Wednesday, April 30, 2014

A to Z Challenge: Z is for Zorceries (For OSRIC)

Zorceries: The legendary Archmage, Zen Zao Zing, collected his
thoughts, research, and musings on magic for several centuries before his disappearance several decades ago.

While many nefarious personalities have claimed responsibility for Zing's demise, the truth is far more ridiculous.  The Archmage was playing in a poker game with Boccob, Mordenkainen, Kord, and Murlynd and lost badly to Boccob.  To repay his debt he agreed that he could be imprisoned by the god and manage to free himself within a century.

And so, Zing has been imprisoned within Zorceries and placed on the shelf of Marj's Pages at 37 High Street in Jarlsburg, waiting to be discovered.

Anyone who reads Zorceries for a full week has a 13% chance of freeing Zen Zao Zing from it's pages. Continued reading gives them a 13% each week.

If Zen Zao Zing is freed he grants one Wish to the reader, though it is limited by his Neutral Good alignment.

Tuesday, April 29, 2014

A to Z Challenge: Y is for Yeti the North Quarter

Jarlsburg is a medieval fantasy city of my creation that is the location of the Pathfinder and DnD Next games I have run in the past.  This A to Z is my effort to better introduce others to the locale and continue to flesh it out while the game is on hiatus.

The sprawling metropolis of Jarlsburg is split into four quarters with Yeti being the northern most.
Yeti is dominated by Quagmire, the worst ghetto in the city.  Vices of every kind can be purchased there, quite often from the Rickenbacher Cartel.  The Rickenbacher's have ruled Quagmire for more than a century and the Cartel is currently led by the twins Yuma and Yolanda.  They took over running the Cartel's operations when the Lunar Council executed their father, Lars, for trafficking in ghosts for drug use.  Since then, the Cartel has not only obeyed the Lunar Council's bylaws, but also developed a very strong relationship with the group.

The reason that Quagmire is so corrupt is that it has zero Watch presence, due to an extremely old treaty with the Lunar Council.  While Silvercloaks have free reign over the neighborhood, no other members of the Watch may set foot on official business without permission from the Prime Minister, herself.

This treaty was rewarded to the Lunar Council almost two centuries ago, when they were instrumental at repelling an army of drow from Xi'Nuln who were attempting to invade the city.

In turn, the Lunar Council handed over the running of all mortal vices to the Richenbacher Cartel.


Monday, April 28, 2014

A to Z Challenge: X is for Xanthone Hotel

In Vikar, at 11 Leone Avenue, is the Xanthone Hotel, a four story edifice that stretches two whole
blocks.  The Xanthone was built 150 years ago by then Minister of the South, Lady Dionne Siever and her husband, Winchester the Puissant, a noted wizard specializing in summoning.

While the Xanthone earned a fine reputation throughout the Twin Rivers, over the course of many years dark rumors began to swirl that people simply disappeared while staying there.  Lady Dionne used her political pull to quelch the rumors until the night that Prince Jaquay of Kazaq retired to his room and was never seen again.

Lady Dionne could no longer keep the Watch from investigating the Hotel or pay off or threaten the victim's family.  As the Watch investigated they discovered that Winchester was summoning demonic forces and using his guests as offerings.

Sadly, the Watch and the Dionne family engaged in a brutal magical battle with many casualties.  Both Lady Dionne and Winchester and their twin daughters, Lara and Thora fell to the Watch, but not before they tore through a dozen Ironcloaks.

Inquisitor Siera Knowles concluded the investigation by insisting that the city seize the property and close it up and ward against the abyssal energies that had seeped into it's very foundation over the course of Winchester's nefarious summonings.

To this day, many in the city claim to have nightmares about the Xanthone and the grounds are stills staffed by a special squad of Ironcloaks.  Wether it's to keep trespassers out or something else in is uncertain.

A to Z Challenge: W is for Witch Dove (For Labyrinth Lord)

Lady Jesska Apple, Jarlsburg's Minister of the South, has bred Witch Doves over the last five years, with the help of Krent D'Midnite and uses them as personal spies throughout the city.


No. Enc.: 2d6
Alignment: Neutral 
Movement: 30' (10'); Flying 90'
Armor Class: 3 (Ascending 17)
Hit Dice: 2
Attacks: 1 
Damage: Talons 1d4
Save: T2
Morale: 12
Hoard Class: None
XP: 45
Special Abilities: May cast Magic Missile 2 x Day for 1d6+1 damage

A to Z Challenge: V is for Vikar, the West Quarter

Jarlsburg is a medieval fantasy city of my creation that is the location of the Pathfinder and DnD Next games I have run in the past.  This A to Z is my effort to better introduce others to the locale and continue to flesh it out while the game is on hiatus.

