Showing posts with label Federation of Magic. Show all posts
Showing posts with label Federation of Magic. Show all posts

Saturday, June 20, 2026

Rifts Magic Zone Assets



Rifts magic users can control assets to augment their powers.
PPE Assets generate passive ppe which can be converted into credits if used as a powersource for say a city, or for rituals or spells cast by the mage connected to his network of assets.  To connect to the network the mage must assert his assets through his lifestyle's home command center and command and control network if using remote assets.  
Price Skill Modifiers 
Streetwise +/- 5% Barter +/- 10% Appraise Goods +/- 20% Gemology +/- 50%


0 Grimoires / Scrolls

Rifts scrolls or magic books also can be used as batteries by draining the scroll forwizards tower its spells ppe cost.
This destroys the scroll and requires a magic lore roll.

1 Gems

Attuning a normal gem into a ppe battery takes work.

Traditional method takes Magic Lore + Gemology
Rarely DBees and Traditional non-tech Path OCCs know this method

Techno-Wizard method takes the Magic Lore + Electrical Engineering 
Very common on rifts earth

Techno-Wizard Electrical Engineering can attune gems into PPE batteries -10%
The bigger the gem the harder to attune, -5% per carat, failure breaks gem
PPE batteries with Diamond 20 P.P.E. per carat, Emerald 10 PPE per carat
TW Items require 1 carat of gems per level of spell
Requires no lifestyle to use
Small 1 carat diamond 1,000–10,000 credits
Fine cut diamond (1–5 carats) 10,000–50,000 credits
Large exceptional diamond (5-50 carats) 50,000–500,000+ credits
Small 1 carat emerald: 2,000–8,000 credits
Fine emerald in jewelry: 10,000–30,000 credits
Large flawless emerald: 50,000–250,000+ credits
Can be carried.

Building Rules

Take highest bonus skill, roll that skill
Add the bonuses from any other matching skills for that item.  
Art always adds +5 but it can't be the build skill.
If you succeed, you build the item and pay full price.
If you fail you ruin the item and pay the penalty listed in the description.
Stories to towers can be built over time one at a time.
Ruined items from failed attempts or raids can be rebuilt again at full price with a +10% bonus

2 Spell Fountain

Magical reservoirs that spew raw fluid mana to sustain early incantations.
75MD/Spout/PV5PPE Batteries worth 30 per fountain spout.  1-50 Spouts per Fountain
-0.5% leyline storm chance / spout
Costs 100000-5000000cr for precious metals for the spouts.
Build skills used, failing costs 5% of build cost
Sculpting +20 using Stone
Masonry +15 using stone,  Mechanical Engineer using metal +15
Basic Mechanics Using Metal +10ALchemy Desk
Jury Rig using Junk +5 General Repair & Maintenance +5
Requires Street Lifestyle to setup and claim

3 Enchanted Tree

Living lumber providing a steady, organic pulse of passive magical energy.
150MDC/Tree/PV5
One grove can naturally be found per leyline if the region has not been developed.
A grove can be planted but starts at 1/10 strength gaining power per year until year 10
PPE Batteries worth 40 per Tree.  1-50 trees per grove
-1% leyline storm chance / tree
Enchanted with Magic Lore + Plant SkALchemyill 200000-10000000
Trees act as Gem carats for Druid/Native american Items
Build skills used, failing costs 10% of build cost
Botany +20 
Holistic Medicine +15 
ID Plants and Fruits +10
Wilderness Survival +5
Requires Squatter Lifestyle to camp near

4 Alchemy Desk



Laboratories where research translates into structural mana multipliers.
Can be disassembled and moved, Weighs 400lbs/feature
300MDC/Feature/PV6
PPE batteries worth 50 per desk feature.  1-50 features per desk 
-2% leyline storm chance / feature
Desk Features act as Gem carats for TW, Diabolist, Shifter items .
Enchanted with Lore Magic, Carpentry, Research, 400000-20000000
Build skills used, failing costs 15% of build cost
Research +20
Carpentry +15
Carving/Sculpting +10
Requires Low Lifestyle to put in a home and power

5 Magical Focus Circle on Leyline

600MD//Rune/PV7 800000-40000000
Required to harness a minor leyline.
PPE batteries worth 60 per circle rune, 1-50 runes per circle 5ft diameter / circle
1 normal sized person per ft of diameter fits in a circle, so 5 people per rune
Runes features count as Diabolist runes, or other rifts circles and can be combined
-3% leyline storm chance / rune
Cannot be carried.  Must be guarded.
Build skills used, failing costs 15% of build cost
Calligraphy +20
Creative Writing +10
Literacy +5
Requires Middle Lifestyle to claim a leyline in the federation of magic.

