | [Storm 150'] | - |
| Rain | Shower | [Overcast] | Light rains. No battlefield effects. |
| - | Downpour | [Overcast] | Exposed dirt becomes muddy & difficult terrain. Ranged attacks suffer -2. |
| - | Monsoon | [Stormclouds] | Standing water 2' deep (difficult terrain). Ranged attacks suffer -4. |
| Lightning | Thundershower | [Overcast] | Lightning flashes in the clouds overhead. |
| - | Thunderstorm | [Stormclouds] | Once per minute, any given square has a 2% chance of a 3d6 lightning strike. |
| - | Superstorm | [Superstorm] | Once per minute, any given square has a 5% chance of an 8d10 lightning strike. |
| Hail | Wheat-sized | [Stormclouds] | Deals 1d4 bludgeoning damage. |
| - | Fist-sized | [Stormclouds] | Deals 2d6 bludgeoning damage. |
| - | Melon-sized | [Superstorm] | Deals 4d6 bludgeoning damage. |
| Snow | Flurry | [Overcast, Cold] | Terrain becomes slippery (per Grease; save DC is 13). |
| - | Blizzard | [Stormclouds, Cold] | As above, plus whiteout conditions, plus 1' snow buildup per hour. |
| Firestorm | Firestorm | [50', Extreme heat, Gale+ wind, inflammable terrain] | Terrain burns. Deal 10d6 fire damage per round to every square. |
Seven Skulls
Dice are compared based on the three highest-scoring dice among the five available (a player's 2 personal dice and the 3 common dice). Dice normally score their face value, but if a player has a triple, each die is treated as one number higher, and those are his scoring dice (so three 7's are scored as 8-8-8.) The third-highest die is compared first, with the highest taking the pot. If this is a tie, the second-highest die is compared, and finally, the highest die. If all three dice are tied, the pot is split.
Scoring Examples:
A has 12-6. B has 9-8. Common dice are 11-10-9. A scores 10-11-12, B scores 9-10-11. 10 beats 9, so A wins.
A has 12-6. B has 9-8. Common dice are 11-7-5. A scores 7-11-12, B scores 8-9-11. 8 beats 7, so B wins.
A has 12-6. B has 11-6. Common dice are 11-5-3. A scores 6-11-12, B scores 6-11-11. 12 beats 11, so A wins.
A has 12-6. B has 8-8. Common dice are 11-8-3. A scores 8-11-12, B scores 9-9-9 due to the triple. 9 beats 8, so B wins.
A has 12-6. B has 11-8. Common dice are 11-8-7. A scores 8-11-12, B scores 8-11-11. 12 beats 11, so A wins.
A has 12-6. B has 11-8. Common dice are 11-8-8. A scores 8-11-12, B scores 9-9-9 (rather than 8-11-11). 9 beats 8, so B wins.
Note that, if the common dice are a triple, both players automatically score the same and the pot is split.
Terminology and slang:
"Skulls" - the twelve-sided dice.
"Drop" or "drop the skulls" - allow the other player to take the pot; analogous to folding in poker.
"Goblin" - low-scoring die.
"Dragon" - high-scoring die.
"Ettin" - paired player dice.
"Big Ettin" - a pair of 12's for the player dice.
"Dog" - a triple, named after the three-headed Cerebrus.
"Big Dog" - a triple that includes the highest common die. Guaranteed to be the best hand.
"axe" or "axe mark" - dice with a wide split in value, like 12-3 or 11-1.
Thursday, June 19, 2008
Ninja Mongoose Rockstars poster
And here's the Ninja Mongoose Rockstars, Live!
Wednesday, June 11, 2008
Runestaff of Construct Control
Body Slot: - (held)
Caster Level: 13th
Aura: Strong; (DC 21) transmutation
Activation: As spell used
Weight: 3 lb.
This staff looks nearly identical to a pipe wrench.
A runestaff of construct control allows you to cast any of the following spells (described here) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
3/day:
Hide from Constructs (level 1)
Probe Command (level 2)
Scan Construct (level 3)
1/day:
Suppress Command (level 3)
Replace Command (level 4)
Command Construct (level 6)
Heightened Spellshard: Unluck
Usable 3/day: whenever you cast Unluck with this spellshard as the focus, the spell is automatically heightened by 4 levels, acting as a 7th level spell (+4 to save DC.) Whenever you cast Mass Unluck, it acts as an 11th level spell. Not cumulative with other heighten effects. Does not change casting time or spell level required to cast.
