Saturday, 11 August 2012

The City of Westcrown

The City of Westcrown

Westcrown (N Metropolis, 2nd largest in Avistan)
Population: 604,213
Demographics: (racial) 87% human*, 9% halfling, 4% other
                             (class) 3% have class levels, 18,126 in total
Authority Figures: 
Governor Cecaelia Jeggare
Mayor Marcus Adronicus
Lady of Blades Selene Wolfstongue
*= Most humans are ethnic Chelish

Of all of the cities of the Inner Sea region of Golarion, only Absalom is larger than Westcrown and once upon a time, the two cities were nearly the same size. Though it is by far Cheliax's largest city (Egorian, the capital, has less than half of the population), it is also one that has been victim to a steady decline since the death of Aroden and the Thrune Ascendancy. Westcrown has increasingly become a hub of discontent, with relatively minor and disfavored noble houses retreating to the slowly-decaying megalopolis to achieve success in a place where the Thrunes never really extended their control fully. 

If real resistence to the Thrune Imperium were ever to arise within Cheliax, it would likely be here, where the promise of Aroden, who had chosen Westcrown as his city, has never been forgotten and where the Thrunes have never truly won the obedience of the restive populace. 

Prominent Locations in Westcrown: 

Ascension Square: It is here, in the grand central market of Westcrown, that Aroden first came to live amongst the Chelaxians and direct the Even-Tongued Crusade which saw nearly bloodless conquests of Andoran, Nidal, Isger, Molthune and Galt. There is still a grand temple of Aroden that seems oddly resistant to the effects of neglect, as well as a gigantic and sprawling marketplace that is larger than the entire city of Argadava. All manner of goods and services may be purchased here, and there are even dealers in magical items present in Ascension Square. 

The Winter Palace: Legally, Westcrown is still a co-capital of the Empire of Cheliax and the Empress should be residing in the Winter Palace for half of the year. However, that is most decidedly not the case, as Abrogail II in particular has made her hatred of the city perfectly clear- a sentiment that is returned by many of the citizens of Westcrown. From time to time, however, she is forced to come to Westcrown on official business though more commonly the Winter Palace is used to house favored nobles of the realm as needed. It is also said to contain a tiny hellgate within its basement, where Thrune sorcerers can summon diabolic servants as needed. 

The Necropolis: Irreverent wags would say that the entire city of Westcrown is a graveyard for the relics of the Cheliaxian past, but the actual cemetary is staggering enough and is believed to inter the remains of over one million Wiscrani. Necromancers are a perpetual worry and a small detachment of Hellknights, supported by Asmodean Inquisitors regularly patrol the Necropolis, obtensibly to keep them out altogether, but many believe that it is merely to control the vile sorcerers, rather than obliterate them. 

The Sewers: The sewers of Westcrown run through the entire city and for the most part, are well-maintained, keeping the filth on Westcrown's streets to a relative minimum. They are  also, however, a perfect breeding ground for all manner of vermin as well as hiding places for criminals, runaway slaves and evil cults. There are rumours of a small portal to the Darklands underneath the Sewers of Westcrown. 

The Docks: Westcrown may be in many ways a declining city, but it still has a gigantic and bustling port and handles about half of all of Cheliax's foreign trade. Also in the Docks is the titanic Arsenal, the facility where the Dominator is slowly but surely being built, the all-steel dreadnought with eight magically-enhanced 15-inch cannon, with firepower sufficient to destroy entire cities. 

The Elven Quarter: Tucked deep into Westcrown, the relatively small Elven quarter, with a population of about 5,000 elves is mostly notable for also being the location of the Westcrown Academy of Magic, which is perhaps the most prestigious institution of magical learning in all of Avistan. It is at this institution that Amalas once studied underneath the legendary elven wizard Decius. 

