Showing posts with label planescape. Show all posts
Showing posts with label planescape. Show all posts

Wednesday, December 13, 2017

The Temple of Camelsast and the Journey to Dis - a scenario (Dungeons & Dragons 5E, Lingusia in the Age of Strife)

Notes from a Recent Campaign

--DM's notes presented unedited, for your amusement:


The Temple of Camelsast

--Camelsast is a demonic gnoll-like beast, sometimes depicted as a sand dragon, which is a chaotic demon that was cast into the mortal realm long ago. In his true form he has the body of a camel spider, the torso and upper arms of a gnoll, the head of a goat and the side tentacles of a froghemoth. Lazy DM uses modified Balor stats if somehow it comes to blows with him (but see more below).

--The Temple was once a fortress dedicated to a lost order called the Adonari. The Knights of this order were killed twenty-five hundred years ago when Camelsast took control of the temple. The old knighthood was a dedicated order which served the enigmatic deity called Bashtron.

--About a century ago, shortly after the fall of the Dark Pharaoh, the devils of Avernus, following their general Razzadien, invaded the temple and slew its priests, then fought with Camelsast and drug him to the Nine Hells where he was imprisoned in the City of Dis. Razzadien was slain in the battle and his remains rest at the center of a powerful planar anomaly that permanently binds the temple to the plane of Avernus, first layer of Hell.

--Camelsast has a ring of ancient keys which he keeps. Some of these keys bind the dark chains of the fallen angels which were bound to the Dark Pharaoh Xauraun 150 years earlier . These keys are hung around his neck in a deep, burning pit in the city of Dis. (side note: these were the plot goal of the group entering the temple)

--The body of Razzadien is located in the main hall of the old temple, a moldering mass that is covered in crystalline black blood. Any who enter the circle around the body, or touch the crystalline blood are transported to Avernus.  The body is haunted by a specter of Razzadien, who will inform the PCs that they must journey to Dis if they seek the keys of Camelsast. He offers to take them there for a price….his price is that they must promise to take his crystallized heart and present it to Dispater himself. He’s lying (a bit) though; any who touch the crystalline bones will seem to be transported to Avernus anyway.

--The interior temple has the following guardians:

o   Undead specters of the lost knights who once inhabited this fortress and worshipped Bashtron

o   A lone Nabassu (adult) named Grath which has taken Camelsast’s name and claims to be the demon lord so that the gnolls will worship him. He even has his own unholy amulet and ring of false keys! The keys are actual gate keys, one each to: Acheron, Mechanus, Dis, Arborea and the Material Plane.

o   A horde of hooked horrors occupy the darkest corners of the temple

o   A gang of derro led by the antipaladin derro Crucix occupy the lower regions of the temple as well, studying the phenomenon of an Abyssal tomb ruptured by an Infernal invasion. They are sworn to seek a way to restore Razzadien to life that they may remove his lawful evil corruption from the temple, but prior efforts to take his heart to Dis have proven fatal to those who tried….and each time the heart reappears 13 days later in the corpse’s chest.

o   A Nonaton modron and his small army arrive in search of a group of rogue modrons. The Nonaton is named Cherish-223-00067. He won’t take no for an answer. (In the actual game the group had the three rogue modrons with them).


Journey to Avernus and dis
--Avernus is the first layer of the Nine Hells, and the point of entry for most all creatures. Bypassing Avernus is very difficult.

--The anomaly on this side is a great claw rising from the earth in which the adventurers appear when they interact with the dead Razzadien. A pair of spinagons watch it, waiting patiently for evidence of use. The spinagons are Kratus and Strakos, and they will try to flee if approached to bring word to the nearby fortress of scars and the salt devil Ruukalos that there are invaders.

--A crude path winds through the rocky, devasted countryside of the land, littered with volcanic glass and shards. Cracks filled with boiling water and swimming pools of mewling, worm-like lemurs can be seen.

--The Fortress of Scars is ruled by the salt devil Ruukalos, who will send forth an army of Legion Devils to investigate the new arrivals. He is advised by a petitioner named Ruvan Mool, a Galvonarian vizier hanged for treason last year by the Caliph, now working hard to become a lesser devil.

--“Safe Spots” in this region include the Blade’s Cut, a scar in Avernus where a portal to Acheron can be found. A legion of bladelings led by General Crossika stand guard, waiting for the next great war between Acheron and the Hells. They will show antipathy to the humans, but will aid them if the adventurers promise to return with intel on Dis or other major fortresses of hell.

--Another “safe spot” is the Tower of Mugalin, a lone sorcerer of ancient power who dwells on this plane studying the movement of Tiamat in her ancient prison. His many telescopes allow him to study that land at a safe distance. He explains that Tiamat’s Hellish form is a vessel, an aspect, and that the spirit of the goddess roams the multiverse seeking reincarnation. He speaks with an accent and explains he is from a kingdom called Pellucid (Chirak, four centuries old). If the PCs stay overnight, in the morning the tower is gone, turned to ruins and dust. Beneath the tower is a passage to the legendary Dungeon of a Thousand Gates, an ancient demiplane created by Mugalin after he went mad some centuries ago. Foolish adventurers may brave the dungeon and find a gate to Dis....if they have a key.


