Saturday, June 23, 2012

LL/BX Metal Earth Necromancer and some character class musings

First, I'd like to thank Dan Procter for putting LL together, because I haven't done that, and I should. 
I'll put the sorcerer up tomorrow (it's done).
None of these are play tested, but they will be soon.
The final line up of classes will be as follows- The Adventurer, The Monk, The Necromancer, and the Endless (Human as a class- which is nothing more or less than a reskinned B/X elf).
I guess I could make a .pdf of all this stuff, but that might require some effort, and I think we all know how I feel about that.

Note there are a couple of new spells in here I need to write up, and I need to go back and fix the names so they tie back to one version of the game, but you'll get the idea I'm sure. 


The Necromancer


Necromancers wield magic they draw from the necrosphere, the ancient Earth’s spirit world, which is infused with the ghostly energy of eons of the dead.

Race: Living beings
Save: as cleric
Combat: As cleric
AC= 10+1/3 lvl+ dex mod. (round down)
Weapons and armor:  Any

In order to work their magic Necromancer must have a focus made from the remains of a dead creature. Such object may include a skull, or a staff made of bones, soft tissue foci are rare but not unknown; however, such foci must be shielded from decay by embalming, mummification or some other method.

Blood Magic:  Once a day, a Necromancer may inflict a minor wound upon himself in order to gain an additional spell of one level below the highest level spell they can cast. This maybe done a maximum of three days in a row.

Turn undead as cleric

Potions: Necromancers of 6th level and above may brew potions.

XP to gain second level  1500.



Spell List

First Level Necromancer Spells

Detect Chaos/law
Detect Magci
Cure Minor wound
Light/Dark
Protection from Chaos
Puridfy food and drink
Animal companion
Remove fear

Second Level Necromancer Spells
Bless curse
Hold person
Cure major wound
phantasmal force
Ghost Spear

Third level Necromancer spells
Cure/cause disease
Locate object
Remove curse
Wizard’s eye
Effigy of agony

Fourth level Necromancer spells
Fly
Protection form Law chaos 10’ radius
Sticks to snakes wall of fire and Ice (Ghost Wall)
Create water

Fifth level Necromancer spells
Animate Dead Commune
Contact other plain control weather the wailing dread dispel chaos/law
Insect plague
Quest
Raise dead

Saturday, June 2, 2012

Satan's Spine: Anvil of the Sun

Map on the left.
 
Anvil of the Sun:
A vast expanse of broken, sun-blasted earth and black sand, the Anvil of the Sun girds the center of Satan’s Spine, creating a nearly impassable barrier between the northern and southern extremes of the landmass.  The desert is home to a host of strange and often hostile life forms, each caught up in the desperate, savage struggle to survive.
Food is scarce, and water even more so. In addition to the searing heat, frequent high-energy sandstorms, each of which is believed by the residents of the desert to be a separate manifestation of the one true eternal sandstorm, which they call the Groove, rip across the barren landscape; the sand laden wind of the Groove moves with such force that it can scour flesh from the bone, and turn the bone into dust all in the space of two or three heartbeats. 

Nomadic gangs of scavengers, brigands and outcasts prowl the interior, searching for artifacts and valuable mineral deposits and warring amongst themselves.

History/Myth:
Known universally as The Squandering, the story of the Anvil’s formation is told several versions, the minor details of which vary from region to region; the most prevalent version of the tale states that at some indefinite period in the past, what is now the Anvil of the Sun was the last pure place in Satan’s Spine. Green fields stretched form horizon to horizon; all people lived in harmony and in peace with the beasts of the land. The water, the food and the air were all clean and mutation was unknown.  The gods, it is said, stored their most valuable treasures here in the last pure place- among them, the pool of eternity: a body of shimmering water, which, if bathed in, would grant any mortal eternal life. 
Attracted by tales of the beauty of the Pureland and rumors of the Pool, the humans came; in their avarice and despite the best efforts of the gods and their faithful servants, the humans brought about the destruction of the Pureland. The gods endeavored to spirit away the Pool of Eternity, but were destroyed; somehow, the Pool was lost in the resultant confusion. Its ultimate fate and location remain unknown until this very day. In the end, the last whisper of purity in the world was ravaged the gods were killed, and the humans were, as is usually the case in such stories, responsible. 

Although there is no concrete evidence to support or contradict the existence of the Pool of Eternity, it is obvious that at some time during the deep past two gigantic forces clashed across what is now the Anvil.  The ruins of many settlements are known to nestled beneath the black sand, thus proving that at one time what is now desert was perhaps something else. As to weather or not humans were responsible- or even involved, as they are completely absent throughout the Spine today, who can say?


Wednesday, May 23, 2012

Satan's Spine: The Trund

 
The Trund are a nomadic humanoid people, who make their living as traveling tinkers and traders, forever moving across the Anvil of the Sun. They are organized into bands. Comprised of 30-50 individuals, each band lives and travels in a large power driven wagon known as a trundle. It is not known for certain how many bands there are.
The Trund are, as a rule, extremely proficient at making repairs to ancient technology and they can easily mend and fabricate far more mundane items. Although they all carry revolvers and are rumored to have access to weapons even more potent, the Trund will not make or repair weapons for outsiders.

