Showing posts with label Wilderlands. Show all posts
Showing posts with label Wilderlands. Show all posts

5.28.2023

Wilderlands 4, Session 1

The crew couldn't all assemble for our bi-weekly Discord game of Numenera on the 22nd of April, so I asked if we wanted to pivot to a back-up game so we didn't have a dry week of gaming. Getting answers in the positive, the group began to make first-level Pathfinder characters to play in my take on the Wilderlands setting.


The group started their careers in my homebrew town of Bugbear Falls, a fortified site on the far eastern reaches of the territories held by Viridistan, the fabled City-State of the World Emperor. Having newly made their individual ways there after hearing the promises of wealth and fresh starts in the territory made by the Emperor's court to any willing to explore and tame the marches.

Sitting in the local tavern, The Desecrated House, the newly chartered adventuring guild, the Glorious Slayers, decided to take on a job before their funds started to run out, so they looked at local postings. There were three notices on the board outside the bank/pawn broker:
  • Unbreakables estate clearance! Inquire inside!
  • A return of a bracelet belonging to Elle, from the river by the Hermit's Shack.
  • Rubbings from the fey gate to the east of town. See Syl the Sage for details.
Both of the jobs outside of town seemed appealing and they quickly settled on getting the rubbings, heading to the shop of Syl the Sage. A slate outside reads "Walk-Ins Welcome: Readings, Debates, Research, Taxidermy." The troupe enter and find the small woman surrounded by books, mumbling about proving someone wrong. After introductions are made and business rates discussed, Gregor speaks up and negotiates the terms of the job posted previously. Syl gives them charcoal and paper and sends them on their way.

Once down on the River Road, the party can see the top of the gate, a beautifully carved relief on a cliff face depicting two trees, their trunks covered in runes, branches meeting to create an arch. The fey gate, as it is known, has no opening. A blank rock face is all that greets the party as they approach and take out the supplies to begin making rubbings.


Shortly, however, the party is interrupted at first by one, then another small, blue humanoid coming out of the rock wall as it shimmers and ripples before them, speaking an odd language. They look perturbed, but Echo also speaks the Sylvan tongue and can communicate. They inform her that the adventurer's "kind" had not paid their debts and that they should leave immediately. The little ones seem to personally feel like taking rubbings isn't going to hurt anything and warn the PCs to be gone by the time they come back with their master, at which point they walk back into the gate.

Our heroes speed their efforts and begin to feel immense heat coming from the gate and hear loud, clanging footsteps. They gather their supplies and beat a trail out as quickly as possible by the time whatever is coming reaches their side of the gate, being out of sight and on the River Road back to Bugbear Falls to collect their reward, 10 gold coins and a future research of their choice for free!


Cast of Characters
Gregor and Victoria Palesun, Human Spiritualist 1 and Phantom (Taylor)
Echo Tovun, Elf Magus (Eldritch Archer) 1 (Rachel)
Taric, Human Barbarian 1 (Brenden)
Baila, Halfling Rogue 1 (Rachele)


Notes: You'll notice there are four PCs in the cast, but only two mentioned in the actual body of the session. That's because the players for Taric and Baila left early in the session. I had planned a combat for the session, as well, but put that off when the only two characters left were a Spiritualist and a Magus.

Edit: Changed some names as I've come to rediscover my notes.

3.05.2014

Campaign Alphabet - C

Eberron (Defendersverse)

Captain Aundair

This Extranormal being was, in many historian's minds, the only reason Aundair survived past the final days of the Last War.

Art by pursuer-of-darkness
Shortly after the plans by Lord Marlex were intercepted and acted against with brutal efficiency by the Thranes in late 925 YK, and another crushing setback in 927, Aundair was put on their back foot in the war and were struggling to hold their lines against an empowered Thrane and keep a stalling presence upon the Karnnathi front. This was not to be for long.

Thrane pushed forward and held much of southern Aundair, cowing the citizens there and denying them food to break their wills. The Karnns, however, were conducting even viler practices. Though known to have employed undead in their armies, a new commander on the western front, known as Kron, was reviled, even among his allies for corpse-harvesting battlefields to bolster his armies. 

Aundair could not stand by any longer. The Knights Arcane had collected the only survivor from the field of a Karnnathi victory, a body clinging to life after the awful enervating touch of an undead had nearly claimed him. He was taken to the towers of Arcanix and powerful magics and alchemies were concocted and forced into this soldier's body. 

On the brink of death as he was, his physical shell could not fight off any of the effects forced into him, and all involved feared that this soldier would give his life for his country on the slap of an arcane lab. It was not to be, however, as his will to fight and live held the magics tight to his frame, shaping him into the peak of human perfection. 

Aundair had the first of what they hoped was a series of enhanced soldiers, and by keeping him unnamed, save for the nomme de guerre of Captain Aundair, had a powerful tool to rebolster patriotism and, in theory, also aid the failing recruitment seen in the nation. 

Captain Aundair was dispatched to the Eastern Front to battle Karnnath, where he met in battle with Kron and soundly defeated him, leading Kaius II to dismiss the general in the face of defeat and overwhelming political pressure over Kron's battlefield atrocities. Kron was a blessing in comparison to his replacement, however, a diabolical soldier - matched in many ways to Captain Aundair - and being called the Red Skull.

Captain Aundair served diligently and courageously for the crown of Aundair for sixty-six years in the Last War, never seeming to age a day in his service. He ended up missing in action, and feared dead, after the Day of Mourning, as he was in Metrol around that time.
Sabotage brought about the end of the program which birthed the Captain, and though heralded as the first Extranormal early on, evidence that others had come before leaves many to believe that he is simply the first in the modern era.

Golarion

The Catacombs (of Wrath)

Discovered by Vic, Walt, and Rissi after pursuing Tsuto Kaijutsu through the Glassworks in Sandpoint, the heroes did multiple excursions into these vaults, even once taking the sage, Brodert Quink, with them to help determine the age and purpose behind the structure, as well as determine who built it.

Quink was certain (and correct) that the catacombs were constructed during the days of ancient Thassilon, and the party discovered cells and chambers that made it apparent that it had served as a prison during that time. 

Deep in the bowels of this structure, the heroes encountered twisted rage-driven abominations and even a weaker form of demon known as a quasit, both of which gave the group more trouble than they bargained for.

