Showing posts with label Freeport. Show all posts
Showing posts with label Freeport. Show all posts

Friday, March 25, 2016

Shadow of the Sea Lord - Building Relations and Project Hiatus

Firstly, this'll be the last post in this series for a bit. I'm at the point where I need to work on plot and that means spoilers I want to keep from my players, whom I hope are also among my readers. As such I'll be going radio silent until, with all probability, after GenCon, at least as far as this project goes.

Building Relations

Two weeks ago I detailed how I intended to lean into trope and start off in a bar. With a bar fight. Because pirates.

I expect this to go a long way to generating the forward momentum I need for the game to get underway smoothly, but it's not the only thing. I need to be sure to give the players and their characters ample reasons to stick together. The best way (I think) to do that is to ensure that the players on on each other's sides. That means establishing relationships between the PCs that connect them together, via their back stories, so that the group can form up around common bonds with a common purpose.

Eren Auma
  • Eren was apprenticed to the same inquisitor as Qart at the same time. Eren doesn't blame Qart for the accidental release of the demon.
  • Eren and Fairhilde met during their respective times wandering the world. The two bonded over dwarven culture, and their own mutual free spirited natures. 

Dettah Isan
  • Alyse & Dettah met when the two were working security for a merchant. They formed a casual friendship based on their mutual admiration for the flair for the dramatic each brought to conflicts and combats. 
  • Dettah and Zags met shortly after the Great Green Fire. Having both seen the lowest of lows in life they found common ground. The pair have worked together with Zags' rage and Dettah's grace serving as unique counterpoints when defending their clientele. 

Qart Eyesore
  • Qart used to work with Eren during his days of henching for an Inquisitor. Qart liked the human, who seemed more willing than most to actually see other cultures rather than dismiss them out of hand.
  • Qart met Alyse because he was selling and she was buying. Their mutually mercenary natures created a friendship built of a love of haggling and getting the best of the big folk. 

Zags Gash
  • Dettah and Zags met shortly after the Great Green Fire. Having both seen the lowest of lows in life they found common ground. The pair have worked together with Zags' rage and Dettah's grace serving as unique counterpoints when defending their clientele. 
  • Zags owes Fairhilde his life. The monk found him in the aftermath of fight for his life, and dragged him to temple to be healed. Though the dwarf thinks nothing of the deed, she also appreciated that Zags feels he needs to repay her in some way.

Fairhilde Goldheart
  • Eren and Fairhilde met during their respective times wandering the world. The two bonded over dwarven culture, and their own mutual free spirited natures. 
  • Zags owes Fairhilde his life. The monk found him in the aftermath of fight for his life, and dragged him to temple to be healed. Though the dwarf thinks nothing of the deed, she also appreciated that Zags feels he needs to repay her in some way.

Alyse Swifthand
  • Qart met Alyse because he was selling and she was buying. Their mutually mercenary natures created a friendship built of a love of haggling and getting the best of the big folk.
  • Alyse met Dettah when the two were working security for a merchant. They formed a casual friendship based on their mutual admiration for the flair for the dramatic each brought to conflicts and combats. 

Friday, March 11, 2016

Shadow of the Sea Lord - Leaning into Trope

Image Source: (I think) http://shadowcoreillustration.blogspot.com/2012/08/skull-shackles-part-1.html

Shadow of the Sea Lord is being planned as a con game for me to run for some friends at GenCon this year. Knowing that pacing is pretty important, especially in a con-game, I really need to start strong so that the game can find it's feet and flow through the story in the time allotted. Rather than try and come up with something innovative and new, I decided to lean into trope, to put the convention into a con game:

I plan to start in a bar, with a bar fight.

Why not right? The trope of an adventuring group forming out of a bar isn't a bad one, just one that got a little over used. Likewise a bar fight in a game set in the pirate city of Freeport isn't exactly going to come as a surprise to the players, its pirates in a bar after all. But there's something to be said for convention, for the familiar.

The nice thing about both of these is that you can get almost every type of character into a bar without any real effort. Bars, inns, and taverns, common rooms all, were the center of social life in the historical period that fantasy tried to emulate. Having four to six characters with disparate backgrounds all start off in a common room is both plausible and a good way to establish to the players that some kind of setup for the larger story is forthcoming. They know the trope, and they play along, and you get to jump quickly into the game.

