Thursday, December 15, 2011

Tea #45

PCs are invited to tea with dunscon to trade rune axe for their bodies back

Sparticus tries a few times to super tk out the axe from its compartment on hughbot before finally grabbing it.

Enraged caldor starts choking drago/john the skinny human body, nearly killing him (9hp left)

Meanwhile a giant DemonDog nearby spotted the arguing party members and started to move in for the kill...

Sparticus put up some TK forcefeilds to block Caldor and pulled Drago in Johns body back towards sparticus's safty. The demon dog smashes against the force bubble awhile which also protects Caldor. Then the bubble drops. Caldor had to deal with the demon dog while the other two escaped, finally Caldor escaped as well after chasing the dog which was still chasing Sparticus for awhile.

Once they get dunscon the axe, he portals all of them (willingly or not) back to their bodies, does a spell to put them back in and then ports them back to his kingdom. "You will be of further use to me, oh yes"

[BACKSTORY]
Long have 3 of the characters, Drago, Sparticus, and Kaldor been stuck in other bodies after time magic was used on their original bodies. Only through the divine will of Kymnarkmar himself were they able to free their minds of the timelock put on their bodies by unknown forces. After their minds battled free of kymnarkmars prison in mummies thd dragongod prepared for this purpose, they escaped to rifts earth, FINALLY battling enough things and gathering power in these inferior bodies, enough power to trade for the dark magics nessicary to unlock the time magic used to "stabilize" their old bodies... for after the region was horribly destabilized in the timestream by the disoriented ISis (poisoned by set with amnesia), there was a TIME LOCK put on the area. Dunscon broke that lock with glee, freeing the players original, bodies. They left their old bodies at the site aparetnly.

Contining on...

Dunscon promises the most powerful caster in the group Drago lordship and entry for all his vassals into the federation of magic if he will only conquer 4 nexus's to the east.

Drago agrees and they plan to take the first nexus, the pre-rifts ruins of Athens Kentucky

Plasma the psigoblin is given a platoon of psigoblins (8) he sells 4 to sparticus for 20k who now is a psi-slayer and must consume ppe/isp to use his powers. Something was done to Sparticus in his captivity to the soul sucking followers of nxla , something that left him unable to regen isp.

The rest of the Psi goblins settle down in Athens with the few survivors of a cultist attack.

After a breif battle with some harvesters lurking in the town, the PCs get to know a few surviving inhabitants.

Thelma is the matron of the the town and unofficial leader of the survivors. She says they will rebuild Athens and stay, regardless of the danger of harvesters returning. The inhabitants of Athens are at a 19th century level of technology and none have energy or magic weapons.

Thelma beggs the Party to investigate New Port, a town to North West and also one of the Nexus points the players were asked to conquer for Dunscon in the name of the Federation of Magic.

Thelma says that some of the survivors have family and friends who tried to flee to New Port when Athens was earlier attacked by HArvesters. Noone has heard from New Port since and people are worried that the same fate has bestruck that small fishing community to the north west, along the border river between the ancients states of Ohio and Kentucky.

Thelma is given a 2k agate and a Dagger, she claims to be a Techno Wizard who is down on her luck with the recent war against the Harvestors.

Drago and the rest of the PCs suit up and decide where to go next. Plasma the Psigoblin settles down in Athens with his remaining 4 goblins, and states he will remain in Athens indefinitely to "secure" the town. The human inhabitants of Athens look on dubiously as the Psigoblins take over a burntout homestead on the outskirts of town but noone moves to stop them and some even look releived to finally have some force, any force in area to protect them.



Drago John 8th Level Ex Drago-Hatchling
(90030 needs 120000)
+1000 body back +200 showin up +200 rp +100 skills +100 defeating harvestors +50 surviving caldor's choking attack +100 demon dog
(91780 needs 120k)

Caldor 7th Level Bounty Hunter Lizardman Ex-Kreegohr
42276 needs 49881
+1000 body back+200 showin up +200 rp +100 skills +100 defeating harvestors +200 nearly defeating drago +500 afflicted with Insanity: Obsessive Compulsively must collect Axes. After Caldor had the axe stolen by Sparticus, Sparticus mindwhiped Caldor into forgetting it, but a remnant of the memory remains as this insanity. +100 gets juiced +100 buys stuff
(44776 needs 49881)

Blui the 4th Level Dogpack Turned Ley Line Walker
(13475 needs 17420)
+200 showin up +200 rp+100 skills +200 defeating harvestors +100 demon dog
(14275 needs 17420)

Sparticus 1st Level Psi Slayer (0 xp) 7th Level Zapper (51k xp)
+1000 body back +200 showin up +200 rp+100 skills+100 defeating harvesters +200 brilliant rp vs caldor to get axe and save drago +100 mind whipe caldor +500 due to his captivity and damage done to his soul by attempted soul sucking by Nxla himself, Sparticus is afflicted with the Neurosis: Anxiety. Roll every 8 hrs to see how Sparticus is feeling. 1-75 mind-sever anxiety 75+ feeling good +100 demon dog
2500 Sparticus is now a 2nd Level Psi Slayer 7th Level Zapper


Plasma Hits 4th Level and becomes head of Security for Athens.

Saturday, November 19, 2011

The City Of Brass aka Old Nostrous #44




Players start in The city of brass, this place has the following merchants with goods for sale:

The New City of Brass aka Nostrous is named after the leader of the Federation of Magic's father. It is also known as the city of brass to outsiders but to the locals its named Nostrous, after the famous leader of the federation of magic who founded a city there long ago and nearly toppled the Coalition.

There is a merchant zone only place non-residents can visit, it has the slave sales depo off the side of the arena as well as the main stores and countless trinket and food vendors

1) GUNS n GHOULS
GUNS:
.45 tommy gun 5k

BULLETS:
.45/30-06/9mm/10mm/7.62 bullets/for 5cr each
.45 ramjet rounds 100cr each
.45 silver bullets 25cr each
Ares Supersquirt II high tech water rifle
Defiance T-250 Shotgun 2k shells 5 cr each
Dart Rifle & KO Darts 1k 50cr each darts


Ghouls:
enchanted chains & fetters 5k
Ghoul Controlling Rod and slave ghoul 50k

Ghoulskin armor: 80SDC PV5 1k

Embalming tools for 1 mummy 5000cr
Anoited Mummy Wrappings 100cr




2) Relativity Bytes
tw wiz shop
PPE clip 40k
TW Starfire Pistole 80k
TW Storm Rifle 280k
Shockstorm Landmine 100k
TW Zone Ranger ATV 1.5Mil
Firebomb 25k
TW Welder 100k

Sells common tools

Books:
Blueprints for TW Cannon 1 Mil
Lancasters Guide to Robot Mechanics 80k +5% robot mechanics
Rodgers Amature Radio 30k +5% radio skills