Khardtha

The Council

Alternately known as the Council, the Council of Wyrms, the Dragon Knights, or the Dragon Council, this odd body is rumored to be composed of some of the oldest and most powerful of each type of dragon on Khardtha.

Little else is known about the Council, save that it was presumably founded by Clughfelyliam, a great wyrm green - who is also rumored to be the first dragon to ever step foot on Khardtha - after supposedly delcaring that he would gather his kind in grand council. For what reasons then or now the dragons band together is unknown, though it is said by those claiming to have seen them that they never travel in their true forms, instead traipsing the countryside disguised as knights (thus the alternate name for the group), resplendent in fantastic armors, and carrying equally magnificent weapons.

Each, in their knightly forms, sits astride a mount unique to the rider and reflecting their supposed demeanor. Among these beasts are enormous hell hounds, nightmares, pegasi, and more. Others have reported seeing the members of this group riding horses that match their own draconic hues, leading some to speculate that the 'horses' were dragons, as well, using shaping magic to assume the form of stallions.

Whatever the truth behind the Council, even if they are these great dragons, indeed, when and if they decide to act upon or against any idea or individual or group, they will present what may be the most powerful force ever gathered on Khardtha.

The Wilderlands

The City-State of the Invincible Overlord

The Great Enemy. The City State of the Invincible Overlord - known as Ryan's Ruin to sages, Rhamsandron to wizards, and Normoot to the native barbarian Altanians - or simply, the City State, lies to the east of Viridistan and has been a constant needle in the side of the World Emperor.

Though defeated decisively in almost every engagement, the City State is seen as a necessary pest, the bug that shall not be permanently smashed, as its tributes keep a steady flow of gold into Viridistan's coffers. The periodic incursions and the contested borders that are a hotbed of military and civil action are of little distraction, though the tension grows and may someday soon pop, making Viridistan finally conquer their neighbor to the east.

Travel and commerce between the city-states is sometimes necessary, but no true Viridistani would stay long in a city occupied by those would would regularly traffic with the monstrous races of orcs, trolls, and goblins.

Likewise, the heretical beliefs practiced in the City State no doubt breeds the poor dispositions that most denizens of that tyranny display. Might be all the mammals they eat, too.

At least, that's what the World Emperor's own Guard Sergeant Trisful says...

6.08.2013

Campaign Alphabet - B

Khardtha

Sir Balthasar of Moorhulden


Balthasar could very well be the last of his kind, self-identified as a Firbolg, this powerful warrior looks like a giant of a man made into a giant, standing fully 11 feet tall, with broad shoulders and arms and legs the size of tree trunks. Though ponderously massive, Balthasar showed grace in battle and was accepted as a companion of the High Lord Denain when he set forth to reclaim Makalus and restore it to its former glory.

Though showing clever wit and intelligence, Balthasar conducted himself primarily as a bodyguard to the Ogre, Denain, and their Halfling companion, Serafina, eventually earning his knighthood from the High Lord after years of service. An honor which he cherishes as a true act of friendship and trust by his Ogrish friend, and enacts to the best of his ability, serving as the General of the Reaches, a position giving him control over all military personnel and engagements beyond the borders of his liege's realm.

However, the giant-kin's loyalty and friendship may stem from the fact that no other firbolg has been seen in centuries, perhaps hinting to the fact that Balthasar is the sole survivor of some tragedy or natural decline of his kind. Balthasar says little of his past or of his people, and though he has mentioned it a few times, he has never been known to use the natural illusions his people can manifest.

These days, the wizened knight serves in the capacity of his duties to the realm, but has become exceedingly more distant, and even the High Lord is lucky to be in his General's presence, but forgives the warrior's eccentricities out of friendship.


Wilderlands

Bugbear Falls


On the Eastern Reaches of the territory held by the World Emperor of Viridistan, amid near-constant skirmishes and contests to claim the region by Viridistan and the City-State (of the Invincible Overlord), sits an ancient, moderately-sized keep that houses some of the most resilient people the Wilderlands know.

Reclaimed a couple of centuries ago after years of fierce engagements between men and goblinoid, Dunkiel was founded by the warlord Efilon on his press to claim more territory for the City-State. He and his army succeeded, executing the bugbear chieftain that had held the keep, and his retinue, by sending them over the cliffs. This act would stick fast in the minds of subsequent generations and earn the keep its current popular name, "Dunkiel" all but forgotten as time wears on.

Seventy seven years ago, however, the forces of the World Emperor took the ill-defended keep and began to garrison it, tenuously holding it for the first few decades, then asserting more control on the outpost in more recent years. A decade ago, the old Vuzughar (landed noble, like a duke) was recalled to the city of Viridistan, and appointed Dal Lago, a trusted officer under his command, as his replacement.

Since Dal Lago took over, banditry, plague, famine, and a number of other maladies have struck the region, as well as increased hostility from the City-State and a number of other disasters and threats have cropped up. The Vuzughar has called for the aid of adventurers in the past, but recently stopped directly recruiting them after a failed coup a year and a half ago. Drastic social changes such as the adoption of the faith of The Black Rider as the city's patron, as well as recent changes in politics and law with Lago's marriage to another noble has only added to some of the unrest that has begun to slowly boil.

To make matters worse, the Emperor and his advisors have instituted an initiative where they send petty criminals and vagrants to the outer holdings of the "Empire" and encourage them to claim the wild territories and the disputed borderlands between the holdings of Viridistan and its neighbors. This initiative has brought many to the region, either in hopes of striking it rich as bandits or adventurers, or to provide services or goods to those who have come to make their own lives. This has made crime rise in the area, but has, conveniently, given Viridistan a buffer zone of rough peoples for which the City-State must contend before they can gain footholds into the Empire proper.

Bihye the Bull


In the cave system to the east of Bugbear Falls, in one of the harder-to-access caverns, resides a mystic and shaman that holds unparalleled knowledge of and power over life.

The minotaur known as Bihye has lived in the region since before Dal Lago began his reign as Vuzughar, and some say before Lago's predecessor, and has weathered every malady and mishap that has plagued the region, all the while fending off raids by other monstrous creatures as well as adventurers, though he has been rumored to give aid and advice to the latter to as many groups as he has ended the careers of.

The Bull, as he sometimes introduces himself as (variably Bihye or Bihye the Bull), while being as fearsome as the others of his race, may well be the greatest treasure of the lands surrounding Bugbear Falls, as some say that he actually knows the rites and spells required to bring someone back from the dead, an art that has been lost for generations.

