https://wiki.rpg.net/api.php?action=feedcontributions&user=Thenorm42&feedformat=atomRPGnet - User contributions [en]2024-03-29T05:53:37ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Grey_Idria&diff=442013Grey Idria2023-08-28T08:05:18Z<p>Thenorm42: </p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Fallout''' ==<br />
<br />
Debt owned by Dreams-of-Sleep (Major)<br />
<br />
Foreboding - Will Dreams-of-Sleep realise we stole and opened her lockbox? (Minor)<br />
<br />
== '''Beats''' ==<br />
<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.*<br />
<br />
'''Major''': Take Major Supplies fallout.*<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
'''Transferral''' Roll Mend+Haven to cast this spell; on a success, move a Minor fallout from any willing target other than yourself to any other willing target. Both targets must be within arm’s reach of one another, and the receiving party must be able to bear the fallout (i.e. a creature with no legs can’t receive the LIMPING fallout). Minor upgrade to Broker, below.<br />
<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
'''Network'''<br />
You draw the faithful – those whose lives have been scarred by debt – around a symbol of Incarne, and harvest the bounty they offer up to your god. When in a landmark with the Haven domain, roll Mend+Religion to cast this spell as you build a shrine to Incarne; on a success, you add the landmark to your trade network. When you enter a haven that you have added to your trade network, gain a D4 (Haven) resource. Increase the dice size of this resource by one step for every additional haven in the network after the first to a<br />
maximum of D10. If you take this ability, you or any other Incarnadine may now incur the fallout below.<br />
<br />
FALLOUT: SEVERED. [Major, Fortune/Supplies]<br />
Thanks to your neglect or pure misfortune, one of your shrines to Incarne has fallen into disrepair, and the haven it’s inside is no longer part of your trade network.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
<br />
Ornately patterned monochrome headscarf<br />
<br />
Dark glasses<br />
<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=442012Grey Idria2023-08-28T08:05:09Z<p>Thenorm42: </p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Fallout''' ==<br />
<br />
Debt owned by Dreams-of-Sleep (Major)<br />
Foreboding - Will Dreams-of-Sleep realise we stole and opened her lockbox? (Minor)<br />
<br />
== '''Beats''' ==<br />
<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.*<br />
<br />
'''Major''': Take Major Supplies fallout.*<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
'''Transferral''' Roll Mend+Haven to cast this spell; on a success, move a Minor fallout from any willing target other than yourself to any other willing target. Both targets must be within arm’s reach of one another, and the receiving party must be able to bear the fallout (i.e. a creature with no legs can’t receive the LIMPING fallout). Minor upgrade to Broker, below.<br />
<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
'''Network'''<br />
You draw the faithful – those whose lives have been scarred by debt – around a symbol of Incarne, and harvest the bounty they offer up to your god. When in a landmark with the Haven domain, roll Mend+Religion to cast this spell as you build a shrine to Incarne; on a success, you add the landmark to your trade network. When you enter a haven that you have added to your trade network, gain a D4 (Haven) resource. Increase the dice size of this resource by one step for every additional haven in the network after the first to a<br />
maximum of D10. If you take this ability, you or any other Incarnadine may now incur the fallout below.<br />
<br />
FALLOUT: SEVERED. [Major, Fortune/Supplies]<br />
Thanks to your neglect or pure misfortune, one of your shrines to Incarne has fallen into disrepair, and the haven it’s inside is no longer part of your trade network.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
<br />
Ornately patterned monochrome headscarf<br />
<br />
Dark glasses<br />
<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=442011Grey Idria2023-08-28T08:00:33Z<p>Thenorm42: /* Grey Idria */</p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Beats''' ==<br />
<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.*<br />
<br />
'''Major''': Take Major Supplies fallout.*<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
'''Transferral''' Roll Mend+Haven to cast this spell; on a success, move a Minor fallout from any willing target other than yourself to any other willing target. Both targets must be within arm’s reach of one another, and the receiving party must be able to bear the fallout (i.e. a creature with no legs can’t receive the LIMPING fallout). Minor upgrade to Broker, below.<br />
<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
'''Network'''<br />
You draw the faithful – those whose lives have been scarred by debt – around a symbol of Incarne, and harvest the bounty they offer up to your god. When in a landmark with the Haven domain, roll Mend+Religion to cast this spell as you build a shrine to Incarne; on a success, you add the landmark to your trade network. When you enter a haven that you have added to your trade network, gain a D4 (Haven) resource. Increase the dice size of this resource by one step for every additional haven in the network after the first to a<br />
maximum of D10. If you take this ability, you or any other Incarnadine may now incur the fallout below.<br />
<br />
FALLOUT: SEVERED. [Major, Fortune/Supplies]<br />
Thanks to your neglect or pure misfortune, one of your shrines to Incarne has fallen into disrepair, and the haven it’s inside is no longer part of your trade network.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
<br />
Ornately patterned monochrome headscarf<br />
<br />
Dark glasses<br />
<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=442010Heart: Into the Bloody Depths2023-08-28T07:49:51Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| [[Grayson]]<br />
| Deadwalker<br />
| 0<br />
| 3<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| [[Grey Idria]]<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| Debt owned by Dreams-of-Sleep (Major), Foreboding (Minor - Will Dreams-of-Sleep realise we stole and opened her lockbox?)<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=441668Heart: Into the Bloody Depths2023-08-01T19:15:22Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| [[Grayson]]<br />
| Deadwalker<br />
| 0<br />
| 3<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| [[Grey Idria]]<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 8<br />
| None<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=441493Heart: Into the Bloody Depths2023-07-22T05:35:35Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| [[Grayson]]<br />
| Deadwalker<br />
| 0<br />
| 3<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| [[Grey Idria]]<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 6<br />
| 4<br />
| None<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=441492Grey Idria2023-07-22T05:34:26Z<p>Thenorm42: /* Stresses */</p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 6<br />
Supplies 4<br />
<br />
== '''Beats''' ==<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.<br />
<br />
'''Major''': Take Major Mind fallout.<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
<br />
Ornately patterned monochrome headscarf<br />
<br />
Dark glasses<br />
<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=441266Heart: Into the Bloody Depths2023-07-10T12:55:11Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| [[Grayson]]<br />
| Deadwalker<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| [[Grey Idria]]<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 1<br />
| None<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=440508Grey Idria2023-06-26T14:12:09Z<p>Thenorm42: /* Trinkets */</p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Beats''' ==<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.<br />
<br />
'''Major''': Take Major Mind fallout.<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
<br />
Ornately patterned monochrome headscarf<br />
<br />
Dark glasses<br />
