Charon, Horacio and Thriatos spend their time creating a plan for how to archieve what the dragon has asked them. While they do this the trolls return to the site and help carry their equipment to the caves to the south. The king of the trolls inform them that they had been summoned by their master and that representatives of the other trollkin loyal to the dragon are also on their way. The trolls must however soon leave again, as the area cannot provide for them all for very long.
For the coming three days the troll king teach the three mages to speak their language, oogrim, and as the trolls prepare to leave representatives from local goblin clans and also a gremlin - a goblin folk with a technological aptitue - arrive. With the aid of the troll king Charon, Horacio and Thriatos begin to discuss the situation with the goblins, learning how many they are, what Resources they have - all to lay a foundation for their upcoming campaign. It is however very clear that the goblins, while sharing the same master, is not very friendly towards each other. Keeping them from fighting themselves is going to be a major issue.
The gremlin, known by the name of Znoot, gives a more positive account. His city can supply good quality weapons and armor from their forges and is nearly inpenetrable from the outside. Only problem is the city is not very loyal to the dragon. Thus his fellow citizens need to be convinced of the great prospects and gains which can be made by joining the three mages' effort.
Having learned what they believe they can, the three mages decide it is time for action (and for Thriatos to repay certain debts to the Abyss). Charon and Thriatos therefore journey towards Osayla to purchase supplies and some wares with which they hope to impress the gremlins. Oh, and also to release a demon as part of Thriatos' bargin. Horacio meanwhile choose to stay behind to learn more about the gremlins and their city from Znoot for use in their future negotiations.
In their inconspicuous clothing Charon and Thriatos reach Osayla without much trouble. They gather the supplies and wares they need and then leave for the outskirts of the city where Thriatos summons the djinn who helped them at the tomb. Now all he must do is to uphold his summoning for the required time and the deal is complete. The demon shapeshifts to human form and wanders into the city while the mages prepare for a long night.
Centuria is a roleplaying game which takes place in the fantasy world of Aladron across three different ages: the Age of Steel, the Age of Knowledge and the Age of Information. Follow posts about campaigns, world design and events or check out the downloads page for rule books and other material!
Monday, October 27, 2014
Thursday, October 16, 2014
Insanely insane!
Increasing the difficulty for handling insanity - means more insanity!
Basically it is now a bit harder to surpress a disorder once one have been obtained. Little point in gaining them unless they contribute to the fun, eh? Check out Mental Disorders on page 93 in the Core Rule Book for the different effects and the difficulty of surpressing them.
Can it get any crazier?
Basically it is now a bit harder to surpress a disorder once one have been obtained. Little point in gaining them unless they contribute to the fun, eh? Check out Mental Disorders on page 93 in the Core Rule Book for the different effects and the difficulty of surpressing them.
Can it get any crazier?
Monday, October 13, 2014
The Necromancer's Legacy - part 41
In the city of Aztoth, Zantana has learned her new contact is a mage called Merga and she tries to learn more about him. Similarly, Azela learns a large force of King's Blades is assembling for a journey north. Neither learns much from their inquiries but are instead met with news from Kael that Geb has been taken away by the emperor's guard to research the orb in a secure location and that they should continue the mission in the human lands on their own. Mingone shows up briefly to make sure they are on their way as he too must leave and wants to make sure there are no delays to the lich-king's plans.
Assembling a small group of lesser undead they start to make their way back to the city of Sunn. After a restless journey they reach the human lands and decide it is time to start acting human to avoid any unwanted attention. Zantana, having recieved a magical ring from Merga to mask her disfigured face is reluctant to use it - preferring the old fasioned way of using a veil. Settling in at an inn in the town of Javibara, Zantana is posing as a servant of Kael which eventually places her in a bath together with some of the servants working at the establishment. This goes well until her veil is accidentally removed and the other servants flee in terror from her ghastly appearance. Learning of this, the innkeeper tries to ask Kael about their servant in the most diplomatic way possible, but Zantana appears and convinces him that the servants have exaggerated the story. She and Azela then head out into the town to pick up on recent news and rumors.
With the aid of a magical telescope Azela notice a shapeless creature - almost invisible to the naked eye - following her. She is however unable to approach the creature as it seems to dissappear. She discusses the event with Kael who, unfortunately, have little knowledge about strange creatures or magic and is unable to offer any advice.