If Bihye can or will perform these rites is unknown for certain, but it is known that if one should seek his council on any matters, especially topics as dire as death, then they should be prepared to bring a king's ransom worth of gems and jewelry, as its the only thing the minotaur will trade his services for.


Golarion

The Brotherhood of the Seven


This mysterious organization has been in operation for hundreds of years, and has something to do with the slaying of Aldern Foxglove and his subsequent transformation into a ghast, as well as the killings he perpetrated. Aldern's mysterious references to "the pack" could point to this group.

The Brotherhood is known to own Seven's Sawmill on , and due to their financing of Foxglove Manor, seem to have considerable, if not vast, stores of wealth. In addition, the Brotherhood may have ties to/be the patron(s) of cults, one of which was discovered operating at the sawmill, under the direction of a known High Justice of Magnimar.

A letter referencing "Xanesha, Mistress of the Brotherhood" was found amongst Lord Foxglove's belongings, but who, exactly, she is and, perhaps more importantly, what exactly the Brotherhood is, is anyone's guess at this moment, but a search for this shadowy matron has been mounted.

5.12.2013

A is for Actually Starting My Campaign Alphabets!

Khardtha

The Aeries


On many continents, towers and battlements are sometimes kept suspended for decades or centuries past when the main bodies of their structures have fallen, be this due to ancient conservatory magics still upheld, or phenomena such as powerful hauntings, suspension of time, or things of even weirder nature like the tower 'forgetting' to fall when the castle did, for instance.

At first, the Aeries may be mistaken for such things, and indeed, some of the smaller Aeries are of similar shape and size, but few make the mistake of failed recognition more than once, for these are the home of a winged race called the Lahim (LAH-hïm).

These 'bird-men', as many call them, live and raid and make war from their Aeries, with each such flying fortress only beholden to itself and the clans that live within the soaring spires. The lahim that leads any particular Aerie lives on the highest spire on the place, with the order of ascension decreasing as importance decreases. 

The Aeries, themselves, are constructed of varying materials, depending on the clans that build them. Part magical construct and part technological marvel, some Aeries resemble mountaintops that have been ripped from the world and hollowed out, while others seem to be made from various flying machines, dirigibles, and what have you. All, however, bristle with weaponry, ranging from arcane cannons that rain down spellbombs to energy weapons that sear flesh and bone alike. Some are even rumored to be able to fire great lightning cannons or energy weapons from their undersides that could devastate entire villages and towns.

No Aerie has ever been recognized as captured, or even explored, and it seems the lahim, though known for their raiding and war-like tendencies, treat the sacking of another Aerie as a breech of the rules of engagement. Just what exactly goes on in those ominous flying cities (and what powers them) may never be known to the outside world.


Wilderlands of High Fantasy

Atavik's Hammer

+2 Holy Evil Outsider Bane Warhammer

Found by chance as the Unbreakable adventuring company headed south from Bugbear Falls to Modron,  the hammer lay entwined in mutated vines that were being dug at by an ettercap, who sprung to attack the party when approached, for fear of losing its prize. The hammer was claimed after the battle by Jadazh, who knew as much lore about the thing as one could possibly hope.

Atavik's Hammer, for any name Atavik may have given it is certainly lost to time, was forged for that warrior during the Demon Siege of 3227 BCCC by forces loyal to the Overlord to help combat the demon hosts of the World Emperor, though the fate of its wielder was ultimately lost to time.

The warrior Atavik would, himself, be lost to time, if not for the hammer's unique design. Though seemingly carved from a block of white marble, the grip is fairly plain and obviously crafted for function, the rest of the handle and the head are crafted to look like angels, back to back, with their wings in mid-beat, wrapping around the heads of both sides. A serene look on the faces of the angels of both sides affirms that this weapon is a tool of Good, and indeed, Atavik's hammer functions as a Holy weapon. In addition, the hammer functions as a Bane weapon against evil beasts from other planes of existence.

With the rarity of magical weaponry, an item like Atavik's Hammer has the tendency to draw eyes, and Jadazh's ownership is now known, due to flaunting it at his hip and on his tavern table in Modron, and there is no telling what kind of trouble that might eventually lead to, if any.

4.23.2013

Let's Say Our ABC's And Meet Some Friends!

Hello neighbor!

In the coming days, I have a series of posts that I will be sprinkling in with my usual Actual Play spots and whatever else strikes my fancy in the meantime. The first of these will be in the Dungeon Alphabet style, with three separate posts (or three items per post, whichever), one for each of my "current" projects; Wilderlands, Khardtha, and the Pathfinder APs.

Each snippet will, at varying lengths, give a snapshot of the subject matter and how it fits into the campaign, as well as suggestions on incorporating them into other campaign settings or game systems, as I see fit.

The second type of post I'll be scattering throughout is a collection of NPCs from various games of differing systems, all using the core books of any given system to create them at the power of a starting character, so that lazy players may use them as their characters, and lazy GMs have an instant NPC, complete with motivations, etc.

Hang with me, I do have a lot to talk about other than just that and my current games, and I hope that you chime in for discussion in the comments!

4.15.2013

Reconciling the Keeps, Part 4

This is the final installment of this series, and perhaps the most difficult part of the keep to get to gel among the various iterations I'm smashing together. Largely, this is because of the story my game has developed, and how I've deviated greatly from where TSR went with the Return to the Keep. These last sections take us into the fortress, itself, and fleshes out a little more of the current political scene in my Wilderlands campaign as it stands.

As always, I welcome anyone to use my own additions to the setting if so inclined, and ask questions or comment on anything that you think I'm doing right (or wrong, for that matter).

17. The Stable of the Rider, the chapel housing the "state" religion of Bugbear Falls, is ministered by Macxis Sollas, Great Stabler of the Black Rider (The Horseman of Famine).

18. The Inner Gatehouse is now guarded by both Watchmen (outer bailey) and Guardsmen (inner bailey), since it was easily bypassed during the siege of the Unbreakable guild and their fae allies. Here, the Lum family, easily the largest (so much so that I'm not going to type out all the relations of them - suffice to say there are 47 of them) extended family in the keep, and descendents of one of the first families to settle. Roughly half of the family serve as the backbone of the Watch - with a few Guardsmen scattered - while the other half have been successful farmers for generations. It is this family that tends to the gardens and stock within the inner bailey, and as a token of the Vuzughar's appreciation, see a fair bit more of the crop than others. Though the Lums have displaced the Guard barracks and armory that were housed here, the Sergeant and Captain of the Guard, Lums themselves, have small offices within the Gatehouse.