Bionics:

http://www.kitsune.addr.com/Rifts/Rifts-Cybernetics/TW_Bionics.htm
Basic MDC & Costs:
T.W. Bionic Hand: 10 MDC, costs 200,000 Credits
T.W. Bionic Hand & Arm: 10 MDC for hand, 40 MDC for arm, costs 450,000 Credits
T.W. Bionic Foot: 15 MDC, costs 350,000 Credits
T.W. Bionic Foot & Leg: 15 MDC for foot, 70 MDC for leg, costs 850,000 Credits
T.W. Bionic Partial Conversion: 180 MDC Main Body, costs 5,500,000 Credits
T.W. Bionic Full Conversion: 280 MDC Main Body, costs 9,000,000 Credits
Magical Senses: Must have Cybernetic Eyes or some type of internal camera to use all but Tongues. Tongues requires cybernetic hearing and voice box. 
Detect Concealment: As per spell, Costs 60,000 Credits for permanent, costs 12,000 Credits with a duration of 4 melees per level and requires 6 P.P.E. to activate. 
Eyes of the Wolf: As per spell, Costs 250,000 Credits for permanent, costs 50,000 Credits with a duration of 20 melees per level and requires 25 P.P.E. to activate. 
See Aura: As per spell, Costs 60,000 Credits for permanent, costs 12,000 Credits with a duration of 1 melees per level and requires 6 P.P.E. to activate. 
See the Invisible: As per spell, Costs 40,000 Credits for permanent, costs 8,000 Credits with a duration of 4 melees per level and requires 4 P.P.E. to activate. 
Sense Magic: As per spell, Costs 40,000 Credits for permanent, costs 8,000 Credits with a duration of 8 melees per level and requires 4 P.P.E. to activate. 
Tongues: As per spell, Costs 120,000 Credits for permanent, costs 30,000 Credits with a duration of 12 melees per level and requires 12 P.P.E. to activate.
Magical Defenses: These magical additions can only be added to partial and full conversion cyborgs. 
Armor of Ithan: As per spell, Gives 10 MDC and has a duration of 4 melee per level, Costs: 400,000 Credits, requires 10 P.P.E. to activate.


3) Limbs 'N More
chop shop
http://www.kitsune.addr.com/Rifts/Rifts-Cybernetics/Subdermal_Armor.htm
Light Subdermal Armor +5 lbs +30 SDC 90k
Super Heavy Subdermal Armor +15 lbs +90 SDC PV7 180k

Used Mainbook cybernetics for 1/2 price

Dragon Juicer Conversion 10 mil
Splugorth Maxi Killer Juicer Conversion 200k
Last Call Juicer Recovery Services (Murder-Wraith) 500k


4) Official Splyncrith Gift Shop
Selling Biowizardry parts:
Chest Amalgamate 2mil
Pathic Healer 3 mil
Oplos 50k
Heartworms 200k
Brain Feeder 100k
Transfortifiers 500k

Bioborg parts:
Add claws to hand 45k +2d6MDC to melee
Natrual MDC Plate Armor 200MDC 8 mil
Retractable Forearm Blades +4d6MD to melee 250k
Elbow Spikes +1 parry 20k
Eye of Eylor eye implantation 8mil
Motion Detector 1mil
Night Vision Eye 200k

Kittani Gear:
Explorer Armor for 100k 170sdc PV8
K-1000 defense system 1mil
KEP Special 25k short eclip 5k


5) One Life mystic coffee house
Can only telepathically order
Tea 1cr
Coffee 5000cr very rare rifted in
Cookie 5cr
Special Cookie 50cr
Herb 100cr/z
Rolling Papers
Cigar 2cr


6) Bronze Dome Slave sales and gladiator deathmatch arena

Slaves For sale:
Food:
7 Corn Fevered Sickly Humans 500 each
1 is elderly mages concealing her power thelma


Trained Slaves:
Trained Warrior Orc Tnarg 11k
Trained Warrior Goblin Keek 7k
Trained Horse Windfire 18k
Domesticated Cattle 9k
Trained Psi Goblin Gladiator 50k

Untrained Slaves
11 Untrained Harpies 1k

Dugger Terrier Dogpack 30k
Healthy worker human Earl the carpenter 10k elderly family rescue thelma
Viz the Psi Stalker 160k friend of the crunch tribe of NE KY
Hron the Slave Borg 800k NG executive rescue contract
Sheenah the Seraph 1.9mil has tip on athens

Thelma Retired 11th level TW will scribe tw bike blueprints to rescuer 500 mute
biowiz or medical treatment returns voice and learn of athens as well

7)
Federation Offices

8)
Clucks Hotel
run by large number of enslaved hawkrduhks owned by a Splugorth High Lord

Saturday, November 5, 2011

John Green



John Greene (a.k.a. The Choose One)

John Green was once a devout follower of Kymnarkmar, who lived with Kymnarkmar in the prison, Celestia. Upon his death John Green's body was preserved via the Dragonwright Rituals of Mummification, awaiting its day of reactivation. Kymarkmar used the mummified remains of his most devout followers in this fashion, as vessels for the consciousness of people he removes from Timelocks, paradox's and other Impossibilities supposedly linked to the Old Ones.
Kymnarkmar has not been known to show direct action in this way in over 10000 years and for him to make his presence known now means there is probably the direct threat of Old One or Alien Intelligence invasion somewhere near by.

The Elf Mystic Kash Communed with Kymnarkmar from the outside world and was taught the secrets of Dragonwright Rituals. Kash was then lead to the entrance to Celestia on Rifts earth and used the secrets he learned to gain entrance. While adventuring in the Celestia dungeon the Elf found some of the mummies left by Kymarkmar's long dead followers, and managed to complete the Dragonwright Rituals to bind the Timelocked conciousnesses of Drago, Sparticus, and Caldor into the bodies of a Human Wizard, a Human Monk, and a Lizardman Ranger.

This Human Wizard body is the one Drago now wears.


Consciousness: That of Drago's with some physical and psycho-biological memory of the host body.