Cost 11,500 gp
New Spells
Evocation
granted to Nathaniel Graythorne as Sor 5
Components: V,S
Casting Time: 1 Standard Action
Range: Medium (100' + 10'/level)
Targets: One creature with a Mind Blank effect active
Duration: instantaneous
Save: No
Spell Resistance: Yes
Make a caster level check at +4 (d20+CL+4, maximum caster level 20) vs. a DC of 11+ the caster level of the mind blank effect. If you succeed, the mind blank ends.
Unluck, Mass
Transmutation (note: Unluck has been houseruled to Transmutation as well)
Sor/Wiz 7
Targets: Up to one creature per level, no two of which are more than 30' apart
This spell functions like Unluck, except that it effects multiple creatures.
Nate's Multilayer Ruse
Illusion (Figment/Glamer)
Sor/Wiz 9, Nathaniel Graythorne 8
Components: V,S
Casting Time: 1 Standard Action
Range: Long (400' + 40'/level)
Targets: Area up to four 10' cubes plus one 10' cube/level (S), plus one or more creatures, no two of which can be more than 30' apart
Duration: 1 hour/level
Save: Will partial or Will Negates; see text
Spell Resistance: No or Yes; see text
This spell creates the same effects as Veil, Hallucinatory Terrain, and Persistent Image, in both an "inner" and "outer" layer. Individuals, objects, or terrain segments may be disguised in either or both layers, and their disguises may differ between layers. Observers normally see, hear, and otherwise sense the outer layer of the spell.
True Seeing negates the visual effects of the outer layer of the spell, but provides a -2 circumstance penalty to Will saves to see through the inner layer. The saving throw DC against the outer layer is at -5 compared to spells at this level, while the saving throw DC against the inner layer is at +5 (the outer layer is more easily seen through, while the inner layer is more difficult to penetrate.)
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer (a single save against both layers; if the result is between the two, the subject sees past the outer layer, viewing the inner layer as real), but spell resistance doesn’t help.
Friday, May 23, 2008
Rod of the Mongoose
Rod of the Mongoose
This long grey rod has a mongoose head with two movable ears. It can produce one of three effects.
Both ears down: Telestatic sphere 60' radius. Sending and telepathy do not function.
One ear down: Silent shell 30' radius. Sound functions within shell, but does not cross barrier.
Both ears up: Telepathic echo 60' radius. Overhear all sending and telepathy.
Total use: 10 min/day.
Friday, February 29, 2008
Programmed Constructs
Introduction to Programmed Constructs
Construct typesConstructs may be one of three types, depending on how they are controlled. They may be Controlled Constructs, Programmed Constructs, or Awakened Constructs.
Controlled Constructs are directly commanded by a master. They respond well to arbitrary commands, but require direct supervision at all times and are helpless without someone 'driving' them. Shield guardians are this sort of construct. The mythos is ‘mecha’. Vehicles are an outside example.
Programmed Constructs are clumsy to control directly. Instead, they are given an explicit set of instructions which they autonomously follow to the best of their abilities at all times. They are incapable of independant thought and prone to exploitation. Household servants and lone stone golem guardians of an ancient tomb are usually this sort of construct. The mythos is ‘robot’. Asimov's Three Law robots are an outside example.
Awakened Constructs have free will, possibly constrained by prior programming. Awakened constructs are required to follow any immutable programming they possess, but where their programming is silent, they are free. Inevitables are this sort of construct. The mythos is ‘android.’ RoboCop, C3P0, and Commander Data are outside examples.
A programmed construct has a set of four to eight command "slots", each of which is filled with a command. These commands are generally simple, represented as a sentence in plain English.
A programmed construct will fulfill each higher priority command slot as a top priority, to the exclusion of lower slots. However, if it is possible to accomplish both a high and a low priority goal, it will do both.
Here is an example of a guardian construct’s programming:
Remain within thirty feet of the cave mouth.
Remain at ease while peaceful Yuan-Ti are present
Destroy all living creatures.
Sound the alarm if attacking or being attacked.
Without knowledge of its programming this construct is quite dangerous--it remains inert until approached closer than 30 feet, at which point it becomes aggressive and alerts the entire area to intruders.