19. This Small Tower has recently been turned into a cistern in order to grant relief in at least one fashion, while famine and blight continues to wrack the area. Though the soldiers that used to be stationed here have been moved, atop the tower sits a powerful heavy catapult that is always manned.

20. This Guard Tower has been converted into food stores, as well, serving as a granary and mill for the keep. Only one family, the Lums, are allowed to tend the grain, and are watched day and night by a member of the Guard, to ensure that no theft occurs.

21. The Parade Grounds have lost their former glory of being a staging for military drills and great contests of joust and other sport. Instead, the field here is dotted with plots growing this vegetable or that, tightly controlled and monitored for blight. These plots are almost all that stands between the residents of the keep and utter starvation, and through this, Dal Lago is able to control his populace more handily, offering hand outs at certain hours, and selling some of the other crop to the citizens at drastically marked up prices, due to shortage.

22. The Cavalry Stables have become cramped, with space usually reserved for the horses being given to the construction of a chicken coop, as well as the tools used to work the gardens that now litter the parade grounds. These conditions have been detrimental to the horses, and many are starting to look weak and bony, though Stabler Sollas would have all believe this is a true sign that the Rider will enact his mercy on the Keep soon.

23. The Great Tower has seen quickly-spurred construction of late, both to repair damage done to the structure here during the recent siege, and to expand and heighten the tower, adding another floor to house the misplaced troops from what has now become the cistern and granary. The troops tightly barracked here are part of the Guard, and though miserable, are well to keep their words to themselves, as those the Vuzughar's wife have brought in have the ear of their matron, and she and her husband brook no insolence.

24. This Former Parapet is now being built into an impregnable prison tower, and supposedly already has occupants, though as to who might dwell behind it's five feet thick curtain walls is anyone's guess, as is the identity of the Vuzughar's hand-picked gaoler.

25. The Keep Fortress, a many-tiered, solidly built bastion of the World-Emperor's might, houses Dal Lago and his wife, Dilana, as well as their personal retinue, the scribe Nashe, and a large contingent of Guardsmen (who maintain a lower level not included in any description or map). Here, the last stand of the siege took place, with the Vuzughar victorious over his foes.
The Fortress also plays home to the keep's (ever-growing) coffers as well as a once-public hall of records that has been sealed since the attack on the keep.

26. Guard-General Jadale's Quarters are housed within the keep, nominally for the personal protection of the Vuzughar, yet Jadale's diminishing role in the Guard has her suspicious of Dal Lago's motives, hoping he is simply trying to present a weakened front to draw out enemies, but fearing that she will suffer the same fate as River Wilds (former leader of the Watch - given an "errant" position which most acknowledge as being exiled), if she were to press the matter.

27. The Vuzughar's Chambers consist of sprawling apartments more luxurious than would be expected for a frontier ruler. Here, Dal Lago spends most of his time, having retreated due to "ill consitution at seeing his people fare so" and "sharing in their suffering, taking fast away from the court". Once a decisive and powerfully-spirited man, the famine, blight, and siege of the last couple of years has seemed to take their toll on Bugbear Falls' ruler. In his stead, his stunningly beautiful wife has stepped up, though her approach to rulership seems rather reserved and reclusive compared to her outgoing husband's.

28. The Hall of Justice, dedicated to Iomedae, was once a grand chapel within the fortress that mirrored to the last pew the look of the former chapel that the Stable of the Rider has become. Since being deconsecrated, this hall serves only as a sterile sentencing chamber for the martial law regime that is slowly taking over.


As I said, there were quite a few changes that had to be made to the final sections of the keep, like juxtaposing areas 23 and 24 and bumping down the rest, but I gained quite a few NPCs, as my group has rarely encountered the Guard. Some of the Guard and Watch that should be there, but are unaccounted for, are defectors and casualties from the siege.

4.14.2013

Reconciling the Keeps, Part 3

And we're back to work. This is the third installment of this series, and the second with actual conversion/adaptation work. Anyone stumbling upon this is free to use it, of course. Most of the characters are not mine, but have ties and such that I have framed to fit into my own campaign, but others might find fun, as well (at least those that make sense out of context). My personal notes from the two campaigns I have ran using the keep are actually quite bare, and feature the names of less than a dozen characters, showing how little my group paid attention to the inhabitants.

Having said that, one might ask why I chose to detail the keep. The answer, simply, is that this front-loaded prep will serve to cut down on ambiguity and will help me seed adventures, both urban and wild, for times when my players become non-active.

And so, I continue on from where I left off...

8. The Smithy is run by a man called Rafe and his two sons. Rafe is a very skilled black, silver, and goldsmith, but has only moderate talent with arms and armor, which his sons - each to his specialty - excel in. Recently, Rafe had taken on an apprentice, but that apprentice, an orc tribeswoman named Skayza, has been given to a new arrival by order of the Vuzughar. This newcomer's precedence comes from the gnome's (a rather civilized one named Scotch Radister) skill at the fairly new art of gunsmithing.
The upper two floors of the building serve as storage for made wares and precious materials, as well as housing for Rafe, Dara, his pregnant wife, his mother, two sons, daughter, and Skayza. Scotch takes quarter in The White Cliff.

9. The Quartermaster's has served Bugbear Falls since its founding. Originally acting as the quartermasters of the keep's military forces, it later opened to the public as a general store and began stocking a larger variety of wares. With the World Emperor's declaration of land claims available to those who serve against their neighboring city-state as well as helping to keep monster numbers low, 'Quartermaster' Mosely has begun to keep a full stock of adventuring gear available, in addition to his usual wares.
Until recently, the shop was in fierce competition with the Bazaar for trade goods brought in from traveling merchants, but with the disappearance of that shop's owner, Mosely has been able to profit nicely from the increased trade that comes from not having a rival. If you ask most residents, though, they would go back to trading more amongst themselves if certain necessities were more readily available again (such as food or lumber).