Host Body: That of D&D human Maylinn Greene

Age: 15 year old body 16 year old consciousness

D&D Occupation: 1 Rogue 2 Wizard

Rifts Occupation: Magician

Race: Body Human; Consciousness Dragon

Diety: Kymnarkmar Experience: 89,105

Level: 8th Sex: Male Weight: 142lbs Height: 5' 5”

Eyes: Green Alignment: Chaotic Neutral/Good

Spell Strength: 13 SDC: 50 HP: 25 PPE: 82 ISP: 72

D&D HP: 9 D&D AC: 16 Initiative: +6

Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 12
Int Quotient: 22 (+5)
Wisdom: 11
Charisma: 14 (+2)

Fort Save: +2 Will Save: +2 Attack: +2

Improved Initiative: (+4)
Quick Draw: Draw & Fire as single action
Stealthy: Prowl Skill @ 60%

Cybernetics: Right Arm & Left Leg (250 sdc each)

Languages: Orc, Elven, Gobly, English, & Dragonese

Psionics: Sense Evil (2), Sixth Sense (2), Sense Magic (3), Mask P.P.E. (4), Mask I.S.P (7), Total Recall (2), Mind Block (4), Telepathy (4), Object Read (6), Astral Projection (8), See Aura (6)

Tuesday, October 18, 2011

In Service To The Three #43

Background:
http://riftswiki.com/188/ Dweomer wiki the current setting

Players are hiding out in the magical city of Dweomer in ohio trying to get help rescuing one of their friends from unwanted Corporate Job Opportunities which have mind controlled him. Nxla is behind the corporation, an entity of great power and legendary soul eater.

Will they impress their handlers at Dweomer enough to get the help they need?

Will John Petrify anyone else at his gardening job?

Will Caldor have to clean a toilet as his sanitation job?

Will Bluey ever get a job?

Will Minimax ever find his master Sparticus?

This and more answered in episode #43, be there!



New players are inhabitants of a small city state in Ohio ruled by The Three, enigmatic mystical creatures who granted the original inhabitants great magical power and thus created their own kingdom.

protips:

bring your own dice for good luck

bringing gm treats makes a happy gm. happy gm gives xp

post game if you email me a summary of your character experiences in some media the character can create (art, writing, video) I will include it in the blog and give xp
Share:PostLinkPhoto


-=-=-=-=-

Caldor and the rest of the group hide out in his office after the heat was on at Johns gardening job following the multiple murder of 3 boys outside by one party member, and a smg firing in the office by a second, now petrified party member.

The office has many earthquakes and one applicant orc, glorg. Glorg polishes hughbot before Caldor sends him to investigate the crashing noises by going into the tunnels in back of the office which lead deeper. After a short while they hear the screams of agony of the orc from inside the cave, then nothing.

At this point Plasma is sent by Denali to locate the group. He finds the office and walks in, trying to steal a ledger on the desk which is used to requisition goods for the office. He fails his pick pocket roll and caldor seems to ignore it, pretending to want to give plasma a job out of kindness.

Then caldor takes back the stolen ledger from Plasma and he demands that Plasma go find out what ate his first employee the orc.

Plasma sneaks down and finds another lower chamber with orc parts, a table and some eggs. He takes one of the eggs and decides against going into the hole in this room, instead climbing back up with the egg. Plasma then shows the party the egg, someone John identifies it as a blow worm egg. Then plasma gets sent to the main office of the sanitation department by Caldor to get help. He brings back 4 canisters of nerve gass anti blow worm agent.

The party decides to toss one of the canisters down the hole. Then John creates a stone plug with create stone.

when it looks like something is about to break through the plug, John casts ice wall on it. Then there is a huge gush of wind and a small hole blows through the wall, carrying with it the gas. The party saves vs the wave of their own gass and sees a beastial man riding a blow worm.

Blow worm aka Sand Worm, This one was Rifted in from the desert world of Arrakis to serve the mysterious shifter.


The man also summons some fire worms which engage in battle with Max, Bluey, and Plasma. Bluey put up protection from fire and was save from some fireballs. MAx's armor took some burn damage as did Plasma. Plasma do many bursts from his tk rifle driving away some of the smaller worms. Max saw the man start casting magics against them all and aimed his last rocket at the enemy mage. the rocket struck true and the mage was blown off into the horizon to his (assumed?) death. The blow worm continued to rampage.

John failed a dodge roll against a full body slam once the worm ate Bluey. Luckily Johns invincible armor spell held, though he was driven through a hole in the pavement into the sewers. John shot the beast from below with his flame thrower

There is a heated battle and Bluey is consumed by the blowworm alive, inside his T40 environmental body armor, which starts to rot from the digestive juices. While bluey frantically tries to cut his way out, the other party members battle the magic using man on top of the worm.

Finally the surviving PCs are met by bewildered Dweomerites. Max has saved a woman and child from firm worms who thank him and then leave in terror. A few fire fighters show up and put out the blaze. Plasma meets a kid named 5I who trades him some dataspikes which help with computer hacking for a 70k piece of data Plasma hacked out earlier. A poor bunch of kids start to follow Max and Sparticus after offered a place in the Army of Thunder.

Denali then tells the group to come to the embassy. There they hear that she doesn't know what the three are up to, they have disappeared. There are rumors of a coalition army from the west headed east towards Dweomer. Denali wants Plasma to hack into the Robot Island techies and find out what they know about the army and rumors the three have left the city. She says perhaps the true federation can exploit this weakness and if her master is to make plans like it they need more information. Plasma manages to hack a few things including the supposed location of the mayors house containing the prison.




While slowly traveling they find a Beast Dragon in the way, which they avoid.

Then they meet Two Elves on an Elephant. The Elves are Kale and One and claim to be a couple here form Thai places.

Kale suggests going astral, which John and he do as a miracle... flying in and rescuing Sparticus by destroying the magic colars enslaving him and the other 3, one girl, one demon, and esrith. Sparticus superTKs the four out of the top tower of the Mayor's house and they meet up with the rest of the party before fleeing towards the City of Brass with the rescued Federation of Magic councilman Cracius.

Sparticus

The Group then meets Renalds Rotary Club, 3 buses for hire lead by Renald. Sparticus tells him he can live if his buses swear to The Army Of Thunder and give his 20 child followers passage. Renald reluctantly agrees and the party takes one bus, the kids take a 2nd bus, and renald and his group and some kids take a third bus.


After many more miles a strange deity known as Balphegor blocks their path. It claims in exchange for sacraficing one of their party it will give great treasure from the chest it stands on. A strange humanoid male with a secondary demonic likeness... John doesn't waste any time after it demands the recently rescued coalition-connected girl. He petrifies the demon and they continue on into The City Of Brass.


Current location: Somewhere between Ohio and Kentucky, deep in the magic zone

XP

Drago John 8th Level Ex Drago-Hatchling
(88805 needs 120000)
+200 showin up +200 pizza drinks +200 petrify balphegor of the sulpher pits +125 skills +100 save girl +100 rp +100 blow worm +50 rider +50 beast dragon +100 astral save


Caldor 7th Level Bounty Hunter Lizardman Ex-Kreegohr
41351 needs 49881
+200 showin up +200 pizza +225 skills +100 rp +100 blow worm +50 rider +50 beast dragon
+100 belphegor
Blui the 4th Level Dogpack Turned Ley Line Walker (12575 needs 17420)
+200 blow worm +100 rider +100 skills +200 showin up +100 beast dragon avoid +100 belphegor +100 daring cuting self out of blow worm stomach


Plasma the 3rd Level Psi Goblin (8550 needs 10k)+ 200 showin up +200 blow worm +100 rider +125 skills +100 beast dragon avoid +100 belphegor +100 hacking
Max the 4th Level Head Hunter RPA
7959 +500

New Characters of Note:

PCs:
Sparticus is back... stats to come he has 180 black million credits from his time with The Company. 8th Level ???