6 Wizards Towers on Leyline



Required to harness a leyline.
High-standing spires that gather cosmic energy and heavily boost base generation.
-4% leyline storm chance / story
PPE batteries worth 70 per story, 1-50 story per tower.   10 people fit in a tower story.
Enchanted with Magic Lore, Masonry, 1600000-80000000
Tower Stories act as Gem carats for magic item creation.
1200MDC/150SDC/Story/PV7
Similar to building a Fountain, but harder.
Build skills used, failing costs 20% of build cost
Sculpting +15 using Stone
Masonry +10 using stone,  Mechanical Engineer using metal +10
Basic Mechanics Using Metal +5
Jury Rig using Junk +3 General Repair & Maintenance +3
Requires a Middle Lifestyle to build on a leyline in the federation of magic.

7 Academy on Leyline

ALchemy DeskRequired to harness an unstable leyline connected to a nexus
Requires lifestyle upkeep in region of Academy.
2 Magical feature as a gem can be built per story
Great halls of learning that turn collective wizardry into exponential profits.
The character founds a school teaching a Magic User OCC
PPE batteries worth 80 per student per story, 1-50 students per academy , 
1 student = 2 stories of height of physical for visibility purposes
Enchanted with Masonry, Art Magic Lore, 3200000-160000000 
Cannot be carried.  Guarded by the students.
-5% leyline storm chance / story
2400MDC/180SDC/student/PV8
Similar to building a Tower, but harder.Leadership
Build skills used, failing costs 20% of build cost
Sculpting +10 using Stone
Masonry +5 using stone,  Mechanical Engineer using metal +5
Basic Mechanics Using Metal +3
Requires a High Lifestyle to build a magic user school in the Federation of Magic

8 Pyramid on Nexus


Required to harness a Nexus.
Controlling 3 Nexi is required to become a Federation of Magic Lord.
PPE batteries worth 90 per Pyramid story, 1-50 stories per pyramid
3 Magical feature as a gem can be built per story
Pyramid Stories act as Gem carats for magic item creation as well as the Rifts Atlantis features
Enchanted with Masonry, Art, Magic Lore, Excavation, 6400000-320000000
-6% leyline storm chance / story
1 stories of magical height = 4 of physical for visibility purposes
4800MD/210SDC/Story/PV9
Build skills used, failing costs 25% of build cost
Similar to building an Academy, but harder.
Sculpting +5 using Stone, Advanced Math +5
Masonry +4  using stone,  Mechanical Engineer using metal +3
Requires a High Lifestyle to build on a Nexus in the Federation of Magic

9 Dimensional Rift Harness



Requires a Rift to the correct dimension.
Then building a harness around the Rift to siphon pure mana from alternate planes.
PPE Batteries worth 100 per 1 foot diameter, 1-50ft of rift diameter, 1000lbs/ft
4 Magical feature as a gem can be built per ft of rift harness
Enchanted with Masonry, Art Magic Lore, Excavation, 12000000-640000000
-7% leyline storm chance / ft of rift harness
Cannot be carried must be guarded.
9600MDC/240SDC/ft/PV9
When broken, the dimensional tear snaps shut like a rubber band, triggering a localized implosion. Everyone within a 50-foot radius takes 2d6x10 MD from cosmic displacement, and there is a 35% chance that anyone within 10 feet is sucked through into a random dimension before the rift seals permanently.
Similar to building a Pyramid, but at vastly reduced size and increased difficulty.
Build skills used, failing costs 30% of build cost
Sculpting +3 using Stone, Advanced Math +3
Masonry +3 using stone,  Electrical Engineer using wire +2 
Mechanical Engineer using metal +1
Requires a Luxury Lifestyle to keep a permanent rift open in the Federation of Magic

Sources:

https://www.deviantart.com/c0rrupt72/art/A-Collection-Of-Magical-Places-Part-1-1271679120
https://www.deviantart.com/phil-1964/art/The-Wizards-Tower-1346691679
https://www.deviantart.com/oona1960/art/Stargate-Surrealism-4-1325650064
https://www.deviantart.com/hyoundel/art/A-new-take-on-the-Pyramids-Tech-1281433853

Saturday, June 6, 2026

Knight Malphas


Knight Malphas the 5th Level Gallu Bull Demon

Vane sends Malphas to duel Towjam.  It is destroyed and sent back to hell in ep 140

Here is Vane's struggle to regain control over it and drag it back from hell to pay for daring not perform his will correctly the first time.

"The Roll

  • Vane's Willpower Roll: 14 (Base) + 3 (Shifter Summoning Mastery Modifier) = 17

  • Demon Bull's Resistance Roll: 11 (Base) + 4 (Infernal Rage Modifier) = 15

The Outcome: Success (Barely)

The psychic tether of the Magic Pigeon sparks violently, turning from a soft blue to a blinding, electric white. The Demon Bull let out a subterranean roar that shatters every glass vial in Vane’s workshop, its massive brass hooves skidding across the threshold of the rift.

For a terrifying second, the balance tips toward the pit. But Vane digs deep, channeling that extra reserve of P.P.E. The cosmic law of the Shifter binds tight. With a sickening crack of planar displacement, the demon is yanked entirely through the portal, crashing hard onto the blood-stained chalk lines of the summoning circle.