The Golden City: The Golden City is sarcastically named, for it is a colossal walled slum, with the greatest population density in all of the Inner Sea area. Some 70,000 people live in this relatively tiny space, which for all intents and purposes functions seperately from the rest of Westcrown. Wiscrani authorities only enter the Golden City in force, and the Council of Thieves has an iron grip over this area of the city. It is in this hell on Earth that Cassidy was born and learned his trade as a rogue.

Wednesday, 1 August 2012

Recap:

The Governor of Isger Province, Marcellus Thrune, has directed the party to investigate and eliminate the monstrous presence keeping the Tregare Ironworks from being reopened, obliquely referring to important schematics within the mill that had to be preserved at all costs. The party successfully entered the compound, slaying several goblins, a minotaur and finally the supposed leader of the occupying force, a fiendish half-troll known as Jolun. Through treasure liberated from Jolun, the party was able to call up a glabrezu demon, which gave them some important insight, which combined with their observations, make it brutally clear that Cheliax has learned the secret of manufacturing cannon. 

With the schematics in hand, it is time for the party to return to make their report with Governor Thrune ... and figure out what to do with the knowledge gained from the infiltration of the Ironworks. 

Ascension Day: 

Precisely one week from today, on the first of Arodus, Abrogail II, Empress of Cheliax will reach the age of majority and no longer need the services of her regent and primary advisor, General Gorthoklek , rumoured to in fact be an ancient and powerful devil. To mark her eighteenth birthday, elaborate celebrations are to be held throughout her vast domain, with great festivals occuring in all of the cities to mark the momentous occasion. As the Governor of Isger Province and a kinsman of the young Empress, Marcellus Thrune is expected to join the lead of the other governors of the Empire and throw a lavish festival, inevitably making the delicate political situation even more strained. 

The Vontalot:

To make things even more tense in the city, Imperial negotiators are meeting with emissaries of the Vontalot, a mysterious race of dragon-men, to secure their continued mercenary service in the imperial military. The Vontalot emissaries can be found in the currently-empty estate of Lady Aspell Senara, who is currently out of the country and serving in the Mendev Crusade. It is said that the Vontalot, while staunchly neutral in most political affairs of men, are somewhat concerned about the rapidly waxing power of Cheliax. Their independence has historically rested on their location between Cheliax and Andoran, and the elimination of balance might hinder their own interests ... 

Trouble in the Boneyard:

There have been a series of high-profile grave robberies and a pair of murders in Argadava's cemetary, named after the goddess Pharasma's Boneyard, and it is rumoured that there is a necromancer operating within the should-be hallowed ground. Families of the desecrated deceased nobles in question are willing to offer a large sum for anyone who is able to end these troubles.  

Monday, 11 June 2012

The City of Argadava

The City of Argadava

Argadava (LN large city)
Population: 37,600
Demographics: (racial) 83% human*, 11% halfling, 6% other
                             (class) 4% have class levels, 1504 individuals total
Authority Figures: 
Governor Marcellus Thrune (prince-governor of Isger)
Mayor Celene Arodis (mayor of Argadava)
Master of Blades Adom Krupt (commander of the Hellknights in Isger)
*= Most humans are ethnic Chelish

Argadava was the largest city, though not the capital of the troubled realm of Isger, located on the border between that land and Cheliax. However, as of last year, Cheliax has conquered the entirely of Isger and Argadava is now a Chelish city. Significantly larger and wealthier than the city of Elidir, Cheliax has made it into the capital for Isger Province and a showpiece for the order and stability that the Empire of Cheliax creates in all of its vast domains. Though on the surface, Argadava is seeing good times, there are dark signs of encroaching diabolic influence in Argadava. 


Prominent locations in the City of Argadava

Antonine Fortress: Established originally some centuries ago by the famed Chelaxian general Antonius Varrus, it has been refurbished into a formidable fortress over the centuries and currently serves as the headquarters of Chelaxian forces in Isger, housing about fifty Hellknights as well as about 1,000 Chelaxian regulars at any one time. 

