Sunday, June 28, 2009
D&D, Black Dawn Campaign Adventure Log, Session 2: Following the Trail
Sunday, June 21, 2009
D&D, Black Dawn Campaign Adventure Log, Session 1: The Hunt
It began with a crash.
The engines of the Blackwing – a turbine-powered vessel carrying passengers, trade goods and prisoners on the last leg of its lengthy voyage around Sethia – exploded and sent the ship shattering against the sharp stones of the east shores of Rimefang Loch. Those passengers who survived the crash found themselves beset by the attacks of prisoners who’d escaped from the hold, as well as a diabolic wastelands hunter called a Blightwalker. Luckily for those survivors, five of their own number were would-be adventurers: Malkar, a swordmage escapee from the undead-controlled city of Tanith; Joar, a half-Doj warlord who wholly distrusted magic and technology; Theothia, a human druid with newly found prophetic dream powers; Geralt, a Sulaj rogue on the run from other more powerful criminals; and Sol, a half-Dracaj warden and former mercenary.
After these heroes dealt with the prisoners and the Blightwalker, the survivors gathered what supplies and provisions they could and prepared to make the rest of their journey along the dangerous coastline. There was, however, a problem. While surviving the deadly Dracaj-controlled coast would be made much easier with the influential word of a Black Warden, Argus, the Warden who’d brought the prisoners on board, refused to help anyone until two of the more dangerous prisoners who’d escaped in the wreck were returned to his custody. After some debate, it was decided that the greater body of survivors (well-armed with flintlocks) would wait it out near the ruins of the ship; that Argus would pursue the mechanically altered serial killer Vance Creyzak, who’d headed north along the coast; and the five inexperienced heroes would pursue the Bloodspeaker terrorist Lucan Keth, who’d set his sights inland. Equipped with a bizarre thaumaturgic compass that would lead them to Keth, the newly formed group set off into the hazardous Razortooth Mountains, warned by Captain Graves of the possibility of Rath-funded mercenary groups operating in the area.
It didn’t take the party long to find evidence of these mercenaries: a mountain village that Theothia had visited on occasion in the past had been laid to waste, and the bullet-addled and blade-ruined bodies of the dead had been piled high in the center of the settlement. Worse still, an unknown magical taint in the area had caused several of these unfortunate villagers to animate as hostile undead and attack the party. Once these undead were dealt with, the party laid as many of the dead villagers to rest as they could before they moved on.
The party moved higher into the mountains. In a desolate clearing surrounded by dead trees the party caught up with the desecrators of the village: a small unit of Gorgoloth soldiers and barbarians led by a Meldoarian thaumaturge-captain. As if this force wasn’t significant enough, the captain also controlled a deadly homunculus war machine called a Motorgun Walker, as well as a Bloodwolf. Though there were some misgivings about taking on such a sizable force, the party had revenge on their minds, and soon they’d surrounded the unit and launched their assault. The battle went well at first, as Gorgoloth soldiers fell before the party’s initial attack, but very soon the powerful Gorgoloth barbarians and the captain’s deadly magic tipped the tide in the mercenaries favor. The battle raged for some time, and each side saw its members fall one-by-one. The deciding strike came from Malkar, his last act before as was rendered unconscious by the thaumaturge: he unleashed a deadly cryo-blast that tore through the mage’s defenses and killed him. With the mage’s life went the mercenaries’ Motorgun Walker (which promptly broke down) and their control over the Bloodwolf, who turned on its former masters before returning to the wilderness.
In the end, only Theothia was left standing on the battlefield, and it was up to her to revive her companions so that they could recuperate and carry on with their mission. Lucan Keth was gaining ground on them by the hour, and they desired to catch up with him before he reached the mountain trading city of Tain.
Friday, June 19, 2009
D&D, Black Dawn Campaign Player Handout Excerpt #4: Races
Wednesday, June 17, 2009
D&D, Black Dawn Campaign Player Handout Excerpt #3: Geography
Tuesday, June 16, 2009
D&D, Black Dawn Campaign Player Handout Excerpt #2: History
For nearly 1,000 years, the continent of Sethia – a massive shelf of land that dominates the upper half of Malzaria – was dominated by three empires: Jlantria (a highly-religious matriarchy, highly advanced in science, magic and warfare), Den’nar (a loose confederation of desert nomads and shamans), and Meldoar (a twisted witchocracy of dark magic, thaumaturgy and terrifying experiments). While the power shifted frequently between these three forces, it was not until the Black Wars that hostilities finally came to a head.