However, with knowledge of its programming, exploits become clear. It is possible to destroy it with ranged attacks, though its damage reduction still applies, and it will sound the alarm. Alternatively, it is possible to slip past it unhindered by persuading it a peaceful Yuan-Ti is present.
Gory Detail on Command Slots
While generally represented in plain English, a command slot really holds a complex arcane formula dictating every detail of an action. It cannot hold an arbitrary command, and is generally limited in scope and interpretation. Constructs have no intelligence and are not capable of interpreting complex commands which require judgment, ingenuity, or even actions it has not been told how to do. All behavior must be explicitly specified in advance.
A command slot can hold behavior as broad in scope as one or at most two related "tricks" taught to animals together with trigger conditions and constraints. However, specialized constructs have underlying knowledge which allows them to perform tasks much more complex than any animal can.
At creation, a construct may be imbued with innate specialized knowledge appropriate to its tasks. For example, a construct may be given a routine to "Clean the kitchen", complete with collecting and cleaning dishes, putting away and organizing ingredients and utensils, and mopping the floor. In a sophisticated construct, this routine may work on any kitchen--but generally it only works in a given one. At any rate, despite the behavior being complex, it is the same routine every time, carried out mechanically.
Innate knowledge is set at creation and cannot be changed or improved thereafter. Most constructs are given an innate understanding of how to effectively function in combat (though the exact strategy will vary from construct to construct). Some may be given specific battle strategies, an ability to write in certain languages, or knowledge of the complex controls of specific machinery (which it may then operate flawlessly). These routines are usually quite general. It is uncommon to encounter a construct with a built-in interpretation of something usually requiring judgment--such as "guard the cave"--unless the creator is sure she wanted every cave guarded according to exactly the same strategy.
Example Commands:
Destroy all living creatures within 200 feet of the door. (Valid - Construct has an innate definition of living creature and combat, and is given a visual/tactile definition of "the door" when the command is set.)
When commanded by any guest, play whatever music is set up on the harpsichord. (Valid - assuming the construct has an innate understanding of musical notation. Of course, the musical interpretation is rather mechanical.)
Do whatever John tells you to. (Not valid - the construct has no way to interpret arbitrary commands.)
Destroy any target John gives you, and desist on his command. (Valid)
Constructs, like most beings, are limited in perception to what they can see, hear, and feel. Trigger conditions are frequently vulnerable to exploitation through disguises and illusions. There is one exception to this: A construct has a permanent and supernatural connection to its master(s), and always knows who and where its masters are. A construct told to "find its master" cannot follow an intelligent route, but will always head in the right direction.
Due to the clumsiness of direct control, most constructs used in warfare or as personal servants are either awakened or commanded. Programmed constructs are most commonly encountered as guardians in remote places, or servants given simple tasks.
Command slots may have the following characteristics:
They may be suppressed. These slots are treated as empty, the construct ignoring any commands they contain. Suppressed command slots show as "empty" to scanning spells.
They may be immutable (set at creation). The contents of mutable command slots can be changed, but the contents of immutable Command Slots cannot be changed by any means.
They may be hidden (set at creation). Hidden command slots, though still active, show as "empty" to scanning spells.
They may be masked. Masked command slots scan as one thing, but operate as another.
A command slot may reference other command slots in a general way. For example, a valid command is "When asked, open the door for anyone protected by command #1". However, it is not possible to store a full copy of one command slot in another, and under no condition may a Command Slot change the contents of another command slot, or add to or change the construct's master(s). Constructs are capable of reading their own Hidden Command Slots, and are not aware of or fooled by masks. However, a construct will always treat Suppressed Command Slots as empty, even when referenced by other commands.
Gory Detail On Masked Command Slots
A masked slot has two elements: the Clear Command and the Mask.
The Clear Command represents the true contents of the Command Slot, and is a command in the usual way. It is subject to all the same constraints as other Command Slot contents, and is obeyed by the construct just like any other command.
The Mask is shown when spells like Scan Construct are used to read command slots. These spells show the Mask in the Command Slot, instead of the Clear Command, and give no indication that the Clear Command exists. The Mask has no other affect on the construct, and does not change its behavior in any way.
Due to space limitations, it is not possible to store two full commands in the same slot. Therefore, Masks are limited to a simple form. Masks may only take the form of passive constraints, and cannot be full-fledged active commands. A Mask always appears to limit a construct's actions, and never takes a form which would authorize any new activity. The plain language representation has the following form: "Do not [positive action or actions].”