The sprawling metropolis of Jarlsburg is split into four quarters with Vikar being the western most.
Vikar is dominated by many of the temples and churches in the city providing worship to St. Cuthbert, Hextor, Heironeous, Boccob, Istus and many others.

Oleander Hall, the meeting place of the Council of Oleander and government's offices are located in the neighborhood of Bunker.  Less than two blocks from the Hall, is the Watch Academy where new recruits are processed.

Helm stands adjacent to Bunker, it is the home of city's most wealthy and prominent and has it's own security force, the Diamondcloaks.  While the Diamondcloaks technically fall under the auspices of the Watch, in truth they report directly to the Prime Minister.

Willow Hill has the best view of the Lieber River in the city and is also the site of the Nerium Yacht Club, whose membership boasts rulers and leaders from all over the Twin Rivers.  The Club leases a permanent garrison of Diamondcloaks for it's disposal.

One will not see the homeless or poor on the streets of Vikar for long, the area is patrolled by the Chamber of Hope who provide assistance to those in need...by moving them to a different part of the City.

Thursday, April 24, 2014

A to Z Challenge: U is for Uldavarian's Interviews with Mongrels (For OSRIC)

Uldavarian's Interviews with Mongrels: Mobius Tawilliger
Uldavarian has long been interested in the secrets of sorcerers and the aberrant bloodlines that muddy their veins.  He has spent a great deal of his life interviewing nearly one-hundred sorcerers on their family histories and experiences, only ceasing his travels when he was crippled by Faustian LeStrong for referring to him as a mongrel.

To learn the Interviews' secrets a magic-user must study them for 8 weeks.  From then on, once per day a magic-user may impose a +4 penalty to the target(s) Saving Throw of a single spell.

________________

While Juliett Manila finds Mobius' opinions on sorcerers as mongrels odious, she is unwilling to turn an aged spellcaster, even a bigoted one, out on the street.  Thus, she allows him to teach a course on his Interviews to her students.

A to Z Challenge: T is for Thunderstone Gargoyle (For Labyrinth Lord)

Thunderstone Gargoyles can be found throughout the city of
Jarlsburg, lurking on buildings so they may keep a vigilant eye on the city and it's citizens.  Scholars believe them to be servants of the dwarven god of lightning, wanderers and expatriates, Muamman Duathal.  The dwarven god has them keep watch over the Dwarves' Shame out of a sense of loyalty and pride until the day his people are worthy of reclaiming it.


No. Enc.: 1-3
Alignment: Neutral 
Movement: 30' (10'); 60 Flying
Armor Class: 2 (Ascending 18)
Hit Dice: 7
Attacks: 3 (claw/claw/tail whip) 
Damage: 1d8/1d8/1d6
Save: F7
Morale: 11
Hoard Class: None
XP: 700
Special Abilities: 
85% to Hide in Shadows.
The first time a Thunderstone Gargoyle is hit in melee combat during a battle, all enemies within 20 ft. must make a Saving Throw vs Breath Weapons or take 2d4 damage.

Tuesday, April 22, 2014

A to Z Challenge: S is for Shemmy's Social Club

Shemmy's Social Club is located on Lowe Street in Elder, right around the corner from the 9th Precinct of the Watch.  The club was named after Shembley Plempton, the third Grand Pooba, the official title of the guild master, of Thieves in Jarlsburg.  Its current location as been rebuilt twice now.

The current leader is Adder Vitriol, a twenty year veteran of the Guild who is respected and feared in equal parts.  While the Guild has many applicants, there are currently only one-hundred full members of the club, a decision ratified fifteen years ago after a violent schism between Castor Yeates and Leela Kumerspeck which was simply bad for business and left the city too full of thieves and cutthroats.

The Club is not open to the public technically, but 3 silver will get you in most nights.  Weapons are always checked at the door and the Club's crack security team, led by Yokel Hester Broon, makes short work of those few foolish enough to try something in a literal den of thieves.

The club is a elegant three-story brown stone, with two full basements.  The main floor is the actual club, while the second floor is where official Guild meetings occur, and the top floor is where the Guild Officials meet in private.  The main basement is used for storage of the Club's supplies and it has a sub-basement is the Guild's armory and treasury.

Shemmy's is Jarlsburg worst kept secret, with only the newest citizens of the city being unaware of the fact that it is the headquarters the Thieves' Guild.

Monday, April 21, 2014

A to Z Challenge: Q is for Quibble's Elucidations (For OSRIC)

Quibble's Elucidations on Abjuration: Kensington Claudius Quibble, the legendary Abjurer spent over seven decades composing his research and notes on dispelling magic into this legendary tome.  Study of the tome takes 3 weeks and afterward, when it's reader casts Dispel Magic, they are considered two levels higher for the effect of the spell.  Also, any student of the Elucidations has a 15% chance to ignore spell resistance.

