Monday, September 11, 2017

Lux Tenebris: Ordotown

ORDOTOWN
Ordotown and the surrounding area.
East of the Palatine Peninsula, the Bittersalt Sea extends eight hundred miles along the shores of the Braerosen Wastes.  It is a desolate coastline of gray-white desert, the legacy of a divine war fought and ended millennia ago.  The life that exists there is rare and tough. It is not the sort of place one would expect to find a settlement, but one exists near Deadwater Bay.
Ordotown can be found about a half-mile inland from the bay. There is no road, just a simple wooden sign near the beach that indicates the settlement’s general location.  Experienced travelers know that the best way to find Ordotown is to wait until dusk and follow the plumes of smoke rising in the north.  Even then, traveling at night toward Ordotown through the coastal Wastes can be fatal.  Various elementals and undead entities lurk on the edge of the town, waiting to fall upon the unwary.
            The town itself is a series of gray-white berms that rise and fall into the landscape, forming streets and habitations. It’s not until one is actually in Ordotown that one spots improvised chimneys emerging from some of these stony mounds or the carefully fitted doors and small windows that let meager daylight into the interior rooms.
            No one is certain how many people call Ordotown home. The populace exists in a constant state of flux. People come and go, appear and vanish, as they like. Estimates range from forty to a hundred people at most, although a survey of long-term residents would probably reveal a much lower number. 
            Ordotown does not appear on any official map. It is not a sanctioned settlement or colony of any government or church.  That’s the way the residents like it. Ordotown is a place where people come to disappear, for a while, or for a lifetime.
            Its origins are unclear. Some say the settlement was started by shipwrecked pirates. Others that it was established after the original, fossilized settlement, was discovered by academics. Some say treasure-hunters were the first to establish a base, but when they realized there was no treasure to be found they abandoned the site.  Whatever its origins, everyone agrees that the town was named after the first man buried in its graveyard, a fellow named Kranen Ordo.
            By all accounts he was a legendary scallywag, thief and fugitive.  His burial in the town graveyard seemed to give the settlement not only a name but a purpose.
            In the forty years of its existence, Ordotown has served as respite and sanctuary for felons and fugitives, the famous and the infamous, as well as common murderers and madmen.  The aasimar blackguard, Aril Phelar, found brief refuge in Ordotown before meeting his end in distant Ayath. Azor Ireloom, who murdered the pirate-queen Iron Jenny, fled to Ordotown, to avoid the murderous wrath of her crew.  Instead, he would be killed by Ara Nori, the Regicide of Kuln, in a common bar fight. The half-elf sorceress, Silmera Venteth, spent her final years atop the Lookout, mourning the death of her lover, the triton hero, Sulak Kirr.
            You would think more people would know about Ordotown, but they don’t. Every once in a while a bard shows up, poking his nose around, following rumors of an infamous outpost. The ones who find Ordotown and manage to leave are wise enough not to sing about it.

Wednesday, September 6, 2017

Lux Tenebris: Duke Wallen Randego

DUKE WALLEN RANDEGO, L12 Noble Human Ranger

STR 12 (+1)
DEX 16 (+3)
CON 13 (+1)
INT 10 (+0)
WIS 20 (+5)
CHA 12 (+1)
HP 88
AC 14 (Leather armor)/16 (Barkskin)

Traits:
Languages: Common, Draconic, Sylvan

Proficiencies: +4
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Chess set
Saves: Strength +5, Dexterity +7
Skills: History +4, Insight +9, Perception +9, Persuasion +5, Stealth +7

Feats:
Position of Privilege
* * *
Favored Enemy: Dragons, Fey
Natural Explorer: Coast, Forest
Fighting Style: Two-Weapon Fighting
Ranger Archetype: Beast Master
- Ranger’s Companion (Mastiff)
- Exceptional Training
- Bestial Fury
Primeval Awareness
Extra Attack
Land’s Stride
Hide in Plain Sight

Spellcasting:
Spells Known: 07
Spell DC: 17
Atk Mod: +9
L1(4): Cure wounds, Hail of Thorns, Hunter’s Mark
L2(3): Barkskin, Darkvision
L3(3): Nondetection, Water breathing

Equipment:
Shortswords (2). Melee. +7 to hit; deals 1d6 +3 piercing; Finesse, Light.
Longbow. Ranged, 150/600 ft; +7 to hit; deals 1d8 +3 piercing; Ammo, Heavy, 2-handed.
Leather armor. Light armor; AC 11 + Dex Mod
An explorer’s pack, a set of fine clothes, a signet ring, a scroll of pedigree, a purse w/25 gp.