NPCS:
Danica the girl with the Coalition Past, sworn to Sparticus's army in exchange for her life, she was one of the captured 4 rescued by John and Kale.



Of Love and Fire by ~AyraMatao on deviantART
Demon friend of Denai Cracius the Cunning

Max 4th level RPA

Esrith 2nd level Psi Slayer

Renald of Renalds Rotary, and his 3 Buses.


Thanks to this link for the bus pic (mad max is awsome)http://www.madmaxmovies.com/mad-max-2-the-road-warrior/cars-and-vehicles/index.html

Thursday, October 6, 2011

Kale the Elf Vampire Wizard



3rd Level Elf Wizard Turned Secondary Vampire

One is in love with Kale from Thailand jungle elves. Kale was bitten by a traveler from Mexico had to build an amniotic fluid tank to nourish during the night and prevent full speed vampire disease. Device on back of elephant from training days. Astrally projected to hunt and brought down the vampire that turned him, Kale has no other leads on his grand-Sire.

IQ 20 +6% to all skills
ME 17
MA 10
PS 25
PP 22
PE 20
PB 18
SPD 10
PPE 120 ISP 100

80 hp
+3 initiative
5 Attacks, +4 strike +6 parry/dodge
Bite/Punch 6d6+30SDC / power punch x2

Skills:

Recognize Runes
Study circles, symbols, wards
disguise 41 +5/lvl
forgery 39 +8/lvl
hth nonmen of arms
horsemanship general 54 +4/lvl
identify plants fruits 35 + 8/lvl
medical 65 +5/lvl
pick locks 34+5/lvl
pick pockets 30 +5/lvl
prowl 40 +6/lvl
wp throwing axe blunt knives short sword staves sling crossbow small shield


Palladium Wizard Spells (cannot learn new magic as a vampire)
ventriloquism 5ppe
weightlessness 5ppe
swim as fish 10ppe
levitate 10ppe
commune with the dead 25ppe
metamorph: mist 250ppe
negate magic Lvl 8 50 ppe negates one spell spell gets save
turn objects invisible works like Invisibility Simple, objects only 6 ppe
Armor of Ithan
astral projection 7th level palladium version works for self + 1 guest 20ppe 5min/lvl

Equipment:

TW Sensory Deprivation Chamber, Impervious to Fire, Energy Field, 1 10 Carat Quartz is embedded in the side of a dark chamber strapped to the war elephant, it can generate electric fields which cover the elephant.

Crossbow 10 silver bolts 20 normal bolts

Wooden Staff with Silver & Iron Inlay 1d6+2 SDC x2 vs creatures vul to silver/iron

Padded Mage Robes 20SDC

10 Gold Peices

Kale and his tank ride on an elephant tamed by his elven Psi-Druid friend One.

Wednesday, September 21, 2011

Psi-Goblin Template


Goblin mage by ~CMButchy on deviantART



Psi-Goblin The
only known psigoblins in North America are the personal army of
Allistair Dunscon himself. Or so rumor goes...

p129 Psyscape .




Green

Regular

Veteran

Elite

IQ

9

12

13

14

MA

1

3

5

5

ME

12

14

18

20

PS

12

14

18

22

PP

16

18

20

24

PE

16

18

20

24

PB

3

5

6

7

Spd

18

25

30

36

HP/SDC/Armor

50/100 Private's Vest 30 SDC AR10, Armor of Ithan 30SDC 3x
/day

65/125/ Captain's Breastplate 60SDCPV6 90 Armor of Ithan
3x/day

100/150/ General's Platemail 200SDC+50SDCSheild PV7, AI 240SDC

125/200/ Viceroy TW Impervious to Energy Robes with concealed
Naruni Medium Forcefield 100SDC AI 390SDC

PPE

60

80

100

120

# Actions
Melee/*In Power Armor

5

5

6

7

Strike

+3/+4 sword

+6/+8 sword

+7/+10 sword

+9/+14 sword

Parry

1

+5/+7 sword

+7/10 sword

+10/+14 sword

Dodge

1

5

6

10

Initiative

1

2

3

4

Vs. Magic/poison

+0

+2

+4

+5

Damage

Frostblade 12d6 1 minute

TW Arquebus
2d6MD PV 7 500ft range 10 shots/20ppe

Dunscon's Cannon, 100lbs, shoots black bombs, has 10 bombs
1d4x100 each to 30' area

Dunscon's Avatar Infiltrator Automaton (looks like Dunscon)

Level

1st

3th

8th

12th

Innate Magic 3x daily: Shadow Meld, Armor of Ithan, Fools
Gold, Repel Animals, Energy Bolt, Force Bonds, Frostblade Psionics
Detect Psionics, Death Trance, See Invis, Sense Magic, Sense Evil,
Mind Block, Ectoplasm, Impervious to Fire, Summon Innerstrength


RCCSkills: Swim 55% Climb 80%
Gobbley and Faerie Speak 98 American 60 Escape Artist +20
Interrogation +20 Intel +10 STreetwise +10 Land nav +10
Wildsurvival +15 WP Paired Weapons WP Targeting WP Sword WP Blunt
WP Heavy Energy WP Chain HTH Expert


RCCRelSkills: Intelligence, Sniper,
Forgery Pick Pockets, Pick Locks Prowl Concealment, Literacy
American, Writing (reports), Carpentry


Strike Bonuses:+2rcc+1pp/+2hth
+2rcc+2pp/+2hth+2rcc+3pp/+2hth+2rcc+5pp

Guns Strike: +3/+4/+5/+6wp
Parry Bonus +1pp/+2pp+3hth/+3pp+3hth/+5pp+5hth
Dodge Bonus: +1pp/+2pp+3hth/+3pp+3hth/+5pp+5hth
Init Bonus: +1skill/+1skill+1hth/+2hth+1skill/+1skill +3hth




Thursday, September 1, 2011

Dweomer Job Interviews #42

The Characters settle into their new digs in Dweomer. First up is Caldor.

Caldor arrives with his work ticket at the Dweomer Department of sanitation. A crude stonage building, he enters to see many jeering giants and a cage with weapons inside setup. He meets Turg the Orc Department of Sanitation HR worker. Turg tells Caldor he has to fight a Giant named Gorak to the death for his interview. Caldor agrees.

Then Caldor kills the orc. This enrages many who now argue he has too many positions open to him. Others just want to kill him. Finally they agree to conclude the interview by having Caldor fight Gorak the giant, and the Wife and Brother of Turg.