The rift snaps shut behind it with an implosive pop, leaving the room in sudden, heavy silence—save for the heavy, sulfurous breathing of the beast.

The Demon Bull glares up at Vane, its eyes smoldering like dying coals. It is bound back to Vane's will... for now. But it is nursing a massive grudge, and it will be watching for the absolute slimmest slip in focus to test those chains again."

Alignment: Miscreant (bound to Vane's will, but inherently cruel)

I.Q.: 12 MA 10 ME 14 PS 33 PP 18 PE 22 SPD 140 PPE 150

M.D.C.: 450 + Platemail 100 PV8 , SDC rules 450hp, 900SDC, Armor 300SDC

Natural Abilities: Nightvision, See/Turn Invis, dteleport 66 regen 4d6/min 1/2 fire, leap 40

Can take the form of a large bull or a humanoid warrior at will.

Combat Bonuses  HTH Demon 5th Level +2 / 5 psi init Roll +3 +2hth = 5 / 9 psi / 14 psi tc

Attacks per Melee: 6 4 HTH +2 RCC +1HTHLVL = 7 / 3 Magic

Strike: +7 +3 rcc +2pp +3hth = 8 / 11psi / 13 mace / +14 mace tc

Parry/Dodge: +8 +4rcc +2pp +3hth = 9 / 10psi / 12 mace / +13 mace tc

Damage: +18 M.D. / +54SDC

Psionics: Sensitive: All (120 I.S.P.) 

Tactics: 

Punch 5d6+15MD/15d5+54 MD, Power Punch for x2 for 2ata

Mace 9d6+15MD/27d6 +54SDC, Power Mace for x2 for 2ata


Thunderclap HF8,  +1 to strike, parry, and dodge +5 init vs any who fail save

Intuitive Combat:Initiative: +3Strike: +1Parry: +1Dodge: +4Pull Punch: +4Roll with Punch/Fall/Impact: +2 

Attack: Blinding Flash 10ft radius 60ft range duration 1 melee

Telepathy to read surface thoughts, if victim fails roll uses information for,

Luck or Phobia Curse spells, -2 save vs if also failed telepathy save, 40ppe 20ft range 5 days

Fear Smoke Clouds 20-foot diameter, up to 100 feet away. HF 16 5ppe

repel, animate and turn dead, exorcism, 

He likes to curse minions to blackmail them into service using remove curse as reward.

Skills: Radio Basic Computer Operation Literate Dragonese, English, Demongogian

WP Chain +2s +1p, Energy Rifle/Pistol +5/+3bursts, Blunt +2s/p,  

Equipment:  3 set GP worth 3000CR each, 327000 blackmarket, Wilks PC and Radio

V Platemail 100lbs 100MDC/300SDC PV 8

Giant Double Mated L-20 Pulse Rifles  6 long eclips, 12d6 pulse / 6d6 aimed double


"The Event Horizon"

This is a heavy, spiked mace forged from black meteoric iron. It pulses with a faint purple light when swung.

Damage: 4d6 M.D. + P.S. Bonus + If on ley line onhit Ley Line Time Flux for 25 minutes for 80ppe

Effect: The caster can choose to slow down time or speed it up. "Slow" Effect: A "Nausea" spell (Level 8) acts as a slow mechanism, reducing movement to half and imposing penalties (-6 to strike, parry, dodge) due to vomiting.

On a successful strike, the target must save vs. Magic (13+). If they fail, the local gravity around their body intensifies tenfold for 1d4 rounds. Reduce Spd and number of attacks per melee by half.

Mace can only trigger this effect three times per melee round.  Cannot be carried by anyone but Malphas and sinks into the ground if he is parted from it or banished from this dimension.


Arrives with a Random Minions who Pilot a Combat Barde from Federation of Magic: 

Roll d100 for 1d4+1 minions with the same Rifle and Armor he has:

1-10 Gurgoyles 11-25 Gargoyes 26-50 alu 50-75 DGhouls 76-100 Shedim

Source: 

https://www.deviantart.com/grandmasterfdc/art/Bull-Demon-674136513


Wednesday, May 13, 2026

137 138 139 Vaneland

137 ESCAPE FROM GAS!

 Caldor bribes coalition enforcer pilot TOD 5 mil to leave rat convoy alone.

Rats tunnel into west and escape mostly intact to vaneland.

Caldor 132776 500 Survival 300 skills +100 takes rat job +100 bribe enforcer +50 get frequency to contact rats

TOW 88425 600 Survival 500 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

Cam 55090 700 Survival 275 skills +100 takes rat job +200 first +50 get frequency to contact rats +100 survive enforcer +1000 saves a baby which she gives to rats later

Zak 16550 2000 survival 75 skills +100 takes rat job +50 get frequency to contact rats +100 survive enforcer +100 learns his bluebook can deflect

Razor 9675  3000 survival 200 skills 100 rp 100 gets rat elders to get party mech repaired +1000 rp +100 takes rat job +50 get frequency to contact rats +100 survive enforcer

14325 Razor has Leveled

Rats help AI Robot gets enforcer head welded ontop of normal head to provide sensors and combat computer lost in previous adventure.