10. The Unbreakable Warriors, now represented only by a man named Kuralen (a former hireling of one of the original guild), hold their guildhouse here. Said, depending on who you ask, to be either the greatest or most reviled adventurers to take up residence and ply their trade in the Falls, the official word from the Vuzughar's office is that these "unfortunate souls" dabbled too much into the arcane arts and had their wills enslaved by the fae, who rule over arcane magic.
The holdings were originally going to be seized by Dal Lago, but for the interference of the Black Adders, the World Emperor's secret police. This group, who act as the voice of the Green Emperor in all matters they handle, found Kuralen to be completely innocent and separate from the failed siege that the majority of the guild took place in, and thus handed over control of the guild to him and the few remaining, but still unaccounted for, members that are left.

11. The Locksmith & Loan, a bank/locksmith/pawn shop ran by Cranston Veg and his two new partners , a halfling by the name of "Mouse" and a wild-eyed man named Hubertus, has seen a recent decline in the quality of trade and clientele that once passed through these doors. Cranston seems almost bullied by these two, but he claims to be happy to be in business with his former adventuring companions.
Though this has seemingly ruined the bank (by manner of repute in clients, more than anything else), the three men all see brisk trade as the desperate and needy come in to pawn items, or pay for this service or that that Mouse has on offer, such as clockwork or other machine repair, mending, making, or opening locks. Though Cranston's business has suffered, there will always be adventurers who wish to keep their stuff safe, and so he doesn't worry...too much.

12. The Lookout Tower was once less cramped, but since the blight, the lower chamber has been occupied by cattle belonging to Neanne (see 7, here), where they are stabled and milked. This chamber also holds the manure until it is used for fertilizer in the Parade Ground gardens (see 21, next post). In the chamber above, inundated with the smells of milk, beasts, manure, and hay, are stationed 6 guardsmen and Praetor Donnlo, the recently-promoted Captain of the Watch.
Children used to be allowed to take watch on this tower's crenelated battlements to earn training for Guard or Watch duty, but that practice had been discontinued a little before the siege.

13. Fountain Square, named for the beautifully carved nymph adorning the large fountain in the center, traditionally holds market days on the last day of every week, on every holiday, and at harvest and on the first day a caravan arrives. This practice has come to a trickle in light of shortages of food, wood, potions and unguents, as well as livestock since the region has been wracked with various disasters.

14. The White Cliff Inn, owned by Anton Waters, is the only for-hire place to lay one's head in the keep, and does quite a bit of business with the influx of traders, adventurers and other vagabonds that pass through (or are exiled to) the area. Recently, Anton has ponied up a considerable sum and halved the size of his common room, building a bar and moving in tables so that he may serve simple meals and drinks to his patrons. He has also hired on three employees that run the dining operation (Wilf the bartender, his wife Calista the cook, and the serving girl Jess), himself taking more of a host/concierge role.

15. The Desecrated House, until recently known as the Deviant Church (but that name was frowned upon by the Vuzughar's office, suddenly, and so had to be changed), is owned and operated by Eka Colm, who cringes at the thought of what continued high food and drink prices will do to his business. Eka's son and the pot boy are the only employees dealing with the hostelry of the place, though a handful of performers of all stripes also call the House their home, and their discretion is much appreciated amongst the patrons here.
All three men live above the tavern in rooms across from the upstairs balcony area.

16. The Guildhouse is nominally ran by nobody, being an open guildhouse, available to all craftsmen, laborers, or caravan workers who are represented by guild standing somewhere. In addition to temporary boarding of traveling traders and workers (for the low fee of 5% of value of merchandise or take within the keep, if a laborer), the hall also serves as a meeting hall for various guilds represented and the keep, in general.
Though no great guild master is not around to run the hall, it is ostensibly ran by an elderly couple who keep the place clean and ready for any visitors or events the place will host. Even the Black Adders, who have made a temporary base within the Guildhouse, show great respect to Greeves and his wife, Peta.



And there's the next 9 sections of the Keep/Dunkiel/Bugbear Falls! In the next post, I'll be detailing the last 12 sections of the map, and will hopefully wrap up the write-up. As the sections go on, I find that many of them are quite a lot easier to write up, but many of the characters are requiring more shoe-horning to fit into my campaign as it stands.

4.07.2013

Reconciling the Keeps, Part 2

A while back, I made a post about reconciling the original keep from Keep on the Borderlands (1979) with the keep as presented in Return to the Keep on the Borderlands (1999) and my own notes for my Pathfinder-driven Wilderlands of High Fantasy game set in the eastern reaches of the lands controlled by the City-State of the World Emperor. That original post can be found here, but contains no real pertinent information other than saying I was beginning to do this. This post is the fruit of that work.

The Keep, known to most as Bugbear Falls due to the culmination of a battle many years ago that took place on the cliffs where the place now sits. The name originally given by its founder is Dunkiel (dUHn-keel). The path to the place is unguarded but narrow and winding, stretching just a little across the chasm, leaving the keep's (normally drawn, of late) drawbridge to make the difference.

2. The Gatehouse Towers are manned by two sets of brothers, depending on shift (see Bailiff's Tower, below). After brief questioning by the pair, one goes down into his tower to lower the drawbridge, then when he reappears, keeps watch while the other disappears into his tower to raise the portcullis.
Both men are 3rd level Warriors, armored in chainmail with shield, and possessing shortbows and shortswords.

3. The Courtyard is protected by a new set of heavy double doors enforced with steel banding. Sabine Tikaf (Ftr 3; as statted in RttKotB) has ascended to the post of Corporal of the Watch after a string of promotions. She stands on the inside of the door, addressing any who enter through a barred window, letting only those who sheath and peacebond their weapons (or otherwise make a show of not wanting to cause trouble) enter. This dusky-skinned beauty in her early 30s became a widow during the siege of the keep by The Unbreakable adventuring guild (did I seriously not post about the siege?!), and has become bitterly distrusting of most adventurers who wish to enter her city now. She is always attended by a scribe (Com 1), who records all names, stated professions, taxes and tariffs, animals, etc.

4. The Common Stables will house the horses of any within the keep's walls at the cost of 5sp, or 1gp if a rubdown and grain are requested instead of hay. Reesen Ancel runs the stables for Rafe, who is also the smith for the keep. Reesen has been using Rafe's daughter, Tella (Rog 1; as in RttKotB), and the other half-dozen stablehands to build himself a nice little information network and budding thieve's guild.
During the famine that is taking place, the expenses for stabling have risen to 5gp and 10gp, and the stable master will offer 75gp and a quarter of the meat to any who wish to sell their horses to aid during the food shortages. Rafe set the price at 50gp, but Reesen has become grasping with this opportunity to make himself rich.