Caldor brings Hughbot into the cage claiming the bot is for medical needs.

Once the battle begins Caldor orders Hughbot to rip the head off Turgs brother. While he does this Turgs wife grabs a chainsaw hanging from a chain.

Meanwhile Caldor pulls the Axe from Hughbot and starts chopping parts of the Giant. the giant tries to bash Caldor with a pipe before Caldor cuts one hand off and wrist cripples the other before finally killing the giant. Returning to Hughbot Caldor is awarded 2 posistions in the Department along with one open position. Caldor is now a Tunnel Maintenance Operator 7 in the Dweomer Department of Sanitation through the sacred interview process of Mortal Combat. This gets im a random discount of %5 for ever # over 14 rolled on a d20 when shopping in Dweomer. And some dirty jobs...


::Into the cave:: by ~MKM-Phyton on deviantART
Caldor's Office in Department of Sanitation Services Tunnel Maintenance Building #7.




John on the other hand gets acquainted with his Palladium League job. After interviewing him on his mystical aptitude tests, they determin most of his abilities are useless to the League and only reluctantly assign him to the Gardening Division making statues once they realize he can Petrify things and increase plant growth.
The Dweomer mages of the Palladium League seem obsessed with Illusion which is not one of John's strong points...

John gets assigned a small room in the basement of the Palladium League School Laboratory.

Outside town a bewhildered Bluey managed to track the group by smell north to the outskirts of Dweomer. There he encountered a Battle Magus named John Henry flying an Ice Drake (and played by another player). The two got into a fight.

Bluey tried to radio John for help before the Battle Magus broke his phone in half with a natural 20. All John got was a message from Blue going "John Get..."

Then Bluey hightailed it onto his ATV and crashed through the forest.

The Battle Magus DDP operative Called for backu0 on his communicator...

There was a speedy chase where the ATV was unable to evade the Ice Drakes flight abilities for long, after a few successful piloting rolls to gain 15ft of distance between the chasing Drake, Bluey finally failed when crossing a stream, flying off his ATV.

Bluey cast blinding flash against the Ice Drake Piloting Dweomer Defense Patrolman.

Then Bluey high tailed it away from the area.

Meanwhile, when the DDP backup units arrived wishing to know where the threat was, Scott Henry simply shrugged and did a little dance. "Acting very strange now that he was possibly exposed to outsiders..." his superiors thought. So they assigned him to cleanup duty at the fight Caldor had earlier... there he disregarded his direct orders to clean and was kicked out of the military and exiled from Dweomer for disrespecting superior officers and ignoring a direct order.

Day 2 In Dweomer

Bluey finally manages to stumble on the outside of Dweomer but he doesn't know it yet due to the Illusions. At this point Scott Henry gets exiled and is kicked out for his neglecting duties in day 1. Angry, he starts a second fight with Bluey. This starts to escalate out of control with Bluey taking hit point damage from Choking before finally throwing off the irate Battle Magus.

Finally John arrives coming out of the city to investigate the earlier cut off message from Bluey. He bribes the guards 1k to get both of them in and they hide out in his little room under the magic school.

Little Max the disguised Necromancer has been stuck with Denali all of this time trying to help intimidate them into giving her a hearing with the Three, rules of Dweomer. Finally she is granted said hearing to plead her case. She is trying to get a negate magic scroll capable of dispelling the forcefield used by the harvestors to guard their prison. Inside the prison are several of her original team as well as Sparticus. The Three however are legendarily slow to react and indecisive, said to calculate all likely future events odds and choose among the best only when they all come to a consensus. This might take awhile so Max goes to find John.

He finds the magic school, but remember he has been painted with Disguise to look like a Mud Golem Nercomonger. Outside the school are 3 Frat Boy Toughs, they try to fight him and wont let him in. He doesnt mess around, leveling the TW rocket staff and fireing one at them. Two are killed and one lies under a pile of rubble from the exterior school wall which now lies in ruins.

John hears the noise and comes out, ushering Max inside his tiny room before anyone sees.

Outside they hear alot of cops and fire men working to repair the damage.

In side the tiny room, perhaps from earlier insanity the smuggled in Battle Magus exile starts ranting and pulls out a sub machine gun. Fearing their cover blown with so many cops outside, John tells him to stop. The Battle Magus doesn't and fires a brief burst which luckily misses. John then succeeds in petrifying him, adding another statue for tomorrows gardening.

Finally Denali invites them back to the Embassy. It seems they have another Psi Goblin inside the Harvester Company operations. This goblin is trying to get vital information on the prison layout back to the Federation of Magic embassy in Dweomer where Denali has applied for aide.

The goblin is none other than Plasma, the lone survivor of an earlier encounter with the players where they murdered his best friend knife.

The team is sent to extract him from the forests outside dweomer. They get to the forest and find the goblin under attack by 2 Harvestors and an Air Warlock. After battling them, Max Blows the Air warlock out of a tree after getting call lightnings. Caldor kills his nearly dead remains with his axe. One of the harvesters is killed and the other possibly escapes. The players now have a new group member for now, Plasma the Psigoblin follows them back to Dweomer's Federation of Magic Embassy.

XP

Drago John 8th Level Ex Drago-Hatchling (87605 needs 120000)
Skills +225 +100 rp with palladium league to get gardening assignment +50 scroll shopping +400 hosting 2x +100 bribing to get bluey in +100 saving bluey from ddp patrols +50 petrifying battle magus +75 defeat goblin kidnappers +50 rp hoarding scrolls +50 buying leg
(88805 needs 120000)

Accounting:
Bribe to get bluey and exiled battle magus back into Dweomerm -1k cr
Fixed Radio -500cr

bionic leg by ~conceptcore on deviantART Bionic Leg -340k
Flame Thrower by *OilslickAlice on deviantART
TW Flamethrower


10 Mystic Alarm Scrolls -200k
10 Lifesource Scrolls -300k
TW Shadow Cloak -300k
10 telekinisis scrolls -200k
total bill 1,250,000cr traded 12 platnum bars and 42sp for this

Caldor 7th Level Bounty Hunter Lizardman Ex-Kreegohr 40251 needs 49881
Skills +175 +100 defeating Gorak, Turg, Turg's Wife, and Turg's brother.
+50 buying supplies +100 rp +100 medical bluff about hughbot +100 hiding axe in bot
+400 showing up x2 +75 defeat goblin kidnappers
41351 needs 49881

Caldor's Current Gear:
The Axe That Cannot Be Bought or Sold
(3d4x10SDC Invulnerability 3/day,returns when thrown, soul drinker +1s/+2p)
Dweomer Sanitation Department Badge
Fury Beetle Plate 150SDC PV7 -15kcr
Robot Island Installed Amplified Hearing -70k and
MO Eye for 2 bags of gems
Wrist Wire Garrot -2k
5 neuro disrupter arrows -9k
50 Heavy Explosive Arrows -90k
Caldor has 52gp left 1gp from DND world = 1000cr