138 INTO VANELAND

3 rat elders, 3 rat robo vehicles, and 10 rat cargo containers on wheels towed by one of the robos come into the FADE TOWN of VANELAND.

Deep within the overgrown ruins of the Indiana "Hoosier" National Forest, the air occasionally thrums with a low-frequency hum that vibrates the teeth. When the ley lines surge, the mist parts to reveal Vaneland, a "fadetown" that exists only when the dimensional fabric is thin enough to tear.



The Location: Vaneland

A coalition Trooper crucified at the edge of a clearing marks the way...

Vaneland looks like a high-tech truck stop grafted onto a medieval courtyard. It sits squarely atop a minor ley line, which provides the arcane energy required for it to phase into Rifts Earth.

  • The Watering Hole: At the center is a massive, glowing trough of "Charged Water"—ley line energy condensed into liquid form. It is irresistible to the mounts of the Simvan, acting as a powerful restorative for mega-fauna.

  • The Atmosphere: The town consists of semi-translucent buildings that shimmer like a mirage. When the town "fades out," anyone not keyed to Vane’s dimensional signature is deposited unceremoniously into the empty Indiana woods.

  • Vaneland General Store Radio Tower:  250mile range, 250cr/minute to use

  • Vaneland General Store Matrix Link: 25000 cr / day to use

Basic Statistics

  • Population: 18 (Result of rolling $6d6$).

    • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.

    • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.

    • 3 D-Bees: (Calculated from remaining $1/6$ populatin


Population: 18 (Result of rolling $6d6$).

  • 9 Vaneminions Guards: Unknown jumpsuit-clad demons guarding the fadetown.
  • 6 Simvan Customers: Members of the Pervic tribe utilizing the watering hole.
  • 3 D-Bees: (Calculated from remaining $1/6$ population).
  • Quick-Flex Leyline-Rifter Postman for Federation of Magic offering Magic Pidgeons 1000
  • Larmac Vagabond Vaneland Handyman Offering Repairs:
  • TW Repair/Ammo Rates -50% Recharge PPE Eclip 1000 
  • Tech Repair/Ammo Rates +50% 
  • Grackle Tooth Earth Warlock Vaneland Watering Hole Guard, ppe water sales, trade for scrap
  • Size: Hamlet (Fadetown).

  • Government: Magocracy (Totalitarian rule under Vane).


Strategic & Magical Features

  • Location: Indiana "Hoosier" National Forest, situated directly atop a Ley Line.

  • Defensive Capabilities:

    • Phasing: The entire settlement can phase out of existence for $1d6$ hours.

    • Guardians: 9 Vaneminions with night-glowing eyes and "V" forehead marks.

    • The Triumvirate: Linked to three regional nexuses (Whispering Spire, Red Cleft, Dead Grove).

  • Primary Economy:

    • Magic/PPE Services: Centered around the "Charged Water" trough for mega-fauna restoration.

    • Trade: General store ("Vane's Emporium") specializing in ammo, trading, and supplies.

    • TW Market: Significant liquidity; agents have been known to recover up to 5 million credits from local engagements.  Buying scrap, precious metals, and gems.

    • Selling common TW items.  (Uncommon items take a streetwise/find contraband roll.)

    • TW Firebolt pistol 80000

    • TW Laser Pistol 100000
      TW Shard Pistol 50000
      TW Shok Pistol 40000
      TW Starfire 160000
      TK pistol 130000
      TW Flameburst Rifle 300000
      TW Eagle Eye Marksman Rifle 160000
      TW Force Cannon 600000
      TW Helfire Shotgun 120000
      TW Nova Rifle 260000
      TW Oldstyle Lightning Rifle 160000
      TW Sapper Shotgun 325000
      TW Snare Gun 350000
      TW Sonic Rifle 640000
      TW Storm Rifle 560000
      TW Starefire Pulse Cannon 1040000
      TK assault Rifle 180000
      TK60 Light machine Gun 200000
      TK80 Heavy Machinegun 320000
      TW Dragonfire Flamethrower 300000
      TW Heavy Firedemon Flamethrower 900000
      TW Water Pistol, Rifle, Shotgun, Grenade Launcher, Water Bazooka, Water Canon
      TW Battle Skimmer Flying Craft 20000000
      TW Ley Streaker 12000000
      TW Seaside Hover platforum 700000
      TW Tech flying platform 300000
      TK Flyer Classic Gyrocopter 200000
      Tree trimmer tw flying bicycle 10000
      TW Wing Board 20000
      TW Wing Board: Cresent 700000
      TW Wing Board: Turbo 400000
      TW Jetpack 300000
      TW Hover yacht 300000
      TW Boat small 80000 mid100000 large 225000
      TW Windjammer frigate (huge boat) 480000000
      TW Glittermount horse 20000000
      TW Ironhorse heavy locomotive 500000000
      TW Trailblazer ATV  16000000
      TW Zoneranger ATV 4000000


Settlement Amenities

FeatureDescription
The Watering HoleA ley line-fed trough used by Simvan riders to heal and recharge their beetles and dinosaurs.
General StoreA rustic, semi-translucent "shimmering" building providing technical and magical gear.
Ley Line TapProvides 240-480 PPE depending on Ley Line surge levels, fueling the town's stability.