5. The Common Warehouse is normally used to hold all the kit and trade goods that visitors cannot usually take to their lodgings. Since the siege a year and a half ago, the Vuzughar has ordered it mandatory that all bags (including saddlebags and backpacks, but not belt pouches), boxes, crates, wagons, etc. be stored here until such time as the visitor leaves or makes arrangements for extended stay or residency. Sabine, the Corporal of the Watch, has the only key to this building.

6. The Bailiff's Tower used to be the traditional home of the Corporal of the Watch, but once Vic Tappas (Ftr 3; as KotB) took the office of Bailiff, he decided to keep the tower as his residence. The sleazy, gruff boor has made overtures to Sabine to share the residence, as they now share an office, with him on the upper floor, allowing for her to bring her twin sons, Sabir and Tahir along, if she would like.
The second floor of the tower is inhabited by Charl and Laurl, the day guards of the Gatehouse Towers, and Wort and Joop, the men assigned to nightwatch, while the third floor is occupied by 12 more members of the Watch and the fourth serves as a storage room and the Watch's armory. The ground floor serves as offices for the scribe that attends Sabine, Vic Tappas, and Sabine herself, as well as being the "base" for the Watch.

7. The Private Apartments are occupied by various members of society, detailed in the individual listings, below.
7a. The Jeweler, Samus Eip, and his wife reside here above the storefront he keeps on the ground floor. Samus' wife, Elsidor, and the two guards (War 3) they've had on retainer for years and years hide the fact that the aged merchant is showing signs of "mental wasting (Alzheimer's)", and are afraid what might happen should they have to close the doors.
7b. The Tailor, Cleg Weaver, and his wife Jocelyn, a tanner and furrier of no small skill, only celebrated their wedding a few short years ago, not even a year after the couple met, but the marriage and their mutual businesses, are going quite well as a result of their pairing. Jocelyn, in addition, used to be a hunter, and can give advice on several of the habitats of various wild creatures in the area.
7c. This Empty Apartment is legally owned by the last chartered members of The Unbreakable adventuring company that besieged the keep over a year ago. Formerly the property of one Elomir Nailo, a reputed elven sage, she came up missing shortly after her son was reportedly killed upon taking up the life of adventuring. In the months after, a member of The Unbreakable purchased the apartment and all things in it.
7d. The Cobbler, Reece, and his wife Asgrim make this apartment their home. Reece is said to have served the World Emperor in engagements in another part of the City-State's holdings, but the cobbler is quiet about his past, seemingly content in his simple life as a laborer. The couple have a son, Decius, and have just welcomed their second child, Nadya.
7e. The Schoolmaster & Scribe, Dubricus D'Ambreville (Wiz 1; as RttKotB), is an adventurer by trade, but since coming to the keep a few short months ago, has not been able to find an adventuring party due to the fact that he impresses that he should be leading such expeditions. To support himself, he has taken a job as a scribe and teacher, holding informal classes in his apartment for the children of parents that can pay his fee (1sp/day). He keeps his scrivening work to trade contracts, etc., in order to not interfere with government operation, and thus keep his head low (as he has learned that the rulers of the city do not like arcane casters).
7f. The Milkmaids, Neanne and Opal, as well as Neanne's daughter, Chandry, live here. Since the famine and blight that has affected everything, the sisters have pulled what non-tainted cows they had from their herd and, by virtue of Lady Dilana's good will, have housed the cattle in the lower floor of the Lookout Tower (see 12, below). In this arrangement, the ladies are able to continue their dairy operation at vastly inflated prices, due to shortage, and to cover the rent the Vuzughar charges. It is said that before the Stable of the Rider became the "state" religion of the keep, Opal led a small prayer group on some evenings, but no longer hosts such meetings.
7g. The Baker, "Brother" Martin, has not been a priest in many years. Recently come to the Falls, this middle-aged man spends almost all his time making beers and breads, neither of which are very good (he blames the quality of grain), but mostly whiles away his days drinking and eating his profits. If his religious calling is ever brought up, he becomes violent and chases any away who brought up the subject.
7h. The Woodworkers, Hobbin (a carpenter) and his brother, Asham (a cooper), live here along with both men's wives and their combined twelve children. The household is tense, with so many bodies cramped into one home, but with times as hard as they are, and with workable lumber in short demand after various fires in the area - including the one in Trenth which took Asham's home - the brothers have pooled resources to make due and support their families.
7i. The Bazaar stands empty after its owner, a southerner by the name of Rayyid, turned up missing after his visiting nephew made a supposed attempt on the life of Vuzughar Lago. The government, presumably, holds the rights to the building, but may legally have to wait for lease or some such to end.


There's the first seven entries of the keep proper. I anticipate two more posts before I get through the local map. This went a lot more smoothly than I anticipated when I was putting it together because anyone I hadn't introduced yet could be easily put in, and those that had been before could be altered slightly to fit my needs.

I'm not sure if this is useful to anyone but me, but hopefully someone out there will appreciate not having to look at Return, at the very least! I'll post the next installment as soon as I can. Hopefully right after my next AP post.

2.13.2013

A Hopeful Solution to New Character Levels

For quite some time, I have been mulling over how, exactly, I wanted to handle levels of new characters in my game, which I focused on in two posts here on the blog.  Funnily enough, through my readings, I discovered that over at Save or Die, Nathan was thinking about the same things pretty close to the same time, and dedicated two posts of his own to the topic.

Like Nathan, my instinct is to begin new characters at level 1, especially since the 3.x/Pathfinder experience system is self-correcting, and that new character would catch up eventually, allowing the player to organically develop their character in-game and give a basis for roleplay for the other players, instead of just slapping in a fully developed character who should have probably already been on the PC's radar, if they are on par with the group's abilities (which usually outstrip almost everyone in a region fairly quickly).

As he also pointed out, and of primary concern to me because I'm currently running an adventure path, however, is that it's simply not feasible to put a 1st level character in a story-driven campaign (one with scaled encounters, as I spoke about before). In those types of games, sadly, the power curve is a meat grinder for low-level characters.

Similar to Nathan's way of doing things, I usually start new characters at 1 level below the lowest level member in the party. This chart-based system, however, will allow players the opportunity to begin play in my games (or replace their fallen characters) with characters of up to the highest PC's level.