Boneyard:  The city's graveyard has traditionally been a relatively safe harbour, though there are dark rumours that at night, undead horrors have arisen in the city- said by some to be a consequence of the diabolical darkness that has fallen upon Argadava. Gamaliel Phocas, a cleric of Pharasma has allegedly been seeking adventurers to rid the Boneyard of its miasmic presence of undead. 


Celene's Estate: The Mayor of Argadava is a direct elected representative of the people and Celene seems to take that responsibility seriously, doing her best to mitigate the draconian laws and cruel hearts of Argadava's Chelish overlords. She is always trying to solve problems in the city through creative means, rather than resort to asking Krupt or Thrune to use what would assuredly be cruel and bloody methods. 


The Crystal Ball: The Crystal Ball is a local fortune teller who also provides spell components and a few basic potions and scrolls for sale. It’s proprietor, Marius Encartan is known to be somewhat distrustful of the new regime but has resolved to keep quiet. He is a 3rd level wizard, but all of his prepared spells are geared towards the manufacture of potions and the identification of magical items.  

Items for Sale:
Antidote: (50 gp each, 4 in stock) Removes one poison.
Potions of +2 Attribute: (1 of each attribute available, last for 2d4 rounds, 250 gp each) Grant a bonus of +2 to all rolls related to attribute of choice.
Potions of Cure Light Wounds: (5 available, 100 gp each) Cure 1d8+1 hit points damage
Spell Components: (good for 10 spells, 50 gp each) A mixture of spell components for any spells that require material components not of a special value.


Dead Dog Tavern: The Dead Dog Tavern is a somewhat infamous tavern and flophouse that caters towards criminals, adventurers and other socially dubious individuals. It is known for serving rotgut aquavit (distilled grain liquor) at cheap prices and for having postings for various unsavory jobs. Vlassik, a 6th-level halfling rogue, occupies a secret meeting room and is the head of the thieves' guild in Argadava. If you gain access to Vlassik's secret room, he is known to sell poisons, alchemical fire and other useful items.


Marcellus' Estate: The grandest estate in Argadava has now been occupied by Marcellus Thrune, the governor of Isger and the kinsman of Cheliax's Empress, Abrogail Thrune. He appears obsessed with order and stability at all prices and there are persistent rumours that he has bonded a powerful devil to do his will in the city.

Market Square:  Located in the midst of the city, Market Square is a well-known hodgepodge of all manner of shops, taverns and other establishments, selling everything imaginable, from fine textiles and spices to slaves and weaponry. 

Nori's Hammers N' Helmets: Nori Blackhelm is a dwarven blacksmith of some repute and his store stocks a wide variety of weapons and armour. Available for commission at a premium price (usually 10x listed price) are masterwork weapons which inflict +1 damage upon a successful hit. 

Temple of Abadar: The established and long-favored faith of the city of Argadava, the Church of Abadar has lost many adherents with the Chelaxian conquest of Isger but has remained probably the largest faith in Argadava. Keeper of the Key Horatio Alger has adapted well to the new regime, emphasizing the lawfulness of the Church of Abadar and has gone a long way towards reducing the flow of followers to the faith of Asmodeus. An Andoran by birth, he is well-aware that the eye of Cheliax is on him.

Temple of Iomedae: Once a popular faith in the city of Argadava, most of the faithful of Iomedae have either left the city or turned towards other religions. Father Iseph, the sole remaining Priest of Iomedae in the city is actually a fighter/cleric (6/3 levels) and is unsure as to whether he should continue in Argadava or head north to fight the demonic forces of the Worldwound.


Temple of Asmodeus: Established shortly after the Thrune Ascension, the Church of Asmodeus has found their membership swelling as citizens of Argadava have been flooding into the diabolic faith, hoping to curry political favor with Chelaxian authorities or spiritual favor with the Prince of Darkness. The newly installed Arch-Heathen of Isger Province, Asmodia Trellis, is an ambitious woman who has also been dabbling in sorcery. Animal sacrifices as well as voluntary blood offerings are made in the Temple frequently, though, at least as far as anyone knows, no true human sacrifice has been made.