As for the bar brawl ... There's value in setting up a situation where the characters can quickly establish that they are, more or less, on the same side. It helps build the party of good footing, and ensures that there is reason for them to stick together. Plus Freeport is a pirate city, and pirates can be boiled down to a handful of key tropes, of which bar fights is just one. It helps to sell the setting, and allows the GM to get the players exposed to a combat early on. Again, this will build trust within the team, but also allow the GM to showcase the mechanics early.

That's my plan anyway. My players may well read this so they may well know what's coming, but I think, I hope, that this will still work as intended, and facilitate what I am hoping will be a good game.

Friday, March 4, 2016

Shadow of the Sea Lord - Interesting Things in Freeport


I was asked early on as I built my pre-gens for this game why I didn't give them the extra Interesting Things and money that the book suggests for characters starting after level 0. The money issue is because I will eventually re-equip the characters to fit the setting and the adventure and I don't see value in holding myself to a semi-arbitrary cash allotment. The Interesting things was an issue of wanting to create my own list just for Freeport. So here are 20 new Interesting Things for use with Freeport.
  1. A map of A'val and the surrounding islands, with notations in a strange unknown language.
  2. A tiny idol jade of the serpent god Yig.
  3. A strangely shaped key that can lock (but not unlock) any lock.
  4. An used up hand of glory.
  5. A collapsible spyglass that only functions if the user is standing on a ship.
  6. A palm sized box in the shape of a treasure chest that is twice as big on the inside.
  7. A tiny vial filled with a lick of flame from the Great Green Fire.
  8. A simple wooden mug that makes any beverage taste better.
  9. A power bag that never runs empty.
  10. A length (2 ft) of scaly green leather.
  11. A defaced and inactive yellow sign.
  12. A map of Freeport from 50 years ago.
  13. A writ for a crate of cargo, but the warehouse and contents are unreadable.
  14. An amulet in the shape of a leering skull that laughs when you kill something.
  15. A collection of splinters from every ship you have ever sailed on.
  16. A belaying pin made from dark black metal, that weights as much as balsam wood.
  17. A tricorn hat that never seems to fit right.
  18. An eyepatch that restores sight to the blind eye behind it.
  19. A large jewel that glows brightly under moonlight.
  20. A sealed glass ampule of an unknown alchemical substance that looks like tar.

Friday, February 26, 2016

Shadow of the Sea Lord - Pregen #6 - Eren Auma

Image Source: http://zironeto.deviantart.com/art/Human-Cleric-level-01-336677455

Eren Auma
Level: 3 / Priest / Oracle

Description

Eren Auma has seen a great deal of the world. He's wandered its depth and breadth as a nomadic pilgrim of the old faith. An orphan after his parents perished from plague Eren was raised by the church of the god of light. When he came of age he decided to become a brother and began a long pilgrimage to the great temples of his faith.

During his travels he spent a great deal of time in dwarven lands, long enough that he picked up the language, as well as a bad habit of cursing. This was only deepened during his time serving as a apothecary onboard a merchant ship.

Eren spent time thereafter as an inquisitor minor, and his zeal and strength with theurgic magics aided him in those endeavours, but ultimately he found that the shades of grey that colored the decisions of inquisitor's did not appeal to him. Eren preferred to help people for the simple sake of helping, and his inherent sense of fairness made the difficult job of an inquisitor even more so.

Eren came to Freeport to visit the temple there, and decided to stay on as his somewhat rough ways and prior life experience make him well suited to the city and the faithful therein.

Race: Human
Age: 32 yrs
Sex: Male

Strength: 10
  • Health: 20
  • Healing Rate: 5
Agility: 10
  • Defense: 10
Intellect: 11
  • Perception: 11
Willpower: 14
  • Insanity: 0
Corruption: 0
Size: 1 (avg. build)
Appearance: plain and uninteresting
Speed: 10
Power: 2 (Rank 0: 3 per day, Rank 1: 2 per day, Rank 2: 1 per day)

Languages: Common (literate), Dwarven
Backgrounds: religious pilgrim, inquisitor, sailor, healer/apothecary, nomad

