Bardinc Chestnuts: Laertes of Elsinore

My name is Laertes of Elsinore.  I was in transit from my home in Denmark to France when I learned of the murder of my father, Polonius.  Naturally I rushed back forthwith to the castle to avenge the most heinous act.  I discovered that my once friend had murdered my father and with the help of the King I schemed to attain vengeance.   However, I soon discovered that something was truly rotten in the state of Denmark, as the King was a duplicitous liar who tricked all of us.  Sadly, my envenomed blade struck true not only to my fair weather friend but also did wound me.   I fell into the depths of death’s embrace quickly, watching the whole of the royal court poisoned as I faltered away.

To my surprise I awoke some time later in the bedchamber of the Thane of Cawdor.  Following him into a great battle I was cut down yet again, only to arise later in Verona, this time I was in the House of Capulet.  I was accepted by this house and sent to fight in a brawl not on the field of battle but in the streets themselves.  Our rivals, the Montagues, it seemed fought hard to bring our house shame.  So as with the masters of the house we would be sworn enemies.  

I was taken aback by a hefty rock to the head, but I once again awoke unscathed.  This time it was different; I was alone in a field.  It was no matter, for I discovered my fate long ago.  I am an immortal.  Neither blow from any woman born nor beast of the land or sea may fell me.  I may for a time be halted, but I will without doubt return to life yet again.  

I was lost for days without food, water I collected from the morning dew.  Then my salvation was found, a campsite in a small cave.  I made my way into the crevice and discovered that the owner of the campsite had been slain by some beast. 

The man’s supplies were meager and much was eaten already, but there was bread and dried meat enough for me to sate my pangs.   Then I heard the growl of a beast deeper in the cave.  I took the armaments from the man’s belongings; clearly he would not need them.   As fate would have it, the breastplate and lower cannons were a perfect fit!  The lower greaves I left for the time, but grabbed the saber and net to protect myself from whatever I was to find. 

As I went deeper into the cave, I found the source of the growling.  It was a large black beast, greater than a dog but less than a wolf.  I had never seen such a creature.  He bore a spiked collar and was pinned underneath a rock.  As I approached, the beast snarled at me – but as I tossed him some meat from my salvation I noticed a slight shift in his temperament.  Yes, he too was starved for sustenance.   The beast begrudgingly, and not without some warning and teeth baring mind you, allowed me to tend to his impairment.  His leg unimpaired by the rock, the beast fled my presence without further incident. 

I returned to my fallen benefactor, made haste to find any remaining food and supplies that I might need.  A storm had come upon the region, so I made fire and camp in the cave.  Then I took a moment to rest.   I awoke in the night to the sound of heavy breathing.  Across from me was the same black beast.  He was staring at me, as if simultaneously threatening and threatened.  Yet he had to compulsion against warming by my fire.  I threw to the creature an additional portion of meat.  By morning, we had an understanding.  He answers to Iago now.

Posted on February 8, 2017 .

Proving Grounds: Coordinated Attacks

Sometimes the best way to take down your opponent is to team up on them.  It goes without saying that two fighters are harder to defeat than one.  While most fighters will take turns battling their opponents, a well trained pair of fighters can truly overpower their opponent by coordinating their attacks.  Coordinated attacks take advantage of the precision timing to weaken the defenses of the opponent by splitting his attention between multiple simultaneous attacks.

In order to perform a coordinated attack in this way, both attackers must have previously trained together.  This allows them each to purchase the Aptitude Team Timing.  If both attackers have at least one level in Team Timing with each other,  they may attempt to synchronize their attack.   The attack phase works as follows. 

  1. All combatants roll for order of operations (Initiative SPD) 
  2. Both attackers must attack at the same action, so the faster attacker must hold her action until the slower attacker's action.  
  3. Both attackers roll SPD to synchronize.  The synchronize rolls must match exactly in order to gain the coordination effect.
  4. If the synchronize rolls match, the attackers add their AO together as one attack and add any DD penalties together to apply to the opponent.  One attack roll is made, with the combined attacker's Style dice vs the opponent's Style.  
  5. Results of the attack are calculated as normal.  Damage is applied as normal for each strike individually.  

If successful, the coordinated attacks can be very devastating.  of course it is difficult to roll exact matches for timing to gain this effect.  This is why the Aptitude: Team Timing is so important.   For each level in Team Timing, you gain one exchange to the synchronize roll.  

Team Timing

You have trained with another combatant for some time, learning the subtle cues and movements that allow the two of you to coordinate the timing of your actions.  

Note, this Aptitude must be purchased individually for each combatant you have trained with in this way.  

Agility

Posted on February 7, 2017 .

Ramon's Travels: Aldarian Pyramid

        Rising high above the dunes of Nam Hai, visible for miles, is the Aldarian Pyramid.  Named after the city nearby, the pyramid has been an enigma in the region for as long as anyone can remember.  The weather has eroded away much of the facade that once held gold and gems in mosaic that made the pyramid shine in the sun.  Only the peak still has the golden cap, a solid piece of gold with inlaid silver and gems.  It is sheer difficulty that has kept the robbers from stealing that last piece, as it is simply too huge to remove.  Some chunks have, sadly been chipped off.