Duke Wallen Randego is the ruler of Alindrast. He makes his home in the castle-fortress of Graycrown, sitting like a spider at the center of a vast web of carefully spun alliances.
Wallen came to power just a few years ago, but he has already made considerable changes in Alindrast. His rise to power was slow and methodical, culminating in a single night of bloody violence that radically changed the power structure within Alindrast.
His origins were fairly conventional. The seventh son of the last Duke, Randego seemed destined for nothing more than an arranged marriage, to promote the interests of his family. However, before they could marry him off, Wallen was allowed to leave Alindrast on a diplomatic tour of the neighboring states.  He, and his retinue, vanished shortly after crossing the border into Alindema. 
It was assumed the party had met their end at the hands of brigands or monsters. It came as quite a shock when, ten years later, Wallen Randego reappeared at Graycastle. He claimed he and his party had been captured by slavers who sold them into bondage across the Bittersalt Sea. After careful examination, the Randego family confirmed that this strange man was Wallen Randego.
His return to Graycastle was met with celebrations. During the past decade, his older siblings had perished. Wallen Randego was declared Duke of Alindrast and declared the ceremonial head of state by the Council of Lords.
To celebrate his inheritance and his safe return home, the Randegos held a fabulous party. All the most influential people in Alindrast were invited.
At the party, the new Duke proved to be witty and charming. He personally poured the wine for many of the guests.
By the end of the night, most of those guests were dead. Some died from the poisoned wine. Others were dispatched by sword or axe. A handful, those belonging to old noble families like the Randegos, were spared on the condition they swear absolute fealty to the new Duke. Those who refused were executed on the spot.
Across Alindrast similar scenes had played out among the Merchant-Lords. A hidden army emerged, seizing power for the Duke and ruthlessly executing anyone who stood in his way.
Later, it was revealed that Wallen Randego and his party had not been kidnapped by slavers. Instead, they had gone abroad and, for ten years, recruited mercenaries and assassins to help Duke Wallen overthrow the Merchant-Lords.
Despite the bloody nature of his ascension, the common folk of Alindrast admire and support their Duke. No one liked the Merchant-Lords or their methods of holding power, so no one has really mourned their passing.
Although not a scholar by any stretch of the imagination, the Duke has a keen insight into human nature. He has surrounded himself with learned advisors and together they are building a better future for the Land of Storms.
Of course, not everyone is happy with Duke Wallen’s rule. Some of the Merchant-Lords managed to escape and they are slowly, carefully planning to move against the Duke. The pirates who have used Alindrast as a safe haven for years are also not pleased with Duke Wallen’s rule. He has declared a bounty on every pirate’s head and gone so far as to set fire to the smugglers’ port of Dagger Bay.
And then, there are the rumors. Some people say Duke Wallen arranged the deaths of his older siblings to clear his path to the title. Others say he has forged secret pacts with the Nightshade Queen and the Draconic Empire. The more incredulous rumors are that his faithful mastiff, Brede, is actually a familiar and that the Duke is a secret warlock.
Alindor and Alindema regard Alindrast with a wary eye. Duke Wallen sent only a token force to help defend the region from the Draconic legions. Count Orziri of Alindor has been particularly critical of Alindrast’s Duke.  High Magister Osre has been more circumspect, but it is widely known he suspects the Duke of having some kind of alliance with Alinshrae.  Countess Tierce of Hylondak has made discreet overtures to the Duke about an alliance, something that could tilt the balance of power in her war-torn country into her favor. So far, the Duke has declined to become embroiled in Hylondak’s internal struggles and pointedly ignores Orziri and Osre’s criticisms and suspicions.