When war did come, it arrived in the form of a revolution led by a powerful sorceress named Carastena Vlagoth: the Blood Queen. Possessed of such intense power and motivated by dark intelligences, this Blood Queen and her followers -- battle-trained Bloodspeakers, the mechanically gifted giants known as the Cruj, the barbaric marauders called the Gorgoloth, and the incomprehensible Eidolos -- cut a swath of destruction through lower Jlantria and upper Den’nar. Meldoar joined the devastating war on the side of the Blood Queen, unleashing their foul clockwork horrors and time-bending magic on the rest of Sethia.
The horror brought by the continent-wide war was unimaginable. Hordes of Gorgoloth armed with Crujian war technology stormed through western Jlantria in a tide of black steel. Crujian shock troops unleashed waves of burning gas, self-detonating golems and towers of detonating shrapnel that killed thousands. Deadly units of battle-trained Bloodspeakers used spatial rips to strike at strategic locations and assassinate key leaders. The Blood Queen led her armies from Chul Gaerog, a black mountain that existed between dimensions and that could take its commander to wherever she desired to go. The war raged for thirty years. The world shook as the seas filled with blood and the land took on the gray pallor of death. Meldoar’s Witch Knights worked with the dark engineers of Meledrakkar and jointly labored on a deadly vortex bomb called the Zero Engine, which was to end the war once and for all.
Eventually, at the battle of Crucifix Point, a concentrated effort was launched on Chul Gaerog that led to the Blood Queen’s bloody demise. Chul Gaerog exploded in a shower of black fire, cold stone and steaming blood. With it went the Zero Engine, which either detonated with no effect or else failed to go off entirely.
THE BLACK DAWN
The depths of the damage done to the world by the Blood Queen’s campaign would not become clear for another three decades, when the Zero Engine truly exploded.
Rebuilding had given the world both hope and an uneasy unity. Thirty years had passed since the disastrous War had ended. Change was in the air: the Empires’ control over their holdings had begun to wane, new forces were rising from the ashes of the war, and the public faith in their leaders had been permanently shaken. The threat of further conflict loomed. Dangerous creatures emerged from the wilderness and the uncharted seas, and the population of the already volatile Black Scar Prison swelled. People wanted change, and they embraced who they thought would bring it: rebels, criminals, killers.
And then, out of nowhere some ten years ago, on a cold morning that would later be known as the Black Dawn, the explosion came.
A true vortex bomb ignored both spatial and temporal limitations: the Engine had been constructed within and resided in a dimensional fold, a liminal space between times, places, and physical realities. When Chul Gaerog was destroyed, the Zero Engine did indeed detonate, but the effects of its devastation were released into the temporality thirty years in the future, and its effects were widespread, as the Engine seemed to co-detonate in several widely distanced locations simultaneously.
Much of Sethia was ravaged. Jlantria and Den’nar were both devastated, their cities laid to waste in silent explosions of concussive force that literally bent the air and sent ripples through flesh and ground that tore the fabric of reality to shreds. Meldoar suffered equally hard losses, though having helped design the Engine, the Witch Knights were afforded some measure of forewarning, and they managed to shield the capital city of Rath from the worst of the effects. Tidal waves swept apart most of the ships in the sea; great rifts and valleys formed in the earth, some of them miles deep. Debris and resonant foul magic from Chul Gaerog rained down from the sky, creating dismal and cursed locales such as the Wormwood and the Carrion Rift.
NEW KOTH
In the wake of the Black Dawn, the denizens of Sethia have been hard-pressed with the issue of survival. With no centralized government, few resources, and a landscape polluted by foul magic, shattered structures and with dwindling supplies, the survivors of the Black Dawn have had little choice but to gather, and rebuild.
One of the last military fortresses left standing was a ramshackle structure called Fort Hightower, originally part of a blockage against the hostile western Reach. Before long, refugees from all across the ruins of Jlantria began to congregate there, and what had once been a small town grew into a much larger settlement that would eventually be known as New Koth. It had been a miracle that Hightower had survived at all – upon the detonation of the Zero Engine, a massive rip had pulled the small city apart.
New Koth today stands as a city divided by a mile-wide canyon that reaches at least two miles deep. Dark magic and the ruins of ancient civilization have been uncovered in the depths of the tear, now called the Carrion Rift, but this very threat has also become a salvation, for the exploration of the Rift has fueled the city’s economy, granting it goods to trade with other settlements, and a draw for would-be treasure hunters, scientists, and explorers from wherever they may be. And while an evil force has congregated in the smaller section of the city -- resulting in a constant and small scale war – New Koth has become something of a bastion of civilization in the blasted aftermath of the Empire.
While numerous other city-states have risen to put their imprint on Sethia, New Koth is unquestionably the most powerful, and likely the most dangerous. And it is to this dark, shattered place that your characters are bound, and where your fate awaits you.