Max (6959 needs 7451)
Skills +300 +100 buying cloak +150 defeating frat 3 3rd level mages +100 dog talk +200 showin up +150 defeat goblin kidnappers
7959 Max is now 4th Level

Gear
Large Gardening Cloak covers powerarmor disguised as necromancer by Denali
shadow cloak -200k after caldor's discount traded for 20 gold goins w/1000 each
Helm Damaged in powerarmor by attempted call lightning against Plasma goblin stuck there
1 Tolkeen Missle Staff round left
Radio Communications of Armor have 1/2 range due to fried helmet antenna

Plasma the 3rd Level Psi Goblin (7800 needs 10k)
Skills +100 +200 showin up +100 riding max's power armor to safty +100 rp in embassy +150 defeat goblin kidnappers +100 raised to captain
(8550 needs 10k)
For his service to the Federation delivering a map of the prison out of Company hands he is raised 2 ranks to Captain in Alistair Dunscon's Army of Psi Goblins

Given the Following Equipment:
Captains Dress Armor w/ Breastplate & Armored Boots 50 SDC AR 14
Pychic Camera



CS Ace11 Cyberdeck Computer (in black)
(source)


Steampunk Rifle Final by ~Apus-EXE on deviantART TK modified fully auto Assault Rifle 20ppe recharge, 2d4MD/3d6 at leylines, Fire single shots or bursts 1500ft 30 shots

Blui the 4th Level Dogpack Turned Ley Line Walker (11375 needs 17420)
Skills +400, +100 crossing river, +100 loosing fight #1 to Battle Magus +100 trying to call drago while outside +100 trying to loose ice drake in the woods +100 fighting now exiled battle magus second time
+200 showing up +100 rp fighting battle magus
(12575 needs 17420)


NPCs of Note:
Lurk the Frost Imp cashier at the Dweomer Magic Shop
Automated Computer Cashier at Robot Island offers:
410k NG Speedster ~x4 going rate on openly sold NG & Coalition items
Potions R Us Merchant has heal light wounds potions for 10k
Dweomer Hospital charges 1 million to restore limbs
Denali the Federation of Magic Operative

Will Denali get the Anti Magic item she needs to drop the field around the prison and rescue Sparticus and her Captured comrads?  She hints that it depends on the politics of the Three.  The Characters are being watched and depending on how useful to Dweomer they prove in their assigned tasks the three may be moved to action sooner.

Thursday, August 25, 2011

Plasma the PsiGoblin

Plasma is a Psi Goblin. He was brought to earth by Dunscon and followed his warlord One eye. After doing various menial jobs for Dunscon his warlord grew tired of it. When they were ordered to guard a female named Denali, one eye did not object but instead plotted revenge. Following a female was too much to take and One eye later took a treasonous mission from the Corporation of Corn harvesters, a shadowy organization harvesting semi sentient corn dbees for their magic ppe energies. Plasma saw his fellow goblins disable and restrain Denali before she miraculously drug herself onto one of their seige engines and capapulted off onto the horizon.
The corporation cannot afford to have its affairs meddled with by the Federation of Magic and Plasma has been working with others in league with the corporation to keep things quiet and scout their boarders looking for incursions. This is when he met the other players.

3rd Level   now 8th Level Psi Goblin
Was once a The Federation of Magic's 3rd Battalion Private serving under General One Eye.

Is now a Captain in Dunscon's Army of Psi Goblins who work for the Federation of Magic.

IQ 10
ME 17
MA 3
PS 20
PP 22
PE 18
PB 7
SPD 25
4.5 ft tall 100lbs
89 92 years old

Body MDC: 18 + 35 +8d6 = 93, in SDC rules 93HP 186SDC PV 6

General's Platemail 200SDC+50SDCSheild PV7, AI 240SDC

RCC Powers: Horror Factor of 11 double jointed, nightvision 1000ft
swim 55% climg 80%, bioregen 2d6MD/hr
82 105 ISP
150 PPE

Goblin Warrior school trained by Mercenaries in the City of Brass

Skills:
Gobbley, Faerie 98% American 70 98
escape artist 60  90
interrogation 60 90
intelligence 50 70
streetwise 38 58
land nav 54 74
wilderness survival 55 85
WP Paired, targeting, sword, blunt, energy pistol, heavy energy
Disguise 35 65
Sniper
Pick locks 40 70
Pick pockets 35 65
Computer Operation 50  80
Computer Programming 40  70
Literacy American 60 90
Radio Basic 55 85
Computer Hacking 25  55
Safe cracking 48
Prowl 35 65
Gambling 40

Magic Powers usable 3 times daily:
Shadow Meld, Armor of Ithan, Fools Gold, Repel Animals, Energy Bolt, Force Bonds,
Frostblade 4d6MD/12d6SDC

Psionic Powers:
Detect Psionics, Death Trance, See Invis, Sense Magic & Evil,
Mindblock, ectoplasm,
TK Leap & Punch

Combat Stats:
HTH Expert 6 Attacks
Strike: +6/+8 sword +8/11 sword +3 strike guns / +5 strike aimed shot takes 2 ata
Parry: +5/+7 sword +8/11 sword
Dodge: +5 +6
+2 vs Magic/Poison
+2 disarm +2 roll +3 pull punch
Crit on 18-19-20

Claw Strike 6d6+15SDC
Karate Kick 6d6+15SDC
Power Claw Strike 9d6+30SDC

IceSword 3d4x10 +15 SDC
BodyFlip/Throw 3d6+15SDC victim looses initiative and 1 attack

Captains Dress Armor w/ Breastplate & Armored Boots 50 SDC AR 14
Pychic Camera


CS Ace11 Cyberdeck Computer (in black)
(source)

TK modified fully auto Assault Rifle 20ppe recharge, 2d4MD/3d6 at leylines, Fire single shots or bursts 1500ft 30 shots

Plasma was sent to broker a peace between Drago and Desslyth during the battle for Merctown and leads a platoon with cannon pulled by 2 goblins.
Dunscon's Cannon, 100lbs, shoots black bombs, has 10 bombs
1d4x100 each to 30' area
3 normal gunner goblins
5 green infantry guard goblins
https://3rdageofdragonwright.blogspot.com/2011/09/psi-goblin-template.html


Tuesday, July 26, 2011

Rescue of Sparticus Detour to Dweomer #41

Intro:

Sparticus has been captured by evil Company recruiters. Can the players rescue him in time? Who is the mysterious girl? Will thulls mud poltice heal her? Will the Corn Fever ever be cured? Will the party make it home to Tolkeen?


Scene:

Outside a river near the supposed yet un-found location of the mythical city of Dweomer.

The Characters are on the south beach.