Social Dynamics

  • External Relations: Acts as a territorial buffer and anchor for the Federation of Magic.

  • Internal Security: Vaneminions enforce Vane's will with "Phase-Strikes" that bypass physical armor.

  • Stability: Low/Transient; the town is only stable enough to serve as an HQ because of Vane's level Shifter abilities.


Vane

Vane is a calculating dimensional architect who views the Simvan as a necessary "outer guard" for his sanctuary. He is gaunt, wears a high-collar armored duster, and never speaks above a whisper.

The group finds VANELAND, a trading post controlled by vane, the shifter leader of town, he negotiates with caldor who is also a named federation of magic knight. Vane demands a toll...


Not believing they are for real, vane asks one of caldors minions be marked as PROPERTY Of VANE

caldor volunteers towjam who gets a property of vane tatoo

Xp

Caldor 500 Survival +200 rp as knight of federation and getting tow tatooed +100 first +100 gt +100 skills

TOW 600 Survival +100 gets tatoo "property of van" knights armor +250 skills

Kai 28250 +1000 Survival +100 rp +125 skills +1000 save scout kai bribes someone 2 eclips +100 +300 order 3 ratlings to their deaths


Zak 1500 Survival +100 second +50 skills +100 reads blue book

139 PROPERTY OF VANE

For safe delivery of the rats out of the Coalition Gas war, Kai paid 1.5 mil black market credits by rat elders, keeps 400k, gives zak 200k, tow 200k, cam 200k, caldor 500k

given coordinates to heavy water and plans

send 3 rats to their death to find the water for pcs (kai rolled a 1 for their ability to do it, 51 or higher needed) rip sparkle tail and two fueding children of kreeghor faction rats

elders reluctantly give cameron the coordinate a 2nd time to avenge sparkle tail with some finger wagging

tatoo consequences for towjam

"Property of Vane" Vaneminion Armor Tatoo 

20 M.D.C. per level of the Tattooed Man's experience. 9x20=180MDCx3=540 SDC

Usage Side Effects:  Ensorcelled to Vane, eyes glow purple, Vaneminion jumpsuit armors user with bluish leyline like energy, V marks on head and chest plate.

Lore Magic users seeing the tattoo activated get a streetwise or intelligence roll to identify Vaneminion magic as that of an infamous Federation of Magic Lord.

simvan enter vaneland, try to eat children of kreeghor who remain camped under mech, caldor drives them away with gunfire from mech and negotiates their stay in town by talking with the simvan leader.

NPCs:

VANE

HORSE AI

NGV7 ROBOT AI

VANEMINIONS

VANEMERCHANT MINION with 4 arms

Sparkletail (deceased)

The Three Vane-Knights

Holding these nexuses are Vane’s "Generals"—Greater Demons from the same silent, jumpsuit-clad dimension as the Vaneminions. Unlike the minions, the Knights are articulate, cruel, and possess distinct personalities. They wear heavy, obsidian-colored M.D.C. Plate Armor over their jumpsuits, with the "V" on their foreheads glowing with the intensity of a dying star.

Zak intercepts a magic pidgeon!




  • Knight Malphas (The Spire): He carries a "Black Hole Mace" . sends his boss a magic pidgeon about slaying an enforcer the group bribed earlier that was trying to flee through his territory with some bribes.

other two knights still a mystery!

XP

Caldor 500 Survival +50 meet simvan +100 drive off simvan trying to eat rats +150 skills rp 100 meet Children of Kreghor rat followers 4 remain alive +50 send 3 rats off to coordinates who all die

118925 bounty hunter / 135776 total

TOW 600 Survival +50 metatoo consequences for towjam +50 meet simvan +100 drive off simvan trying to eat rats +75 skills  +50 send 3 rats off to coordinates who all die +100 gets knight armor tattoo powers recovers for 24hrs from pain,

91750

Cam 700 Survival +50 meet simvan +100 drive off simvan trying to eat rats +250 skills ++50 send 3 rats off to coordinates who all die +1000 hold baby

59665

Kai +1000 Survival +300 skills +2000 save 2 rats lives  +50 send 3 rats off to coordinates who all die
34225

Zak +1500 Survival  +50 send 3 rats off to coordinates who all die
Princess Shak +10000 survival, wakes in the mech and moves ontop of the reactor core before curling up and going back to sleep.
22275 Zak Has leveled up


NPCs:

4 level 1 ratlings saved pile into the mech, the last of the remaining rats other than Kai.  
The rest of the rats start leaving to go west.