<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=440507Grey Idria2023-06-26T14:11:15Z<p>Thenorm42: </p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Beats''' ==<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.<br />
<br />
'''Major''': Take Major Mind fallout.<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
Ornately patterned monochrome headscarf<br />
Dark glasses<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=440506Heart: Into the Bloody Depths2023-06-26T14:10:49Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| Grayson<br />
| Deadwalker<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| [[Grey Idria]]<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Heart:_Into_the_Bloody_Depths&diff=440505Heart: Into the Bloody Depths2023-06-26T14:10:24Z<p>Thenorm42: /* Player Characters (PCs) */</p>
<hr />
<div>[[File:Heart Title Card.png|400px]]<br />
<br />
'''ABOVE US, THE CITY, SPIRE, STRETCHES INTO THE SKY. BENEATH US, THE CITY, HEART, STRETCHES INTO THE EARTH. DOWN THROUGH DIRT AND ROCK AND WATER, DOWN INTO THE DEPTHS OF DARKNESS, DOWN INTO MADNESS AND SICKNESS, DOWN INTO SOMETHING ANCIENT AND OTHER.'''<br />
<br />
'''FOLK GO INTO THAT PLACE LOOKING FOR SOMETHING. SECRETS OF MAGIC LONG-LOST OR EVER DISCOVERED. SPELLS THAT ITCH IN YOUR BLOOD. UNKNOWABLE CREATURES TO HUNT AND HARVEST. SOMEWHERE TO HIDE OR START AGAIN. FORGIVENESS FROM A GOD THAT CAN’T HEAR THEM BEG FOR IT.'''<br />
<br />
'''AND NOW: YOU, THINKING YOU’VE GOT IT ALL FIGURED OUT.WONDERWHAT YOU’RE LOOKING FOR.'''<br />
<br />
'''THE HEART CAN SMELL YOU. THE HEART KNOWS YOU’RE COMING. WHEN YOU WALK OUT OF THAT DOOR, WHEN YOU CLIMB DOWN THE CHASM AT THE END OF THE ROAD, WHEN YOU CRAWL ON YOUR BELLY THROUGH THE WRITHING PRESS OF ROCK, WHEN YOU EMERGE BEATEN AND BLOODY, IT’LL HAVE YOU.'''<br />
<br />
'''THE HEART KNOWS WHAT YOU WANT, AND BY THE GODDESS, IT’LL GIVE IT TO YOU OR KILL YOU TRYING.'''<br />
<br />
<br />
Games Master: [https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910962/ In-Character Thread]<br />
<br />
[https://forum.rpg.net/index.php?threads/into-the-bloody-depths-heart-the-city-beneath.910955/ Out of Character Thread]<br />
<br />
<br />
=Player Characters (PCs)=<br />
{| class="wikitable"<br />
|-<br />
! '''Player'''<br />
! '''Character'''<br />
! '''Class'''<br />
! '''Blood Stress'''<br />
! '''Mind Stress'''<br />
! '''Echo Stress'''<br />
! '''Fortune Stress'''<br />
! '''Supplies Stress'''<br />
! '''Fallout(s)'''<br />
|-<br />
| Insertname<br />
| [[Sucks-Down-Teeth]]<br />
| Cleaver<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 4<br />
| Blooded (Major, Ongoing)<br />
|-<br />
| FrivYeti<br />
| [[Arnet Leeds]]<br />
| Junk Mage<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| Funkadelic<br />
| Grayson<br />
| Deadwalker<br />
| 0<br />
| 2<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
| thenorm42<br />
| Grey Idria<br />
| Incarnadine<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| None<br />
|-<br />
|}<br />
<br />
=Non-Player Characters (NPCs)=<br />
'''Sandovar''', human owner of the "Red Room Parlor" inn. Former delver himself but stopped after receiving a painful curse.<br />
<br />
'''Garak''', gnoll owner of "Garak's Gains" in Derelictus and former soldier.<br />
<br />
'''King Teeth''', cannibal demigod and ruler of Grist. Can grant miracles to his followers. Desires to consume Charnel and become a full god.<br />
<br />
'''Ahlysaaria Quinn''', eccentric drow owner of the "Hairless Haven" flophouse and advocate against all facial hair.<br />
<br />
=Locations=<br />
'''Derelictus''', the City Between. The home hub for all delvers heading into the Heart.<br />
*Red Room Parlor: Inn and delver meeting place, this establishment is most renowned for the large panel of crimson stained glass that shines red light into the main area of the building.<br />
*Garak's Gains: A thief fence filled with stolen goods and supplies, owned by the gnoll Garak.<br />
*Hairless Haven: A dilapidated flophouse with a ban on beards and a severe dislike of long hair and mustaches. Owned by the drow proprietress Ahlysaaria Quinn.<br />
*The Cobweb: A place in Derelictus for the Midwives who lost their purposes or were cast out in Spire.</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=440504Grey Idria2023-06-26T14:04:20Z<p>Thenorm42: </p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Stresses''' ==<br />
<br />
Blood 0<br />
Echo 0<br />
Mind 0<br />
Fortune 0<br />
Supplies 0<br />
<br />
== '''Beats''' ==<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.<br />
<br />
'''Major''': Take Major Mind fallout.<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
Arnet has been helpful at points, and his mystical knowledge and ability to manipulate desire might yet be more so.<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
I don't think he realises it, but Sucks-Down-Teeth's capacity to devour might help me.<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
Ornately patterned monochrome headscarf<br />
Dark glasses<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Grey_Idria&diff=440503Grey Idria2023-06-26T13:54:53Z<p>Thenorm42: Created page with " = '''Grey Idria''' = == '''Beats''' == '''Minor''': Gain access to knowledge that someone tried to conceal. '''Major''': Take Major Mind fallout. == '''Skills''' == *..."</p>
<hr />
<div><br />
= '''Grey Idria''' =<br />
<br />
== '''Beats''' ==<br />
'''Minor''': Gain access to knowledge that someone tried to conceal.<br />
<br />
'''Major''': Take Major Mind fallout.<br />
<br />
== '''Skills''' ==<br />
* Discern <br />
* Mend <br />
* Evade<br />
* Compel<br />
<br />
== '''Domains''' ==<br />
* Haven <br />
* Desolate<br />
<br />
== '''Core Abilities''' ==<br />
<br />
'''Unorthodox Methods'''<br />
Once per session, before you roll dice to resolve an action, instead state that your result is a 6. You succeed but take stress.<br />
<br />
'''The Cost of Doing Business'''<br />
A mix of scrying and luck magic lets you portion off your fortune to be used as you wish. At any time you may consume a resource and roll its dice; set this dice aside. When you perform an action or inflict stress, but before you roll the dice to resolve it, you may replace any unrolled dice in your pool with the dice you set aside. Once used in this manner, it is consumed. If you have an unspent dice set aside at the end of the session, you take Fortune stress equal to the value rolled on the dice.<br />
<br />
<br />
'''Mutually Assured Destruction'''<br />
If you go down, you’re taking them with you. If you die, the wards placed on your soul detonate in an attempt to take down whoever did you in. You explode and inflict stress equal to D8 + your current Fortune stress on anyone standing nearby.<br />
<br />
<br />
== '''Minor Advances''' ==<br />
<br />
'''Lost It All'''<br />
You understand – truly – the wretched sensation of having less than nothing. Gain the Desolate domain. Once per session ask the GM where the nearest source of wealth is and they will tell you.<br />
<br />
'''Make Do'''<br />
Periods of poverty have taught you to make the best of what you’ve got and keep things ticking over until your next big score. Gain the Mend skill. Once per session, you can immediately fix something that’s broken – but it only works once. After that, it’s destroyed past the point of repair.<br />
<br />
'''On The Run'''<br />
You’ve been running from your creditors for years; you’re not above crawling through shit on your hands and knees to survive. Gain the Evade skill. Mark D4 stress to Supplies to shift the attention of a person or creature to another PC or an important NPC.<br />
<br />
== '''Major Advances''' ==<br />
<br />
'''Broker'''<br />
You beseech Incarne for aid. Roll Mend+Haven to cast this spell. On a success, remove D6 stress from any resistance (other than Supplies) for one nearby character other than yourself.<br />
<br />
== '''Resources''' ==<br />
<br />
Second-hand Wedding Ring: d6 Haven<br />
<br />
== '''Equipment''' ==<br />
Hooked Blade: Kill d6<br />
<br />
Filigreed Revolver: Kill d8, Ranged, Expensive<br />
<br />
=Backstory=<br />
<br />