Tomb of Varrus: Located outside of the city, about a day's travel away, the Tomb of Varrus was recently entered into by a group of adventurers and treasures removed from it. These treasures have been moved to Egorian in Cheliax, though some mysteries about the Tomb remain ... 


Tragare Ironworks: The largest manufactory in Isger, the Tragare Ironworks, located just outside of the city proper, is one of the Inner Sea's largest steel mills, turning out huge quantities of high-quality steel which make their way into Chelish weapons and armour. Approximately 3,000 people are employed in the Ironworks, and its owner, Adrianus Tragare is the wealthiest and one of the most powerful individuals in town. There are rumours that the Ironworks have been having trouble with goblins in recent weeks. 


And many more ...





Thursday, 31 May 2012

The Tiefling

The Tiefling:

Description: Tieflings vary widely in appearance, depending on their particular forefathers, but most tieflings in Cheliax possess infernal characteristics such as red skin, glowing yellow eyes or visible horns. Some tieflings have appearances that are close enough to the human norm that they may pass for human with careful disguises, others cannot.

Personality: While it is difficult to generalize about any particular race, it is fair to say that Tieflings are marked by a well-earned hesistation to trust others and by deep cynicism towards society in general. They additionally must also deal with the dark temptations of their heritage- some tieflings find it easy to resist the dark calling and others find it irresistable. Infernal tieflings tend to be marked by a desire to "game the system" and by a startling knowledge of the loopholes and exceptions that might protect them lest they run into trouble with the law.

Racial Affinities:
Tieflings do not have any particular racial affinities, as they are virtually equally shunned by all races as tainted by fiend blood. They are most commonly found, however, in human cities and learn how to live in a world dominated by their human cousins.

Environment: Tieflings can exist anywhere, but are mostly found in cities, where they sometimes form closely-knit communities and networks for mutual protection. In Egorian and Westcrown, there is a walled ghetto where tieflings who lack protection from a powerful house are forced to live in poverty and misery.

Racial Traits and Affinities:
Darkvision: Tieflings possess flawless vision in total darkness to 60 feet, but require a round to adapt between regular sight and darkvision. 

Infernal Resistances: Devil-spawned Tieflings (the norm in Cheliax) possess damage resistance of 5 against fire and a +2 bonus to saving throws against poison and mind-affecting magic. 
Infernal Magic: Tieflings are capable of casting any two 0-level spells and any one of the following spells once per day each, at a caster level equal to their character level: burning hands, cause fear, change self or darkness.

Languages: Common, Infernal
Size: Medium
Movement: 30 feet
Typical Classes: Assassin, Rogue
Attribute Modifier: +1 Constitution, +1 to any attribute other than Constitution or Charisma, -2 Charisma

Sunday, 27 May 2012

Common Monsters of Cheliax (WiP)

Common Monsters of Cheliax (WiP)

Devils: While Cheliax is heavily under the influence of diabolical power, actual devils are not especially common on the ground in Cheliax and mostly live in disguise in the cities. Should an adventurer encounter the wrath of a devil, however, they are extremely powerful foes with a natural immunity to fire and poison. Typically, either magical or silver weapons are required to harm them. 

There are many types of devil, from the quivering wretches known as lemures to the almighty pit fiends who command entire Infernal legions, but all are extremely dangerous foes that should never be underestimated. Worst of all, devils are as cunning as they are powerful and often surround themselves with powerful allies.

Dragons: Dragons are not precisely common in the world, but it is not unheard of for Chelish villages to be spontaneously attacked by a powerful dragon and their hungry young. Old or Ancient Dragons are extremely rare in the world, but smaller (but still formidable) Young Dragons and tiny, voracious Dragonlings are often encountered by adventurers.

Goblin: Goblins are not as common in Cheliax as they are in some other parts of Golarion, such as Varisia, but several small Goblin tribes have taken up residence, especially in recently-annexed Isger. Goblins often try to avoid those whom they perceive as being powerful, but are very crafty and are skilled with making traps and using fire to their advantage.