Any construct can store at most one masked Command Slot at a time.
Some examples of masks and non-masks:
A guardian stone golem:
Do not move farther than 30 feet from the cave mouth. (Valid mask)
Do not engage in combat or movement while peaceful Yuan-Ti are present. (Valid mask)
Destroy all living creatures. (Not a mask)
Sound the alarm if attacking or being attacked. (Not a mask)
An enchanted broom:
Put yourself away and come back out when commanded. (Not a mask)
Sweep any dirty surfaces you find. (Not a mask)
Do not leave the castle.(Valid mask)
Roam freely. (Not a mask)
A mask must always forbid a positive action, and never enables it. A command such as "Do not remain silent" is not a valid mask, as it requires positive action. When Scan Construct translates arcane formulas to plain language, potential Masks are always translated beginning with the words "Do not".
Scan Construct is a translation from a complex arcane formula, so equivalent command wordings are considered the same command. Therefore, if a command can be re-worded as a Mask, this may be done without changing the apparent contents of the slot. (Metagame note: All potential constraints should begin with the words "Do not," so there is no confusion. But in the case of an oversight, a command such as "Remain silent" may be covered with a Mask of "Do not make sound," and the scanning spells will not detect a difference.)
Any effect which changes the contents of a Command Slot reveals the existence of the Mask. At the caster's option, the Mask may be discarded or retained. The Clear Command is not revealed and is erased in the process of replacing the command.
Command Slot Property Summary
| Command Slot Property | Origin | Removed By | Scan Shows | Other Effects |
| Immutable | Set at creation. | N/A | (Im) Command. | Slot contents cannot be changed by any means. |
| Hidden | Set at creation. | N/A | Empty. | Slot contents cannot be revealed by any means (but may be deduced). |
| Masked | Mask Command | Changing Command Slot contents | Mask. | None. |
| Suppressed | Suppress Command | Dispel Magic effects. | Empty. | Construct treats Command Slot as empty. |
Scan Details For Combined Effects
| | Immutable | Hidden | Suppressed | Masked |
| Immutable | (Im) Command. | (Im) Empty. | (Im) Empty. | (Im) Mask. |
| Hidden | (Im) Empty. | Empty. | Empty. | N/A |
| Suppressed | (Im) Empty. | Empty. | Empty. | Empty. |
| Masked | (Im) Mask. | N/A | Empty. | Mask. |
Awakened constructs begin life as programmed constructs. When awakened, they lose their command slots, but absorb any immutable commands into their consciousness. These commands do not function as command slots in the usual sense, and cannot be targeted by command-slot altering spells. An awakened construct cannot take further command slot commands, even from her master, but may be bound by immutable programming to obey a specific master or law.
An awakened construct always follows her immutable programming and is not consciously capable of doing otherwise (though she may accidentally do so while deceived or under the effects of confusion). She is consciously aware of her programming and may either agree with it or hate it, but in any case, she has no choice but to follow it.
A programmed construct prepared specifically for awakening which is never activated in its programmed form may include programming more sophisticated than is usually permissible. Commands requiring judgement and interpretation, such as "Uphold the law," may be immutably transcribed on the consciousness of an awakened construct.
Hidden commands are possible, although the construct will usually be able to deduce what they are when they come into effect.