Zantana finds herself in the company of subashi Daccarim, commander of a fort located outside the city, after having charmed her way into a tavern housing some of the more wealthy members of the town. Daccarim appears to be mainly occupied by himself and his happy to tell about his influence in the city, especially how the war has made him the most powerful man in the town right now. They go on to more intimate talking, but when it comes to the actual seduction the fact that Zantana's body is, well, dead cause some serious complications. The commander is too embarrased by the situation to ask any questions but Zantana herself is also disturbed by the event and in her frustration manage to seduce the innkeeper of the inn where they are staying who, possibly due to quite a large amount of alcohol, have few objections.
The party continue their journey on the following day and it takes them four days to reach Sunn. Arriving in the afternoon, they decide that a library would be a good place to start looking looking for the remaining orbs and Azela and Zantana set out to find one while Kael heads out to check up on the wares they left a few weeks ago. The citizens of Sunn are not very accomodating to questions and when Kael discovers that their merchandise have been stolen they change their plan. Zantana heads out to find an inn where they can meet up later while Kael and Azela head of to find the merchant responsible after Kael learned his adress from placing a clerk against the wall (literally).
Making their way to the middle class quarters as nightfall is approaching, Kael smashes the door of the house as soon as they arrive and Azela hurry in and capture the merchant before he has any chance to act. As the goods are already sold all the merchant can do is to offer them money as a compensation. Kael insists on a hefty price tag and the merchant reluctantly agrees as he has little choice. Not having the full amount at home, they take what he has and he promise to deliver the rest first thing in the morning. The undead agree to this as they intend to keep an eye on him anyway.
The three meet up back at the inn where Zantana as arranged rooms for the night - and also made the transformation from servant to lady. Kael and Azela thus finds themselves acting as servants for their companion, with little option to discuss the matter without rising suspicions.
Assembling a small group of lesser undead they start to make their way back to the city of Sunn. After a restless journey they reach the human lands and decide it is time to start acting human to avoid any unwanted attention. Zantana, having recieved a magical ring from Merga to mask her disfigured face is reluctant to use it - preferring the old fasioned way of using a veil. Settling in at an inn in the town of Javibara, Zantana is posing as a servant of Kael which eventually places her in a bath together with some of the servants working at the establishment. This goes well until her veil is accidentally removed and the other servants flee in terror from her ghastly appearance. Learning of this, the innkeeper tries to ask Kael about their servant in the most diplomatic way possible, but Zantana appears and convinces him that the servants have exaggerated the story. She and Azela then head out into the town to pick up on recent news and rumors.
With the aid of a magical telescope Azela notice a shapeless creature - almost invisible to the naked eye - following her. She is however unable to approach the creature as it seems to dissappear. She discusses the event with Kael who, unfortunately, have little knowledge about strange creatures or magic and is unable to offer any advice.
Zantana finds herself in the company of subashi Daccarim, commander of a fort located outside the city, after having charmed her way into a tavern housing some of the more wealthy members of the town. Daccarim appears to be mainly occupied by himself and his happy to tell about his influence in the city, especially how the war has made him the most powerful man in the town right now. They go on to more intimate talking, but when it comes to the actual seduction the fact that Zantana's body is, well, dead cause some serious complications. The commander is too embarrased by the situation to ask any questions but Zantana herself is also disturbed by the event and in her frustration manage to seduce the innkeeper of the inn where they are staying who, possibly due to quite a large amount of alcohol, have few objections.
The party continue their journey on the following day and it takes them four days to reach Sunn. Arriving in the afternoon, they decide that a library would be a good place to start looking looking for the remaining orbs and Azela and Zantana set out to find one while Kael heads out to check up on the wares they left a few weeks ago. The citizens of Sunn are not very accomodating to questions and when Kael discovers that their merchandise have been stolen they change their plan. Zantana heads out to find an inn where they can meet up later while Kael and Azela head of to find the merchant responsible after Kael learned his adress from placing a clerk against the wall (literally).
Making their way to the middle class quarters as nightfall is approaching, Kael smashes the door of the house as soon as they arrive and Azela hurry in and capture the merchant before he has any chance to act. As the goods are already sold all the merchant can do is to offer them money as a compensation. Kael insists on a hefty price tag and the merchant reluctantly agrees as he has little choice. Not having the full amount at home, they take what he has and he promise to deliver the rest first thing in the morning. The undead agree to this as they intend to keep an eye on him anyway.