Interesting Thing: Staff that emits light in a 1 yard radius

Race & Class Abilities
  • Shared Recovery Spend an action to heal damage equal to your healing rate and choose a creature within short range who also heals damage equal to its healing rate. Usable once per full rest.
  • Prayer Spend a triggered action to grant 1 boon to a creature within short range for attack or challenge rolls. 
  • Divine Ecstasy Spend an action to enter a state of divine ecstasy for 1 minute. (SotDL pg 67)
Spell Knowledge
  • Life (Will)
    • Rank 0
      • Minor Healing (SotDL pg 133)
    • Rank 1
      • Light Healing (SotDL pg 133)
  • Theurgy (Will)
    • Rank 0
      • Create Holy Symbol (SotDL pg 144)
      • Denounce (SotDL pg 144)
    • Rank 1
      • Blessing (SotDL pg 145)
      • God Hammer (SotDL pg 145)
Wealth: Getting By
Equipment: 3 torches, dagger, staff, basic clothing, backpack, week of rations, waterskin, tinderbox, pouch w/ 2cp, 

Friday, February 19, 2016

Shadow of the Sea Lord - Pregen #5 - Dettah Isan

Image Source: https://www.dandwiki.com/wiki/Swashbuckler_(5e_Class)

Dettah Isan
Level: 3 / Warrior / Swashbuckler

Description

Once upon a time the woman now known as Dettah Isan, was the eldest daughter of a well to minor noble house on the continent. Dettah received an education, and understanding of proper etiquette and the rudiments of entertaining with dulcimer and drum. Though she was somewhat of a tall, gangly, and homely child Dettah would have likely found herself a husband in a similarly minor noble house. Her prospects changed when a rival of her father's engineered the destruction of his assets, the ruin of his reputation, and eventually his death.

Dettah and her mother fled, but without title or fortune they soon found themselves living on the streets, her mother forced to trade flesh for coin to feed them. Dettah learned to fight during her time as an exile, leveraging her tall and reedy form to her advantage. In time she escaped by plying her skill with stave and blade to the employ of merchants and nobles as a soldier. In time she found herself in Freeport in the employ of a ever rotating queue of merchants who prefer to employ bodyguards with finesse and style over raw brutish force.

Dettah is idealistic, but the harsh lessons of life have etched a sarcastic streak into her marrow. She helps those who need it as the opportunity provides but always her loyalty is first to herself and those she deems friends. Dettah is searching for something more, though what that is she has not yet determined.

Race: Human
Age: 28 yrs
Sex: Female

Strength: 12
  • Health: 26
  • Healing Rate: 6
Agility: 13
  • Defense: 14
Intellect: 10
  • Perception: 10
Willpower: 10
  • Insanity: 0
Corruption: 0
Size: 1 (tall w/average build)
Appearance:
Speed: 12
Power: 0

Languages: Common (literate),
Backgrounds: Etiquette & customs, Soldier, Exile, Musician (pick one)

Interesting Thing: A collapsible pole, 3 yards long.

Race & Class Abilities
  • Catch Your Breath You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.
  • Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
  • Combat Prowess Your attacks with weapons deal 1d6 extra damage.
  • Forceful Strike When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.
  • Charisma In social situations, you make Intellect and Will attack rolls with 1 boon.
  • Combat Feint You can use a triggered action on your turn to feint against one creature that can see you and is within short range. Until the end of the round, you make attack rolls with swift weapons against that creature with 1 boon, and the creature makes attack rolls against you with 1 bane.
  • Nimble Defense While you are not wearing medium or heavy armor, you have a +1 bonus to Defense.
Wealth: Comfortable
Equipment: a dagger, a staff , fine clothing, a backpack, a cloak, a week of rations, a waterskin, a coil of rope, a tinderbox, 2 torches, a healing potion, and a pouch containing 10cp. You also have a small shield; an incantation of Minor Health (pg 133)

Friday, February 12, 2016

Shadow of the Sea Lord - Pregen #4 - Qart Eyesore

Image Source: http://www.deviantart.com/art/GOBLIN-MECHANIC-93728011

Qart Eyesore
Level: 3 / Magician / Artificer

Description

Qart is clever for a goblin. Clever especially with items of technology. With a small amount of magical talent as well, it was no surprise that he was able to get himself employed by an Inquisitor. What could have been a lifelong career of hunting demons was cut short when an experimental device freed a bound demon. The Inquisitor took a rather dim view of this failure on Qart's fault and the goblin had to flee to avoid becoming the next heretic hunted down by his former master.

In short order Qart found himself in Freeport, where the somewhat looser laws would ensure that any past misdeeds on the continent would probably not catch up with him. It has been a dozen years since all of that and Qart has managed to eke out a decent living building specialty items and repairing machinery in the port city.