For this, I think there's no reason to fix something that isn't broke, so I will make very few changes to what is presented on Save or Die. Characters, of course, have first level as a given and then will roll for each additional possible level on the following chart, making additional rolls and completing level-specific tasks rolled as necessary until they can no longer progress.

The mechanics are as follows:

For each level, roll once on the following table.

Roll - Encounter Type
1-3 - Easy Combat (CR -1)
4-10 -  Medium Combat (Equal CR)
11-13 - Difficult Combat (CR +1)
14-15 - Easy Skill Challenge (DC 10+PC level)
16-18 - Medium Skill Challenge (DC 15+PC level)
19-20 - Difficult Skill Challenge (DC 20+PC level)
If combat is rolled, check current level and randomize an encounter from the particular CR/EL rolled. Check the following chart for the result of this combat. Treasure gained is determined randomly for the EL of the opponent.

Result - Reward
PC loses battle - Nothing
PC wins, but has lost over half hit points - 50% chance of level gain or treasure (player’s choice)
PC wins, but is wounded - Level gain, 50% chance of treasure
PC wins without being harmed - level gain and treasure 

Skill Challenges consist of a test of three skills, each determined randomly. The success or failure of any of these checks determines the possible rewards, as noted below.

Result - Reward
PC fails all three skill checks - Nothing
PC makes one skill check - 50% chance of level gain or treasure (player’s choice)
PC makes two skill checks - Level gain, 50% chance of treasure
PC makes all skill checks - Level gain and treasure

Please note that this could land any character made stuck at 1st or 2nd level, but it gives a fair chance at moderate advancement, and has the added bonus of treasures that a character made at the flat level might have, as these are in addition to the gold allowance at the character's starting level.

I realize that the treasure being in addition is not really the spirit of what is presented with this system, but I like the possible character it could present for some campaigns, like my Wilderlands, where having anything scavenged from dungeons makes you a veritable badass.

All in all, I find this to be a pretty good system, and I hope some of my players will chime in on their thoughts, as well.

11.18.2012

Reconciling the Keep's Past With its Other Past and the Present

I know that title sound awkward, but what I mean by it is that I'm having a slight problem as I flesh out Bugbear Falls. The problem lies in the fact that I'm using the classic B2: Keep on the Borderlands module as my base, layering over Return to the Keep on the Borderlands, and then taking what has transpired in my previous Wilderlands games and reconciling those two sources with how things are currently.

I hadn't considered using Return to the Keep on the Borderlands until about 3 months ago, so I began to read it and slowly flesh out the NPCs that hadn't shifted roles between it and the original module, and who were still in their posts as of the present in my Wilderlands game.

Then I began to explore exactly how population would have changed in my game, taking that data and laying over the information about food stores and such (since MY Keep is experiencing vast food shortages thanks to the blight and famine) and deciding exactly how that would be handled, as well as replacing some character or another with the choice I find more interesting of the two from either module.

The issue with the food stores, I think, bothers me more than any other. In the updated "Return" module, the parade grounds in front of the Keep proper have been turned into gardens, and a couple of the towers along the wall house livestock, etc.. Now, where I have problems with this is that the wife of the Castellan is a very devout follower of Famine, the Horseman of the Apocalypse.

Would a ruler that follows famine keep food stores like this? I can argue no easily, but I'm more interested in if there is a "yes" in this debate. I suppose that the nobles (who have almost all converted to Famine worship) could keep the stores to themselves, thereby promoting famine amongst those who are without - most of the populace - or that they are somehow blessed since they aren't experiencing the blight that the common farmers are, etc.

Further, some of the NPCs that are in the "Return" module are very flavorful, but I would like to avoid two things that I can see easily cropping up: 1) overpopulation. The town has been hit hard by famine and blight, and I don't want it to be bustling when people should be wanting to leave. 2) I don't want the stereotypical "look at how awesome my NPCs are" town filled with person after person with multiple levels in PC classes. Something akin to the DMG breakdown is what I'm after. I'll need to check that out.

Anyway, I'll be revisiting that kind of stuff soon, as well as some other ideas I have for a multitude of other games, as well as shooting off some notes on my current Rise of the Runelords campaign.

I've also been thinking about doing the A to Z design blog marathon, and I'm unsure exactly what I'm going to focus on there, be it my Khardtha setting or Wilderlands. We'll see!

8.25.2012

Wilderlands: In the Shadows of Heroes, Session 5

After the goblin ambush, Titanus left the party, seemingly compelled to venture out, perhaps due to the strange man's boredom, perhaps driven by the engimatic "Storm," to herald its coming further.

Ashir, Sheva, and Mark, determined to complete the task they had accepted from the kobold chief, ventured further, eventually coming to the chamber claimed by the goblin chieftain, who apparently fancied himself a king, if the cog bent into the shape of a crown on his brow was any indication. The battle was fierce, the immense king wading into melee as his guard rained arrows down upon the group.

Mark and Ashir both fell after two of the females in the king's harem also came to their master's aid with blades, though their wounds did not prove fatal, and Sheva was able to bring them back to health after finishing the goblins off. Battered and weak, the trio decided to hole up in the king's chamber, barricading the door with goblin corpses for a day and a half while they regained strength.

Shortly after exiting, and not hearing voices from an earlier scouting, they tried to make their way out of the cave complex, hitting a speedbump when a giant mantis that had wandered into the caves attacked them. The group retreated back and waited out the thing's visit, making an escape once they thought the coast was clear.

Upon the road, however, Mark was lost when he mistook the shaking of an enormous predatory plant with what he thought was someone rustling branches while waiting to ambush the party. Sheva and Ashir fought a long-range moving battle against the thing, eventually bringing it low, but losing Mark's body under the plant's enormous mass.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 2 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 2 - Angela
Titanus, Oread Druid (Storm Druid) 2 (retired) - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 2 (deceased) - Paul

8.12.2012

Wilderlands 2: In the Shadow of Heroes, Sessions 1-4

This first session of this campaign took place at BGC, before Steve moved off, and included him, Richy, Angela, and David. Session two, we moved the venue to Angela's place and Taylor joined, and in the third session, Paul did, too. The fourth time we met, David rejoined the group, bringing the party up to four members. Though we've had some time-short sessions, things seem to have progressed smoothly and quickly, and the party has accomplished quite alot. Here's a recap so far...