New Spells
| Hide From Constructs Abjuration Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 Standard Action Range: Touch Targets: One touched creature / level Duration: 10 min. / level Save: Will negates (harmless) Spell Resistance: Yes Constructs cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the warded creatures. Constructs simply act as though the warded creatures are not there. An intelligent (awakened) construct gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature touches a construct or attacks any creature, even with a spell, the spell ends for all recipients. Material component: A bit of cloth woven of thin copper fibers. |
Probe Command Divination Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Targets: One programmed construct Duration: Instantaneous Save: No; Special (see text) Spell Resistance: No. Upon casting this spell, you immediately learn the number of Command Slots the targeted construct has. You may then choose one slot from the set. Probe Command reveals the contents of that slot, provided the slot is not Suppressed, Hidden or Masked. If the Command Slot is immutable, this is revealed. Any Suppressed or Hidden slots which are probed are shown as empty. Any Masked slot which is probed reveals the Mask, but not the Clear Command or the fact that the Command Slot is masked. If the probed Command Slot holds a potential mask (a command beginning with "Do not"), you may attempt a caster level check (1d20 + caster level) against the Command Slot DC (10 + Construct Hit Dice + command slot priority above lowest slot). If you succeed on this check, Probe Command reveals whether the slot is Masked, and if so, reveals the the Clear Command. The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Material Component: A pair of thin copper rods. |
Scan Construct Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Targets: One construct with commands. Duration: Instantaneous Save: None Spell Resistance: No You know the commands a single construct is currently set to obey. The exact contents of its command slots are revealed to you, so that you are capable of fully specifying the construct's behavior. This spell reveals only active, visible, and unmasked command slots; suppressed or hidden command slots are shown as empty, while masked command slots show the mask. The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be scanned, and this spell will reveal that those commands are immutable. If the casting time is extended to ten minutes, this spell will also reveal the full details of any innate behavior and knowledge the construct posesses. |
| Suppress Command Transmutation Level: Sor/Wiz 3 Components: S, F Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./level) Targets: One construct command slot. Duration: Permanent Save: No; Special (see text). Spell Resistance: No You suppress a single command slot, causing the construct to behave as though that command slot was empty. Any command currently in the slot or entered after this spell is cast is ignored. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be targeted. Immutable commands cannot be changed, but the slot can be suppressed. The effect of this spell is permanent. A construct’s creator may not simply re-fill the suppressed command slot, as any entered command will be ignored. However, the effect can be removed as a spell effects generally can by Dispel Magic, Break Enchantment, Greater Dispel Magic, Antimagic Field, and similar effects. A construct with no active commands takes no actions, and is considered helpless. Arcane Focus: A tiny silver net worth 25 gp. |
Replace Command Transmutation Level: Sor/Wiz 4 Components: V, S Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./level) Targets: One mutable construct command slot. Duration: Instantaneous Save: No; Special (see text). Spell Resistance: No You replace the contents of a single command slot, erasing any previous command. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (DC 10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may not be targeted unless they have mutable command slots as well. This spell has an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s creator from changing the command as a move action (as she can usually do). A second casting of this spell can also change the command. Material Component: A rare pearl worth 250 gp. |
| Mask Command Abjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./level) Targets: One construct Command Slot Duration: Instantaneous Save: No; Special (see text) Spell Resistance: No. You create a Mask over the targeted Command Slot. The superficial appearance of the Command Slot is changed so that Scan Construct shows the Mask in the slot instead of the Clear Command. This spell does not affect the behavior of the target construct in any way. It continues to obey the original contents of the Command Slot, which persist as the Clear Command. A Mask is a permanent, non-magical change to a Command Slot. It cannot be dispelled or disjoined, nor is it suppressed in an Anti-magic field. A Mask can be removed by any effect which changes the contents of the Command Slot. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. If this check fails, the spell is not cast, and you gain no information about what would have happened had the check succeeded. If the targeted slot already has a Mask, the new Mask replaces the old one. You do not learn that the Command Slot was masked, nor do you learn what the Clear Command is. If the target already has a Mask on a different Command Slot, this spell fails and you learn that the construct already has a Mask in a different Command Slot. If a hidden Command Slot is targeted, the spell fails and you learn that the targeted Command Slot is Hidden. A Mask must always take the form of a constraint, and cannot command any new action or activity. Material Component: A tiny hollow figurine of a mare. |
Command Construct Transmutation Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./level) Targets: One construct with mutable command slots. Duration: 1 min. / level Save: No; Special (see text). Spell Resistance: No The subject of this spell regards you as one of its masters. For the duration of this spell, as a move action, you may change the contents of any mutable command slot provided you are within 60 feet and the construct can hear you. The construct is given a supernatural ability to recognize you for the duration of the spell and knows where you are. Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.) To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may be targeted, but you cannot change immutable commands. All command changes are an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s original creator from changing the command as a move action (as she can usually do), even while the spell is in effect. Material Component: A rare pearl worth 100 gp per construct HD. |
| Master Construct Transmutation Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 minute Range: Close (25 ft. + 5 ft./level) Targets: One programmed construct Duration: Instantaneous Save: No; Special (see text). Spell Resistance: No The subject of this spell permanently regards you as one of its masters. As a move action, you may change the contents of any mutable command slot, provided you are within 60 feet and the construct can hear you. The construct gains a pernament supernatural connection to you and always recognizes you and and knows where you are. Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.) To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28. The effects of this spell in no way hinder the connection between a construct and its existing masters. This effect is permanent. Construct masters cannot be removed by any means short of Wish or Miracle. Material Component: A magically luminescent green diamond worth 1,000 gp per construct HD. |
Thursday, February 21, 2008
Death and Resurrection Rules
I want a death and resurrection system to have the following features:
1. Death is never random. When it does occur, it is because the player and DM agree it needs to. The system should allow enough 'outs' that death never occurs through mere bad luck.