________________

Quibble's Elucidations on Abjuration currently resides in Juliett Manila's School for the Curious and Talented.  Kensington's ghost "haunts" the book and he teaches a course on Abjuration at the school.

A to Z Challenge: Roompage (For Labyrinth Lord)

Krent D'Midnight is a savant at animal husbandry, occultism, and
alchemy. A group known only as the Tribunal contracted Krent to breed a monster that was as terrifying as a cockatrice, but far less deadly and the roompage is the result.
Krent used a hen's egg and substituted a chameleon for a toad.

No. Enc.: 1
Alignment: Chaotic 
Movement: 45' (15')
Armor Class: 5 (Ascending 15)
Hit Dice: 1
Attacks: 1 
Damage: Save vs Petrification or lose 2 hit points and your next action, due to vomiting and diarrhea.
Save: T1
Morale: 14
Hoard Class: None
XP: 30
Special Abilities: Due to their chameleon heritage, Roompage's have a 45% to Hide in Shadows.

A to Z Challenge: Primrose Gavel (For OSRIC)

The Primrose Gavel (CF):  This short handled +2 warhammer was wielded by the dwarven Adjudicator Primrose Flintfuse, who held back the hordes of the Dire Storm orcs for twenty long nights, until reinforcements could assure victory for Starmetal.  During the siege, Dumathoin blessed her weapon to aid in the defense of her homeland against the orcish horde.  
     When in battle with orcs, the Gavel's wielder gains a +2 to initiative and their AC is lowered by 2 (+2 for Ascending).  
     Also, twice per day, the Gavel's wielder has a 75% chance to determine if they are being lied to if they take a full round to fully listen to the speaker's testimony.

It is currently in the Prime Minister's possession, a gift from the Seminary at Golen Hall.





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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others.
The following material was adapted back to the 1e system from the Tome of Horrors copyright 2002 by Necromancer Games, Inc: Aerial Servant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Al-Mi’Raj from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Roger Musson, Amphisbaena from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Axe Beak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Aurumvorax from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Babbler from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Jeremy Goodwin and Ian McDowell, Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle, \t Boring from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Beetle, \t Watch from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle \t Rhinoceros from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Brownie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Carbuncle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Caryatid Column from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jean Wells, Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Coffer Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon

Eaton, Crabman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Erica Balsey based on original material by Ian Livingstone, Crypt Thing from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dakon from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Ian McDowell, Dark Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Rik Shepard, Dark Stalker from the Tome of Horrors copy- right 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Muth, \t, Alu- from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, \t, Cambion from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Disenchanter from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Executioner’s Hood from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Eye of the Deep from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Flind from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Fly, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Gargoyle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Gorgimera from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Groaning Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leech, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leprechaun from the
Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Lurker Above from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Mongrelman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Necrophidius from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Tilbrook, Nereid from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Nilbog from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Phantom from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Harold Johnson and Tom Moldvay, Piercer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Poltergeist from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Lew Pulsipher, Quickling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Rot Grub from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Shedu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Skeleton Warrior from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Nigel Morgan, Slithering Tracker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Slug, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Sprite from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Squealer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Stunjelly from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Tick, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Trapper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material be E. Gary Gygax, Troll, Ice from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole, Troll, \t Two Headed from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Oliver Charles McDonald, Vilstrak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Volt from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jonathon Jones, Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Yellow Musk Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yellow Musk Zombie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yeti from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Green based on original material by E. Gary Gygax, Zombie, Juju from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax.
OSRIC Chapter I copyright 2006-08 by Stuart Marshall. OSRIC Chapter II copyright 2006-08 by Stuart Marshall. OSRIC Chapter III copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter IV copy- right 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham. OSRIC Chapter VI copyright 2007-08 by Stuart Marshall, Daniel Proctor and Vincent Frugé. OSRIC appendices copyright 2006-08 by Stuart Marshall and James D. Kramer. Usherwood Adventures, Usherwood Publishing and the Usherwood Publishing logo are copyright James D. Kramer design services.
End of License
Designation of Product Identity and Open Game Content:
The terms “OSRIC,” “OSRIC,” and “O.S.R.I.C.” are Product Identity and trademarks; all artwork and formatting is Product Identity. The Variable \t Point Rule on p.118 is Product Identity. Aside from the previous two sentences, Chapters I, II and III of this work are Open Game Content. Chapters IV, V and VI are Product Identity to the extent permitted under the OGL and to the extent such material is subject to copyright, except for any text language derived from the SRD or the Tome of Horrors, which is Open Game Content.Copyright 201 by Mark Craddock.