And on to Dis
--The Riven Path is the passage along the cliffs leading to the second layer, the hot and untenable land of Dis. Armies of the dead march along this path seeking deeper passage into the Nine Hells, driven by legion devils and spinagons. Masquerading as the shroud-covered lemurs is the only way to pass in disguise.

--Alternatively, a wild ride down the River Styx, including a terrible waterfall, is another way, but bathing in or drinking the water instantly destroys all memories of who and what the person is. Passage by Charonic ferryman is possible, but he charges a steep sum to escort the living…a solid diamond worth 10,000 GP. The only diamond of such value in the area is in the diadem of Ruvan Mool, at the Fortress of Scars!

--Once at Dis, the winding, cutting, burning canyons open up to the iron city, which glows with an eerie burning light. Passage in the city is difficult, and it is filled with all manner of infernal beings.

--Asking around draws attention but reveals that the “former” demon Camelsast is serving his life sentence in the Asking Pits. This information is known to most, but a fallen deva named Cryosine offers to help the PCs. She is remorseful in her ways, and if it is revealed they seek to restore a fallen seraph see will see this as a chance at redemption.

--The deepest, largest pit contains the fallen demon lord, whose exposure to this land has changed him forever to a lawful evil fiend. As a bound pit fiend he still seeks escape and will bargain with the PCs to cough up his chain of keys if they free him, but that they will suffer a terrible curse if they don’t fulfill their portion of the bargain.

--The pit guardian of the Asking Pits is a Pit Fiend named Rugose, who serves Dispater directly. He is also one way the group could ask to see Dis, especially if they bring Razzadien’s heart. If they mention this task to Cryosine, she will warn them that Razzadien sets them up….he owes 1,001 souls to Dispater and they will be given to fulfill his obligation, slain immediately and raised as lemurs.

--No matter what, Camelsast cannot escape until he can answer the question of the Asking Pit, which is “Name the form of your disgrace.” The answer is: Camelsast himself, but he can never see this through his own hubris. If an adventurer answers, then they free him (in error or by design). He will cause havoc and attack the pit fiend Rugose, giving them accidental time to escape. Cryosine, if allying with them, can take them to a portal which leads them back to the material plane, though she is not sure 100% where. The portal opens to a dark cave in a mountainscape of the DM's choice. (Note: in the campaign the group actually took Razzadien's heart to Camelsast and gave it to him; I ruled that this actually freed him, after which he attacked Rugose.)


Wednesday, December 6, 2017

Planescape is...Juvenile? (Not Bad Necessarily, just.....Juvenile?)

I've been using some Planescape content in my D&D game recently, a 5E campaign set in my own world (Lingusia, Age of Strife) but with some planar crossovers going on.

As I was running a mixup of the ongoing plot with some Planescape material related to Avernus, the first layer of hell, and the sundry beings you can encounter on said plane....as well as certain travellers at a known gate town, I had this weird realization that Planescape is essentially a Juvenile fantasy tressed up in just enough rough clothes to feel "edgy" from a juvenile fiction point of view. It takes concepts such as the layers of Hell and the Abyss and makes them just clean enough to be serviceable....just friendly enough for low level berks to survive even if it's a helluva ride on the way through....and it ascribes a lot of intensely ordinary, human emotions to everything in the planes, even if it does so with a sort of satirical panache.

I've run plenty of Planescape in the past am definitely surprised that I really "felt" this tonal shift in terms of how I interpret it now than I used to. It's not that it wasn't there....nope, it totally was....it's that I, as a gamer in 2017 with decades under my belt, am no longer quite as excited at that tonal feel, that essential "simplification" of the underlying lore, than I once was.

I suspect a lot of this had to do with how TSR handled D&D in the nineties, as a product aimed at kid (and mom) friendly, with as much excision of risky elements as possible. It was a kinder, genlter and more naive era. Today.....not so much. I like a bit more Dante Alligheri in my Hell, maybe (bad analogy; I ran a D&D game in the mid nineties using Role Aid's actual adaptation of Dante's Hell). Maybe what I mean is....I like more depth. More complexity. And a Lot More Horror.

Or put another way....my tastes on how to interpret the planes appear to be leaning darker and more gruesome.

Anyway, game tonight! Will see how that affects the group's foray into the Nine Hells....


POST SCRIPT: So after some thought I decided it was ironic and amusing to suggest Planescape was juvenile when, in many respects, the totality of D&D can be regarded as such. The question is not "is this juvenile?" but rather "What are you going to do with it?"