His history aside Qart manages to stay gracious toward his clientele, which, combined with his expertise, keeps him in coin. Unfortunately that civilized veneer hides a stingy and self-centered outlook that comes from the hardships of his past. Deep down Qart is still haunted by his past mistake, and the one hole in the armor of his self interest are potential demonic incursions.

Race: Goblin
Age: 44 yrs
Sex: Male

Strength: 7
  • Health: 13
  • Healing Rate: 3 
Agility: 13
  • Defense: 13
Intellect: 13
  • Perception: 14
Willpower: 10
  • Insanity: 0
Corruption: 0
Size: 1/2 (short and round)
Appearance: Short and fat with a wide, leering grin.
Odd Habit: You punctuate your sentences by spitting.
Speed: 10
Power: 2 (Rank 0: 3 per day, Rank 1: 2 per day, Rank 2: 1 per day)

Languages: Common, Elvish; you can read all languages that you speak
Backgrounds: Inquisitor's Henchman, Engineering (academic), Navigation (academic), Law (academic)

Interesting Thing: the true name of a very minor devil

Race & Class Abilities
  • Shadowsight You see in areas obscured by shadows as if they were lit.
  • Sneaky You gain 1 Boon when trying to hide or move silently.
  • Immune Damage from disease; the charmed and diseased conditions.
  • Iron Vulnerability You are Impaired while touching iron.
  • Cantrip: Whenever you discover a tradition you learn an additional rank 0 spell from that tradition.
  • Spell Recovery: Use an action to heal equal to your recovery rate and regain on expended casting of a spell. Usable once per rest.
  • Artificer's Bag: You have a bag of spare parts worth 12 gc for the purpose of creating artificer items. See SotDL page 61 for full details. 
Spell Knowledge
  • Sense Magic (rank 0, SotDL pg 55)
  • Technomancy (Intellect)
    • Rank 0
      • Jury Rig (SotDL pg 142)
      • Magic Wrench (SotDL pg 142)
    • Rank 1
      • Bolt Thrower (SotDL pg 142)
      • Caltrops (SotDL pg 142)
      • Sparking Shield (SotDL pg 142)
    • Rank 2
      • Grenades (SotDL pg 143)
  • Protection (Intellect)
    • Rank 0
      • Magic Lock (SotDL pg 137)
      • Secure Site (SotDL pg 137)
    • Rank 1
      • Force Field (SotDL pg 137)
Equipment: dagger, sling w/20 stones, fine clothing, backpack, cloak, week of rations, waterskin, tinderbox, coil of rope, 2 torches, tool kit, healing potion, & pouch w/ 10cp, 

Friday, February 5, 2016

Shadow of the Sea Lord - Pregen #3 - Zags Gash

Image Source: http://www.deviantart.com/art/Orc-251941036

Zags Gash
Level: 3 / Warrior / Berserker

Description

Zags is still young for an orc, but he is already as large as an orc with another five years. Zags was brought to Freeport as a young child to serve as a slave doing hard labor unloading merchant ships. Extraordinarily strong, he managed to break free during the great hurricane six years ago and escape into the jungles of A'val. Zags managed to eke out a living for nearly a year before the Great Green Fire swept over the island. Zags was caught in the fire and badly burned over half of his body. Somehow he managed to claw his way to safety where he was found by the people of Freeport. Thanks in part to the aid of temple healers Zags recovered from his grievous wounds, though to this day his body is covered in scar tissue and deformations caused by the magical fire. Worse, the pain of these wounds drove the nearly feral orc partially insane. As a result Zags is now prone to berserker rages, and even at the best of times has a sullen and bloodthirsty demeanor.

It's been five years since the fire ravaged A'val, and since recovering from his wounds Zags has worked as a guide in the fair scarred inland of A'val, and occasionally hires his muscle out as a mercenary, though many companies find his bloodthirst too much of a liability. In the meantime Zags continues to look for a purpose to his life beyond simple subsistence.

Race: Orc
Age: 14 yrs
Sex: Male

Strength: 14
  • Health: 30
  • Healing Rate: 7
Agility: 12
  • Defense: 12 (13)
Intellect: 8
  • Perception: 9
Willpower: 9
  • Insanity: 0
Corruption: 1
Size: 1 (average build)
Appearance: You are monstrous, with thick, brutish features, weird growths sprouting from your skin, and nasty scars that cut jagged lines across your thick hide.
Speed: 12
Power: 0

Languages: Common, Dark Speech
Backgrounds: Slave, wilderness guide, barbarian

Interesting Thing: A recurring and disturbing dream.