     




A to Z Challenge: O is for Oleander Council

When the dwarves handed Jarlsburg over to the four villages of the Oleander Valley, the Oleand er Council was born.  Once a Minister is elected to the Council by their Quarter, they hold the seat for life...however long that turns out to be is a strong indicator of their service record.  Overseeing the four Ministers is the Prime Minister, whose primary responsibility is to break any ties amongst the Council.

Lady Jesska Apple (5th Level Thief and 7th Level human Wizard) is Minister of Elder, the South Quarter.  Jesska appears in her mid-40's and gave up her membership in Shemmy's Social Club upon being elected to the Council.  She deals in information and employs the pigeons of the city as her spy network.  She is even tempered and cautious with bright red hair, green eyes and a pleasing figure.

Lady Brianna Galley (9th Level half-even Bard) is Minister of Vikar, the West Quarter.  Brianna or Bauble as her closest friends call her is a Loremistress of great repute, whose singing voice in legendary in the Twin Rivers region.  Brianna is a great patron of the arts and has her hands in managing numerous artists throughout the city.  Rumor has it that she disposes of her enemies by using them as ingredients in dishes served at her son's restaurant, the Gilded Lily.  However, Brianna has no children.  Brianna is charming and forthright with long white hair filled and violet eyes.  Though she is well past 50, she still has many admirers.

Lord Karol Sonar (12th Level halfling Wizard) is Minister of Gibbons, the East Quarter.  Karol is raucous and and filled with mirth, but his joviality is only rivaled by his skill at magic.  Karol is obsessed with the Marrowgilt Ravings and is ever vigilant of strange signs or portents in the area.  For years now, Karol has been trapped into the shape of a raven, rumor suggests it is because of a bet he lost to Boccob.

Lord Donal Steuben (10th Level half-orc Fighter) is Minister of Yeti, the North Quarter, has been urging the other Ministers to declare war on the Rurik Empire in an effort to secure it's capital, Thronehold.  Intelligence has led him to believe that Tsar Huber IX has been bewitched and warns that the longer Jarlsburg waits, the greater the risk to the Twin Rivers region.  Most of the council believe Donal's intelligence comes from his close friend, Tank Malta, a shaman of Blackimus Prime and they have little faith in the Prime's cult.  Donal is a brooding, loud and powerfully build half-orc in his early 40's.  If not for the wide set of his eyes and bright yellow eyes, he could easily pass for human.

Prime Minister Belladonna Malifaux (5th Level Cleric and 9th Level human Wizard) is the eldest sister of Katarina Malifaux-Rhyme, Duchess of St. Cuthbert.  She is the matron of House Malifaux and vigilantly guards her beloved Jarlsburg.  This coming summer, will mark her 10th Anniversary as Prime Minister and a grand jubilee is in the planning.  Like Sonar, she has a dark fascination with the Marrowgilt Ravings and has spent a fortune to trying to discern its origins.  Belladonna is a beautiful woman, appearing in her early 30's with raven black hair and chocolate brown eyes.  She is in remarkable shape and wears the symbol Joyhdee at all times.


Thursday, April 17, 2014

A to Z Challenge: N is for Nezumi (For Labyrinth Lord)

These sentient anthropomorphic rats, known as the Nezumi, have
only plagued the city for the last thirty years.  Several clans dot the city, but Klan Kaul currently has the most sway, and it's leader Three Bone Daggers has been working diligently to completely unite his people.  The Nezumi nest in abandoned buildings and remain out of sight by moving through the sewers.  Three Bone Daggers has a plan to breach the Dwarves' Shame and the hairless races will stay out his way or pay the ultimate price.

No. Enc.: 1d8
Alignment: Chaotic (Neutral)
Movement: 90' (30')
Armor Class: 7 (Ascending 13)
Hit Dice: 2
Attacks: 1 (Weapon or Claw)
Damage: 1d6
Save: T2
Morale: 11
Hoard Class: None
XP: 100
Special Abilities: 
Infravision up to 90'
Ambush (+4 to hit, x2 damage)

Tuesday, April 15, 2014

A to Z Challenge: Marrowgilt Ravings

Nine years ago, on Marrowgilt the longest night of the year, a collection of writings were discovered while renovating a section of Dribble in Gibbons.  A worker and a Ironcloak lost their life while trying to recover the pamphlets, leading the Watch to callein Lord Karol Sonar, High Inquisitor Lot, and Juliett Manila to investigate the strange notes.  Together, the three were able to overcome the wards put in place to protect the writings, which were then quickly secreted away for further study.

The Marrowgilt Ravings, as they have become known, are said to be almost incoherent writings on the nature of the multiverse, mortals and the dooms that waits both just outside of our collective perception.  Most scholars who claim to have studied the work are convinced they are merely the work of a demoniac who either stumbled upon the deathward that protected them when his sanity shattered or had been an accomplished magic-user before madness gripped his mind.