2. Death is serious. It should be possible, even likely, that if the players do not act to save their friends, they will die. Permanently. Full stop.
3. Death is certain. You can verify someone has died within minutes of a battle, and if they're dead, they're dead. Keep villians dead when you kill them. When heroes die, they really die.
4. Death is epic (in the literary sense). When someone dies, it should not be an "oops, you're dead" experience. It should occur the end of an epic fight on both sides for the player's life.
5. True resurrection is possible, even at low levels, but it is a rare and legendary experience. It is not expected, even for heroes of organizations with lots of resources. It is not impossible, even for paupers. It is the sort of thing that requires purpose, sacrifice, and true love. It is the sort of thing that winds up in bard songs.
6. The circumstances surrounding the death and resurrection mechanic should not be hokey in any way. Keeping an enemy dead should not require guarding their corpse for years, binding a soul in a gem and hiding it in an extradimensional space, and so on. Death is serious. Respect it.
With all of that in mind, here is an alternate mechanic.
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Remove all of the usual resurrection effects from the game, and use only the spells below. Reincarnation, Revivify, Raise Dead, Resurrection, True Resurrection, and the related effects of Wish or Miracle (replace these with Revive, allowing a mass version only for Miracle).
Everything in the game that can kill you, still can. Falling to -10 hp does it, falling to 0 Con does it, failing a saving throw on a save-or-die does it. However, these experiences only slay the body.
Upon dying, a warrior feels as though she 'pops' out of her body. She observes the battlefield from above, hovering near where she died. The real world is gray and muted; unexpected sounds stand out, while others are muted (like being underwater), and the colors seem to fade away. At the same time, she views her life and the lives of her friends with the clarity of death, percieving glimpses of their true feelings and the significance of her life. Directly above, in the distance, is a bright light, which the soul feels drawn towards.
The soul lingers near the body for exactly 1 minute (10 rounds, same initiative count as death) before departing. During this window of time, it is possible to revive or even re-create the body, and draw the soul back into it (see Revive below). After the soul has departed, resurrection is impossible, except via Resurrection Quest.
The soul is a supernatural entity, and cannot be seen, targeted or blocked in any way. While the soul may be very interested in the happenings in the real world, and is able to concentrate on them and percieve them, she cannot wander farther than a few feet from her body.
For most purposes, the body of a slain warrior functions as an object. However, the soul is allowed a will save against any effect which allows one, and she can refuse spells which require a willing target. Treat teleport effects as though the body were still alive.
Spells:
Lingering Soul Necromancy Level: Drd 2, Clr 2, Sor/Wiz 2, Pal 2 Components: V, S, M/DF Casting Time: Standard action Range: Touch Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby.) Willing souls only. Duration: 10 min/level (measured from time of death) SR: No For the duration of the spell, the soul percieves a glow emanating from its body, and is drawn toward it. The soul lingers nearby, extending the period during which the body can be revived. This spell can be re-cast on the same corpse, but the duration is always measured from the original time of death, so re-casting it is useless unless the original has been dispelled or caster level has been increased. If this spell is dispelled or its duration runs out, the soul once again percieves the light from above calling it, and will depart in 10 rounds (measured from the action which removed Lingering Soul). If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell cannot be cast. Arcane material component: A small piece of white cloth. |
Reincarnate Transmutation Level: Drd 4 Components: V, S, DF Casting Time: Standard action Range: Touch Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby) or see text. Willing souls only. Duration: 1 hour SR: No Upon touching the corpse of the deceased, the soul is drawn into it. The druid then restores the corpse to life by creating it anew. Over the course of one hour, a new body is created for the soul. Use the usual reincarnation rules to determine the race and its effect on the abilities of the character, with the following exception: A creature who has been reincarnated more recently than one year ago has no chance of changing race. Instead, she is reincarnated as her current race, granting her a chance to fully appreciate the new form before moving on. If the spell is dispelled or the new body is wounded before 1 hour elapses, the process is halted and the soul begins to depart. (This takes 10 rounds, measured from the action which halted the reincarnation). Since the body has been created anew, the creature is restored to full hit points, any missing limbs or ability damage is restored, and any other effects tied to the old body are removed. If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell may be cast anywhere within close range (25 + 5/2 levels feet) of where the creature died. There is no level loss, ability damage, or permanent penalty associated with being reincarnated. |