Race & Class Abilities
  • Shadowsight You see in areas obscured by shadows as if those areas were lit.
  • Catch Your Breath Use an action or a triggered action on your turn to heal damage equal to your healing rate. Useable once per complete rest.
  • Weapon Training You make attack rolls with weapons with 1 boon.
  • Combat Prowess Your attacks with weapons deal +1d6 damage.
  • Forceful Strike When your attack roll (including bonuses) is 20+ and exceeds the target number by 5+, the attack deals 1d6 extra damage.
  • Berserk When you take damage and you are not fatigued, you can choose to go berserk. See page 63 of Shadow of the Demon Lord for details.
  • Fury Unleashed When you go mad, you go berserk even if you are fatigued. See page 63 of Shadow of the Demon Lord for details.
  • Iron Hide You have a +1 bonus to Defense while wearing no armor or light armor.
Wealth: Getting By
Equipment: 3 torches, dagger, club, basic clothing, backpack, week of rations, waterskin, tinderbox, pouch w/ 4cp, 

Friday, January 29, 2016

Shadow of the Sea Lord - Pregen #2 - Fairhilde Goldheart

Image Source: http://www.deviantart.com/art/Tarin-Stoneback-Dwarf-OC-348875576
Fairhilde Goldheart
Level: 3 / Rogue / Mystic

Description

Fairhilde is, at least as far as she knows, the last of her clan. While she was away studying a rare dwarfish martial art her clan's ancestral home was set upon and destroyed by trolls. If any other Goldhearts survived the massacre, she hasn't heard, and so she believes that she is the last of her clan. With no home to return to Fairhilde returned to her studies of the Way of the Stone Fists. Few dwarfs show much promise in the art, and the monks only gather enough students in any given generation to ensure the continuance of the art form and their particular philosophies. Fairhilde was a natural however, and after the death of her clan she threw herself into her studies and soon attained the rank of Wandering Disciple.

As a Wandering Disciple Fairhilde travels between all of the dwarf clans to learn the stories of their ancestors, to learn from their masters of the Way, and to attain greater skill via combat in the world above. Fairhilde has also made it a personal mission to hunt down trolls when she hears of them. Slaking her hatred in their blood is but a slight balm for her grief.

Her travels have brought her to Freeport by accident. She boarded the wrong ship, and instead of traveling to the lands of the White Cliff clan she ended up in this city of brigands and pirates. Fairhilde knows that she must earn enough gold to buy passage back to the mainland, and in that she is keenly aware that her skills can earn her that money.

Fairhilde is a student of the dwarfish Way, and as such she is used to surrendering her will to the ancestors, dwarfish custom, and the common good. She secretly suspects that she may have ended up in Freeport by will of the ancestors, though for what reason specifically she has not yet discerned, but the large number of clanless dwarfs in Freeport may have something to do with it.

Race: Dwarf
Age: 46 yrs
Sex: Female

Strength: 10
  • Health: 24
  • Healing Rate: 6
Agility: 12
  • Defense: 15
Intellect: 12
  • Perception: 13
Willpower: 9
  • Insanity: 0
Corruption: 0
Size: 1/2 (avg. build)
Appearance: You take better care of your appearance than most dwarfs
Speed: 8
Power: 2 (Rank 0: 3 per day, Rank 1: 2 per day, Rank 2: 1 per day)

Languages: Common, Dwarfish (speak & read)
Backgrounds: Keeper of the Ancestors, Wandering Pilgrim, Exile