Knight Malphas challenges TOW for a duel to be the only knight to rule THE SPIRE!


Friday, May 30, 2025

130 / 131 / 132 Red Dragon's Lair Prep

Searching for dragon lair route past maze of dragon shit at rat camp near fire dragon body

fight meat eaters who are attracted to rats cooking dragon meat. rats hungry need to package meat for fort iron whiskers population who are starving.

https://www.deviantart.com/munkendronkey/art/Rhino-Buffalo-84181704




dragon book glows in zamoks claw...


Most rats have left with the dragon meat back to FORT IRON WHISKERS to feed the tribe.

Team is camped over dragon nbody with a faerie who says her friends are captured in the dragons lair which is now unprotected since the dragon is dead.

Ahead of the group lies the SHITMAZE, a maze made from dragon poop that conceals the entrance to the DRAGONS LAIR.

After awhile of walking the group finds a bunker and gets shot, then proceeds to return fire and walk past destroyed bunker and meets a new friend named Zak...

130 XP

Caldor 108775

200 show skills 300 +100 teach lower gunning skills to kai +500 save tow+125xp gametable 200 survival

TOWJAM 83825

300 show skills 250 +100 bring kai in mech 300 survival

Kai 14470

 1000 show skills 400 survival

Cam 53890

300 show skills 175 +200 talking rp 300 survival

Zamok 42550

400 show skills 100 +500 tk save girl +100 rp +100 sword 100 survival

zamok last appearance he flies off into the sunset never to be seen again?

Crash +1000 survival

131 XP 2/22/2025

Caldor 400 skills  +100 gt +500 gcal +50 rp +200 survival

TOW 300 skills +100gt +50 rp  +300 survival

Cam 450 skills +100 gt +500 gcal +400 survival +50 rp

Kai 300 skills+500 gcal +50 rp +1000 survival

17720

Zakendel 6,250 150 skills +1200 survival +100 agrees to join federation of magic group belongs to

7600

argue about where to go, eventually leave

132 XP 3/15/2025

Caldor Skills 225 survival 200 find entrance in waterfall and enter caverns 100

111975

TOW Skills 200 survival 300 find entrance 100

86125

Jumbles 20000 +1000 = 21000


MANANAN Skills 25 survival 100 find entrance 100

Zak and Kai level up.

(faeries cant get xp and don't level per the rules :()

shoot down misiles fired by bunker of dragonwright followers, continue to advance through waterfall into dragon sized caverns 

save faeries manana, find out faeires are kidnapped at dragon lair by dragonwright followers

dragonwright followers also rumored to have caldor's wife


zakendel gets 6mil in gold and 2mil in blackmarket credits stolen from his former companions in dragonwright slain by the rest of the group he has now joined.  noone else knows about this money.

Ahead lies a cavern full of glimmering white crystaline pillars which have to be carefuly navigated, brushing the sharp pillars will cause cutting damage.

NameOCCRCCXPLevel
CaldorBounty HunterKreeghor11197510
TowJamSmugglerHuman861259
CameronPsi-warrior526908
KaiPecos RaiderMutant Rat177505
ZakPriest76004
NPCJumblesRobot HorseRobot AI210005

Saturday, April 20, 2024

128 Fort Iron Whiskers

The group camps at Fort Ironp whiskers.

The fort is entirely underground and sits in a tunnel complex dug out by rats near the Danas Run River 1km north of of the New Port Nexus and Princess Shack's Castle.

E0 Shopping

Caldor trades vibrosword gift for a TW Frost Blade

E1 King Burgle the Mutant Rat Pecos Raider of Fort Iron Whiskers allows the group to stay at the fort since they rescued Gina Tey the Mutant Rat and only Math Teacher the tribe has.

E2 King Burgle negotiates the group training young rats in exchange for staying.

Each PC gets some rats assigned to them by King Burgle who are ostensibly working for them to make their stay comfortable, but are really spying on the group.  Each PC is expected to teach their Rat Entourage.

Kaldor teaches his rats to Speak Kregghor

TOW teaches his rats to Pilot Motorcycle

Cam teaches her single Rat Sparkle Tail to start unlocking her 1d4 random psionic powers.

All the level1 ratlings secretly report to Kai and Gina who are expected to report on the group to King Burgle.


E3 Overhear radio chatter from the Princess's former Psigoblin minions reporting the movements of the group to BOWZA the dragon.


E4 Overhear radio chatter from BOWZA Back to Psigoblins "Send scouts to track the party, I will deal with them soon"


 


E5 Tickles repeats a message over the radio to all Federation of Magic citizens:

GOBLIN NEEDS

A radio message is overheard going to all psigoblins in Federation of Magic territory:

"My Goblins and fellow Zone Inhabitants:

Tonight a mighty Zonal Mobilization begins, a voluntary mobilization of the forces of Goblin wickedness and power. In more than 600 Zonal Nexus, gifts for Merctown war relief and for Goblin  services at home will be gathered by the experienced hands of Federation of Magic Knights who will collect 13% of forces and wealth from each Federation nexus. The great magical organizations of the Zone will give full cooperation to this work. And thousands of Goblins will give freely of their time and talents for the success of these campaigns.