Giantfolk: There are several types of giant folk, though the most common ones in Cheliax are brutish ogres and hill giants, though there are a handful of stone giants in the mountain ranges that provide several of Cheliax's borders

Hobgoblin: The militaristic, well-organized Hobgoblins are the most common monstrous race in Cheliax and are a constant menace in Isger, with sizeable warbands of Hobgoblins being a major danger to Chelish plans to the region. These Hobgoblins favor the use of a combination of pole weapons and bows, with archers hiding behind a protective wall of pikes. Hobgoblin commanders are formidable warriors indeed, and many of them have training equivalent to that of PC Fighters. Hobgoblins abhor arcane magic, but have their own shamans, who cast a combination of clerical and druidic spells.

Undead: There are many practicioners of foul magic in Cheliax and it is not uncommon to encounter various forms of the undead around cemeteries and sites of massacre. Most undead creatures are mindless, such as skeletons or zombies, but others, such as vampires or liches are clever and dangerous opponents with powerful magical abilities.

Wildlife: While not exactly monsters per se, there are some extremely dangerous animals in the wilder parts of Cheliax that adventurers should be aware of. While wolves and bears are to be expected, it may surprise some that there are still some lions in southern Avistan. The waters are infested with sharks, there are giant spiders in the darker forests and there are many species of venomous snake.

House Rules (General)

House Rules (General):

0-level spells 0-level spells are not expended when they are cast, and can be cast effectively, an unlimited number of times.

Attribute Advancement: At levels 4, 8, 12, 16 and 20, characters gain +1 to place in any of their prime attributes.

Automatic Success/Failure: A roll of a natural 20 on any roll is a success as long as it is even slightly conceivable. For example, one could not succeed in jumping across a 100-ft canyon, but one could potentially resist the charm spell of a 20th-level wizard or avoid a powerful trap. A roll of a natural 1 on any roll is an automatic failure.

Critical Hit/Fumble:  In combat, a roll of a natural 20 is a critical hit as long as the natural 20 was not required to hit the target. This roll inflicts maximum potential damage and occasions another roll to see if an injury is inflicted on the enemy. A critical fumble in an attack roll is an automatic failure and a d10 roll must be made to see if the weapon is dropped or breaks. Ordinary monsters are incapable of making critical hits- but "elite" and high-level ones can. 

First Aid: Anyone can make a Wisdom check to attempt first aid upon themselves once per day, if they are successful, they heal 1d4+1 hit points of damage. Clerics, Rangers and Druids make the same check, but if succcessful, they can cure 1d6+Wis modifier damage, and they can do this 1 + Wis modifier times per day. 

Injuries: Whenever a character loses 50% of their hit points in combat or suffers a critical hit from an enemy, they must make a d10 roll to see if they have incurred an additional injury. When brought to 0 hit points, they sustain another injury. Injuries can be healed with cure spells, but then those spells will not heal any hit point damage. Injuries require two weeks of healing time to disappear on their own. If the same Injury is sustained more than once, it becomes a Serious Injury, which requires four weeks healing time to recover.

Non-Prime Skills: All classes gain a +3 bonus for any class skills that are not covered by a prime, as opposed to the +6 bonus they would get for any skills covered by a prime attribute. 


Racial Skills: All races add half of their character level as a bonus with abilities such as an elf's ability to move silently or a half-orc's ability to track by scent.

Fumble Dice
1: Weapon is broken and is useless. 
2-3: Weapon is damaged and all further attacks are made at a -2 penalty until it is repaired. 
4-5: Weapon is dropped. A standard action must be spent recovering it. 
6-10: No effect. 

Injury Dice
1: Concussion. Suffer -2 penalty to Dexterity, Intelligence and Wisdom. 
Major Injury: Unconsciousness

2: Bleeding Wound: Suffer 1 hp loss per turn for 1d8 rounds. 
Major Injury: Suffer 2 hp loss per turn for 1d12 rounds. 