Revive Conjuration (healing) Level: Clr 5, Pal 4 Components: V, S, DF Casting Time: Standard action Range: Touch Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby) or see text. Willing souls only. Duration: Instantaneous SR: No Upon touching the corpse of the deceased, the soul is drawn into it, and experiences the sensation of having 'popped' back into its body before blacking out. The creature is at -1 hp, stable, and unconscious. Minimal auxiliary healing occurs as necessary to restore life: Con score is raised to 1 (if it is lower), negative levels are reduced to 1 fewer than character level (if there were more), and so forth. Major damage to the torso and the head is repaired, and massive bleeding is staunched. If the body had been mostly or completely destroyed, it is re-created, but any missing limbs remain missing until the target recieves a Regenerate spell. If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell may be cast anywhere within close range (25 + 5/2 levels feet) of where the creature died. There is no level loss, ability damage, or permanent penalty associated with being revived. |
Resurrection Quest Universal Level: Clr 9 Components: V, S, DF Casting time: 10 minutes Range: Touch Target: Self or one willing living creature; intercession may be made for one soul who has been gone for no longer than 1 year/4 levels. Duration: 30 minutes; see text. SR: No This spell is cast upon an intercessor who pleads with a deity to restore a friend to life. When the spell is cast, the intercessor finds herself in the home of the deity, speaking face to face. She must state the reason she wishes to return the deceased to life, and demonstrate her commitment to doing so. Deities are free to refuse the request, at their own discretion, at which point the spell simply ends. Each deity will use her own criteria for determining whether the cause and the intercessor are worthy, but none take resurrection lightly. Generally speaking, diplomacy does not help the request, nor does status or position. Strong desire to return, a good purpose to serve, or strong love between the parties generally does help. Evil deities may have their own criteria, may be unwilling to give up prized souls, or may view giving a resurrection quest as an opportunity to lay an unreasonably difficult and painful challenge on someone who will fail. The deceased will be consulted, and if both she and the intercessor are judged worthy and dedicated enough to undertake the task, the pair is assigned a resurrection quest. A resurrection quest can occur anywhere--within a plane specially constructed for the purpose, in another world, or even within the mind. The intercessor and deceased are assigned a difficult and epic task designed to test their resolve, their dedication to the cause, and their love for each other. This task is tailored specifically by the deity as a test of dedication. Some ideas are given below: - Kord: Participate in a wrestling match and contests of strength with Kord himself, until you can win. Includes years of training and preparation, as well as always losing and never giving up. - Moradin: Descend (on foot) to the center of the earth and return with a handful of the sand found there. Includes many years of difficult combat and navigation, cultivating allies and following hard roads. - Ehlonna: Ascend to the top of an extremely high mountain, through rough thicket, and constant storms, enduring all the extremes and hardships of nature. - Any evil: Endure vile torture and mind games in silence for the entire duration. - Any good: Seek out 100 orphans (listed) and reunite each a relative. - Any: Participate in an epic war. Cause one side to win. The resurrection quest takes enough time to age each participant one full age category. (If this is a disparate amount, the deity manages the subjective flow of time such that each percieves the full amount as having passed). The participants spend the time working together to complete the quest. Resurrection quests are always difficult, and very easy to fail. For many deities, wavering in resolve for but a moment is enough to terminate the spell. For others, achievement of the final goal is all that matters, and moments of despair are allowed so long as they are overcome. In any quest, should the deceased or the intercessor fail to give their utmost (remember--it's a test of resolve!), the spell ends in failure. A request which ends in failure still ages the intercessor and deceased by the amount of time which has apparently passed. Time spent in a resurrection quest flows at a different pace than normal. Those twenty (or two hundred) years of questing are compressed into a half hour, yet the body of the intercessor visibly ages. While the quest is going on, the intercessor's body is comatose, but under the protection of the deity, and invulnerable to all harmful effects (deity's discretion). If the spell is completed successfully, the deceased is restored to life, her body re-created near the intercessor. Both have aged one full age category (and are as far into the next one as they were into the last). Treat childhood as an age category for this purpose (infants age to adults). The penalties and benefits of aging apply. At the deity's discretion, skills or scars gained during the resurrection quest may be retained, but in general the character gains no experience points or levels for having undertaken the quest. However, the memory of the quest remains as a major life event for both parties, and the bond formed between them is permanent. Both parties gain a permanent, non-magical +1 (morale) bonus to Aid Another checks made to help each other. Venerable characters cannot be raised by this method. Venerable characters may intercede, but die within minutes of returning after completing the quest. Time spent dead does not count against your age; your age as the resurrection quest begins is your age at the time of death. |
Saturday, August 25, 2007
The Thirsting
The Thirsting
The thirsting is a vile disease spread by contact with the black sands. Victims experience increasing thirst and symptoms of dehydration as their bodies are dessicated into sand. It is known to originate from a region of the Great Waste so hostile to water and life that it actively consumes them.