        There is a small entrance on the southern wall of the structure.  Here one may enter a grand chamber with several doors.  These doors once were able to be opened by a system of pulleys but the ropes that maintained them have long since broken.  Some claim to have found other entryways, but these are quickly dismissed by the Chroniclers that study the pyramid.  Aldair maintains a militia of guards to defend the pyramid from tomb raiders.  

        Speculation as to what lies within the pyramid includes the tombs of ancient dead, a hidden civilization and the power resource for some ancient sprits of evil. 

Posted on February 6, 2017 .

From the Principalities: The log of C

From the log of C

The siege weapon is now installed on the Good Fortune, the munitions are safely on board, and the mount for the swivel canon has been constructed. Now just to wait for Ox to return with the damn thing. The engineer's were willing to teach me a thing or two about engineering and firing weapons such as these. The knowledge should come in handy later on when we go up against Nuremberg. I heard a loud bang while finishing up work on the ship, went to the gate and found that the adventuring party had returned and the constable was dead. We got some details and were presented with a lucrative bounty.

We ended up tracking these robed fanatics, whom were responsible for the constable's death to a few hours south west of town, they were lead by a brut named Abbott Roland. He was a big, crazy, strong, and tough son of bitch, bit Quare's pinky clean off. If he had half as much dedication to the black as he did to his faith he would make an excellent crew mate. Luckily he had no armor or we may not have returned at all.  We killed 4 in total, two of them by my hand.  We searched for the mutineers of the town guard to no avail and then returned and collected the standing bounty. Now with this Letcher, I must met with the Engineers and Lumber yard to discuss possibly adding haul reinforcements, a ram, and/or maybe some improvements to the sails. The ship could also use some redecorating, perhaps I'll paint the trim a nice shade of blue. 

`C

Posted on February 5, 2017 .

On the Table: Phones, TV and music - distraction or diversion?

Greetings, this week we take our weekly look at gaming from On the Field to On the Table.  As a multi-platform gaming system, Melee games take place in venues that vary widely from the standard field or basement.  

In Tulsa, Oklahoma, on Mondays a group of Eternal Adventurers meet at the Inner Circle Vodka Bar for evening gaming.  The bar has the usual host of music, TVs with the game on and sometimes Karaoke.  These sounds could be a distraction to some, to others they are a diversion when another is taking their time with the Game Master.  

Certainly if players find that they are paying too much attention to their phones or to the game on TV, it could be a problem for the storyline.  How do you deal with this?  Sometimes this is a good thing, especially when players have a great deal of business to deal with one-on-one with the Game Master.  However, if it becomes problematic, be sure to bring it up to the players and see what they think.

 

Posted on February 4, 2017 .

Lore Du Jour: The Dark Ones of Tor

The Valeerians tell tales of a strange presence in Tor that threatens the whole world.  This presence manifests itself in many ways, according to the Valeerian tales the darkness can be most often found in the form of strange beings they call the Dark Ones.  The following is an account of these Dark Ones from one Valeerian found rambling in horror near Alterron. 

        Within the souls of every man lies the seed of darkness, a festering evil waiting to emerge and bring about the chaos.  The Dark ones are exceptionally subtle in their machinations.  Infestation by a Dark One leads to the eventual takeover of the host body, although they creature is neither parasite nor worm, but something else.  They can lie in wait, dormant within the host, for ages waiting and plotting.  
        Many of the Dark Ones make use of their host by manipulating their habits and some are so devilish as to alter the thoughts and words of the infected in such a way that they control the mind in time.   Ultimately the Dark One will take complete control over the host, causing them to serve the Dark Ones will.  
        The more subtle creatures are arguably more dangerous.  They whisper subtle doubts and prey upon the insecurities of the infected.  The creature will start off slowly,  altering the vision of the infected, flickering images and minor hallucinations are levied upon the victim, starting off small and growing.  As the Dark One continues to attack, the victim becomes more and more paranoid.  They begin to disbelieve others, seeing even their own allies as monsters.  Soon they lose touch with reality itself as their mind decays into the depths of insanity.  
        The more audacious creature will slowly change the body of the host as well, turning them into a creature that is best described as monstrous.   Fang and claw may sprout from the body of the host – many find viler transformations are in their future.   When the true form of the Dark One is exposed, the host body will be nearly unrecognizable.  Even death will not remove the Dark One’s presence.  In this way the Dark Ones pose the greatest threat the world has ever known.  
        Unfortunately for the rest of the Kingdom, most people do not accept the existence of the Dark Ones.  The Barber Surgeons claim that there is no evidence of a creature within the so-called possessed, they instead believe that the Valeerians are paranoid.  The Valeerians know better.  Valeeria knows there are no allies in this war; the Dark Ones are everywhere.   The best advice is given to each member of the house – pay attention and remain vigilant.  
 