A polymath and prodigy, Idria would have been a leading light of Drow society in the Home Nations at many other points in history. However, her home city, Kekulin, was torn apart by the civil war, with fanatics of the three moon goddesses and lords of three of the Houses vying for supremacy. In order to get her family to safety, she traded away all that she was to Incarne - her talents, her strength, her artistry, her links with her family. This got her family out to the Spire, where they toil in anonymity, incapable of even recognising Idria. But Incarne wasn't finished with the young Drow, and her talents come back as shadows wearing her face to haunt her, hunt her and claim the last pieces of her for Incarne. But she has relearnt some of her capabilities and learned, cobbled together, traded for, or stolen new ones with the taint of Incarne. She hopes to find within the Heart a way to pay off Incarne forever and perhaps reclaim some of what she lost.<br />
<br />
She survived a continental journey and the streets of the Spire with little but her wits, which has made her far more tough and resourceful. Her half-empty soul has the curious ability to pull pain and hurt out of people, like a Gnoll vacuum-cup drawing toxins from a wound. She thinks this ability could be further developed.<br />
<br />
== Calling: Enlightenment ==<br />
<br />
What "impossible" thing are you attempting to achieve in the City Beneath?<br />
I seek to defeat the shades that hunt me forever and regain the parts of myself lost to Incarne.<br />
<br />
What's the first step on your journey?<br />
Refining my ability to manipulate pain and hurt.<br />
<br />
Choose another player character. They've been invaluable in your journey so far. What have you learned from them?<br />
<br />
Choose another player character. You know they're hiding secrets from you - why do you suspect they're doing this?<br />
<br />
<br />
== Trinkets ==<br />
<br />
Mother's dagger<br />
Ornately patterened monochrome headscarf<br />
Dark glasses<br />
Set of fragile magnifying lenses</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=424987Goon Deeps of Sargolis2022-07-24T15:47:41Z<p>Thenorm42: </p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. <br /><br />
<br />
We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.<br /><br />
<br />
Returning to Antali, Jhula learned her boss (the "old man") had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.<br /><br />
<br />
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.<br /><br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 3, Health 11 of 11, Breath 11<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Tome containing Silent Song of Choking Flowers, d. Tome containing Pursuing Colossus, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (Book from Naltis #6-#8) <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
<br />
Stored in her house:<br />
<br />
<br />
<br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sack (books from Naltis #9-#12) ), 5. Sack (week's rations)<br />
<br />
'''4 out of 4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +5 with torch, +6 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
Stored in Jhula's house:<br />
<br />
1. Sack ( b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sharpened gravedigger's spade<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Pillowcase sack (gold, Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil)'<br />
Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br />
Book #6. black burlap. The Soul and Other Deceptions<br />
Quantity of Master Sanger's remains in a silver tureen<br />
Quicksilver<br />
Smokeweed<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, roll once against each opponent.<br><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br><br />
<br />
=== Magic ===<br />
Most spells are ''hard'' to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:<br />
2-5: DS 8<br />
6-9: DS 10<br />
10-12: DS 12<br />
Once per day, you may roll ''+Erudite'' against a spell's difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it's there it usually stays ...<br />
You may record a spell that's in your head by rolling ''+Erudite'' against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.<br />
<br />
When you cast a spell, roll ''+Erudite'' against the DS of whatever you're casting at. Most physical stuff has DS 8, but tough opponents have more ''mana'' and use their DS instead. A spell must be cast at a target. If you're casting an Illusion, its target is the person or people whom you want to perceive it.<br />
<br />
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.<br />
<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
You can carry <br />
<br />
== World ==<br />
=== Sargolis === <br />
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
<br />
=== Antali ===<br />
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br />
<br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss <del>is</del> <insert>was</insert> boss of bosses. He never woke up from a spice dream.<br />
<br />
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12<br />
<br />
Also,there's Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit's sharp as his blade. DS 10<br />
<br />
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It's said her face was disfigured by the spite of an alchemist she bedded - once. It's also said she's a poisoner, but there's no solid proof. DS 8. She and Jhula were the old boss's favorites. Rumor has it that Vinzay was the one who got the boss his spice.<br />
<br />
And several others, less important in the intrigues of Antali, much less dangerous in combat.<br />
<br />
=== Louras ===<br />
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br />
<br />
=== The '''southern city states''' ===<br />
a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br />
<br />
=== '''Nalastis''' or '''Naltis''' === <br />
is the southern free city nearest to Saray's demesne.<br />
<br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br />
<br />
'''Master Sanger''' guarded the princess Yuwia in a catacomb deep under Naltis.<br />
<br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br />
<br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br />
<br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br />
[[File:Narm_globe2.png]]</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=424986Goon Deeps of Sargolis2022-07-24T15:45:40Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. <br /><br />
<br />
We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.<br /><br />
<br />
Returning to Antali, Jhula learned her boss (the "old man") had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.<br /><br />
<br />
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.<br /><br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 3, Health 11 of 11, Breath 11<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Tome containing Silent Song of Choking Flowers, d. Tome containing Pursuing Colossus, e. Healing potion ), 4. Leather armour, <br /><br />
'''6 out of 6''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
<br />
Stored in her house:<br />
<br />
<br />
<br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sack (books from Naltis #9-#12) ), 5. Sack (week's rations)<br />
<br />
'''4 out of 4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +5 with torch, +6 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
Stored in Jhula's house:<br />
<br />
1. Sack ( b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sharpened gravedigger's spade<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Pillowcase sack (gold, Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil)'<br />
Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br />
Book #6. black burlap. The Soul and Other Deceptions<br />
Quantity of Master Sanger's remains in a silver tureen<br />
Quicksilver<br />
Smokeweed<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, roll once against each opponent.<br><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br><br />
<br />
=== Magic ===<br />
Most spells are ''hard'' to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:<br />
2-5: DS 8<br />
6-9: DS 10<br />
10-12: DS 12<br />
Once per day, you may roll ''+Erudite'' against a spell's difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it's there it usually stays ...<br />