The Axe That Cannot Be Bought or Sold (thanks Ivanhoe for this idea)

John and Caldor discuss the strange dark rune axe John found earlier. Bringing it up forces will saves vs hypnotic suggestion magic. Failing makes the victim want to defeat anyone stopping them from getting the axe, and take the axe for themselves. It is a very ancient rune axe and Caldor fails the save against its corrupting influence. Knowing John has hidden the axe in a box, Caldor tells hughbot to try to find the box. Hughbot goes after it but John realizes and carpets him. finding out about caldors lust for the axe doesn't help much though.

Later Caldor has a Powerarmor malfunction, clogged air intake from the mud. He tries to get hughbot to fix it but hughbot is only a cyberdoc not a robot mechanic. Noone else knows how to fix it so he tries to fly anyway, blowing a huge chunk of mud out which splatters on the players, rolling 3 or under on a d6 means you get hit. Only drago is hit. When Caldor realizes this a good distraction instead of piloting his armor correctly he bluffs being out of control and covers John in mud as well as slightly splattering the others. During the chaos John catches fever from mud poisoning and passes out. Hughbot manages to steal the axe. Caldor and his bot run away for awhile and caldor checks out his new prize. Meanwhile John dusts off, noone seems to realize hughbot has stolen the box and John offers it to the girls leader, Dunscon. She says her name is Denali and that perhapse with such a gift her master would be willing to return the players out of their original bodies back into them. John especially likes this, but then realizes he is missing the Axe. Caldor comes back with the axe but there isn't much of a fight about it. The axe seems to be too evil for anyone but Caldor to weild...it hurt John when he touched it. Caldor didnt think he needed the wartroll anymore now that he had the axe's power so he left it and drago took it back.

Later the group sees two goblin scouts sniffing around across the river who later disappear. They also see a large dust cloud a mile north across the river signaling a large group traveling in their direction. Max managed to intercept more radio signals from goblin units looking for the missing goblins from episode #40.

While they are staring at the goblin scouts Jean Marc rides his horse up from the south. Earlier they had met this strange Tree Druid, he claimed to work as a spy against the Company. He tells them he knows of the location of a great tower prison where he thinks Sparticus is most likely captured. But the tower is protected by a magical forcefield he doesn't think can be breached without powerful magic.

Jean Marc sees the groups difficulty healing the strange woman they found on the bank of the river. He uses one of his healing blankets to bring the girl out of her coma. She then is able to weakly crawl. She claims she must find her "safe house" and demands to return south a short ways away from the river. Jean Marc recalls seeing a Spiny ravenger making a lair in the middle of the path while he was following the group using his dowsing rod, he wisely rode far out of his way to avoid the creature which the girl now stumbles directly towards. Instead of attacking her the great demon kneels before her and they see the safehouse she spoke of, a small cottage straped to his back with a throne on top for her to ride. She mounts her demon Spiny Ravenger, gets a huge black halberd from her cottage which she lies across her knees. She then tells her group they will follow her to Dweomer as her Federation of Magic Operatives. There she plans to force the leadership of Dweomer to honor the treaties with the Federation, and give them the power they need to defeat the magic barrier and rescue Sparticus along with her other federation operatives who were captured by the Corporation.


Goblin Sniper by *Plognark on deviantART
One Eye, leader of the traitorous Goblin band who turned on the Federation of Magic Party lead by Denali, capturing or killing all of them with the help of the Corporation.


They go back north and see a goblin army of about 100 goblins and a warlord goblin named One Eye. Denali says kill one eye and the rest will scatter. Instead Drago and the Fly as the Eagle enchanted Jean Marc fly over the goblins in a bombing run. Most of the goblins scatter from air support. The leader lobs a bomb with his longer ranged rifle and slightly damages Drago's wartroll. Jean Marc's bombs destroy 8 goblins but before they can continue the attack the rest scatter as they cant seem to have the range to fight back. The party steals one of the Goblins rafts and uses it to cross back north across the river, taking their truck and hughbot with them.


The opening of the Gates by ~scottflament on deviantART

After sometime they reach the fabled city of Dweomer. The town guards begrudgingly let them in after some arguments from Denali that they must honor the treaty. Earlier she tried to disguise all the players as real hardcore tested Federation of Magic Operatives. She only succeeded in painting up Max's powerarmor as that of a necromancer. They are allowed into town but the rest of the players must serve various groups around town for an undetermined amount of time to prove their loyalty to Dweomer and make up for their attempted deception. Some want them banished for the lies. Others just want them to pay for the great gift they have been given in being allowed entry. It seems elitism is very alive and well in Dweomer. Hopefully in time they can convince their new found benefactors of the various players usefulness to this very isolationist community. Most of Dweomer is suspicious of their ties to the Federation of Magic. Claiming to be a made man with the Federation is a very risky thing, with it come challenges and mistrust borne from the federations horrible failed war against the Coalition. Many of Dweomer are descendants of refugees from that war and the Federation is regarded with infamy especially among the dbees who suffered the worse in the later CS retribution campaigns against the region.





Xp

Drago John 8th Level Ex Drago-Hatchling
86430 needs 120k
+250 showin up +100 axe rp +175 skills +50 daring flyover goblins +200 witness goblin defeat +100 realizing the river was illusion, partially making it look wider and more impassible than it really is. Dweomer defenses... +100 learn Denali's name +100 traded to palladium league delmart +100 rping wanting to join the blood despite their rejection of him (he is nolonger a dragon at this time)
(87605 needs 120000)


Status: Dragon mind in human body. Various valuables from dnd world, missing one arm, one leg bionic and damaged, other leg broken and still healing. Now piloting wartroll with -50sdc off all items from One Eye's bomb rifle blast. Some things may have gone wrong...

Caldor 7th Level Bounty Hunter Lizardman Ex-Kreegohr 40251 needs 49881
+250 showin up +100 ax rp +125 skills +100 programming hughbot to acquire axe +200 witness goblin defeat +200 claiming "The Axe That Cannot be Bought or Sold" +100 learn Denali's name +100 traded to dept sanitation
(41426 needs 49881)

Status: Influenced by the axe that cannot be bought or sold. No longer pilots wartroll instead wearing his leather armor and using the axe's power. He has programmed Hughbot extensively and only he knows the bots admin password.