Monday, September 4, 2017

Lux Tenebris: Shireen Orred

SHIREEN ORRED, L7 Human Bard

STR     08 (-1)
DEX    14 (+2)
CON   16 (+3)
INT     11 (+0)
WIS     10 (+0)
CHA   18 (+4)
HP       56
AC      13 (Leather armor)

Traits:
Languages: Common,

Proficiencies: +3
Armor: Light
Weapons: Simple, hand x-bows, longswords, rapiers, shortswords
Tools: Navigator’s tools, Vehicles: water, Fiddle, Drum, Squeezebox
Saves: Dexterity +5, Charisma +7
Skills: Acrobatics +7, Athletics +2, Intimidation +10, Perception +3, Persuasion +10

Feats:
Ship’s Passage
* * *
Bardic Inspiration (d8/4x)
Jack of All Trades
Song of Rest (1d6)
Bard College: College of Lore
Expertise
Font of Inspiration
Countercharm

Spellcasting:
# of Spells: 10
Spell DC: 15
Atk Mod: +7
At-Will (3): Dancing lights, Magehand, Vicious mockery
L1 (4): Detect Magic, Sleep, Thunderwave
L2 (3): Cloud of Daggers, Invisibility, Shatter
L3 (3): Dispel magic, Hypnotic Pattern, Nondetection
L4 (1): Polymorph

Equipment:
Rapier. Melee. +7 to hit; deals 1d8 +4 piercing; Finesse.
Dagger. Melee. +7 to hit; deals 1d4 +4 piercing; Light; Finesse; Ranged, 20/60.
Belaying pin (club). Melee. +3 to hit; deals 1d4-1 bludgeoning; Light.
Leather armor. Light armor. AC 11 + Dex.
An entertainer’s pack, a fiddle, 50 ft. of silk rope, a lucky charm, a set of common clothes, 10gp

Shireen Orred grew up on the coast of Alindrast. Her parents were sailors and Shireen followed in their footsteps. Unfortunately, the life of a merchant sailor wasn’t a good fit for Shireen. Most of the captains of the merchant ships treated their crews like slaves.
Shireen was serving aboard a merchant ship, The Golden Apple, when the crew mutinied. The captain and first mate were shipwrecked and the Apple’s crew turned to piracy.
The pirate life was a better fit for Shireen and she served aboard the Apple until it was scuttled by the Alindrast Navy. Afterward, Shireen made her way south, to Dagger Bay, a port that was notorious for offering safe haven to pirates and smugglers.  There, Shireen joined the crew of infamous pirate queen, Iron Jenny.  Over the years, she rose through the ranks, eventually captaining a ship in Iron Jenny’s fleet.
This was a golden time for Shireen. Iron Jenny ruled the coast of Alindrast and Hylondek. No naval force could match her. Shireen was proud to stand by Iron Jenny’s side and thumb her nose at the merchant companies that controlled Alindrast.
But all good things come to an end.  Iron Jenny’s luck ran out, with her lifeblood, on the point of a rival’s blade.  The merchant companies’ luck ended when Duke Wallen Randego assumed control of Alindrast. And Shireen Orred’s luck ran out when her own pirate crew mutinied and shipwrecked her on a barren, rocky atoll in the Gulf of Promises.
She should have died. She would have if not for the peculiar skills she had picked up during her career. Most Alindrasti sailors distrusted magic and avoided it like the plague, but Shireen had a talent for spells. Magic had saved her life more than once and it would do it again.
Returning to Alindrast, Shireen began to hunt down the members of her mutinous crew. One by one, she sent them to the chill embrace of Rovelek, the God of the Dead. Her hunt has led her, curiously enough, to the court of Duke Randego. It seemed that Shireen’s former first mate had turned over a new leaf and become a popular member of the Duke’s court.
Killing a favored member of the Duke’s court could bring down considerable wrath on her head, but Shireen doesn’t care.  She’s come for her revenge and she’ll get it, by hook or by crook. Whatever happens afterwards, she’ll deal with it as it comes.