What's known and what's true are very different things though.

First, only Lord Sonar, Lot, Manila  Prime Minister Malifaux and the Lunar Council have peered at the Ravings.  Second, Lord Sonar, who willingly accepted the task, is the only one in the last nine years to thoroughly study the writings and was forced to stop when another ward in the writings turned him into a raven and he has been unable to undo the curse.  And finally, before the polymorph spell overcame him, Sonar realized that the Marrowgilt Ravings were a series of wholly accurate predictions for the future of Jarlsburg, and the future wasn't very bright.

Monday, April 14, 2014

A to Z Challenge: L is for Light of 1,000 Lanterns (For Labyrinth Lord)

Light of 1,000 Lanterns AKA Ang Li, Deathbringer, Lantern, Mad Monk

No. Enc.: Light of 1,000 Torches and 1d4+1 followers of 8th Level
Alignment: Lawful (Neutral)
Movement: 240' (80')
Armor Class: -10 (Ascending 30)
Hit Dice: 9
Attacks: 2/1
Damage: 2d10+2
Save: MK 9
Morale: 8
Hoard Class: None
XP: 4,500
Special Abilities: 
Speak with Plants
Feign Death for 1d6x9 Turns
ESP only works on him 10% of the time
May fall up to 30' and take no damage, as long as he is within 4' of a wall
Meditate and heal 1d6+2 hit points once per day
Speak with Animals
Immune to hypnotizing effects and Suggestion
50% Immune to Charm effects

Light of 1,000 Lanterns is an tomb raider who has studied esoteric fighting styles with the Masters of Light and Darkness.  While still a student of the Incandescent Sensei, he had a vision that he would rediscover and harness the power of Dim Mak...the Death Touch.

Soon after, he left the Imponderable Valley and made his way as an adventurer and mercenary.

He has come to Jarlsburg because his search has led him to believe  that the Scrolls of Resting Peace are buried in the Dwarves' Shame below the city.  When he arrive in the city, Lantern immediately contacted the Guildmaster of the Theives' Guild, Stanis Krauss, for aid in his excavation   Krauss refused to help and threatened to reveal his presence to the Oleander Council, so the Torch murdered him.

Lantern is currently seeking ways into the vaults below the city to claim his destiny.

Saturday, April 12, 2014

Kausing Problems

While I've slipped a bit each week on the A to Z Blog Challenge, it's mostly been due to a "life getting in the way" issue and not any kind of block.  Until today.  Until "K".  

I mapped out the subject of each day's letter back in March and while it has deviated here or there, it's been a good road map for my posts.  K was originally for Krent D'Midnight, an idiotic tiefling scoundrel based extensively off Snidely Whiplash, but while I loved roleplaying him as an NPC, he just didn't feel like the right subject for this blogfest.

So then K was going to be for Kilne, Saint of Annihilation.  Except I really don't have that whole backstory worked out and it is fairly convoluted, connecting numerous NPC's the Ironcloak players had encountered over the course of the game.  Something, I'd like one day to play out.

So K is now about a sword.  Actually THE sword that started my game.  The adversaries those first three PC's faced were a legion of fey clones (which became the Brotherhood of Bones and Teeth) and
a sentient vorpal sword that could teleport, Karnifex (who became the leader of the Brotherhood's opposite number, the Sindycate).

So it worked out, but it was a longer day than I anticipated.

The payoff came when I dusted off the stats for the Pathfinder version of the blade.  It was from 2012.  Sometime I forget how old this blog is, sometimes I forget to take a moment and appreciate fruits of my efforts.  I have a friend who just got into blogging and I remember feeling the same way about it as he does now.  Everything is fresh and cool, there is no limit.  I don't write about that, but I still feel that way when life gets out of my way.

Thanks for reading!

A to Z Challenge: K is for Karnifex (For OSRIC)

Karnifex the Hellforged (any):  This +3 bastard sword contains the essence of the erineyas, Karnifex.  On a natural roll of 20, the target is decapitated and their soul consumed by the blade, while it's host heals 2d8+1 hit points.  Karnifex was willingly bound to the blade so that he could lead the Sindycate on the Prime Material Plane.  Whomever wields the blade is merely a host for the malicious ambition of the fallen angel residing in the adamantine blade, their mind and personality completely suppressed, however Karnifex has full access to their memories.  It is believed that a host may only be freed through death.

Intelligence 18, Karnfiex replaces the host's intelligence.
Communication Karnifex has full access to the host's mind.
Alignment Lawful Evil
Minor Powers
Detect Good within 10 foot radius
Detect Magic within 10 foot radius
See Invisible within 20 foot radius
Majors Powers
Heal once per day
Teleport, max 600 pounds once per day

_______________


Karnfiex was the very first villain in the very first game set in Jarlsburg.