It is said the Trund wander the desert in a perpetual round, always searching for some treasure they claim to have lost long ago but cannot name or describe. Although, they travel in small groups and are never aggressive, all agree that it is unwise to attack the Trund. It is difficult to tell the exact nature of the trund as all of them wear outlandishly psychedelic protection suits with full headgear at all times.

Outside of trade and work for hire, the Trund have minimal interaction with other folk of the Anvil. They rarely enter the relative comfort of Godskull or other settlements, preferring it seems, to remain in the desert with their vehicles to the near exclusion of all else.

Tuesday, May 22, 2012

Satan's Spine: Acid Lake in brief

 
Acid Lake:
A mix of sulfuric acid and hydrogen chloride comprises the body of the lake. Taken together, the lake and the mesa land to its west, known as the Taint, represent some of the Spine’s most hostile and unforgiving country. An alternating combination of jagged cliffs and beaches of jagged glass surround the lake. Fumaroles, stinking of sulfur, roll over the burbling surface, poisoning the air and limiting visibility.

The lake is nothing less than a wound in the world. The acid is produced  as waste by a group of earth elementals that have latched on the land surface that now forms the lake’s bottom and are feeding on the planet’s dwindling tectonic energy. This has been going on for over ten thousand years. In appearance, the acid elementals resemble giant leaches made of pitted and stained stone.

Friday, May 18, 2012

Satan's Spine: a horrible place, poorly mapped


Hmmm...
Well, I'm a bit daunted by the sheer number of unfinished projects that I've got going on this blog. So in effort to dig myself a hole all the way to the Pellucidar, here's the start of another new project*.  What we have here is a first look at Satan's Spine, the campaign area for my upcoming Metal Earth game. I'll be happy to answer any question regarding the map or really anything else relating to the blog in the comments.
Larger version here

*it's probably best to view this blog as kind of like pizza place run by a spastic and poorly trained hobo. Sometimes the pizza is cooked, other times all you get is some sauce, a few toppings of dubious provenience and a mumbled, Thunderbird-soaked "fuck you" for your trouble.

Alex Schroeder Does the Impossible!

He made one of my posts useful. Here is a link to the stats he's written up for all the critters in The Forgotten Depths. His interpretations are very imaginative. I'm especially fond of  his version of Vampire Grass.
Thanks Alex.

Wednesday, May 2, 2012

Province of Forgetten Empire: Gazetter... and fitness question.

I was supposed to post something substantial yesterday, but I forgot and... whatever.  Anyway, I'm thinking about writing a bit about fitness here, anyone interested in that at all? The gym dude told me I need to eat 4000 calories a day this morning (urgh!) so it's on my mind. 

Here's the gazetter thing, extra typos added free of charge.

The Map is here


 

 Province of the Forgotten Empire



The region known lies just north of the Sunburst Sea. Once, long ago, Sansool existed as province of the Forgotten Empire, but in the present, the region is contested territory with many groups fighting for control and survival.  Locals look back on the ill-remembered imperial past as a sort of golden age, but it has little bearing on the day-to-day lives of most.  This is not the case, however, for every one; adventurers spend their lives delving into the imperial ruins seeking glory, riches, or perhaps the power granted by forgotten relics of the imperial age.


The Black Spire is a massive and fortified tower, built of black basalt.  One of only a few intact imperial era fortifications in the region, the original purpose of the Black spire is unknown; although it is thought that it may have been a temple to chaotic god. Currently it is controlled by Rictus, the self styled Witch King. A huge encampment of gnoll warriors surrounds its base.

Blyx is situated at the eastern edge of Olde Dragon Swamp. Populated by men and dwarves for the most part Blyx conducts trade with everyone from the lizard men of the swamp to the white apes of the Crags. A council of Wizards known as the Silent Society runs Blyx. The city’s trade is prosperous and the Silent Society uses the wealth generated thus to influence affairs far and wide. Blyxian spies are sad to infest every city, church and court throughout the land.

The Crags, a broken, rocky badland, represent the sad remains of an ancient mountains chain, worn away by time, and shattered by earthly upheaval. Although oases hide among the rocks in some few places, the major part of the Crags is barren and merciless. Outlaws and Savage bands of white apes fight over what little there is.


Glistendome. Built long ago by the imperials, Castle Glistendome resides on the Green Isle in The Witch’s Water and is a mighty fortress city.  The city has been held by the elves for well over a thousand years. When they took ownership of the city form the imperials, the elves assumed stewardship of the Golden Peacock, the wood wall and the Wyrd tree. Like many imperial constructions the castle and the city below are riddled with secret passages and hidden chambers. The Old Road, an ancient imperial thoroughfare, runs west from Castle Glistendome to the shattered gates of ruined Moon Keep.