It has been over a year since the attempted siege and coup of the sorcerous traitors and their dread fae minions and cohorts, and life in Bugbear Falls has seemingly leveled out, though with a stronger guard presence and the institution of a strict curfew, as well as severe punishments for those even suspected of being spellcasters.

Despite this, Dal Lago, , has ongoing and newly issued bounties for various monsters and traitors in his neck of the Viridian Empire, which pay out well to those foolhardy brave enough to venture out to get them. It happened that this was just such a time, as two citizens had come to the conclusion that they needed 'more,' though what 'more' was depended on the individual. An entertainer from the Avalonian isles named Sheva sought more riches than just what was beggared from the patrons of the Cliffs, and a Gnome of technical bent named Scotch, whose clan had created reliable firearms and who was contracting their use and sale to Dal Lago's men in the watch and guard. This gnome wanted to test/prove his weapon's effectiveness in an adventuring capacity to further the use (and thus, profit,) for himself and his clan.

To this end, and being short on man-power, which is required for survival in the wild, they contracted two relative newcomers to town, Ashir, an Ifrit from Dimark, in the Desert Lands, as well as his companion, a slight human who seemingly worked for him named Kykas.The four set off from the Falls, headed toward what locals call the Caves of Chaos, a known nesting area for savage and brutish creatures ranging from kobolds to ogres. It was the kobolds which the party were after, as an old bounty that hadn't been discontinued was offering 15 gold per pair of horns from the beasts.


They didn't get far, however, before the group was beset by a giant mantis, intent on feasting on these small little snacks. Kykas quickly lost his life, being torn limb from limb by the massive insect, while the others whittled away at it, and eventually brought it down. With such a crushing blow to morale and with shaken confidence, the party headed back to the safety of the keep, and was attacked by carnivorous vegetation when camping outside the gates because they had gotten back to Bugbear Falls at night.


Upon arriving, Scotch swore off adventuring, having proven to himself, at least, that his weapons were combat ready, and trusting to his craftsmanship to earn him all he needed in life. Sheva went back to work as a dancer, and Ashir generally laid low, being careful to not draw unwanted attention to the fact that he adventured with little to no weaponry. Then came Titanus.


Seemingly clueless and knowledgeable of the world all at the same time, the Oread was quick to spread his prophecy to Bugbear Falls, claiming he was the "Herald of the Storm" and foretelling coming destruction in the form of a storm. Needless to say, the authorities are annoyed, and most residents just think him a little crazy. Sheva, however, struck conversation with him, and shortly, they had decided to venture out into the wilds again. To this end, they enlisted an aesthetic warrior from the Stable of the Rider (church of Famine) and Sheva's adventuring companion Ashir.


The band departed the Falls and had a rather uneventful trip leading to the cave where they had gleaned that kobolds nested in, since they had chosen to rake in gold by collecting the bounty on the creatures. Outside, they were beset by 3 of the creatures hidden in tree branches outside of the caves, slinging into the group, and causing little harm before the group dispatched them, and then ventured into the cave. Shortly after entering, however, Titanus fell into a covered pit which alarmed guards and giant rats, alike, causing many foes to spill into the area, but with smart tactical thinking, the group was able to put down about a dozen of the rats and force the kobolds to retreat.


After this, the party was halted in their further advance by a small warband of kobolds headed by a larger one, who offered a ruby and gold necklace for the lives of the rest of his clan. The group accepted the plea, save for Titanus, who did so only grudgingly, and then was paid in advance by the kobolds to eradicate their goblin rivals from across the canyon where the caves were located. More riches enticed the group, and they set off immediately, finding an empty cave with a large sack filled with small sacks filled with treasure! Though this chamber housed the skeleton of an ogre, presumably the former owner of the sack, the thing thankfully did not animate, and had seemingly succumb to wounds or old age long while ago.


With this haul of coin, cheese, and brandy that took no work to acquire, the party quickly made for Bugbear Falls, deciding to come back at a later time to complete the goblin genocide.This trek would prove to make up for the uneventfulness of the trip there, when they came across another adventuring party facing what could only be a dragon with scintillating blue scales. Both the other party, called The Lady's Seekers, and the dragon itself had taken a few licks, but the beast was quickly dispatched once the spellcasters brought to bear their might, though not before Mark managed to land a blow. Titanus bashed the thing's head in to make sure it was dead and the two groups set to work dressing the creature, taking everything of use, with the more experienced group coaching as they went.


When they finally made camp, another group of adventurers heading home to Bugbear Falls, these the Hammers of Gorum, asked to share camp with them and travel the rest of the way come morning. The assembled groups agreed, and everyone made good conversation and told stories of adventures. When morning came, the three groups set out as one and arrived at the keep early, going their separate ways. Sheva and Titanus to handle finances and contract weapons and armor made of dragon parts, Ashir to create jewelry (his mundane means of income), and Mark to his duties at the Stable of the Rider. After only a day spent in town, the group was again gathered and they headed out to exact their goal of eradicating the goblin tribe in the caves opposite the kobolds.


The trip there only provided the party a glimpse of a wolf and the sight of a creature believed to be an ill omen amongst the church of the rider, a glaring mockery of the Rider in Black, who spreads the ill effects of withering to those whom the Horseman of Famine would otherwise favor. Mark wished to take this news immediately to the Stable, but sporadic hailstorms had him not wanting to suffer the exposure on the long trip back.


And so the party pressed forward, at first re-entering the ogre-skeleton cave and finding a bag they missed completely unmolested on the floor of the cave, but finding no further egress, they back tracked and found another cave which they thought might lead into the goblin's warren. Their speculation was correct, and they managed to survive an early ambush, only to venture further into the complex and busting down the door into a chamber completely filled with hobgoblins. After an awkward apology/flat statement about how the hobgoblins aren't goblins by Titanus, then his replacing the door, the party ventured back down into the lower caves in search of their prey.


There, we left off after they had weathered another ambush by the ravening humanoids.

Cast of Characters
Ashir the Silvered, Ifrit Sorceror (Word Caster) 1 - David
Sheva Suresh, Avalonian Human Bard (Dervish Dancer) 1 - Angela
Titanus, Oread Druid (Storm Druid) 1 - Taylor
Mark, Common Viridian Human Monk (Master of Many Forms/Hungry Ghost) 1 - Paul
Scotch Radister, City Gnome Gunslinger (Pistolero) 1 - Steve
Kykas, Half-Elf Monk (Ki Mystic) 1 - Richard