Monday, June 15, 2009
Excerpt from the Player's Handout for my Black Dawn campaign: Post-Apocalyptic Steampunk Fantasy
In an instant, millions died.
The Black War had been over for a decade. The Blood Queen was dead; the Cruj, Eidolos and Gorgoloth had retreated back to their lands in the Reach and the Nethermost. Chul Gaerog, the Black Tower, exploded after Vlagoth’s body was thrown off of its bladed apex. The uneasy truce between Jlantria and Den’nar would continue, and they continued to work against Meldoar, the traitor empire led by the cursed Witch Knights who’d supported the Blood Queen’s thirty-year war. The world was scarred, but it would heal, given time.
Thirty years after the war, the Zero Engine exploded.
No one even knew what it was until after it had gone off: a Possible Bomb, a temporal explosive device that waited between folds in the time stream, between the membranes of separate realities. When it exploded, it exploded across worlds: mirror bombs, alternate bombs, bombs from several possible parallel universes all detonated simultaneously, and the effects of all of those explosions spilled over to the world of Malzaria.
When the Engine exploded, the world shook, and in an instant millions died. Cities exploded in shards of stone and steel; caustic vapors swept across the land in black clouds of ash and steam; the sun was hidden behind a veil of skeletal dust and rancid smoke. Over the course of one morning – the Black Dawn – a war that was already over took its greatest toll.
Now, the Empires are gone. The cities are just cinder and rubble, and the forests and pastures have been blasted into scorched fields and smoldering bogs. It’s been ten years now since the Black Dawn, and people of the Sethian continent are still putting together the pieces. Militant city-states spread across Sethia represent the last bastion of civilization’s hope, but these cruel fortress towns wage war with another and protect their own interests above all else. Every city, from the criminal trade ports of Thornn and Rhaine to the isolationist zealots of Corinth to the struggling mercantilism of Kalakkaii, has its share of problems.
New Koth, the most powerful of the new city-states, may be the worst of them all. Life there revolves around the Carrion Rift, a deep canyon that cuts through the heart of the city: in its depths lay the entrances to an ancient necropolis of arcane lore and treasure. This place is called Skullheim, and the exploration and plundering of its riches fuel the strongest city-state’s economy. But there are things in Skullheim that would best be left undisturbed, for that city's arcane citizens experimented with dark forces and foul magic. Worse, New Koth must contend with the Hungered, a militant force of vampires at war with the city’s rulers -- a ruthless band of cutthroats and mercenaries called the Ebon Hand – over the rights to explore Skullheim. New Koth’s war against the undead forces of the Hungered carries on, day and night, from the opposite sides of the grim canyon.
But however dangerous life is in the confines of the city-states, outside it’s worse. Lawless raiders, cannibal cults, Gorgoloth barbarians and Maloj hunters stalk the wastelands, from the edge of the poisoned Wormwood to the shifting horror of the Carnivore Mists, across the barren Bone March to the frozen fields of the Reach. And there are forces that want to tear down the city-states and destroy what’s left of humanity: the armies of the vast subterranean nations of the Nethermost; the twisted monstrosities in the tainted city of Dirge; and the Meldoarian Witchocracy’s last standing city, Rath.
In the era of the Black Dawn, magic and technology are the tools to civilization’s survival, and the means by which the city-states will pull themselves into the hard future. Whether you use thaumaturgic engines, firearms, magic-powered bio-arcana, ancient shamanism or a good old fashioned bastard sword, the world needs an adventurer like you to help rebuild, to explore, and to battle off the sometimes overwhelming evil forces that wait around every corner. Riches and opportunity await adventurers brave enough to undertake tasks as such charting the path to the Bloodwinter Tomb, exploring the ancient ruins of Krezzel Dul, navigating the deadly waters of Rimefang Loch, uncovering the secrets of the Witch’s Eye and the Chain of Scars, and foiling the nefarious plans of the Black Circle.
This is no world for the weak. Prepare yourself: the battle for survival already started. Now it's your turn to join the fight.
Welcome to the Black Dawn.
Wednesday, June 3, 2009
I Have Not Posted In About 4 Months...
Life has been busy, busy, busy. We have chickens. We have bikes. I'm ready to run a D&D game again. The kids are growing waaaaaay too fast. We have a garden. We're slowly but surely getting rid of the unwanted detritus in our yard. DWs yarn business is going well, and she has a big show coming up in August. Basketball post-season is nearly done (GO MAGIC!!). The weather is nice. Life is good.
Since I share most of my random thoughts on Facebook, I'll probably go back to using this blog as a repository for D&D and writing related topics. I'll try to label such posts, and I'll probably start with some of the campaign background for my upcoming "Black Dawn" campaign, a steampunk inspired 4th Edition setting that has kept me quite busy as of late. Hopefully that will go up before October...