Tonight's game was a lot of fun, not juvenile, and still rooted in Planescape. Maybe juvenile isn't the right word.....maybe Planescape's default presentation is just more whimsical and light hearted than may be typical of the represenation of such in a modern gaming era where Shadows of the Demon Lord is a Thing, you know?

Either way tonight went exactly as I wanted.

Sunday, August 16, 2015

Auctions, Auctions, Auctions

Remember Mt. Zogon and Slice of Death? I Miss Dave's stuff, he was
THE BEST!!!!!!

I've had a low post count for a few days....missed both game groups....and since Wednesday last week have been deathly ill with something weird, flu-like and severely fever inducing. I finally turned around a bit on Saturday and here I am at 5 in the morning feeling weirdly okay and engaging in a bit of manic Ebay fun. If you're interested, check out my auctions here. A lot more are timed to start at 8:30 PM (MST) and will be real 7-day auctions. I'll probably post even more after some sleep.

While lying around near death I realized I had a lot of crap. A LOT of it. And a lot of stuff I knew I had bought because the store owner of location X was selling something for a song that I couldn't resist, knowing it was going for big bucks on Ebay. At last, after a lengthy absence, I realized it was time to do a bit more Ebay selling. Yay for iphone cameras.

A few notes about what I am getting rid of:

I have a lot of Traveller editions, but the one I will use to play is not the pristine Deluxe Traveller up for sale. Also, Interstellar Wars, which I have never read or used and never will, although it looks interesting.

I have a lot of Runequest stuff, but the Runequest I have fond nostalgia for is actually RQ3, the version that I really got in to; I only ran about 8 games in RQ2 (that I can recall).

I love Mutant Epoch, but after a couple years of collecting it I still can't muster up the requisite energy to plow through even one of the massive sourcebooks. My future post-apoc plans all revolve around Savage Worlds, Mutant Year Zero or Cypher System right now (emulating a hybridization of Fallout and Appleseed). Mutant Epoch is very cool but surprisingly demanding for an OSR-hybrid title. The books deserve a more dedicated soul's attention.

I'm ditching Shadowrun auction-style. I have finally accepted that liking the CRPGs does not mean I will like the paper and pencil version. Really it's the same issue I have with Mutant Epoch: too much content, not enough time left on the planet to figure it all out (damn you D&D 5E for taking up 90% of my gaming time.

I have some odd strays lying around....Planescape, for example. They've actually been waiting in a "send to Ebay" pile for ages. Also, stuff like Tomb of Abysthor (which is perfect condition, but I have the Frog God revision) and Red Hand of Doom (which is very popular as 3rd edition modules go, and somehow I found a pristine copy languishing on a back shelf in a local store, the owner of whom hasn't actually heard about the internet yet).

And then there's Blood & Smoke, which is a cool book but putting it on Ebay is my way of facing reality: I'm never gonna run it or really even properly finish reading it (I think I got 75% through before I was distracted) because I just don't grokk to the White Wolf/Onyx methodology on gaming, and my wife, who left the WoD and LARPing behind ages ago will never look back, so it might as well go to a home that can appreciate it properly.

More eventually!

UPDATE: I have 40 listings up now. Mutant Epoch went first....go figure! RQ2 went next. I have probably 2-3 more boxes of another 50-100 listings I'll eventually get up, including both old and new games, and a few more surprises.


Thursday, January 8, 2015

Planescape back on dndclassics.com

Planescape has returned to dndclassics.com. As it happens this was one of the sets I purchased back when WotC did it's first go-round with scanned reprints, so my copy was ready to be downloaded when it released. The quality of the scanned books and map is great, and I couldn't detect any evidence of bleed-through. The maps didn't even seem to have any scan wrinkles from originals, although I might need to blow the image up considerably for a closer look.

Incidentally I was able to snag a copy of the boxed set for about $10 a few months back. All the contents were in mint condition, and even the box was mostly intact. This replaced the one I sold back in 2003ish on Ebay for a mint to help pay for the gambling debts of my ex wife...!

Planescape remains #1 on my list of campaign settings I'd like to see formally presented in a new book for 5th edition. Maybe a high volume of sales for this classic version will help motivate WotC into considering the idea (as if prior polls, requests and fan furor hadn't already convinced them!)


Monday, July 14, 2014

The PHB will have Tieflings!

I was curious if they'd be in the PHB or an optional "Planescape" race in the DMG (which apparently will include things like Warforged or Kender as setting-specific race options). This is wonderful new to those who, like me, find tieflings to be integral to their campaigns now. Tielfings occupy an interesting space in D&D's venerable cosmology....they appeared in Planescape first and wormed their way in as a meaningful AD&D 2nd edition player option around 1992ish, so while they're not exactly Old School in the pre 1989 sense, they have definitely been a thing in D&D for at least 22 years now, and quickly became more popular than many other interesting race options introduced around that time (poor Bariaur!)