Posted on February 3, 2017 .

The Trading Post: Guild Book Ordo Arbiter

Guild Book: Ordo Arbiter Law and Order are basic needs in the Kingdom of Praelia and here we find those who help keep both needs available. The Ordo Arbiter are the Judges, Guards and Lawyers of the Kingdom.

Inside this book you will find

New Aptitudes

Techniques Benefits and Drawbacks

The Laws of the Kingdom

The history of Altarius and the Order The infamous Iscaraotes Most Wanted Criminals

Posted on February 2, 2017 .

Bardic Chestnuts: Dalcar Pyle

        A hulking brute, Dalcar Pyle is a solider who has been misunderstood by nearly everyone he meets.  An imposing figure, he uses his size and brute strength to get by in a world where everyone is out to get him.  To his allies, those whom he trusts, Dalcar is a strong and reliable friend.  To his enemies, he is a terrifying monster of a man.

Dalcar Pyle 2.png

        Mocked for most of his youth, Dalcar became a privateer so that he could escape his dead-end life and seek adventure on the high seas.  He joined the Parris, a corvette under the command of Captain Hartman.   As a crewman Dalcar was harassed by the captain when he made any mistakes.  Verbally and often physically assaulted by the Captain, Dalcar soon was taken under the wing of the experienced Quartermaster Davis who helped Dalcar learn the ropes.  Dedicated to becoming the best crewman he could be, Dalcar trained hard. 

        Soon, Dalcar was becoming quite adept with his duties.  He even started to impress the Captain, although that did not stop Captain Hartman from breading every single mistake Dalcar made.  One day, however during a particularly brutal storm, the Captain found Dalcar in the ship’s galley.  There was a strange look about him, as if he had descended into the throws of madness.  Reciting the crewman’s oath, Dalcar slowly stared down his captain.  The captain yelled at Dalcar to return to his quarters, but Dalcar would have no more abuse.  He pulled out his musket and killed the captain.  It was then that Dalcar might have been arrested or worse, but fate intervened.  The crash of a wave smashed the side of the Parris - tearing a hole in the hull and pulling Dalcar out to sea.   

            Dalcar awoke in a field near the Highland Farms of Nicholshire.  It was not long before the discovered Triad and joined their ranks.  His new captain, Bartholemew Ward, reminded him of his friend Davis.  Their friendship tempered the views of Dalcar.  He had been given a second chance.  This time he would be no privateer, this time he would take no abuse.  Pirate Pyle would be a name that would strike fear in his enemies. 

Posted on February 1, 2017 .

Proving Grounds: Technique and Procedure training

The addition of procedures and techniques to the repertoire of a character adds for depth and versatility.   Techniques open up combat to personalize a style on one hand, or simply offer an advantage over those who fail to learn them.  Procedures advance the knowledge of aptitudes to allow for cross-pollination to improve efficiency.  One must remember, this is not something that is inherent, they must be taught.  

While these wonderful skills and abilities are useful, they are not widely available.  Networking with others is a great way to improve your access to techniques and procedures.  Guilds an Factions are a very direct source of this knowledge, however there are other sources that an astute adventurer may find. and Libraries often offer procedural training to those who work for them or learn from them.  Training costs might be high, but the education is often very worthwhile.

 It is not uncommon to find some techniques taught in scrolls and pamphlets, even in the fabled Fightbooks.  One such book that has recently been printed is the Fightbook volume 1 by Master at Arms Thomas MacLeod.  Sometimes these texts may be discovered in abandoned places, deep in the dungeons and catacombs that litter the landscape.  Others may be awarded as prize for a particularly challenging quest.  

 

Posted on January 31, 2017 .

Ramon's Travels: The Kaylinn Swamps

        South of the Analova Plains, and to the east of the Llogrebat lies the decrepit and sinister Kaylinn Swamps.   Named for the evil witch that once inhabited the area,  very few people call this region home.  Secrets and treasure rumors abound as much as the very real threats of this wasteland.  

        As dangerous as they come, the swamp is rife with alligators, snakes and other creepy creatures including piranha and other monstrous beasts.  The land is no more hospitable, with crags and quicksand pits all around the land, many a lost traveller has never found their way out of these deadly swamps.  

        The natural dangers of the region should be enough to keep any sane traveller out, but for those who still think themselves apt to travel, there are myriad stories of zombies and other undead creatures roaming the swamps are not uncommon.  It is as if the entire landscape is cursed by black magic.  Some say the dark wizard Raziel is responsible for the turmoil in the land, others fear something worse lives in this land.  

        The swamps eventually dry up into a desert before reaching as far south as Sulphurdale, and on the eastern border lies the mountains of Krymm, holding the darkness directly within the cauldron that is the Kaylinn Swamps.  Only Eridu to the northeast is close to as dangerous as the land within this swamp.  Travel into this region is strongly advised against. 

Posted on January 30, 2017 .