The Gloomy Mountains: Ancient basaltic mountain range. The average peak is about 12,000’ feet high at the summit. The extent of the range is unknown and no records exist of anyone visiting the western slope. In the southern expanse of the range some of the deeper valleys contain microclimatic pockets of jungle. Major settlements in the mountains include Urux and the Black Spire.

The Witch Wood: Ancient home of the elves, the wood continues to the north and east of what is shown on the map. All manner of beasts inhabit the forest. Although there are many elves living at Castle Glistendome, many more live throughout the forest. The elves trade the products of their magical orchards, and handmade treasures of many sorts, with the men of Urux and Blyx and the Dwarves of Kurg.

Jungle of Nar:  situated at sea level the Jungle of Nar has a much warmer wetter climate than most of the province. Gargantuan, ancient creatures found nowhere else in the province reside in this storybook rain forest. Mysterious ruins of unknown but obviously ancient origin, perhaps predating even the Forgotten Empire, are strewn through out the depths of the forest. The city of Kurg, a dwarfish whaling town resides at the edge of the primeval forest, along the southern coast of the province.

Kurg:  1000 years ago, at the close of the Second Summer, the dwarves who fled the horror unleashed at Urux (then called Bal-Rindurr) settled far to the south of the catastrophe and took up the hunting of whales and other giant beasts of the sea. Since this initial settlement, the folk of Kurg have prospered, but the settlement has changed but a little. Following long tradition the city minds its own affairs, taking its living from the jungle and the sea.

The Lurch: As a name, “The Lurch” refers both to the large dormant volcano just south of the Screeching Stones and the stunted malformed woodland that surrounds its swollen eminance.  The Serpent People made a city here once, deep in pre-imperial times. Over the epochs, successive volcanic events buried and sealed away several iterations of the great city. Each time the volcano erupted the serpent people would return and create another layer. These cities exist now, one piled atop the other, all entombed beneath the flank of the great mountain.

The strange and twisted woodland, which surrounds the volcano, is famous for its carrion stench and populations of giant insects.

The Moon Hills: Fog shrouded, lycanthrope infested and wizard haunted highland region. There are many minor imperial ruins in this region. Warring clans of Halflings reside in cold, ramshackle castles seprated from one another by leagues, brought together by hatred and blood feud.

Moon Keep: Ruined imperial site. An intact funerary complex is situated beneath the remains of main structure.

Stargleam’s Wall: Perhaps the signature relic of the Second Summer. The elvish king Stargleam had this wall built in order to hold back the forces of the first Witch-King, Skorn, but something went very wrong. Stargleam’s chief advisor and Wizard, Althon betrayed him by secretly defiling the Wall with forbidden rituals. As a result a presence entered the spaces between the walls within the great wall. Things fell apart. At first, the wall crumbled and resisted repair. Later, over the course of a single night remembered now as the Grief the soldiers manning the great wall went insane and slew one another- down to the last.  Mores elves died in that one night then during the entirety of the Summer War up until that point. The elves were effectively undone, the few who remained fled to Camirill. With the elves defeated, the Summer War entered its final phase. Althon raised the thousands of dead soliders along the wall as mindless revenants of savage aspect. He set them upon the forces of Skorn. In the end the land was torn asunder and all who vied for conquest were humbled by it. The Second Summer had come to a close and the Long Fall had begun.
Old Dragon Swamp:  roughly 100 years after the Grief, a dragon came down upon the elvish countries. His wrath devastated the land and transformed it. where once there had been a lake now there was a stinking smoking fen. Although, he is rarely seen these days, it is commonly believed that Igor still resides in the swamp. Igor is the most powerful single entity in the province. Many worship him as a god. His agents move in every walk of life, throughout the province.

Urux: At the end of the second summer, the dwarves and Ur-men, who worked and lived at Bal- Rindurr had advanced the arts of mining and metallurgy to new heights. Prosperity was at an all time high, but greed and avaricious pride ruled the minds of the folk and they wanted more and more. Eventually, due to the desire to progress in some quarters and the desire to profit in others, the dwarfish overlords yielded to popular demand and made use of chaos magic to further the city’s mining efforts. The exact details are known to few today, but there was a terrible catastrophe; a hole was rent in the earth’s crust at the root of the mountain, and Bal-Rindurr itself was sundered and its subterranean towers toppled. In the months that followed, the dwarfish survivors fled the city.

The Witch Wood: ancient haunted forest, long believed to be cursed. The elvish court and people were driven to the witch wood after Igor destroyed Camarill. In exchange for a place within the wood, the forest god Mogu, made the elves bind themselves to the forest through a magical ritual. The ritual made the elves the stewards of the forest. Mogu has remained silent since the time of the great ritual, but it is rumored that he will return if he grows dissatisfied with his chosen stewards.

The Witch Water is a haunted lake which contains Glistendome and the island upon which it was built. At night, shimmering spectral shapes slide to and fro beneath the waves and when the moon is full the ghostly ruins of cities long forgotten can be seen aglow upon the lake floor.