Interesting Thing: an ever-sharp folding knife

Race & Class Abilities
  • Darksight You treat shadow and darkness within medium range as lit. Beyond medium you treat darkness as shadow and shadow as lit.
  • Hated Creature You hate Trolls and gain 1 Boon when attacking them.
  • Robust Constitution You take half damage from poison and gain 1 boon on challenge rolls to avoid or remove the poisoned condition.
  • Nimble Recovery Heal damage equal to your healing rate and move 1/2 your speed without triggering free attacks.
  • Trickery Once per round attack with +1 Boon, if you attack with a boon from this deal +1d6 damage
  • Exploit Opportunity Once per round when your attack total of 20+ and exceeds the target's defense by 5+ you may take another turn at any point before the end of the round. 
  • Roguery Talent: Magic 
  • Enlightened Defense While you are not wearing armor or wielding a shield, you have a bonus to Defense equal to 1+ your Power.
  • Iron Fist You unarmed attacks deal 1d6 damage
  • Qi Focus You can spend an action to focus your Qi, see pg 13 of the Demon Lord's Companion.
  • Qi Strike You can spend your Qi Focus to deal additional damage with an unarmed strike, see pg 13 of the Demon Lord's Companion.
Spell Knowledge
  • Battle (Intellect)
    • Rank 0
      • Augmented Attack (SotDL pg 118)
    • Rank 1
      • Close Wounds (SotDL pg 118)
      • Mighty Attack (SotDL pg 118)
Wealth: Getting By
Equipment: 3 torches, dagger, staff, basic clothing, backpack, week of rations, waterskin, tinderbox, pouch w/ 5cp, 

Friday, January 22, 2016

Shadow of the Sea Lord - Pregen #1 - Alyse Swifthand

Image Source: http://beastysakura.deviantart.com/art/Pathfinder-Spy-424631777

Alyse Swifthand
Level: 3 / Magician / Elementalist (DLC)

Description

For a halfling Alyse is skinny. It doesn't matter what she eats she just never manages to look anything more than ill fed at best. To say this sets her apart from other halflings is an understatement. Despite this her winning personality makes sure that others of her race find her attractive, and has won her the affections of many a suitor. None of those suitors has made more of an impression than a young human girl who fell madly in love with her. Alyse spurned that love, rejecting the girl out of hand.

Alyse is an atheist, having little faith in the seemingly fickle attentions of the gods and instead trusting to her own magic and skills. This has made her somewhat self centered though she endeavours to be fair (if not generous) when dealing with others. Only those she calls friends can piece the shroud of self interest that she wraps herself in. She'll attempt to do right by those who have earned her trust, but that only extends so far before she cuts them loose for slowing her down, or stymying her own ambitions.

Alyse came to Freeport because her elemental skills make her a valuable member of a ship's crew, and her time as a fisherman has taught her how to handle herself aboard ship. She considers herself part of no crew, and instead hires herself out to any vessel with the gold to retain her services.

Race: Halfling
Age: 24 yrs
Sex: Female

Strength: 8
  • Health: 14
  • Healing Rate: 3
Agility: 13
  • Defense: 13
Intellect: 10
  • Perception: 10
Willpower: 14
  • Insanity: 0
Corruption: 0
Size: 1/2
Speed: 8
Power: 2 (Rank 0: 3 per day, Rank 1: 2 per day, Rank 2: 1 per day)

Languages: Common, reads all she speaks
Backgrounds: Farmer, Fisherman, Folklore (academic),

Interesting Thing: Alyse has a stalker who follows her around, but always flees if she attempts to approach. Though she does not know it yet, her stalking is the game girl whose love she spurned years before.

Race & Class Abilities
  • Good Fortune Whenever a creature within short range rolls a 1 on any die, you can use a triggered action to discard the roll and let the creature roll the die again.
  • Uncommon Courage When you become frightened, you can use a triggered action to make a Will challenge roll. On a success, you remove the affliction.
  • Cantrip: Whenever you discover a tradition you learn an additional rank 0 spell from that tradition.
  • Spell Recovery: Use an action to heal equal to your recovery rate and regain on expended casting of a spell. Usable once per rest.
  • Elemental Attunement You can use an action to become attuned to air, earth, fire, or water. You remain attuned to the element until you use this talent again, you become unconscious, or you complete a rest. The benefits of this talent depend on which element you choose, see pg 11 of the Demon Lord's Companion.

Spell Knowledge
  • Sense Magic (rank 0, SotDL pg 55)
  • Air (Will)
    • Rank 0
      • Stir the Air (SotDL pg 115)
      • Wind Blast (SotDL pg 115)
  • Fire (Will)
    • Rank 0
      • Control Flame (SotDL pg 127)
      • Flame Missile (SotDL pg 128)
    • Rank 2
      • Firey Volley (SotDL pg 128)
  • Nature (Will)
    • Rank 0
      • Magic Acorns (SotDL pg 134)
      • Oak Hide (SotDL pg 134)
    • Rank 1
      • Healing Berries (SotDL pg 134)
  • Water (Will)
    • Rank 0
      • Freeze (SotDL pg 127)
      • Produce Water (SotDL pg 147)
    • Rank 1
      • Wellspring of Life (SotDL pg 148)
Wealth: Getting By
Equipment: 3 torches, dagger, sling w/20 stones, basic clothing, backpack, week of rations, waterskin, tinderbox, pouch w/ 2cp