Anyway, here's the page samples from the PHB released today on ENWorld:




This just keeps getting better and better.....now for the next big bugaboo: will they dare to put dragonborn in the 5E core PHB? Dragonborn are a great race, but they got an excessive amount of grief from some quarters, mostly those who could not abide the mammalian/dragon mix as presented in the art, and old schoolers who (for whatever reason) decided to draw their line in the ground at draconian beasts.....the y don't bother me in the least, though; I was adding dragonmen into my game as early as 1984, and worked out playable stats for them by 1989, so dragonborn have a comfy place in my game worlds.

Saturday, October 22, 2011

Ages of Lingusia: The Planar Realms





















   The planes of existence in Lingusia are a confusing jumble, and this is at least partially due to the curious cosmic landscape of the planes locally.
   Lingusia is actually believed by most planar scholars to be six coterminous, linked planes. The center of it all is Lingusia, the vast world on which the other five realms are hinged. Tethered to the mortal plane are in order: the Plane of the Dead, the The Abyssal Realm, the Shadow Realm, the Dreamlands, and the Weirding Realm. Each of these realms appears to contribute some important component to the whole, and the fact that it was still possible to forge permanent planar gates leading from one location to another suggests that they are all intertwined in a way not easily separated.
   In contrast, there are countless additional planes of existence that are not apparently part of the “local planar cluster.” The most notable locations include the Celestial Kingdoms, sometimes also known as the outer planes or the astral sea. This dimension apparently exists at an entirely different level of reality from the baser level of Lingusia and its coterminous planes.

The Realm of the Dead
   This is the land of the dead, where all souls go to rest after they pass on in the mortal plane. The gods of the dead dwell here, bartering for souls in their mysterious games, moving the dead around like pieces in some mysterious game. Some souls ascend to become planar entities, while others are returned to reincarnate, and a few more are gathered for permanent duty as mysterious sentinels of the dead.

The Shadow Realm
   Between the realm of the living and the dead is the Shadow Realm, where the souls of the dead must pass through to reach the Realm of the Dead. It is here that a war has raged for eons, to capture and use souls as objects of power between the forces of Chaos and Order. It is also where the rogue demigod Unarak will strike a devastating blow, for the Shadow Realm will be, like all the other planes, disrupted for a time in the future. Until this time, however, the Shadow Realm remains the domain of those gods of umbral aspect or those who seek power through the undead. The demon lord Orcus has a vast kingdom on this plane (as well as in the Abyss) for example.

The Abyssal Realm
   The Abyssal Realm is a nine-tiered pit, carved brutally from the flesh of the cosmos and simultaneously its own domain and overlapping various regions of the mortal world, where on special occasion its inhabitants can burst forth in to the material plane. Within this vast pit are ancient armies of darkness, lurking in cities of pain and suffering. The demons, dark corrupted souls born out of the malice of the chaos gods long ago, dwell here.
   While the Abyss is the domain of demonkind, on the vast outcropping of its crustal shelf (called the Desecrated Lands) there can be found a great tower, said to be infinite in size and scope stretching up like some hideously inverted mountain, with nine parallel layers along the mountainside and reaching to the frozen heights where it is said you could once transcend in to the Celestial Realms. This mountain is known as Hell by its devilish inhabitants, who are eternally in opposition to the demonkind, soldiers from a lost eon during the era of the prehunates, who now serve whatever dark masters will pay them the most. Set makes his home here.

The Dreamlands
   The Dreamlands of Ethenur are a mysterious, haunting domain of whispery shadows, dreaming spirits and strange nightmares. It is said that the land contains a much, much older force, evident in the ancient topography and the fantastic monuments to things unknown which dot the landscape. Most famous of these is the Armageddon Tower, overseen by the Mystery Damortus, who tends to a strange Tree of Life within its immense halls, where the death of every being is made evident in stained glass, until the day when the blood-oozing clock atop the tower reaches the thirteenth hour and the final stained glass image depicting the end of the cosmos is at last completed.
   Ethenur has many more weird mysteries, about which more will be revealed in the future.

The Weirding Realm
   The Weirding Realm is the fae land, the domain of the mysterious elves. Elves were never of the mortal world, it is said, having been born of the womb of the primal goddess Gathika, who forged the Weirding Realm specifically to give birth to her first and fondest creations. How much of this is elf myth and lore truth remains unknown. The elves believe it, of course, and all fae beings experience a tangible sense of loss when they are away from the Weirding Realm too long.

Next: Plots and Scenarios in the Empire Era

All text copyright 2011 by Nicholas Torbin Bergquist, all rights reserved

Saturday, October 1, 2011

Personalities of Kharabys



And now for the Third and Final chapter on the many odd characters and NPCs, this time in the city of Kharabys and Isnathar at large. In going over all this stuff I wrote for the Astral Island I have to admit I would like to run some future games set here. Perhaps, I could do it in Castles & Crusades, using the Cosmos Builder and Planescape as plug ins.....