The three meet up back at the inn where Zantana as arranged rooms for the night - and also made the transformation from servant to lady. Kael and Azela thus finds themselves acting as servants for their companion, with little option to discuss the matter without rising suspicions.
Monday, October 6, 2014
The Necromancer's Legacy - part 40
Charon, Horacio and Thriatos prepares to delve deeper into the cave by casting the defensive spells at their disposal. The huge tracks are easy to follow and as they venture further into the cave they notice not all of it is natural as they wander into a massive, man-made corridor. The corridor takes them to a stone bridge taking them above an impressive underground cathedral. Gigantic columns rise from the darkness but their eyes are not drawn to the architecture but rather a dim light visible at the far side of the bridge. They hurry to cross, but a strange creature suddenly appear to block their path.
The creature is a sphinx - an ancient guardian creature - who asks them to present the keystones. It informs them they must complete a test in order to gain entrance and that they should prepare themselves for doing so. When they are ready they are to each take a keystone amulet and wear it, which will commence the test. With little hesitation the mages do as they are asked.
The scenery change and the three of them find themselves on an open plain. They expect to be experiencing some sort of illusion but they cannot detect any magic. A path leads forward so they follow it.
After a kilometer or so they see two characters awaiting them on a hilltop. As they come closer they see it is consuls Seneca and Quadrata. Doubting they are the real persons and more likely simple reflections they never the less show appropriate courtesy. The consuls ask them why they have come and what they aim to achieve. The mages answer, truthfully, that they have come to find a powerful artifact and to take it out of reach from consul Savvas. The two consuls fade away and the three mages can only assume this means they passed this part of the test. The path continues.
A second hill appears, this time with a lone character appearing to be the djinn Thriatos had summoned earlier. It challenges them to a battle but is quite easily defeated. Charon and Thriatos notice that despite several fire spells being cast the grass is not burned and looking back the landscape behind them seems to have changed. Seeing little choice they continue along the path.
Finally, they reach a large stony circle in which a third character awaits. They cannot make out a face before it is transformed into the great red dragon from the mountains. As it opens its gigantic jaws towards them they at first do not know what to expect, but soon realize its mouth is a gateway. As they cannot know where it leads - back to the underground cathedral or into the belly of a dragon - they hesitate but all three eventually walk through. They find themselves back at the bridge with the sphinx gone.
They walk to the light source ahead which appears to be a head-sized glowing orb. After careful examination they determine it is merely a container and needs to be destroyed. As they do so a smaller, obsidian-colored orb is revealed inside. Examining it as well Charon and Horacio deduce that the stone is harmful to living things and therefore commands Jamal to pick it up. Charon then recieves it into his satchel and they start heading back out. Unfortunately, the creature which made the giant tracks are waiting for them and is shown to be a hydra. They dodge its attacks and run for the exit - all making it except for Goran who falls over and is devoured by the beast as he attempts to defend himself.
Not really stopping until they reach the camp, the mages find a second unpleasant surprise. The remains of their servant Victor are found alongside clawed tracks and some evidence of feeding from the burned corpse pile. The tents have been ruined and their camels are missing but otherwise their belongings appear to be still there. Without any means of transportation they reflect if it might be possible that Goran and his fellow adventurers kept some camels close to their camp. Deciding it is their best chance they return to fetch some jewelry from the tomb, which they bring out through the goblin tunnels, and then set out on their way.
As night time comes quickly they have to search for the beasts in the dark, but Mergus manage to locate and round up two of the adventurers' camels. Getting some well needed rest, the group set out in the morning on foot, using the camels to carry their gear. They reach Osayla in the following day.
Enjoying the comforts of civilization as if they've been gone for years, the journey is however far from over and they stock up on supplies (and new camels) and head northeast, towards the town of Baava, with the aim of reaching the troll caves further north in the mountains. During their travel they hear rumors of a legion being lost in some battle in Pantoria and wizards from Menokh looking for a group of rouge mages - probably the three. Finding the mountains a good place to keep out of reach for a while they stock up on further necessary supplies such as real beds and lots of pillows. The small caravan then aims north for the mountain pass.