You may record a spell that's in your head by rolling ''+Erudite'' against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.<br />
<br />
When you cast a spell, roll ''+Erudite'' against the DS of whatever you're casting at. Most physical stuff has DS 8, but tough opponents have more ''mana'' and use their DS instead. A spell must be cast at a target. If you're casting an Illusion, its target is the person or people whom you want to perceive it.<br />
<br />
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.<br />
<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
You can carry <br />
<br />
== World ==<br />
=== Sargolis === <br />
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
<br />
=== Antali ===<br />
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br />
<br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss <del>is</del> <insert>was</insert> boss of bosses. He never woke up from a spice dream.<br />
<br />
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12<br />
<br />
Also,there's Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit's sharp as his blade. DS 10<br />
<br />
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It's said her face was disfigured by the spite of an alchemist she bedded - once. It's also said she's a poisoner, but there's no solid proof. DS 8. She and Jhula were the old boss's favorites. Rumor has it that Vinzay was the one who got the boss his spice.<br />
<br />
And several others, less important in the intrigues of Antali, much less dangerous in combat.<br />
<br />
=== Louras ===<br />
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br />
<br />
=== The '''southern city states''' ===<br />
a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br />
<br />
=== '''Nalastis''' or '''Naltis''' === <br />
is the southern free city nearest to Saray's demesne.<br />
<br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br />
<br />
'''Master Sanger''' guarded the princess Yuwia in a catacomb deep under Naltis.<br />
<br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br />
<br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br />
<br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br />
[[File:Narm_globe2.png]]</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=424985Goon Deeps of Sargolis2022-07-24T15:33:01Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. <br /><br />
<br />
We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.<br /><br />
<br />
Returning to Antali, Jhula learned her boss (the "old man") had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.<br /><br />
<br />
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.<br /><br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 3, Health 11 of 11, Breath 11<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Tome containing Silent Song of Choking Flowers, d. Tome containing Pursuing Colossus, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (gold, Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil)' <br /><br />
'''6 out of 6''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
<br />
Stored in her house:<br />
<br />
Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br />
Book #6. black burlap. The Soul and Other Deceptions<br />
Quantity of Master Sanger's remains in a silver tureen<br />
Quicksilver<br />
Smokeweed<br />
<br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +5 with torch, +6 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
Stored in Jhula's house:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack ( b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, roll once against each opponent.<br><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br><br />
<br />
=== Magic ===<br />
Most spells are ''hard'' to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:<br />
2-5: DS 8<br />
6-9: DS 10<br />
10-12: DS 12<br />
Once per day, you may roll ''+Erudite'' against a spell's difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it's there it usually stays ...<br />
You may record a spell that's in your head by rolling ''+Erudite'' against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.<br />
<br />
When you cast a spell, roll ''+Erudite'' against the DS of whatever you're casting at. Most physical stuff has DS 8, but tough opponents have more ''mana'' and use their DS instead. A spell must be cast at a target. If you're casting an Illusion, its target is the person or people whom you want to perceive it.<br />
<br />
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.<br />
<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
You can carry <br />
<br />
== World ==<br />
=== Sargolis === <br />
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
<br />
=== Antali ===<br />
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br />
<br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss <del>is</del> <insert>was</insert> boss of bosses. He never woke up from a spice dream.<br />
<br />
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12<br />
<br />
Also,there's Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit's sharp as his blade. DS 10<br />
<br />
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It's said her face was disfigured by the spite of an alchemist she bedded - once. It's also said she's a poisoner, but there's no solid proof. DS 8. She and Jhula were the old boss's favorites. Rumor has it that Vinzay was the one who got the boss his spice.<br />
<br />
And several others, less important in the intrigues of Antali, much less dangerous in combat.<br />
<br />
=== Louras ===<br />
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br />
<br />
=== The '''southern city states''' ===<br />
a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br />
<br />
=== '''Nalastis''' or '''Naltis''' === <br />
is the southern free city nearest to Saray's demesne.<br />
<br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br />
<br />
'''Master Sanger''' guarded the princess Yuwia in a catacomb deep under Naltis.<br />
<br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br />
<br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br />
<br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br />
[[File:Narm_globe2.png]]</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=424984Goon Deeps of Sargolis2022-07-24T15:19:13Z<p>Thenorm42: /* Jhula: rogueish jack of all trades */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. <br /><br />
<br />
We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.<br /><br />
<br />
Returning to Antali, Jhula learned her boss (the "old man") had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.<br /><br />
<br />
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.<br /><br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 3, Health 11 of 11, Breath 11<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Tome containing Silent Song of Choking Flowers, d. Tome containing Pursuing Colossus, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (gold, )' <br /><br />
'''6 out of 6''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
<br />
Stored in her house:<br />
<br />
Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br />
Book #6. black burlap. The Soul and Other Deceptions<br />
Quantity of Master Sanger's remains in a silver tureen<br />
Quicksilver<br />
Smokeweed<br />
<br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +5 with torch, +6 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, roll once against each opponent.<br><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br><br />
<br />
=== Magic ===<br />
Most spells are ''hard'' to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:<br />
2-5: DS 8<br />
6-9: DS 10<br />
10-12: DS 12<br />
Once per day, you may roll ''+Erudite'' against a spell's difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it's there it usually stays ...<br />
You may record a spell that's in your head by rolling ''+Erudite'' against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.<br />
<br />
When you cast a spell, roll ''+Erudite'' against the DS of whatever you're casting at. Most physical stuff has DS 8, but tough opponents have more ''mana'' and use their DS instead. A spell must be cast at a target. If you're casting an Illusion, its target is the person or people whom you want to perceive it.<br />