Friday, January 15, 2016

Shadow of the Sea Lord - The Yellow Sign


Freeport isn't your run of the mill fantasy city. It's not even a run of the mill pirate city. A mix of pirates, magic, black powder weapons, ancient relics, demi-human races, and dash of Lovecraftian horror. In Freeport the Yellow Sign (which is technically not a creation of Lovecraft, I know, but is very much within the domain of "Lovecraftian horror") is the sigil of the Cult of the Unspeakable One (no, not Voldemort). The Yellow Sign and the Cults of the Unspeakable One figured prominently in the events of the original Freeport Trilogy and it has been established that the Yellow Sign is an arcane symbol of such power that just looking on it can draw a mind toward madness.

Given the power of the yellow sign it seems appropriate to consider the mechanisms of the Yellow Sign with regards to how it can affect players and NPCs. Thankfully Shadow of the Demon Lord already has some robust rules for madness and insanity, and as such the Yellow Sign merely needs to be fit within those rules.

Warning, spoilers for the Freeport Trilogy and possibly madness will follow.

Any exposure to the Yellow Sign should have the potential to instill madness. In SotDL terms this will obviously be a challenge roll with failure granting one or more points of insanity. I want the Yellow Sign to be something that is always a threat, but not always a dire one. If you know the lore in Freeport the "quality" of the Sign can impact how powerful a given sigil is. The construction of Milton's Folly, with bricks that were each inscribed with the Yellow Sign, helped to act as a conduit and amplifier for the lighthouse's beacon itself. The result was a threat on a truly epic scale that could drive a person mad with a single glance.

To help show the degrees of power in the Yellow Sign I'll be using banes and boons and also modifying the amount of insanity gained on a failed roll. For truly powerful uses of the Sign there may even be insanity gains for successful rolls showing that no mind can withstand the level of otherworldly madness.

Yellow Sign (basic) - This is a basic inscription of the Yellow Sign. It is not poorly carved/drawn nor is it especially well carved/drawn. This is likely not actually yellow in color either (a trait which some ascribe greater potency to). Likewise this inscription is in no way magically endowed or enchanted. Even the most crude rendering of the Yellow Sign draws power from the Unspeakable One that can bring madness however.
For each time a character looks at the Yellow Sign they must make a Willpower Challenge Roll or gain 1 Insanity. After such a roll the sign in question generally cannot affect a person until they complete a rest.
Possible Modifications:
  • Crudely rendered - an especially poorly rendered version of the Sign may actually be hard to see for what it is, and may make it easier to resist the foul powers of the sigil's dark master. Such Signs provide a bonus of 1 boon to the resisting character. 
  • Artistically rendered - if the crudest renderings reduce the virulence of the Sign, the most refined and artistic can actually bolster the power if the sigil in the same manner. Such Signs force 1 bane on the resisting character. 
  • Forged in Madness - While many cultists of the Unspeakable One are unhinged, only a small handful have fallen utterly into madness. Those that do often degenerate, falling inward until they are little more than catatonic tethers to their fallen god-being. There are those for whom madness provides a strange clarity, and insanity brings genius. Those in such states truly understand madness and comprehend the power of the Yellow Sign. Such understanding also grants strange insights into the creation of the Sign resulting a subtle techniques that distil more power into the sigil.  Such Signs force 1 bane on the resisting character and deal 2 Insanity if the final roll result is 0 or less. 
  • Yellow - Just carving or drawing the shape of the Yellow Sign is enough, and yet there is reason to fear a sigil that has been colored, painted, or otherwise been made yellow in color. Such signs force any Banes that roll up as a "1" to be rerolled, or force any Boons that come up as a "6" to be rerolled. In either case the second roll is retained regardless of the value. 
  • Cumulative - The Lighthouse of Drac was built with tens of thousands if not millions of bricks, each of which held an inscribed Yellow Sign that added potency to the lighthouse's beacon. Such sigils, when gathered together can amplify each other, or a specific target Sign, granting that sign 1 to 3 banes AND increasing the sanity loss by +1, +1d3, or +1d6. Such groupings of the cursed sigil also affect viewers more frequently and require save in decreasing intervals from 4, 2, and 1 hours, to 30 minutes, 10 minutes, 5 minutes, and 1 minute. Particularly large collections may induce even greater deleterious effects on one's mental health as in the case of Milton's Folly.
    • Add one bane and increase the Insanity effect by each order of magnitude.
    • Example: A room carved with a dozen simple Yellow Signs (no modifications for quality) imposes a penalty of 1 Bane and does 2 Insanity (1+1) for failed saves. 
      • If the room contained hundreds of Yellow Signs this would increase to 2 banes and deal 1d3+1 Insanity on failure. 
      • Thousands of such sigils would force a roll with 3 banes and dealing 1d6+1 Insanity. 
      • The speed at which such collections can force saves should follow roughly the same cadence with a collection of literal millions of Yellow Signs required to force saves every 10 minutes. (see also Quickened below)
Magic is often used to bolster and enhance the basic Yellow Sign, and the most powerful such symbols often combine both magical enhancement and the mundane enhancements detailed above. Magically rendered signs of the Unspeakable One often derive from profane rituals to the dark god, and gain greater power not only to pierce through even the most willful of minds, but also to tear ever larger portions of one's sanity away.