Reaching the troll cave within a few days travel they find it deserted and empty. With the trolls nowhere to be found they decide to journey to the Storm Eye and try to summon the dragon on their own. Finding the altar of the trolls they place upon it the dark orb along with one of the lightning staves found in the tomb. After several unsuccessful attempts at prayer (which is how the trolls did it so it must work, right?) they finally manage to summon the dragon. Without speaking it sends their offerings away with some sort of telekinesis spell. Its mere presense feels empowering and the three mages then hear its thoughts within their heads: build me a stronghold and assemble an army for the conquest of the Empire.
The creature is a sphinx - an ancient guardian creature - who asks them to present the keystones. It informs them they must complete a test in order to gain entrance and that they should prepare themselves for doing so. When they are ready they are to each take a keystone amulet and wear it, which will commence the test. With little hesitation the mages do as they are asked.
The scenery change and the three of them find themselves on an open plain. They expect to be experiencing some sort of illusion but they cannot detect any magic. A path leads forward so they follow it.
After a kilometer or so they see two characters awaiting them on a hilltop. As they come closer they see it is consuls Seneca and Quadrata. Doubting they are the real persons and more likely simple reflections they never the less show appropriate courtesy. The consuls ask them why they have come and what they aim to achieve. The mages answer, truthfully, that they have come to find a powerful artifact and to take it out of reach from consul Savvas. The two consuls fade away and the three mages can only assume this means they passed this part of the test. The path continues.
A second hill appears, this time with a lone character appearing to be the djinn Thriatos had summoned earlier. It challenges them to a battle but is quite easily defeated. Charon and Thriatos notice that despite several fire spells being cast the grass is not burned and looking back the landscape behind them seems to have changed. Seeing little choice they continue along the path.
Finally, they reach a large stony circle in which a third character awaits. They cannot make out a face before it is transformed into the great red dragon from the mountains. As it opens its gigantic jaws towards them they at first do not know what to expect, but soon realize its mouth is a gateway. As they cannot know where it leads - back to the underground cathedral or into the belly of a dragon - they hesitate but all three eventually walk through. They find themselves back at the bridge with the sphinx gone.
They walk to the light source ahead which appears to be a head-sized glowing orb. After careful examination they determine it is merely a container and needs to be destroyed. As they do so a smaller, obsidian-colored orb is revealed inside. Examining it as well Charon and Horacio deduce that the stone is harmful to living things and therefore commands Jamal to pick it up. Charon then recieves it into his satchel and they start heading back out. Unfortunately, the creature which made the giant tracks are waiting for them and is shown to be a hydra. They dodge its attacks and run for the exit - all making it except for Goran who falls over and is devoured by the beast as he attempts to defend himself.
Not really stopping until they reach the camp, the mages find a second unpleasant surprise. The remains of their servant Victor are found alongside clawed tracks and some evidence of feeding from the burned corpse pile. The tents have been ruined and their camels are missing but otherwise their belongings appear to be still there. Without any means of transportation they reflect if it might be possible that Goran and his fellow adventurers kept some camels close to their camp. Deciding it is their best chance they return to fetch some jewelry from the tomb, which they bring out through the goblin tunnels, and then set out on their way.
As night time comes quickly they have to search for the beasts in the dark, but Mergus manage to locate and round up two of the adventurers' camels. Getting some well needed rest, the group set out in the morning on foot, using the camels to carry their gear. They reach Osayla in the following day.
Enjoying the comforts of civilization as if they've been gone for years, the journey is however far from over and they stock up on supplies (and new camels) and head northeast, towards the town of Baava, with the aim of reaching the troll caves further north in the mountains. During their travel they hear rumors of a legion being lost in some battle in Pantoria and wizards from Menokh looking for a group of rouge mages - probably the three. Finding the mountains a good place to keep out of reach for a while they stock up on further necessary supplies such as real beds and lots of pillows. The small caravan then aims north for the mountain pass.
Reaching the troll cave within a few days travel they find it deserted and empty. With the trolls nowhere to be found they decide to journey to the Storm Eye and try to summon the dragon on their own. Finding the altar of the trolls they place upon it the dark orb along with one of the lightning staves found in the tomb. After several unsuccessful attempts at prayer (which is how the trolls did it so it must work, right?) they finally manage to summon the dragon. Without speaking it sends their offerings away with some sort of telekinesis spell. Its mere presense feels empowering and the three mages then hear its thoughts within their heads: build me a stronghold and assemble an army for the conquest of the Empire.
Subscribe to:
Posts (Atom)