<br />
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.<br />
<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
You can carry <br />
<br />
== World ==<br />
=== Sargolis === <br />
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
<br />
=== Antali ===<br />
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br />
<br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss <del>is</del> <insert>was</insert> boss of bosses. He never woke up from a spice dream.<br />
<br />
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12<br />
<br />
Also,there's Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit's sharp as his blade. DS 10<br />
<br />
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It's said her face was disfigured by the spite of an alchemist she bedded - once. It's also said she's a poisoner, but there's no solid proof. DS 8. She and Jhula were the old boss's favorites. Rumor has it that Vinzay was the one who got the boss his spice.<br />
<br />
And several others, less important in the intrigues of Antali, much less dangerous in combat.<br />
<br />
=== Louras ===<br />
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br />
<br />
=== The '''southern city states''' ===<br />
a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br />
<br />
=== '''Nalastis''' or '''Naltis''' === <br />
is the southern free city nearest to Saray's demesne.<br />
<br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br />
<br />
'''Master Sanger''' guarded the princess Yuwia in a catacomb deep under Naltis.<br />
<br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br />
<br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br />
<br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br />
[[File:Narm_globe2.png]]</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=424982Goon Deeps of Sargolis2022-07-24T14:47:25Z<p>Thenorm42: /* Jhula: rogueish jack of all trades */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. <br /><br />
<br />
We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.<br /><br />
<br />
Returning to Antali, Jhula learned her boss (the "old man") had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.<br /><br />
<br />
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.<br /><br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 3, Health 11 of 11, Breath 11<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Tome containing Silent Song of Choking Flowers, d. Tome containing Pursuing Colossus, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (empty)' <br /><br />
'''6 out of 6''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
<br />
Stored in her house:<br />
<br />
Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br />
Book #6. black burlap. The Soul and Other Deceptions<br />
Quantity of Master Sanger's remains in a silver tureen<br />
Quicksilver<br />
Smokeweed<br />
<br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +5 with torch, +6 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, roll once against each opponent.<br><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br><br />
<br />
=== Magic ===<br />
Most spells are ''hard'' to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:<br />
2-5: DS 8<br />
6-9: DS 10<br />
10-12: DS 12<br />
Once per day, you may roll ''+Erudite'' against a spell's difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it's there it usually stays ...<br />
You may record a spell that's in your head by rolling ''+Erudite'' against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.<br />
<br />
When you cast a spell, roll ''+Erudite'' against the DS of whatever you're casting at. Most physical stuff has DS 8, but tough opponents have more ''mana'' and use their DS instead. A spell must be cast at a target. If you're casting an Illusion, its target is the person or people whom you want to perceive it.<br />
<br />
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.<br />
<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
You can carry <br />
<br />
== World ==<br />
=== Sargolis === <br />
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
<br />
=== Antali ===<br />
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br />
<br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss <del>is</del> <insert>was</insert> boss of bosses. He never woke up from a spice dream.<br />
<br />
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12<br />
<br />
Also,there's Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit's sharp as his blade. DS 10<br />
<br />
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It's said her face was disfigured by the spite of an alchemist she bedded - once. It's also said she's a poisoner, but there's no solid proof. DS 8. She and Jhula were the old boss's favorites. Rumor has it that Vinzay was the one who got the boss his spice.<br />
<br />
And several others, less important in the intrigues of Antali, much less dangerous in combat.<br />
<br />
=== Louras ===<br />
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br />
<br />
=== The '''southern city states''' ===<br />
a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br />
<br />
=== '''Nalastis''' or '''Naltis''' === <br />
is the southern free city nearest to Saray's demesne.<br />
<br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br />
<br />
'''Master Sanger''' guarded the princess Yuwia in a catacomb deep under Naltis.<br />
<br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br />
<br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br />
<br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br />
[[File:Narm_globe2.png]]</div>Thenorm42https://wiki.rpg.net/index.php?title=SUE-R-RAT&diff=418347SUE-R-RAT2022-03-24T13:59:19Z<p>Thenorm42: Blanked the page</p>
<hr />
<div></div>Thenorm42https://wiki.rpg.net/index.php?title=SUE-R-RAT-1&diff=418346SUE-R-RAT-12022-03-24T13:55:11Z<p>Thenorm42: Created page with "SUE-R-RAT-1 Hardware: 6 Software: 8 Wetware: 4 Management: 6 Stealth: 8 Violence: 6 Specialties: Energy weapons: 10 Con Games: 12 (service firm) Other specialities to be de..."</p>
<hr />
<div>SUE-R-RAT-1<br />
<br />
Hardware: 6<br />
Software: 8<br />
Wetware: 4<br />
<br />
Management: 6<br />
Stealth: 8<br />
Violence: 6<br />
<br />
Specialties:<br />
Energy weapons: 10<br />
Con Games: 12 (service firm)<br />
Other specialities to be determined.<br />
<br />
Service firm:<br />
Industrial spy or saboteur<br />
Spying for: News Services<br />
Spying on: History Purifiers<br />
<br />
Secret society: Anti-Mutant<br />
<br />
No tic<br />
<br />
Perversity Points: 25<br />
<br />
Clearance: RED<br />
<br />
*Born during one of the computer's 'tough love' parenting kicks, hence the first name of Sue and the last name of Rat. Moving to RED clearance did not enhance his name's appeal.<br />
*Slimy, stealthy, sneaky, silver-tongued, and good at insinuating that bad things might happen to those that cross him. Good at hacking.<br />
*Sent by his media baron bosses to make sure those bastard bureaucrats at the History Purifiers aren't planning anything that'd spoil their current crop of yellow journalism, shallow celebrity worship and outright slander.<br />
*Uses his position to get information on suspected mutants back to his superiors in the Anti-Mutant society, for smears, blackmail and other skulduggery. May have some serious cognitive dissonance if he finds out he's a mutant himself.<br />
*Hasn't registered his mutant power of Uncanny Luck, as he insists to himself that luck isn't something biological (while being perfectly happy to shop other mutants to the Computer!).</div>Thenorm42https://wiki.rpg.net/index.php?title=The_Computer_Is_Your_Friend&diff=418345The Computer Is Your Friend2022-03-24T13:54:43Z<p>Thenorm42: </p>
<hr />
<div>[[File:Propaganda_05.png]]<br />
<br />
Good morning citizen!<br />
<br />
Your Friend The Computer has recognized your hard work, unending diligence, and unwavering loyalty to Alpha Complex.<br />
<br />
Your actions have earned you a promotion, welcome to RED clearance and congratulations!<br />
<br />
Your new clearance offers a nicer communal suite, pay raise, and greater responsibilities in service to Your Friend The Computer.<br />
<br />