You have been accustomed for many years to raiding your own neighbors for contributions to your Warlord's chest; now we must combine our forces to stretch a fist of hate and strength across the Zone to retake Merctown.

We must transform some of our new buying power into giving power as we face redoubled needs on every hand at lair and abroad; and prepare to pull our loincloths tighter for the hard fight ahead.

For most of us this year, giving will not be easy. War needs exact a heavy toll, not only on the fighting front but in the personal lives and fortunes of every one of us. But your giving will provide not alone strength for our Zone at war; but proof, in a world of violence and greed, that the Zonal inhabitants keep faith with our monarchy, that we hold inviolate our belief in the infinite worth of the individual goblin being.

Your gift may give new heart to courageous Goblins bombed out of their homes in many places; it may add to the precious store of medicines in a distant hospital or speed a shipload of food to a little Merctown, whose people are dropping in the streets from starvation. It may strengthen the hands of brave allies fighting our common foe. It may help a busy Goblin, working in war industry in your own Nexus, to take proper care of his slaves. It may speed on her rounds a visiting Necromancer  who is carrying a double load because so many of her profession are now with the armed forces. And it will help your Nexus to give hospitality to Demons, Shifters, and Witches on a precious few-days leave, or on their way to some distant battle line.

Your gift must take account, also, of the continuing needs of the sick, the crippled Goblin, the slaves and Goblins whose homes are not adequate to their needs; the bound demons, and the unfortunate in your own Zone, whose troubles have not lessened with the new worries and needs which war has brought.

Upon each one of you who listens tonight- upon you as a Goblin—in your own Lairs and Pits and plantations throughout this vast Zone, rests the success or the failure of the retaking of Merctown.

And so in generous giving, we will affirm before the world our Zone's faith in the inalienable right of every Goblin to a life of hatred, and strength and powerful security. Every successful Nexus collection, and every warlord's campaign will be another step toward the eventual victory of Goblins and the Zone.

"

-Alistair Dunscon


E6 Jumbles sets up a defense Net with Caldor's robot

E7 Once the ratlings are trained, King Burgle gives the group a map to the Dragons Lair.

The ratlings they pile onto custom made motorcycles and start to follow the group to the Lair.

E8 Following the map, the Group comes to a wall of dragon shit blocking the way.  some rats go to investigate it and get eaten by a Nipper worm of Taut.

The group stays clear of the wall of dragon shit, seeing an entrance into the maze they make camp deciding what to do next...

XP

Caldor 107450 +100 show +175 skills +100 gcal +900 teach speak kreghor to 9 rats, +100 kill scout goblin +50 avoid rhino buffalo +50 watch rat die to nipper had 9 rats assigned, one is dead to nipper

108925

TOW 82950 +100 show +200 buy jumbles computer programming skillsoft +100 gcal +325 skills +1000xp teach pilot motorcycle to 10 rats, has 11 rats assigned, +100 scramble zurk +100 order rat scouts +50 avoid rhino buffalo +50 watch rat die to nipper

84975

Cameron 52690 +100 show +100 gcal +500 teaches sparkle tail to use her psionics +100 rp, assigned 1 rat +50 avoid rhino buffalo +50 watch rat die to nipper +225 skills +50 breaks radio

53865

Zamok 41375 +300 show +50 avoid rhino buffalo +75 skills +100 gcal +100 rp +100 leads 2 rats +50 watch rat die to nipper

42150

Tickles 24465 +200 show +100 gcal +100 rp 24865

Kai 11000 +500 show +50 avoid rhino buffalo +150 skills +100 watch rat die to nipper +100 rp

11900


Saturday, February 10, 2024

126-127 Castle of the Princess

Caldor sees a small castle of Kregor architecture at the prerifts city of newport, the last known location of his Wife.

Inside the Castle are the Queens Guards, a mercenary company run by Psigoblin Oneeye, former ally of the group in years past.

Sponsorship:  Government of Kreghor

Outfits:  SPecialty clothing, environmental armor 80md, royal queen's insignia

Equipment:  Eltronic supplies, and good gear, medical supplies

Vehicles (Unlimited) spaceship

Weapons:  Basic weaponry from GAW and Federation of Magic

Communications: Basic service provided for normal short range radios by some sort of powerful main transmitter relay

Internal[;p Security:  Lax Psi goblin guards inside the castle

Intelligence services, special budget none

general alignment of the Queens Guards is anarchist

Crime:  The guards operate a bandit ring with 6 vet psigoblins

Reputation:  The guards are known scoundrels

Salary:  The guards have excellent pay, 500cr/week green, 600 normal, 700 vet, 5000 elite


https://www.joeysjourneys.ca/post/dungeons-and-dragons-castle-maps-how-to-design-a-more-impressive-siege 


skillquests

radio basic: 1easy goblin chatter 2moderate goblin goals 3hard goblin leadername

intel: understand goblin organization

see invis: detect astral guards

sen;p[']se nexus: base is on a nexus

lore demon: 1easy identify psigoblins 2 hard id psigoblin tribe name

sense evil: most of the psigoblins are evil, a small percentage are selfish, none are good


E1

green goblin scout on wingboard does fly over near mech location

https://3rdageofdragonwright.blogspot.com/2011/09/psi-goblin-template.html


E2 Group sees a ratlady tied up to be sacrificed on a pile of loot.