Transmission: Inhaled or Ingested. Extremely contagious, the disease can be caught from a single grain of sand. Any time black sand is handled or moved in its dry form, the disease can be caught.
Save: Fort DC 20 initial and daily. As usual for sickness, an initial save wards off the disease entirely. Thereafter, two successful saves in a row are required to fight off the disease.
Incubation: 1 day.
Effects: Daily save or take 1d4 Con damage. In addition, drink 2n quarts of water above and beyond your daily requirement (where n is the number of days since infection) or suffer the effects of dehydration. Dehydration in this instance:
- Fatigue (-2 Strength and Dexterity, unable to run or charge).
- Vulnerability to heat and fire based effects (1.5x damage).
- After six hours, take 1d6 nonlethal damage per hour.
- If unconscious, take 1d6 lethal damage per hour.
In addition, a victim who has taken any Con damage from the Thirsting periodically coughs out black sand.
A victim who dies from the disease--either through dehydration damage or blood loss--is rapidly consumed by the sand, leaving behind only bones and sand.
Due to the supernatural nature of black sand, this disease is considered magical.
[Further notes obscured due to continuing campaign relevance.]
Saturday, July 14, 2007
World Background
Semferia is the medieval frontier. Peoples huddle together in tiny cities, walled and fortified against the terrors of the wild. Travel is dangerous, and news is scarce. Inside city walls or guarded mine entrances, isolated civilization develops. Outside them, bandits, rogues, wild magical forces and herds of beasts reign supreme.
Semferia may be thought of geographically in four parts. East of the Stonetower Mountains lie the greater civilzations--the mighty human kingdom of Westlay in the forested north, and the equally mighty and vile Yuan-Ti kingdom of Serpenti in the plains to the south. The far eastern forest is ruled by a mysterious clan of druids.
West of the Stonetower Mountains lie the lesser civilizations. Two small fortified human cities--Waeceft nearer to the mountains, and Tindell on the coast. The enchanted forest to the north is ruled by the elven clan of The Lost in Waiting, who are at bitter war with the Ghern--a hobgoblin tribe inhabiting the ruin of Jezrel.
The north of Semferia is referred to only as "The Icy North." It forbids all life but that which freezes easily. To the south, fully half of the land, is a desert known as "The Great Waste." Uncharted and unwelcoming, tales tell of supernaturally hostile regions which hate all living things.
In the War of the Ten Kings, Frost Giants invaded from The Icy North. With white dragons and massive wooly beasts, they crushed all resistance to them. At the time, there were ten civilized kings on the land, and none alone could withstand the onslaught. One by one, the northern cities fell, six to the west of StoneTower, and one to the east. Refugees fled south. In a last desperate alliance, the peoples of Westlay, Waecleft, and Tindell came together, with all that remained of the people of the seven northern kings. On the Field of Ten Kings, in a long and bloody battle, the giants were at last repulsed.
It is now late July, the one hundred and fifty-fifth year since the War of Ten Kings. The seven northern cities still lay in ruins, inhabited by wild beasts, opportunistic tribes, and silent ghosts of the past. The land is much as it once was--alliances distant, and news scarce.
At the end of the war, The Last Watch of the Ten Kings was founded. Elite soldiers from each of the kingdoms came together and vowed to watch the land, deliver news, and serve good peoples. They are a memory of ancient alliance should it be needed again. The Kingsmen patrol the land from east to west, from the coasts at Tindell to the forbidding mountans east of Westlay.