3: Injured Arm: Suffer -2 penalty to attack rolls using that arm, cannot hold shield in arm. 
Major Injury: Arm is completely useless. 

4: Injured Leg: Movement speed reduced by 10.
Major Injury: Unable to walk. 

5: Unsightly Wound: Suffer -2 penalty to Charisma. 
Major Injury: Suffer -4 penalty to Charisma.

6: Chest Injury: Suffer -2 penalty to all rolls. 
Major Injury: Suffer -2 penalty, can only move or take an action, not both.

7:  Internal Bleeding: Suffer -2 penalty to Constitution. 
Major Injury: Suffer -4 penalty to Constitution. 

8-10: No injury suffered. 

House Rules (Player Classes)

House Rules (Player Classes)

Assassin: A successful Case Target gives the Assassin a +1 bonus to attack rolls against that opponent. The Assassin's bonus to saves against poison increases at 6th, 9th and at 12th level, they become immune to poison.  Assassins can use their Dexterity bonus to modify their Initiative rolls.

Barbarian: The Barbarian's Whirlwind Attack ability can be used on opponents of any hit dice.  

Bard: Bards can speak Cant (as per Rogues and Assassins) and are entitled to take one of the skill-based abilities of another class, such as Pick Pockets or Traps. 


Cleric: Clerics of particular deities gain special bonuses related to their faith. If you choose a Cleric character, the CK and you will sort out the details. Typically, it takes the form of a special ability or a few static bonuses, and access to additional spells. 


Druid: Druids gain the Animal Empathy ability, which allows them to make Wisdom checks to adjust the attitudes of an animal, much as another character would make a Charisma check to modify the attitudes of a person. Druids are allowed to use cold iron weapons if they can access them.

Fighter: At any time, a Fighter can choose to ignore their inherent 1st level +1 bonus to attack rolls in favor of inflicting +1 additional damage or gaining +1 AC. At 5th level, they can take a -2 penalty to attack rolls to gain +2 to damage or AC.

Illusionist: At 3rd level, the Illusionist gains the ability to use the Mind Trick ability, which grants them a +4 bonus to Charisma checks when dealing with one individual for a number of minutes equal to their level. They can use this ability 1 + Intelligence modifier times per day. 


Knight: Knights have the ability to issue a Combat Challenge, forcing an opponent to make a Charisma save or be compelled to fight the Knight in single combat. They can use this ability once per combat encounter. Knights receive a 50% bonus to starting gold.

Monk: The Monk's AC is modified by Constitution as well as Dexterity. 

Paladin:  The Paladin's smite evil ability targets a specific opponent, and all attacks against that specific opponent inflict smite damage until that enemy is killed. The smite evil ability can be used for ranged attacks as well as melee ones.

Ranger: Rangers gain the Animal Empathy ability, which allows them to make a Wisdom check to attempt to adjust the attitude of an animal much as other classes would make a Charisma check to adjust attitudes of humanoids. If desired, instead of getting their Combat Marauder bonuses against giants and humanoids, they can choose one other type of monster, such as extraplanars, undead, dragons or a demihuman race to gain the attack bonus to.

Rogue: A Rogue's Decipher Script ability can be used to cast arcane spells and use magical items at the -10 penalty as set in the PHB. At 2nd level, Rogues gain a +1 bonus to AC provided they use class-appropriate armour, and at 6th level, they gain the Evasion ability, allowing them to avoid all damage from blast weapons if they make their save. Rogues can use their Dexterity bonus to modify their Initiative rolls.

Wizard: The Wizard can use an Intelligence check to attempt reading or identifying magical items, with the spells read magic and identify simply guaranteeing success. Wizards with 10 Intelligence have a 50% chance of learning new spells from scrolls, which is modified by 5% per point of Intelligence, so that a Wizard of 14 Intelligence has a 70% chance of learning spells from scrolls. This chance of success does not go above 95%.