A magically imbued Yellow Sign gains one or more of the following at the GM's discretion.

  • Triggered - A Yellow Sign can be cunningly hidden among other symbols, text, or artwork and lay in waiting for a trigger to unleash its power. A Sign with the Trigger effect only becomes active after a triggering event or time. Prior to being triggered the Sign is entirely benign; afterwards however the Sign acts as normal.
  • Quickened - Yellow Signs rendered with the proper magics are extremely difficult to resist, and can push a mind into madness in short order. Yellow Signs created imbued with Quickening magics force a new save on a viewing creature every minute until it or they are removed from the presence of the other. Signs with this magic tend to drive victims to gouge out their own eyes.
  • Arcane - Arcane Yellow Signs gain simple degrees of potency, imposing 1-3 banes and/or increasing the Insanity by +1, +1d3, or +1d6. Particularly powerful sigils may impose both, and the most legendary are often Quickened as well. 
  • Penetrating - Only the most powerful of rituals (or the most massive collections of sigils working in concert) ever achieve this effect. A penetrating Yellow Sign always deals a minimum of 2 Insanity on a failed roll, but ever worse it is capable of finding cracks in even the most impervious of wills and so it inflicts 1 point of Insanity even on a successful test to resist the power of such a Sign. 

The more powerful the more effort and time to perform such rituals is required. The profane beacon that was built into the Lighthouse of Drac was literally imbued brick by brick and contained millions of sigils each with minor enchantment. The end result was a Yellow Sign beacon that lit the skies over Freeport and could drive men and women mad with a single glance. Thankfully the machinations of Milton Drac and the Cult of the Unspeakable One were stopped, for surely had the beacon been allowed to remain lit it would have become a new manifestation of the Shadow.

Friday, January 8, 2016

2016 Project #1 - Shadow of the Sea Lord


I've been thinking long and hard about how I would go about using Freeport and Shadow of the Demon Lord together. From relative trivialities like what would I call such a combo (Shadows of Freeport was a contender for a while) to more important things like what kinds of Ancestries to allow/disallow, what serpent folk should look like as player characters, and if there was a need to execute any rules modifications. In the end I decided to settle on Shadow of the Sea Lord as the title. This is crucial because it helps to set expectations. In the stock game we know that the Demon Lord is a key figure in the mythos of the setting, and with this title the Sea Lord should likewise assume some level of import to the story.

Lucky for me Green Ronin (the owner's of the Freeport IP) have already gone ahead and done the work for me. The original Freeport Trilogy of adventures featured the then Sea Lord Milton Drac executing a mad plan that would have changed the landscape of the setting if not for the actions of the PCs. Even after his defeat his legacy, his metaphorical shadow, leaves a stain on Freeport that still haunts the city. Shadow of the Sea Lord seems a very apt title in this case for a game that will focus on the tainted legacy of the deranged Milton Drac and the consequences to Freeport of those events.

In coming weeks I am going to detail my build up to what I think will be a game session I run at GenCon for some friends. This will include producing a series of pre-gen characters with backgrounds, notes on what changes to rules I intend to use, and more. The adventure notes themselves will probably wait until after GenCon unless I decide to run this sooner, but I foresee a busy year so I'm not promising anything I cannot deliver.