Additional Happy Pills have been authorized for immediate consumption to celebrate your promotion!<br />
<br />
<br />
Recruitment Thread: https://forum.rpg.net/index.php?threads/recruitment-the-computer-is-your-friend.895325/<br />
<br />
GM: 8Bit<br />
<br />
<br />
== Troubleshooters ==<br />
<br />
Please create a separate wiki page for your character and link to it from here.<br />
<br />
<br />
* [[SUE-R-RAT-1]] played by thenorm42<br />
* [[Douglas-R-FIR]] played by Jeremy Kopczynski<br />
* [[Simon-R-SYS]] played by EnigmaticOne</div>Thenorm42https://wiki.rpg.net/index.php?title=SUE-R-RAT&diff=418344SUE-R-RAT2022-03-24T13:54:05Z<p>Thenorm42: Created page with "SUE-R-RAT-1 Hardware: 6 Software: 8 Wetware: 4 Management: 6 Stealth: 8 Violence: 6 Specialties: Energy weapons: 10 Con Games: 12 (service firm) Other specialities to be de..."</p>
<hr />
<div>SUE-R-RAT-1<br />
<br />
Hardware: 6<br />
Software: 8<br />
Wetware: 4<br />
<br />
Management: 6<br />
Stealth: 8<br />
Violence: 6<br />
<br />
Specialties:<br />
Energy weapons: 10<br />
Con Games: 12 (service firm)<br />
Other specialities to be determined.<br />
<br />
Service firm:<br />
Industrial spy or saboteur<br />
Spying for: News Services<br />
Spying on: History Purifiers<br />
<br />
Secret society: Anti-Mutant<br />
<br />
No tic<br />
<br />
Perversity Points: 25<br />
<br />
Clearance: RED<br />
<br />
*Born during one of the computer's 'tough love' parenting kicks, hence the first name of Sue and the last name of Rat. Moving to RED clearance did not enhance his name's appeal.<br />
*Slimy, stealthy, sneaky, silver-tongued, and good at insinuating that bad things might happen to those that cross him. Good at hacking.<br />
*Sent by his media baron bosses to make sure those bastard bureaucrats at the History Purifiers aren't planning anything that'd spoil their current crop of yellow journalism, shallow celebrity worship and outright slander.<br />
*Uses his position to get information on suspected mutants back to his superiors in the Anti-Mutant society, for smears, blackmail and other skulduggery. May have some serious cognitive dissonance if he finds out he's a mutant himself.<br />
*Hasn't registered his mutant power of Uncanny Luck, as he insists to himself that luck isn't something biological (while being perfectly happy to shop other mutants to the Computer!).</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=407756Rule of Three:Saruta Hibana2021-10-13T12:45:47Z<p>Thenorm42: </p>
<hr />
<div><br />
== Saruta, Tengu Bodyguard ==<br />
<br />
<br />
'''6 HP'''<br />
<br />
Weapon Proficiency Group : Light Melee<br />
<br />
Bow Mastery<br />
<br />
Spear Mastery<br />
<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Tengu heritage trait; Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
Defender<br />
<br />
<br />
Family Trade: Bodyguard<br />
<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... <br />
<br />
The Light of Determination is actually a psionic ability, a fact which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were revealed. Saruta doesn't know this, but Uzume has a better idea of the source of her healing arts.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407053Goon Deeps of Sargolis2021-09-30T07:34:35Z<p>Thenorm42: /* Jhula: rogueish jack of all trades */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed)' <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 9 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407052Goon Deeps of Sargolis2021-09-30T07:34:07Z<p>Thenorm42: /* Latho */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed)' <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 9 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407048Goon Deeps of Sargolis2021-09-29T17:07:43Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed)' <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 9 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407047Goon Deeps of Sargolis2021-09-29T17:06:42Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed)' <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 9 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407046Goon Deeps of Sargolis2021-09-29T17:06:31Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed)' <br /><br />
'''5 out of 5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold), 2. mace, 3. shield, 4. Sharpened gravedigger's spade ),<br />
<br />
'''5 out of 5''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)<br />
5. Sack (week's rations)<br />
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407045Goon Deeps of Sargolis2021-09-29T17:02:25Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, '''droppable''' , '''droppable''' 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' ),<br />
<br />
5. Saray's Sack 3 (containing <br /><br />
a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, )<br />
5. Sack (week's rations)<br />
6. Gold<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407044Goon Deeps of Sargolis2021-09-29T17:01:40Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, '''droppable''' , '''droppable''' 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' ), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, )<br />
5. Sack (week's rations)<br />
6. Gold<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407043Goon Deeps of Sargolis2021-09-29T17:00:54Z<p>Thenorm42: /* Current characters */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions ), 4. Leather armour, '''droppable''' , '''droppable''' 5. Pillowcase sack (a. containing quantity of Master Sanger's remains in a silver tureen, b. quicksilver, c. smokeweed), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' ), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. <br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Latho ===<br />
<br />
Hireling - stuff-bearer - carrying:<br />
<br />
1. Sack (books from Naltis #9-#12)<br />
2. Pillowcase sack (Book from Naltis #6-#8)<br />
3. Sack (Book from Naltis #1-#4)<br />
4. Sack (silver dagger x3, pamphlet #12, )<br />
5. Sack (week's rations)<br />
6. Gold<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' . '''droppable''', '''5. Tired''' <br />
<br />
6. Sack (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=407042Goon Deeps of Sargolis2021-09-29T16:52:46Z<p>Thenorm42: /* Munson: down-at-heels adventurer */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''', '''5. Tired''' <br />
<br />
6. Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
e. gold). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406174Goon Deeps of Sargolis2021-09-08T22:02:39Z<p>Thenorm42: /* Munson: down-at-heels adventurer */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''', '''5. Tired''' <br />
<br />
6. Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. stake<br /><br />
c. gold<br /><br />
d. gold<br /><br />
e. gold). <br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406172Goon Deeps of Sargolis2021-09-08T21:32:01Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''3''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' <br />
<br />
7. Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406171Goon Deeps of Sargolis2021-09-08T21:31:42Z<p>Thenorm42: /* Munson: down-at-heels adventurer */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''2(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' <br />
<br />
7. Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
<br />
'''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406170Goon Deeps of Sargolis2021-09-08T21:30:44Z<p>Thenorm42: /* In the Vault at Loom Street */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''2(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' '''1(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406169Goon Deeps of Sargolis2021-09-08T21:30:13Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
7. Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''2(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' '''1(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406168Goon Deeps of Sargolis2021-09-08T21:29:50Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' <br />
<br />
Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
d. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
e. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