Lux Tenebris: One-Eyed Toban

ONE-EYED TOBAN L9 Tabaxi Warlock


STR     09 (-1)
DEX    08 (-1)
CON   14 (+2)
INT     14 (+2)
WIS     12 (+1)
CHA   18 (+4)
HP       56
AC:     10 (Leather armor)/12 (Armor of Shadows )

Traits:
Darkvision
Feline Agility
Cat’s Claws
Languages: Common, Celestial, Infernal

Proficiencies: +4
Armor: Light
Weapons: Simple
Tools: Herbalism kit
Saves: Wisdom +5, Charisma +8
Skills: Arcana +6, Deception +8, Medicine +5, Perception +5, Religion +6, Stealth +3

Features:
Discovery
* * *
Patron: The Fiend
- Dark One’s Blessing
- Dark One’s Own Luck
Eldritch Invocations (5)
- Agonizing blast, Armor of Shadows, Eldritch spear, Fiendish vigor, Whispers of the Grave
Pact Boon: Pact of the Tome (3 cantrips*)

Pact Magic:
Spells Known: 10
Spell DC: 16
Atk Mod: +8
At-Will (6): Chill touch, Eldritch blast, Poison spray, Resistance*, Sacred flame*, Ray of Frost*
L1: Command, Arms of Hadar
L2: Scorching ray, Invisibility
L3: Stinkiing cloud, Dispell magic
L4: Fire shield, Blight
L5 (2): Flame strike, Hallow

Equipment:
Quarterstaff. Melee. +3 to hit; deals 1d6 -1 bludgeoning. Versatile (1d8).
Daggers (2). Melee. +3 to hit; deals 1d4 -1 piercing. Finesse, Light, Thrown (Range 20/60)
Light x-bow. Ranged, 80/320. +3 to hit; deals 1d8-1 piercing. Ammo, Loading, 2-handed.
Leather armor. Light. AC 11 + Dex.
An arcane focus, a Book of Shadow, a Scholar’s pack, a scroll case, a winter blanket, a set of common clothes, an herbalism kit, 5gp.

Walk along the rocky coast of Alindrast, north of the fishing village called Ferdy’s Folly, and you’ll come to a cave-riddled cliff, facing the Gulf of Promises.  Here, you will find the home of a tabaxi hermit, known as One-Eyed Toban.
Silvered and infirm, a rough patch covering his left eye, One-Eyed Toban does not welcome visitors.  He has neither the time or the patience for social visits, but is willing to share his unusual knowledge with others for a price.
The old tabaxi’s behavior has less to do with misanthropy than with penance. Years ago, One-Eyed Toban made a deal with a devil. In exchange for diabolical powers, Toban agreed to perform three feats for his patron. At the time, Toban was brash and heartless. He didn’t imagine the devil would ask him to do anything he wouldn’t do himself. However, time and his patron, proved him very wrong.
One-Eyed Toban fulfilled his part of the bargain years ago. Since then, he has lived in self-imposed isolation. Part of this is penance for what he did, part is because he has thrown himself into esoteric research, looking for a rite that can destroy devils on the Material Plane.
Over the years, One-Eyed Toban has earned a reputation among sages and scholars as an expert in esoteric rituals and the underworld. Knowing the canniness of devils and demons, One-Eyed Toban doesn’t share his knowledge lightly. Although gold is likely to pry some information from his lips, an exchange of information or arcane artefacts is more likely to purchase the old tabaxi’s knowledge.
Recently rumors have begun to circulate that One-Eyed Toban has been approached by High Magister Osre of Alindema. The High Magister is said to have offered One-Eyed Toban access to the vaults of the Iornean Church in exchange for his help.
Most people dismiss this rumor as completely false, but some folk in Ferdy’s Folly have noted that One-Eyed Toban has been purchasing supplies lately with Alindeman coins. So, perhaps there is some truth to the rumors after all?

note: I’ve left the acts Toban performed for his patron-devil deliberately vague so GMs can incorporate them into their campaign. The acts should be suitably horrible to justify Toban’s penance and research.

The Waiting Trees

The trees are waiting.
Watching the sky for autumn.
Ready to strip bare.

The trees are waiting.
Ready to shake naked limbs,
in autumn's chill winds.

The trees are waiting.
Eager to slip into sleep,
away from summer.

The trees are waiting.
Always watching. Always there.
The trees are waiting.