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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others.
The following material was adapted back to the 1e system from the Tome of Horrors copyright 2002 by Necromancer Games, Inc: Aerial Servant from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Al-Mi’Raj from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Roger Musson, Amphisbaena from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Axe Beak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Aurumvorax from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Babbler from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by Jeremy Goodwin and Ian McDowell, Bat, Mobat from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle, \t Boring from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Beetle, \t Watch from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Beetle \t Rhinoceros from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Blindheim from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Brownie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Carbuncle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Caryatid Column from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jean Wells, Caterwaul from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Coffer Corpse from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon

Eaton, Crabman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Erica Balsey based on original material by Ian Livingstone, Crypt Thing from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dakon from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Ian McDowell, Dark Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Rik Shepard, Dark Stalker from the Tome of Horrors copy- right 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Muth, \t, Alu- from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, \t, Cambion from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Disenchanter from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Dracolisk from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Executioner’s Hood from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Eye of the Deep from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Flind from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Fly, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Gargoyle from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Gorgimera from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Groaning Spirit from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Jackalwere from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leech, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Leprechaun from the
Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Lurker Above from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Mongrelman from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Necrophidius from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Simon Tilbrook, Nereid from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Nilbog from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Roger Musson, Phantom from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Harold Johnson and Tom Moldvay, Piercer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Poltergeist from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Lew Pulsipher, Quickling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Rot Grub from the Tome of Horrors copyright 2002 by Necromancer Games, Inc authors Scott Greene and Clark Peterson based on original material by E. Gary Gygax, Shedu from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Skeleton Warrior from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Nigel Morgan, Slithering Tracker from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Slug, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Sprite from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Squealer from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Stunjelly from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Tick, \t from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Trapper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material be E. Gary Gygax, Troll, Ice from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Russell Cole, Troll, \t Two Headed from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Oliver Charles McDonald, Vilstrak from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Volt from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Jonathon Jones, Vulchling from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax, Yellow Musk Creeper from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yellow Musk Zombie from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by Albie Fiore, Yeti from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Green based on original material by E. Gary Gygax, Zombie, Juju from the Tome of Horrors copyright 2002 by Necromancer Games, Inc author Scott Greene based on original material by E. Gary Gygax.
OSRIC Chapter I copyright 2006-08 by Stuart Marshall. OSRIC Chapter II copyright 2006-08 by Stuart Marshall. OSRIC Chapter III copyright 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter IV copy- right 2006-08 by Stuart Marshall, Trent Foster, James Boney and Vincent Frugé. OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham. OSRIC Chapter VI copyright 2007-08 by Stuart Marshall, Daniel Proctor and Vincent Frugé. OSRIC appendices copyright 2006-08 by Stuart Marshall and James D. Kramer. Usherwood Adventures, Usherwood Publishing and the Usherwood Publishing logo are copyright James D. Kramer design services.
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The terms “OSRIC,” “OSRIC,” and “O.S.R.I.C.” are Product Identity and trademarks; all artwork and formatting is Product Identity. The Variable \t Point Rule on p.118 is Product Identity. Aside from the previous two sentences, Chapters I, II and III of this work are Open Game Content. Chapters IV, V and VI are Product Identity to the extent permitted under the OGL and to the extent such material is subject to copyright, except for any text language derived from the SRD or the Tome of Horrors, which is Open Game Content.Copyright 201 by Mark Craddock.


     






A to Z Challenge: Juliett Manila's School for the Curious and Talented

In Robilar, the western Quarter of Jarlsburg, at 17 Quaker Street, is a manor house that has been home to one of the finest schools of arcane magic, on the entire continent, for over a century.

Juliett Manila is a half-elven sorceress (11th Level) and wizard (7th Level) who once adventured with the likes of Khem the Thunderer, Zygurat of Pith and the Archmage, Zen Zao Zing.

When she retired from her adventuring days she moved into the Quaker Street home, which she'd aquired during the Lionbat Affair.   Due to boredom, she soon took on an apprentice who turned out to be the infamous Shakti Van Zant, the Haunting Hexer of Hamarabi!

Between Juliett's own accomplishments and the exploits of Shakti, apprentices began to seek her out.
And two decades after Shakti left Manila's home, the School for the Curious and Talented officially opened it's doors.

What has set it apart from other places of magical learning like the Hexenchule, the Royal Arcanum at Puq , and the Culling Hut is that Juliett will take both young wizards and sorcerers into her school.  In fact, if the student is willing to do the work and they are of a sorcerous bloodline, Manila will tutor them in the ways of wizardry in addition to honing their natural gifts.