f. Packet of green spice<br />
<br />
<br />
'''3(4)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' '''1(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=406167Goon Deeps of Sargolis2021-09-08T21:28:55Z<p>Thenorm42: /* In the Vault at Loom Street */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; '''droppable''' 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, '''droppable''' 5. Sack 2 (Book from Naltis #1-#4), '''droppable''' 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle), '''7. Tired''' <br /><br />
'''3(6)''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she felt guilt, something she hadn't felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
''After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.''<br /><br />
''Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer's townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer's good will, the group tracked down the original thieves and punished them.''<br /><br />
''After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.''<br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, '''droppable''' 5. Pillowcase sack (Book from Naltis #6-#8), '''6. Tired''' '''3(4)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.<br />
<br />
Entering the city of Naltis in search of more information, and ingredients for Jhula's potion to cure her master's addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group's treasure into Saray's family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless ("Master Sanger"), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.<br />
<br />
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), '''droppable''' 4. Sack (books from Naltis #9-#12). '''droppable''' 5. Sack (a. 5x stakes), '''6. Tired''' '''1(3)''' Fresh Breath.<br /><br />
'''Combat bonus:''' +1(+2) Brute +1(+2) (breastplate, axe) = '''+2(+4)''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=406000Rule of Three:Saruta Hibana2021-09-05T16:46:30Z<p>Thenorm42: /* Saruta, Tengu Bodyguard (Fey Base) */</p>
<hr />
<div><br />
== Saruta, Tengu Bodyguard (Fey Base) ==<br />
<br />
<br />
'''6 HP'''<br />
<br />
Bow Mastery<br />
<br />
Spear Mastery<br />
<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
<br />
Family Trade: Bodyguard<br />
<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... <br />
<br />
The Light of Determination is actually a psionic ability, a fact which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were revealed. Saruta doesn't know this, but Uzume has a better idea of the source of her healing arts.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=405998Rule of Three:Saruta Hibana2021-09-05T16:30:19Z<p>Thenorm42: </p>
<hr />
<div><br />
== Saruta, Tengu Bodyguard (Fey Base) ==<br />
<br />
<br />
'''6 HP'''<br />
<br />
Bow Mastery<br />
<br />
Spear Mastery<br />
<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
<br />
Family Trade: Bodyguard<br />
<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... It's possible that the Light of Determination is actually a psionic ability, which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were true.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=405997Rule of Three:Saruta Hibana2021-09-05T16:29:59Z<p>Thenorm42: </p>
<hr />
<div>Saruta, Tengu Bodyguard (Fey Base)<br />
<br />
6 HP<br />
<br />
Bow Mastery<br />
<br />
Spear Mastery<br />
<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
<br />
Family Trade: Bodyguard<br />
<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... It's possible that the Light of Determination is actually a psionic ability, which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were true.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=405996Rule of Three:Saruta Hibana2021-09-05T16:29:33Z<p>Thenorm42: </p>
<hr />
<div>Saruta, Tengu Warrior-Healer (Fey Base)<br />
<br />
6 HP<br />
<br />
Bow Mastery<br />
<br />
Spear Mastery<br />
<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
<br />
Family Trade: Bodyguard<br />
<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... It's possible that the Light of Determination is actually a psionic ability, which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were true.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=405995Rule of Three:Saruta Hibana2021-09-05T16:29:09Z<p>Thenorm42: </p>
<hr />
<div>Saruta, Tengu Warrior-Healer (Fey Base)<br />
<br />
6 HP<br />
<br />
Bow Mastery<br />
Spear Mastery<br />
<br />
Acrobatic<br />
<br />
Healer (the Light of Determination)<br />
<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
Family Trade: Bodyguard<br />
<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... It's possible that the Light of Determination is actually a psionic ability, which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were true.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Rule_of_Three:Saruta_Hibana&diff=405994Rule of Three:Saruta Hibana2021-09-05T16:28:54Z<p>Thenorm42: Created page with "Saruta, Tengu Warrior-Healer (Fey Base) 6 HP Bow Mastery Spear Mastery Acrobatic Healer (the Light of Determination) Tremendous Confidence (Advantage in many social situati..."</p>
<hr />
<div>Saruta, Tengu Warrior-Healer (Fey Base)<br />
<br />
6 HP<br />
<br />
Bow Mastery<br />
Spear Mastery<br />
<br />
Acrobatic<br />
Healer (the Light of Determination)<br />
Tremendous Confidence (Advantage in many social situations or resisting psychological effects; Disadvantage when social delicacy is needed or when spotting trickery)<br />
<br />
Family Trade: Bodyguard<br />
Belief: "If I approach things head-on and give them my all, everything will be well!"<br />
<br />
Saruta is a big, bluff, bearded Tengu with red skin and a booming laugh. He's a warrior and medic who has been on many missions for his House, often including bodyguard duty. Saruta likes to eat, drink and fight, and his long, simian limbs allow him to perform surprising feats of acrobatics. He's immensely proud of his long, straight nose, regarding it as a sign of virility, and is protective of the his team-mates (especially those less well-adapted for combat).<br />
<br />
He learned his healing skills from his wife, Uzume (nicknamed the Heavenly Alarming Female), one of the greatest healers outside the Order of Heaven (and mistrusted by those within it as a result). Her mystical, and yet jovial, songs and rays of light take a 'tough love' approach to healing; they push you to face up to your injuries, illnesses and weaknesses, but grant you the strength to resist and accept them. This approach also characterises her and Saruta's marriage... It's possible that the Light of Determination is actually a psionic ability, which would make Saruta and Uzume pariahs throughout the Islands of the Moon if it were true.<br />
<br />
*Soga is the only other member of our House who can eat and drink like me!</div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=405083Goon Deeps of Sargolis2021-08-28T20:07:33Z<p>Thenorm42: /* Jhula: rogueish jack of all trades */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
e. Packet of green spice<br />
f. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, 5. Sack 2 (Book from Naltis #1-#4), 6. Pillowcase sack (containing quantity of Master Sanger's remains in a suitable receptacle) <br /><br />
'''4''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she feels guilt, something she hasn't felt in a long time. She resolves to see if she can put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, 5. Pillowcase sack (Book from Naltis #6-#8) '''4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), 4. Sack (books from Naltis #9-#12). 5. Sack (a. 5x stakes) '''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=405082Goon Deeps of Sargolis2021-08-28T20:06:07Z<p>Thenorm42: /* Munson: down-at-heels adventurer */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
e. Packet of green spice<br />
f. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, 5. Sack 2 (Book from Naltis #1-#4) <br /><br />