Personalities of Kharabys

Peredon Naylor                                                AL CG    human sorcerer 7
   Peredon is a human from the kingdom of Narzham, on a remote material plane that appears to have disappeared or is impossible to find. He’s been searching for years now for a way of finding his home, and has in the process built up an impressive local navigational collection of the hundreds of planar routes that manifest in Isnathar, and he eventually opened a business to display his impressive clockwork construction of the local planar gate space called the Planeum. He is rumored to have been forced into exile from the Imperial Demi-Plane of Naelythia after being caught with the emperor’s youngest daughter, Ialatha, some years ago.

Galon Skord
   Galon Skord is a notorious local knave who might more likely fit in to the devil-run Port Draemen, but for the fact that he hates being outshined in his villainy. He is a native of the material plane of Chirak, from the island of Espanea, where he works for a society called the Order of the Ebon Skull, securing rare and valuable artifacts of evil from the planar realms or use by the Ebon Skulls on his home plane. His principle allegiance is to his immediate superiors, but he has sworn a pact of fealty to the demon lord Kraish’degar. To rise in status and power Galon has commissioned the recovery of an ancient coffin containing the corrupted chaos-flesh of the dead demon lord Nasur, said to have been slain eons ago by Metatron himself, then interred in a sarcophagus that insured the demon lord would never return.
   Galon relies on three agents are a trio of sultry tiefling women who carry out his dirty work. They are called Etheri, Thalia, and Tresanielle. All three were found as young orphan girls plying their trade in the back alleys of Kharabys (where tieflings are regardes as second-class citizens) and raised to be cunning assassins by Galon. Indeed, Galon himself is not nearly as skilled at his planar acquisitions without their aid.
AL: LE     Race: human                                        Class:      anti-paladin 5        Deity: Kraish’degar
App: Gaunt and pale, wears heavy lacquered ebony platemail, and a horned helm.
Init:        -1            AC 21 (Tch 9  FF 21)            FT +7 RF +3 WL +8               HP 47                    
Senses: normal     Armor: platemail +1 and heavy steel shield shield ( AB 9+1 and +2 shield)
Speed 20 ft. (30 unarmored)             Melee +1 magical scimitar +10 or +11 with boon; (1D6+6; 18-20/X2)    
Space 5 ft; Reach 5 ft.
Special Attacks Smite good 4/day (+5 damage/+10 vs. good subtype, bypass DR, and +3 to AC against that target), Touch of corruption (2D6 damage touch), Aura of Cowardice (-4 vs. fear on enemies within 10 feet)
STR 17(+3); DEX 8(-1); CON 10(+0); INT 10(0); WS 12(+1); CH 15(+3)     Base Atk +5; CMB +8; CMD 17
Anti-Paladin Feats and Abilities Aura of Evil, Detect Good, Smite Good 4/day (+5 dmg/+`0 vs. good subtype, bypass DR, +3 AC), Unholy Resilience, touch of corruption 5/day (2D6 damage touch), aura of cowardice (-4 vs fear on enemies in 10 ft), plague bringer, cruelty (sickened), channel negative energy, Fiendish Boon (weapon +1, unholy light, added to scimitar), Weapon Focus (scimitar), Toughness    
Spell Slots 1st level: 1/day (DC 14) Memorized: Summon Monster I (fiendish fire beetle)
Skills Bluff +11, Disguise +9, Intimidate +16, K/History +4, K/the Planes +5, Sense Motive +10
Languages Espanean (common), Planar Common
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 582 gold pieces, 75 platinum pieces, 10 gems worth 50 GP each, scimitar +1, shield, platemail +1, backpack, sheaf of planar maps, gate key to Chirak (aligned with portal in Corlione), Ring of Detect Magic 3/day, Potion of Invisibiity (1 dose)
Fiendish Fire Beetle (small, N, Init 0; AC 12/touch 11/ff 12; HP 7, Fort +2 Ref 0 Will 0; Resist fire and cold 5; Immune mind-affecting spells, Spd 30/fly 30; darkvision 60 feet; Melee: Bite +1 (1D4 damage), SQ luminescence

Etheri, Thalia and Tresanielle
   These three comely female tieflings delight in dressing in the finest dresses in fashion among the Naethlythian elves; they are more unusually demonic than normal, with cloven hooves beneath their dresses as well as tails and horns. They are personal agents of Galon Skord, and were raised from a young age by him to become efficient agents for his illicit Planar Acquisitions business.