Juliett herself, does her very best to stay out of the machinations of the city, but will aid Minister Sonar, if he asks (they were in a relationship when he was younger).

The School for the Curious and Talented only has one permanent full-time instructor in Juliett, but the Headmistress has contacts with arcanists and researchers from numerous planes of existence who are always willing to lend her a hand at instruction.

Truth be told, you never know who or what you will find behind the closed doors of the School for the Curious and Talented.



Thursday, April 10, 2014

Advanced Next (AD&D 1E/OSRIC + D&D Next/5th)






 

  + 













So I enjoy the ease of character creation and straight forwardness of ADnD, but prefer the unified mechanic and "bounded accuracy" of DnD Next.

Here is what I've wrought (its not like I'm reinventing the wheel):

I use the Ability Score Bonus scale from DnD Next [though you could easily switch it to 3 (-3), 4-5 (-2), 6-8 (-3) 9-12 (0), 13-15 (+1), 16-17 (+2), 18 (+3)], as well as use the Proficiency Bonus that applies to weapons, skills, tools, and saving throws that you are trained in.  For simplicity sake I allow a character to simply choose three Skills (or simply use Secondary Skills) and two Saving Throws to be Proficient in.

I also have all one-handed weapons dealing 1d6 damage and all two-handed weapons dealing 1d6+2 damage which essentially allows weapons choices to be cosmetic.  However, if your using a weapon not on your list, don't add your Proficiency Bonus.

Here are how the Class Features are used and how I change them:

Assassin is per OSRIC, except gain +2 to Damage, when an Assassination is attempted the target makes a Dexterity Save vs a DC of 8 + Assassin's Dex Mod + Proficiency Bonus finally they gain Disguise at their Proficiency bonus with an additional +5 at Level 1.

Cleric is per OSRIC, except gain +1 to Hit with their God's chosen weapon and Turn Undead using the following rules:

Turn Undead
As an action, you present your holy symbol and speak a prayer,  each undead creature within 25 feet of you must make a Wisdom saving throw vs  DC 8 + your Wisdom modifier + your Proficiency bonus. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. If such a creature has a hit points equal to or lower than your cleric level multiplied by 5, the creature is destroyed instead of turned.  
A turned creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move closer than within 25 feet of you. 

Druid is per OSRIC.

Fighter is per OSRIC, except they gain +1 to Hit and Damage, replace Fighting the Unskilled (I hate this ability, I don't know if it appeared here or in Castles and Crusades first) with a +4 to Initiative and choose a third Saving Throw to be Proficient in.

Illusionist is per OSRIC.

Magic-User is per OSRIC.

Paladin is per OSRIC, except they gain a +1 to Hit and Damage, Improved Saving Throws gives a +1 bonus to all Saving Throws at Level 1.

Ranger is per OSRIC, except +1 to Hit and Damage, Tracking uses the Proficiency Bonus and gains an additional +5 at Level 1.

Thief is per OSRIC, except a Thief gains their Proficiency Bonus to Climb, Find Traps, Hide In Shadows, Move Quietly, Open Locks/Disarm Traps, Pick Pockets, and Read Languages; they also pick two of these skills and gain an additional +5 Bonus at Level 1.  Also, ignore Dexterity and Racial Adjustments to skills.

To save vs a Spellcaster, the target must make an appropriate Ability Saving Throw vs a DC of 8 + Spellcasting Ability Mod + Proficiency Bonus (e.g. to save vs a wizard's fireball make a Dex Saving Throw vs a DC of 8 + 2 (Int of 14) + 3 (Proficiency Bonus for 7th Level) or 13.


Skill List if you choose to use it:
Acrobatics,
Animal Handling
Arcana
Climb
Deception
History
Insight
Intimidation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Search
Stealth
Survival











A to Z Challenge: I is for Ironcloaks

The Ironcloaks is the common term used to describe Jarlsburg's Watch, the men and women who patrol the city and deal with mundane crime.

The name comes from the dull grey cloaks each is given upon their acceptance into the Watch which is surprisingly rugged and offers protection from weapons, the cold and even the occasional spell.
(In DnD terms it grants a base AC of 12 for Ascending or 8 for Descending and +2 to one Saving Throw per day).  Rumors persist that the cloaks are made by a dragon who lives on High Street.

The Ironcloaks are not given a great deal of respect and our often the last to know about the numerous machinations that control the city, but are fairly effective, having proven themselves time and again.

The highest rank one can achieve in the Ironcloaks is Watch Commander.  Lady Selena Higgs-Boson currently holds the position.  Selena is a decorated knight who served in Jarlsburg's Nerium Legion for twelve years, before taking as Captain of the 9th Precinct in Elder.  She has moved up the ranks due to her diligence and no-nonese attitude.