'''5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she feels guilt, something she hasn't felt in a long time. She resolves to see if she can put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, 5. Pillowcase sack (Book from Naltis #6-#8) '''4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack (a. torch, b. gold, c. gold d. 2x matches), 4. Sack (books from Naltis #9-#12). 5. Sack (a. 5x stakes) '''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=405079Goon Deeps of Sargolis2021-08-28T20:01:39Z<p>Thenorm42: /* Saray: indebted lady knight */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
e. Packet of green spice<br />
f. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, 5. Sack 2 (Book from Naltis #1-#4) <br /><br />
'''5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she feels guilt, something she hasn't felt in a long time. She resolves to see if she can put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. gold, c. 2x rope, e. Book from Naltis #5), 2. mace, 3. shield, 4. Sharpened gravedigger's spade, 5. Pillowcase sack (Book from Naltis #6-#8) '''4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack(a. rations, b. torch, c. gold, d. gold e. 2x matches), 4. Hot. 5. Sack (a. 5x stakes, b. earthenware jar, c. earthenware jar, d. '''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&diff=405078Goon Deeps of Sargolis2021-08-28T19:59:51Z<p>Thenorm42: /* Jhula: rogueish jack of all trades */</p>
<hr />
<div>== Overview ==<br />
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.<br />
<br />
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the "God Queen" Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray's indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula's boss of his addiction. Now we've entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.<br />
<br />
== In the Vault at Loom Street ==<br />
Jhula's Sack 2 (containing <br /><br />
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche<br /><br />
b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers<br /><br />
c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses<br /><br />
d. Book #4. tattered green cloth cover, rebound. Enwiddle's Blossoming Cone<br /><br />
e. Packet of green spice<br />
f. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar<br />)<br />
<br />
Saray's Sack 3 (containing <br /><br />
a. Book #6. black burlap. The Soul and Other Deceptions<br /><br />
b. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation<br /><br />
c. Book #8. faded red-pink cloth with oily stains. It's another copy of The Transcendent Beam of Loathsome Oil<br /><br />
<br />
<br />
Saray's Sack 4 (containing <br /><br />
a. rope<br /><br />
b. gold<br /><br />
c. gold<br /><br />
d. gold). <br />
<br />
stakes<br />
a silver dagger<br />
a sharpened gravedigger's spade<br />
box of matches<br />
box of matches<br />
earthenware jars<br />
<br />
== Current characters ==<br />
=== Jhula: rogueish jack of all trades ===<br />
'''Stats:''' Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10<br /><br />
'''Gear:''' 1. Throwing knives; 2. Vicious, jagged shortsword; 3. Sack 1 (containing a. Silver dagger x4; b. Lantern; c. Lockpicks; d. pamphlet #12), 4. Leather armour, 5. Sack 2 (Book from Naltis #1-#4) <br /><br />
'''5''' fresh Breath. <br /><br />
'''Combat bonus:''' +3. '''Throwing bonus:''' +3.<br /><br />
Jhula has briefly reviewed '''numerous books of power'''.<br /><br />
She's got in her mind<br /><br />
1. The Book of Bones and Flowers<br /><br />
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus<br /><br />
10. Silent Song of Choking Flowers.<br /><br />
''Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson's Mutually Agreeable Cooperative (a brutally run thieves' guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She's one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he's addicted to.''<br /><br />
''She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she's happy to be on the road and away from the pressures of her work.''<br /><br />
''Looking at Ricky's vacant bedroll, she feels guilt, something she hasn't felt in a long time. She resolves to see if she can put another team together in Sargolis and retrieve his body, perhaps even complete their mission?''<br /><br />
<br />
=== Saray: indebted lady knight ===<br />
'''Stats:''' 8 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.<br /><br />
'''Gear:''' 1. backpack(a. Torch, b. Book from Naltis #2, c. gold, d. 2x rope), 2. mace, 3. shield, 4. Hot. 5. Sharpened gravedigger's spade '''4''' Fresh Breath.<br /><br />
'''Combat bonus:''' +4 with torch, +5 with shield.<br /><br />
''Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She's the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.<br />
<br />
Now after plundering the Deeps under Jhula's leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.''<br /><br />
<br />
=== Munson: down-at-heels adventurer ===<br />
'''Stats:''' 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.<br /><br />
'''Gear:''' 1. Breastplate, 2. axe, 3. backpack(a. rations, b. torch, c. gold, d. gold e. 2x matches), 4. Hot. 5. Sack (a. 5x stakes, b. earthenware jar, c. earthenware jar, d. '''2''' Fresh Breath.<br /><br />
'''Combat bonus:''' +2 Brute +2 (breastplate, axe) = '''+4''' total.<br /><br />
''Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they're in Naltis, exploring an ancient vampire's Catacombs.''<br />
<br />
== Rules ==<br />
In addition to the basic rules of Life and Breath and so forth, here's a few specific ones about combat and magic and loads.<br />
=== Combat ===<br />
'''Multiple opponents:''' When fighting multiple opponents, <Del>only your highest roll can do damage.</del> This <del>may be</del> <u>has been</u> revisited ... <u>roll once against each opponent.</u><br /><br />
'''Advantage / Disadvantage:''' When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.<br />
<br />
=== Magic ===<br />
'''Learning a spell:''' Spells are learned from tomes. Each tome holds one spell, which is somewhat defined by the GM rolling randomly for a topic, and is somewhat defined by the player's interpretation of that topic when they study the tome. Once a spell is learned, it sticks in the character's head until forgotten. Forgetting a spell is a deliberate action. A character can hold Erudite + 1 spells in their head. If they hold more than that, they suffer -1 to all rolls for each additional spell. <br /><br />
'''Casting a spell:''' Casting a spell costs 1 Breath, which is invested in the spell until it concludes. Casting a spell does not cause the spell to be forgotten. Each time a spell is cast, the player must roll against DS of the spell's target. Many spells do not have "targets" that oppose them. For these spells, the GM and player set the DS collaboratively based on how cool the spell is. ((The GM would prefer a rule where it costs 1 Breath to hold a spell in your head and no additional Breath to cast it, but this is a collaborative game so we will go with what we agreed to.))<br />
=== Loads ===<br />
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.<br />
<br />
== World ==<br />
[[File:Narm_globe2.png]]<br />
'''Sargolis:''' The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.<br /><br />
'''Antali:''' The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.<br /><br />
'''the Mackers''' are the criminal bosses of Antali, and Jhula's spice-addicted boss is boss of bosses.<br /><br />
'''Ostienne:''' The vampiric former ruler of Sargolis, once venerated as the God-Queen but now her temple is ruined (it gives access to the first level of the Deeps).<br /><br />
'''unliving:''' Creatures that don't breathe but move around. Often vampiric, but not obligate vampires.<br /><br />
'''Louras''' is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.<br /><br />
The '''southern city states''', a few decades ago, fought a vicious war with the '''merchant cities of the northeast.''' The war ruined Sargolis.<br /><br />
Saray's '''indebted demesne''' (House Rannier) is in the northern frontier of the southern city states.<br /><br />
'''House Kendos''' is the demesne of Saray's cousin Hania, a gullible younger woman under the thumb of her husband and Saray's former seneschal Albert.<br /><br />
'''Nalastis''' or '''Naltis''' is the southern free city nearest to Saray's demesne.<br /><br />
'''the Harsh Lady Gang''' run rackets in Naltis.<br /><br />
'''[[Goon Deeps of Sargolis:Narm|Narm]]''' is the general region where all these places are found.<br /></div>Thenorm42