Other Personalities of the Demi-Plane of Isnathar

Nezmeth the Outcast                                    CN Bone Devil
   Nezmeth is a bone devil who was accused of terrible unknown crimes in the Nine Hells, and fled to the isle of Isnathar specifically to escape his eternal punishment. He arrived in Port Draemen, where he dwelt on the streets for some time, unable to provide any useful job skills outside of killing, when he developed an unusual phobia of small creatures, specifically children, Halflings and other beings with disproportionately small hands and higher-pitched voices. After a terrible incident at the Sacred Wisdom Orphanage (which was subsequently shut down and is now said to be haunted) he was forced in to exile by the Chain Lord herself, who at once pitied him for being an aberration of his own kind (a chaotic being who lacked an evil soul) and yet could not forgive him for slaughtering an orphanage of innocents, even if it was out of sheer terror.
   Nezmeth now wanders the wastes of the island, and is somewhat of an authority on the isle as a whole, providing useful guidance to those in need. He lives in a hut built on the back of an immense, ancient animated lizard skeleton, which meanders across the island, usually near the shore, where he spends his days beach-combing and hunting for the exotic dog-sized trilobites and sea scorpions that wash ashore.

Scorion                                                                 NE Naelythian Elf rogue 7 eldritch blade 4
   Scorion is the notorious local lord of a mess of astral pirates, a mixed group of naelythians and other outcasts who are for various reasons very angry with the Astral Empire of the Naelythians. No one knows what Scorion’s personal anger stems from, though rumors abound that he is a bastard son to the emperor, or that his house was destroyed during the time of the Great Purge two centuries ago, when civil war rocked the empire in its formative years, to be squelched by the total destruction of the opposition. All anyone can say for sure is that Scorion seeks to do damage wherever he can.
   Most recently Scorion and his crew have taken up refuge in the mountains of Isnathar, and have developed a keen interest in the ruins and relics to be found upon the curious demi-plane. Exactly what he has up his sleeves remains to be seen, however.

Copyright 2011 by Nicholas Bergquist, all rights reserved

Friday, September 30, 2011

Personalities of Port Draemen


And now for part 2 of the NPCs of Kharabys. This section provides short bios and a couple stat blocks on the noted personalities of the chain-devil run independent Port Draemen:

Personalities of Port Draemen

Meenlock Radamarch                                    AL NE    Goblin Rogue 6 Assassin 4
   Goblin assassin for hire; a mean little old coot, notorious locally for his cunning efficiency and network of young tiefling and kytonian urchins that work for him, a gang known as the Shadow Coins.

Kaelie “Sultry” Neramas                              AL LE      Kyton Expert 7
   A female Kyton who runs “Astarte’s House of Please,” a den of iniquity that caters to the sadomasochistic set and promises any number of possible fantasies made horribly real. Sultry is nonetheless an excellent ear to the streets and hears about many strange goings-on no one else does, especially in the Abyssal quarter, known for its lawlessness.

Skalam Veruun                                                 AL LN     Ifrit Expert 10
   The most notoriously efficient planar merchant in Draemen is Skalam, a fireblooded ifrit who trades directly with the elemental lower planes and has known connections in the fabled City of Brass. Skalam is always looking for reliable agents and mercenaries to protect his cargo and ships, and will proactively seek out and destroy planar raiders and pirates that threaten his business.

Jazastar the Mirthless                                   AL NE    Mummy Bard 5
   Jazastar is the most notorious entertainer in Draemen, and is considered the personal entertainer of the Chain Lord. His dirges are impressive, but his efforts at humor can be disturbing, as he engages in uncharacteristically dark gallows humor. He is accompanied by a troop of abyssal ghouls, called Merol, Dring and Splast, who work with him for some impressively deranged skits. The Chain Lord loves him. Precisely where he came from originally, or how he came to be free of any confinement is unknown.

Salaam Ragast                                                   AL TN    Mercane
   Salaam is a famous local mercane who does a great deal of business in the magical device trade in Port Draemen. He funds the Office of Investigative Research on Baranask (ORB), focused on hiring brave teams to enter the haunted ruins of the Abyssal City and find new and fabulous ancient artifacts for his collections. Rumors abound that he is backed by powerful abyssal agents who are barred from the city by an ancient Devanic Curse.

Krugal Silth                                                         AL CN    Human cleric of Hades
   Krugal is a relentless stalker of petitioners and other beings that rightly should have been claimed by the dark domain of Hades, but who have somehow escaped its grasp. He works exclusively out of Port Draemen for unknown reasons, and is famous for his periodic sermons in the region. On occasion he will receive a missive from his god, sending him out to unknown planes in search of the offending escapee from the Stygian Darkness. Krugal has been known to recruit mercenaries to aid him on his astral barge, the Death Bringer, piloted by a skeletal bone devil called Kharos, who says he’s Charon’s cousin.

Chain Lord Andressa Nytu                           AL LE female Kyton fighter 12
   The ruthless and powerful chain lord is the dark mistress and protector of Port Draemen, latest in a long line of appointees given the position by popular vote. The story goes that Andressa Nytu received her commission a century ago, during an attempted invasion by the Chaos Hordes of the demon god Lloragesh. The story ends with saying that you can see the skinned and tanned hide of Lloragesh on the floor of the Council Chamber in the Chain Lord’s Palace, and that Andressa carries a phylactery with the demon god’s soul around her neck. No one disputes this story, least of all the kytons of the region, who are very long lived.