She served under Commissioner Tank Malta in the Legion and respects his leardership skills.  As Commissioner he oversees both the Watch and the Inquisition (which is in charge of the arcane crimes within the city).

Being an Ironcloak is not a glamorous or easy job, but Jarslburg has been lucky to have them as their first line of defense.

Wednesday, April 9, 2014

A to Z Challenge: H is Hellmaw

Surrounding the Plaza of Remembrance in Jarlsburge is Jubilee Park.  Four bridges connect the Park to the Plaza, the Bridge of Dawn, the Bridge of Day, the Bridge of Dusk, and the Bridge of Night.

At the southern base of the Bridge of Night is a Hellmaw, a gateway to the Nine Hells.  This particular gateway connects to Nessus, the ninth layer of Hell, specifically within close proximity to Malsheem, Asmodeus' citadel.

Very few in Jarlsburg even know it exists and those who do are uncertain of how long it has been there.  Some wonder if perhaps Scylla Stonepillar's betrayal involved more than the drow of Xi'Nuln, and involved an infernal agent whispering in her ear, twisting her mind and destroying her soul.

Recently the Brotherhood of Bones and Teeth, abyssal terrorists in service to Pale Night, discovered the Hellmaw and manipulated the late Stanis Krauss into obtaining the Alabaster Bouquet, a magic item that can open any door.  The Brotherhood were planningto infiltrate Nessus and attempt to assassinate Asmodeus himself.

Thankfully the Brotherhood was stopped and the Bouquet seemingly destroyed do to the quick actions of a ragtag band of Ironcloaks in the Watch.  They were aided in their battle by Karol Sonar, Jarlsburg's Minister of the East.

Sonar, Adder Vitriol, Hight Inquisitor Lot, and Prime Minster Belladonna Malifaux believe they are the only citizens privy to the locations secret.  What Sonar and Malifaux are most disturbed by is that they believe the Hellmaw may open from the other side.

A to Z Challenge: Gibbons, the Eastern Quarter of Jarlsburg

I was feeling under the weather yesterday and while I wrote this up, I didn't get to post it.  I hope to get caught back up today.

Jarlsburg is a medieval fantasy city of my creation that is the location of the Pathfinder and DnD Next games I have run in the past.  This A to Z is my effort to better introduce others to the locale and continue to flesh it out while the game is on hiatus.

The sprawling metropolis of Jarlsburg is split into four quarters with Gibbons being the eastern most.
Gibbons is kropish for "sanctuary" and the majority of the quarter is dominated by Zorgor.   Zorgor, or "labor" to the Krops, is filled with numerous industries such as baking, sewing, smithing, and gem working.  Most of the area that became Zorgor was a slum known as Dribble,  the krops that settled the area were citizens loyal to King Feonker XII that had fled their homeland in the wake of the Denoweir Revolt over a hundred years ago.  And through hard work they renewed the area in less than a decade.

To the north of Zorgor is the neighborhood of Nodens, another kroppish word meaning "rest" or "sleep".  Nodens is a respite from the kroppish settlers daily work grind, it is filled with small gardens and trees, well-crafted and smartly painted houses with sculptures and murals throughout the community.  If you live in Nodens, you watch your neighbors back and they watch yours, to be accepted there is to become part of a much larger family.  The community has all most no crime and is ever vigilant against it.

Meanwhile, to the south of Zorgor is what remains of Dribble, the home of many of the workers who have either been expelled from Nodens or deemed unfit to live there.  Sadly, many of the tenements here are owned by the community of Nodens as a whole and they use this sway to create a secondary class of citizen to do the most dangerous jobs in Gibbons.  Essentially they have recreated the problems that led to their King's overthrow and the rise of the Denoweir Union in their homeland.  While it's not impossible to leave Dribble for Nodens, it is practically unheard of.

Other smaller communities in Gibbons include Molly (known for providing housing many students to Essex College), Mont de Viln (where the Essex College campus resides as well as the cheapest ale in the city), and Lowel Place (a three block span that has become uninhabited because is haunted by the victims of St. Kiln, the Hobo Guild is responsible for keeping everyone out).

Molly is also the home of the now defunct Fraternity, Orko Frodo Ookla, which has become the current headquarters of the secret society known as the Phrenologists.  The arcane order toils amongst the shadows of the many nations of the Twin Rivers with a central goal to unlock the potential of the mortal races.  While their order has been outlawed in nearly a dozen nations in the region, only a select few in the city, outside of their order know they operate in Jarlsburg.

#RPGaDAY 2017: Day 16

Which RPG do you enjoy using as is? Dungeons and Dragons 5th Edition.  It's pretty close to what I would have designed for ...