Max 3rd Level RPA 5859 needs 7451
+250 showin up +250 skills +100 suspecting hughbot +200 witness goblin defeat +100 learn Denali's name +200 gaining accepted status in the Federation of Magic via Denali's bluff. Max does not have to work and is considered a diplomat of the Federation of Magic along with Denali.
(6959 needs 7451)

Status: Missing his master Sparticus, wearing columbian power armor, 1 rocket missile left on one staff, 3 on a second staff. Mistrustful of Hughbot. Seems uninterested in his fame as a Federation of Magic operative. (he is only 9yrs old but noone knows that yet)

Thull 3rd Level Borg Ex Wilderness Scout 4850 needs 8401
+250 showin up +150 skills +100 rp sad about not needing mud potion +200 witness goblin defeat +100 learn Denali's name +100 traded to Lasar +200 beer
(5950 needs 8401)

Status: ? Lasar has posted him on guard duty outside the robot factory in the slums of Dweomer

Jean Marc 2nd Level Millennium Tree Druid 2050 needs 3700
+250 showin up +175 skills +200 using blanket to save girl +100 finding group with dowing rod +100 avoiding spiny ravager +100 daring flyover goblins +800 defeating goblins +200 driving off one eye goblin leader +100 learning pilot boat to get everyone across river +100 learn Denali's name +100 rp about wanting into the department of sanitation, he is rejected for being to weak and small even though he tries to use manipulate objects to mop like a pro. Noone seems to want to hire Jean Marc... +100 learning english +1650 delivery survival bonus
(6025 needs 7401) Jean Marc is now 3rd Level


Status: Unemployed and still searching for Drago's supposed tree. Knows the location of the captured Sparticus.

Everyone has to split up for a week to their work while Denali negotiates a way to break the barrier on the Corporation's prison and rescue her comrads as well as Sparticus.

Sunday, July 24, 2011

The City of Dweomer



An unofficial take on Dweomer... since my campaign may take a turn there in the future...

Population:
50k +5k transient

Groups of association:



..::Marble Tower::.. by =NightmareGK13 on deviantART

Palladium League

Officially Lead by the Three, they refuse to deal with non Palladium League members directly. Based in the Marble Tower.

Open to all human, elf dogboy or dwarf by associations, others by proof of action. There are few others allowed in and many whisper of the racism and elitism of this group. They don't care what the other groups think and have a very insular view of the outside world, the true isolationist block of Dweomer they dread to see more monsterous and dangerous outsiders come in and disturb their idea of the ideal polite society. Nearly all entrants to the academies setup by the Three to teach the skills of the magi are from the Palladium League.


humans 53% 24k, organized into "Labour Forces" and members of the military Academies
Elves 10% 5000 Teu-Tel'Quessir "Silver Elves"
Dogboys 3% 1500 Mutant Liberation Army
dwarves 3% 1500 Clan Urist http://df.magmawiki.com/index.php/Urist




Sky Island Robot Works by *farawayforest on deviantART
Sabre Lasar's Dweomer Garrison

Based in the old Sky Island Robot Works factory.
Established by mutual trade agreement, Lasar has ingratiated himself with leadership of Dweomer by giving them generous deals on liberated Coalition equipment and offering his men as a garrison in times of war in return for having a safe harbor to refuel and restock. Most of the technological services in Dweomer are provided by this garrison, as the Palladium League things the use of technology inferior to magic, and they own the nicest parts of town, you have to go to the dirty side of the tracks to get any tech items or services. Lasar's Garrison is a city block structure which offers Operater services and repairs of north american Robotics, weapons and Vehicles. Prices are steep however as there are few such places in the Magic zone (x2).

The actual members of the Garrison are recon squads that typically range far and wide letting Lasar know of opportunities or incursions into territories on the edge of the Zone. Often they just work on the inside border of Coalition Territory hitting CS zones posing as Federation militants. They are also the merchants who deal in goods aquired by Lasar squads travelling long distances to find buyers in and around the Magic zone who have no qualms using Coalition equipment. Lasar is trying to grow his influence outside of the Pecos Empire and this garrison is seen as a a stragegic move by him to maintain a foothold in the north. He ships a large tonnage of equipment in and out of this zone daily by rift for transport throughout the northern regions through a variety of unmarked and bogus Coalition Company marked vehicles.


humans 2000 mostly operators and technologists displaced by the magic users but unwilling to live in the ghettos the department of sanitation lives in.

simvan 11% 5500 Clan of Quintex
quick flex 6% 3000 Twitch Club

Dweomer Department of Sanitation

Lead by Tor-Nul a 13th level Elite Pogtal Dragon Slayer

Made of up Squads, they are sent out in times of war or to do large scale fortifications or debris cleanup. Few can survive the onslaught of an angry squad of Department of Sanitation. The Department operates at a stoneage tribal level and does not use modern technology except during times of war. During times of war the Lasar's Garrison typically outfits the larger members of the Department of Sanitation with vehicular weapons systems taken from bots disabled in battle and modified into hand held weapons for the giants to use. Lives in very poor brutal conditions which most barely notice.

vanguard brawlers 7 %4000 and Nmbr gorilla men 4% Big fist and Little Fist
giants 5% 2500 Big Foots
pogtal dragon slayers 5% 2500 Slayer
Broadkil, Gargoyles, Demons


The city II by ~Sedeptra on deviantART

Upper Dweomer, home of The Blood

Ruled by King Char a 15th Level Fire Dragon. "The City Two" aka Upper Dweomer is only accessibly via flight.


A loose association of Dragons who patrol the region and claim it as part of their domain, periodically patrolling the boarders on flying recon patrols.
They maintain jurisdicton in all Draconic activities in Dweomer and all Dragons have immunity from human laws in the region.

Some humans secretly worship one of them in the name of Dragonwright, Fang a 10th Level Hydra with delusions of grandeur. The majority of the rest of the dragons view Dweomer as a rare safe haven for their kind, some of the adults have secret egg caches in the city. Typically though they engage in most of their operations elsewhere using Dweomer as a secondary port of call and trade outlet, having a second primary lair elseware to bring in trade. This influx of loot has made the blood very wealthy in Dweomer eyes and the few dragons there are have residences in the most opulent of places the Palladium Guilds towers have to offer.
200 adult dragons 800 hatchlings (100 are chars aka Char Juniors)

Note that open worship of dragons or any other supernatural creature or demon is illegal in Dweomer.

Saturday, July 23, 2011

Psiscape Magic Zone Random Encounter Chart

d20
1 Lone Psi Goblin
2 1d4 Green Psi Goblins Lead by Normal Psi Goblin
3 2d6 Normal Psi Goblins lead by Vet
4 Yhabbayar
5 Zaayry Crystal Dragon
6 Zenith Moon Warper pretending to be human to gain groups confidence
7 Power Leech infestation
8 Lanotaur Hunter takes  a likeing to the highest PB PC and wants his/her head.
9 Demon Dragon mage stalking area looking for research test subjects
10 Amorph scout
11 Spiny Ravenger digging lair
12 Vyarnect Bandit
13 Lipoca
14 Shadeling looking for highest ppe pc to feast on
15 psymbiote looking for human doner
16 necrophin soulsnake battling psi warrior
17 Landray flying aroud lost
18 Dragon Cat looking for someone to ask riddles of
19 Dragon Ape bandits
20 Dark Bohemoth on a rampage