A Rat named Kai runs up to them on a modified CS Sky cycle and asks them to rescue his sister from inside.  TOW negotiates a 1000cr bounty for her rescue and is paid by Kai.

Caldor crashes through the front of the castle gate with the robot, and uses the railgun to kill the Goblin leader taking some small arms fire from the rest of the goblins before they flee.

Then a DRAGON shows up looking for its treasure, the group gives it a diadam and takes the rest of the offerings the dragon didnt see they had.  The dragon gives them 24hr to get more tribute.

The group has laid  claim to the rest of its treasure the goblins had left out in a crate hidden which has been loaded into the mech.


Gina and Kai lead the group to the rat base FORT IRON WHISKERS where low lifestyle is availible for free, the mech is repaired, and all mainbook loot is for sale.  Rats repair the robot.

Rat leaders give Caldor a map to the Dragons lair where they claim princess shack may be located.

XP 126 notes were lost,  +500 caldor +1k TOW  +1k CAM +1500 Zamok +1k Tickles

XP 127 

Caldor 105900 +500 126 +250 show up +200 skills +100 defeat goblins +100 daring crash through gate +100 rp ship +100 try to convince group to go to space +100 gets key and enteres ship but cannot launch without princess biometric +100 lets Gina in mech 107450

TOW  81025 +1000 126 +500 show up +175 skills +100 defeat goblins +100 take contract for saving Gina +50 find ford iron whiskers 82950


CAM  50715 +1000 126 +750 show up +75 skills +100 defeat goblins +50 find ford iron whiskers 52690

Zamok 39975 +1000 show up +50 skills +100 rp hiding from dragon +100 goes astral with dim teleport +100 defeat goblins +50 find ford iron whiskers 41375


Tickles 23215 +1000 show up +100 rp dunscon rule +100 defeat goblins +50 find ford iron whiskers

24465

Gina 7500  +2000 show up +500 good sport about being disable most of game +100 rp +100 defeat goblins +100 use radio in mech +100 rp teacher for rats +100 realizes shes wearing a fortune in gold +100 skills +100 bribe elders with phile of health +100 pickup flaming sword with ppeclip  +50 find ford iron whiskers

10700

Kai  7500 +2000 show up +1000 make deal to save gina +100 rp with TOW +100 learns he has psionics +100 defeat goblins +50 skills +100 bribes rat elders for scroll +50 find ford iron whiskers

11000


todo which tribe do the rats pay up to?

loot in crate in mech minus the circlet of blasting which was given to dragon as tribute buying 24hrs

Major items:

Uncommon items (×2):

Circlet of Blasting given to dragon

(Rolled 13)

[reroll]

Ring of Water Walking

(Rolled 43)

[reroll]

Minor items:

Rare items (×1):

Scroll of Protection from Celestials

(Rolled 29)

[reroll]

Uncommon items (×2):

Philter of Love

(Rolled 22)

[reroll]

Periapt of Health give  as bribe by gina to elders

(Rolled 21)

[reroll]

Common items (×6):

Clothes of Mending

(Rolled 9)

[reroll]

Wand of Scowls

(Rolled 46)

[reroll]

Rope of Mending

(Rolled 32)

[reroll]

Ruby of the War Mage given as bribe to rat elders by Kai

(Rolled 33)

[reroll]

Ruby of the War Mage on Gina's person

(Rolled 33)

[reroll]

Heward's Handy Spice Pouch

(Rolled 17)

next to her a pile of loot

denim strap

cybernetic laser eye that is in good condition

gray eraser shaped like a swoosh

control panel

small battery

carbon fiber breastplate that is black and is in good condition

box of .45 ammo with 18 rounds

holo-phone

chip programmer

computer diagnostics tool

chip programmer

laptop

pair of smart glasses

cybernetic extra arm that is in good condition

bio-scanner

An empty chemical canister marked “(X) (X) Virus.”


A roll of undeveloped ProSnap camera film.


An super hero Cereal plastic decoder ring.


A tattered and doodle-covered copy of Lying, Congressional Style.

A heavily thumbed and blood-spattered copy of an edition of the Idiots Survival Guide.

Gina is wearing loot given to her by the goblins for Bow'Za, 500gp worth of chains, a tiara worth 100gp with 4 emralds in it, and has silver bracelets worth 25gp each, diamond earings worth 10000 cr each 1 carat gems are useful for making techno wizard equipment

Kai psionics:  healing touch, telekinesis, telepathy, Totall recall