General Zanj                                                      AL LN male cambion fighter 8
   Zanj is known only by his one name, and is known also for being a mixed humand and kytonian halfbreed, but he is favored by the Chain Lord and acts as her consort. Zan is also responsible for running the all-volunteer and mercenary-focused standing army, which serves to protect the city from attacks both regional and extraplanar. He is said to have been made famous for his efforts at stopping the last Uprising of Souls on the plane of Abaddon. He is also known to be a member of the church of Osiris, and is a long time friend of Jazastar the Mirthless.

Tereneka Vile                                                   AL CE female Succubus Wizard 10
   Tereneka Vile is one of the few demons to be allowed within the walls of Port Draemen, and also one of the few who seem to be unpeturbed by the ancient devanic curse placed on the city thousands of years ago by Metatron. Tereneka runs a spy network and provides espionage services to the highest bidder, and has a strong force of tieflings and other planetouched in her service called the Burning Guard. Tereneka seems to have earned the trust of the Chain Lord, for she directly contracts out to the palace, and seems to rely on many contacts in the lower planes to aid the protection of the city. Exactly how she came to be exiled from the Abyssal realms, to find herself working for chain devils, remains unknown.
 
Skaz The Mad                                                    AL CN male kobold sorcerer 20
   Skaz wanders the streets of Port Draemen acting most of the time like a cooky old kobold who knows a few cantrips that he performs for money. Many foreigners have mistaken him for a common kobold however, and died horribly for it. Skaz is in reality the most powerful sorcerer in the city, and the Chain Lord relies on him as a sorcerous adviser at times, calling upon Skaz when it fancies her. Skaz, it is said, went mad when he was young, after he was gifted with the Vision of Cosmic Insight after he travelled to the Realms Beyond and allegedly had direct contact with the progenitor god Ea.

Fendren Lore                                                     AL LG male aasimar wizard 3 ranger 5 arcane archer 6
   Fendren is a rare example of an agent of good that has somehow found a home within Port Draemen’s walls. He travels between Draemen and Kharabys on regular business, and often engages in interplanar journeys of various unknown natures. Fendren is said to have once been a ranger and scholar in the service of Athena, but something happened and he fell out of grace with the goddess. Fendren now provides his services as a seeker, aiding those in need of a way of finding something or someone that has hidden themselves away in the infinite planes. Rumor is he is extremely good at his job.

Gelek Samursan                                               AL CG male aranea Rogue 4
   Gelek gets around, and he is another local odd fellow who is known throughout the streets of Draemen and generally regarded as a curiosity. He appears as a Halfling with tiefling traits, though his spider form is largely unknown. Gelek is not that powerful, but he represents a subterranean society of his kind that dwell beneath the city, and he is especially good at keeping up on the gossip and goings-on in Draemen.

Skaeldron. alias Mournweaver                 AL CE Adult Umbral Dragon
   Skaeldron is a true wolf in sheep’s clothing, masquerading in a polymorphed form as an older hunch-backed tiefling man who goes by his proper name, acting as a local seer and engaging in palmistry in various local taverns. He is seen as yet another of the many eccentrics in the city. Deep beneath the city, in the catacombs that stretch well in to Baranask, Skaeldron’s secret lair and slowly growing army of monsters awaits. There, as Mournweaver, he intends to drive the kytons and their allies out, and to claim the city and the ruins of Baranask for his own. What stops him right now primarily is his knowledge that the ruins are guarded by an ancient devanic curse, and he has not yet unraveled how to break it.

Thresha the Handmaiden                            AL LE Gylou (Devil’s Handmaiden)
   Thresha is a terrifying creature who is feared by all children in the city. She is real enough, dwelling in the Northern Tower, tallest pinnacle in the city which overlooks the ruins of Baranask, and the base of which serves as the only secure gateway therein. She has an unknown relation with the Chain Lord, but sought refuge in the city some fifty years ago to escape some crime in the Nine Hells. Thresha’s indiscretions are tolerated, and it is generally accepted among all kyton children that she is the city’s punishment for weak children who cry.

Yan Kor Nag                                                       AL NE Human male wizard 5 Cleric of Eragoth 10
   Yan Kor Nag is a mysterious fellow, and dwells in the Eastern Tower of the city, highest pinnacle to the eastern edge of the Great Ruins. He is said to have been here since before the Kyton migration, and to have tolerated them in exchange for services they offered as guards and agents. Yan Kor Nag is the only cleric of the enigmatic Eragoth, whom some say is one of the destructive Star Gods.

Bilious Vern                                                       AL LE Immolation Devil
   Bilious Vern is known for his propensity for drink and vomiting. He is one of the legendary immolation devils, even more terrifying than a pit fiend some day, and yet he is a nothing, a no-one who has lived for as long as any can remember as a drunken lout who barely seems to remember his own name. Some claim he was stripped of most of his mental faculties by an aggressive enemy, left a bumbling idiot for the most part, but no one really knows his curious story.

Mister Quareg                                                  AL CN Shoggoth
   Quareg is a strange sort of “man” who works with a small group of skum along the waterfront. He manages a curio shop, and is known for his proud display of ancient and often very disturbing religious iconography. He is abreast of all the latest manifestations of the Star Gods throughout the prime material planes, and regards himself as somewhat of an authority on planar eschatology.

Skarzbana, keeper of the Strangling Vine Inn
   Skarzbana is the well-known innkeep of the prestigious and formerly haunted Strangling Vine Inn, built around an ancient Strangling Vine tree, which itself is said to have been in Draemen for a thousand years. Skarzbana is a sucker for hard-luck cases and always helping down and out adventurers who arrive in Draemen get on their feet.
AL: LN    Race: tiefling                                        Class: expert 3                      Deity: Isis
App: female tiefling, blonde hair in a bun, thick horns and a long tail, a very large, robust woman
Init:        +0           AC 12 (Tch 10 FF 12)           FT +1 RF +1 WL +3               HP 15                    
DR none; Immune none; SR none   Senses: Darkvision 60 feet                 Armor: Leather Apron (+2)
Speed 30 ft.          Melee Broom (as a staff) +1 (1D6-1)                Space 5 ft; Reach 5 ft.
Special Attacks Silvered Dagger +1 magical +2 (1D4 damage)
STR 8 (-1); DEX 10(+0); CON 9(-1); INT 11(0); WS 13(+1); CH 12(+1)       Base Atk +2; CMB +1; CMD 11
Feats toughness, skill focus (cooking)
Skills Appraisal +6, Craft (cooking) +10, Diplomacy +7, Knowledge (local) +6, Perception +7, Sense Motive +7
Languages Planar Common, Abyssal                 SQ Darkness once.day (tiefling ability)                                                            
Wealth 2,504 gold pieces in hidden coffer in her room; carries 50 gold, 100 silver and 100 copper

Doctor Vigoron                                                 AL NE Flesh Golem alchemist 10
   Vigoron is a local chirurgeon who specializes in alternative means of healing and fixing wounds, as well as mechanisms for removing curses and diseases that do not use divine magic. He is a sentient golem, a rare breed, with a cunning intelligence and (some say) a hidden laboratory in the catacombs and sewers of the city where he performs diabolical experiments in his effort to create a master race of golems.

Maleus Torimaer
   Maleus is a notorious local knave who regularly is looking for the Big Ticket out of Draemen. His father was ostensibly an elf, but his mother was a cambion with kyton blood. Presently Maleus is in trouble with a local gang of rogues called the Hooded Legion, whom he owes money. He recently stumbled across a map that leads to a legendary abyssal tomb within the ruins of Baranask, and is trying to find some naive planar visitors that he can use as cannon fodder to rob the tomb to pay off his debts.
AL: NE    Race: tiefling                                        Class:      rogue 8  Deity: Loki
App: Male tiefling, dusky red skin, a persistent smirk, shaggy dark hair, short horns and tail
Init:        +4           AC 19 (Tch 14 FF 15)           FT +2 RF +10 WL +1            HP 48                    
Resist cold 5, electricity 5, fire 5      Senses: Darkvision 60 feet                 Armor: Studded Leather +2 (+5 AB)
Speed 30 ft.          Melee +2 rapier anarchic +13/+8 (1D6+3; 18-20/X2) Space 5 ft; Reach 5 ft.
Special Attacks sneak attack (add 4D6 plus 4 bleed); anarchic rapier does +2D6 to lawful beings
STR 12(+1); DEX 19(+4); CON 10(+0); INT 15(+2); WS 8(-1); CH 12(+1)   Base Atk +6/+1; CMB +10; CMD 21
Rogue Abilities Sneak Attack +4D6, Trapfinding +4, Evasion, Trap Sense +2, Improved Uncanny Dodge, Rogue Talents: bleeding attack 4, fast stealth, finesse rogue, surprise attack
Feats Agile Maneuvers, Combat Expertise (-2 att/+2 AC), Weapon Focus (rapier), Lunge (-2 att/reach)
Skills Acrobatics +15, Appraise +13, Bluff +14, Climb +12, Disable Device+15, Knowledge (local) +12, Linguistics +13, Perception +10, Sleight of Hand +15, Stealth +17
Languages Planar Common, Infernal, Abyssal, Sylvan, Terran, Ignan, Elvish, Orcish                XP: 51,000
Tiefling Racial Ability: darkness once/day at level 8 casting level
Wealth: 157 PP, 353 GP, two +1 daggers, 4 normal daggers, 2 silver daggers




Copyright 2011 by Nicholas Bergquist, all rights reserved