Open Table: June 27

Tags

,

RSVP IN THE COMMENTS BELOW.

This is an open table invitation. Only respond if you are able to attend. If you sign up but are no longer able to attend, please let me know as soon as possible (and I don’t need to know why.) The game will go forward as long as there are 2 confirmed players plus myself.

Attendance is first come, first serve for five players. You RSVP here, then I confirm with you. If I do not confirm with you, then you will be on the waiting list and I will notify you if a spot opens up. 

Please make a character ahead of time. We play on Roll20 here: https://app.roll20.net/join/5979643/fXhc5g

Need rules? Here’s the quick start. https://www.drivethrurpg.com/product/296327/Axes-and-Anvils-Quickstart-Rules?manufacturers_id=5544

These are the adventures of Clan Rumbleseed. You can read about the clan and their exploits so far here. https://axesandanvils.com/play-reports/

So what’s the plan?

To the Gilded Tower!

Cagroot and Thorgrim promised to take Baroness Elenor’s ashes to the Gilded Tower to help her ghost find peace. Looks like it’s time for a side trip to human lands on the surface to tidy up that loose end.

RSVP Confirmation

  • Vanmil Glowhide (Kriss) Grimeater Family
  • Cagroot Hopstrider (KC) Dunn Family.
  • Thoreson Grimeater (Anders) Dunn Family.
  • Ivo Flynt (Imre) Dunn Family

Open Table: June 20

Tags

,

RSVP IN THE COMMENTS BELOW.

This is an open table invitation. Only respond if you are able to attend. If you sign up but are no longer able to attend, please let me know as soon as possible (and I don’t need to know why.) The game will go forward as long as there are 2 confirmed players plus myself.

Attendance is first come, first serve for five players. You RSVP here, then I confirm with you. If I do not confirm with you, then you will be on the waiting list and I will notify you if a spot opens up. 

Please make a character ahead of time. We play on Roll20 here: https://app.roll20.net/join/5979643/fXhc5g

Need rules? Here’s the quick start. https://www.drivethrurpg.com/product/296327/Axes-and-Anvils-Quickstart-Rules?manufacturers_id=5544

These are the adventures of Clan Rumbleseed. You can read about the clan and their exploits so far here. https://axesandanvils.com/play-reports/

So what’s the plan?

Hunt the Spiderstalker!

Travel to the Screenhall to slay the hideous Spiderstalker that preys upon the Spiders of Silkpurse. The Spiderstalker lays its eggs in paralyzed magical goldspinner spiders. What horrors hatch? If the Spiders of Silkpurse can reclaim their home, then the dwarves of Rumbleseed will gain Kalara Heights and predatory new allies as they push into the deeps of the Various Gardens.

RSVP Confirmation

  • Ivo Flynt (Imre) Dunn Family
  • Thoreson Grimeater (Anders) Dunn Family

Open Table: June 13

Tags

,

RSVP IN THE COMMENTS BELOW.

This is an open table invitation. Only respond if you are able to attend. If you sign up but are no longer able to attend, please let me know as soon as possible (and I don’t need to know why.) The game will go forward as long as there are 2 confirmed players plus myself.

Attendance is first come, first serve for five players. You RSVP here, then I confirm with you. If I do not confirm with you, then you will be on the waiting list and I will notify you if a spot opens up. 

Please make a character ahead of time. We play on Roll20 here: https://app.roll20.net/join/5979643/fXhc5g

Need rules? Here’s the quick start. https://www.drivethrurpg.com/product/296327/Axes-and-Anvils-Quickstart-Rules?manufacturers_id=5544

These are the adventures of Clan Rumbleseed. You can read about the clan and their exploits so far here. https://axesandanvils.com/play-reports/

So what’s the plan?

Expedition to the Various Gardens.

Kalara Heights! Over four centuries ago, some rogue dwarves undertook construction to fortify a hidden base just beyond the Golden Vent during the War of Fences. They were driven out of the position and the fortification was abandoned. If it could be reclaimed, it would be an excellent base camp for further exploration…

RSVP Confirmation

  • Ivo Flynt (Imre) Dunn Family
  • Vanmil Glowhide (Kriss) Grimeater Family

Open Table: June 6

Tags

,

RSVP IN THE COMMENTS BELOW.

This is an open table invitation. Only respond if you are able to attend. If you sign up but are no longer able to attend, please let me know as soon as possible (and I don’t need to know why.) The game will go forward as long as there are 2 confirmed players plus myself.

Attendance is first come, first serve for five players. You RSVP here, then I confirm with you. If I do not confirm with you, then you will be on the waiting list and I will notify you if a spot opens up. 

Please make a character ahead of time. We play on Roll20 here: https://app.roll20.net/join/5979643/fXhc5g

Need rules? Here’s the quick start. https://www.drivethrurpg.com/product/296327/Axes-and-Anvils-Quickstart-Rules?manufacturers_id=5544

These are the adventures of Clan Rumbleseed. You can read about the clan and their exploits so far here. https://axesandanvils.com/play-reports/

So what’s the plan?

Clan Rumbleseed has assembled an expedition to probe the entry to the Various Gardens, a territory adjacent to the clan’s holdings. Families have sent delegates to assure fair play in exploring the new territory. Everything should go smoothly with all these experts on hand, right?

RSVP:

  • Ivo Flynt (Imre) Dunn Family
  • Thoreson Grimeater (Anders) Dunn Family
  • Vanmil Glowhide (Kriss)

“Under the Mountain” is the Deal of the Day!

Tags

“Axes and Anvils” GM book “Under the Mountain” is the Deal of the Day at DriveThruRPG today! The $15 .pdf is on sale for $6 today only.

This book has the rules for the game in the first half, and the second half is GM generators and tools. If you want rules for playing humans and elves (as well as dwarves), mass combat, GM-less play, collaborative setting development, monster randomizer and benchmarks, and more, this is the book for you. The book concludes with an analysis and summary of the GM role in the unique context of an Axes and Anvils game.

Check it out!

utm cover

GM Book

Guiding Ancestor Runes (Enchanter Upgrade)

Tags

,

GUIDING ANCESTOR RUNES (ENCHANTER UPGRADE)

  • Ancestral Shield. The bonded bearer of the rune retrieves a glimmering echo of an ancestor in the line. This ancestor can assist, in combat or a challenge and/or risk test. It usually takes a full round and a Resolve to manifest the ancestor, who can assist for up to an hour, for one scene or one fight. A Resolve may also be spent to manifest the ancestor for a single round as a free action. This ancestor counts as one of the two maximum assistants a character can have.
    • There are powerful iterations of this rune that can summon two ancestors, manifest them more clearly and in a more articulate way, or more visibly or tangibly, for longer times. These bear costs related to legacy and bloodline in addition to permanent Vitality.
  • Ancestral Lookout. The bonded bearer of the rune retrieves a glimmering echo of an ancestor in the line who can stand guard for 1 shift, 4 hours, automatically waking the bearer if detecting something unusual. The echo can also scout up to a mile away, moving about as well as a dwarf would. Ancestors chosen as lookouts and scouts tend to be ones who had primary skill in those roles. If the lookout is attacked, it dissipates, and the bearer gets a fleeting impression of what did it. The lookout cannot fight.
    • There are powerful iterations of this rune that can fly, move through walls, act with greater intelligence, connect with the bearer as though scrying, and detect supernatural energy. These iterations tend to manifest remarkable traits in the ancestor they echo. Most only bond with bearers from the same family, whether by blood, by having the same Guiding Saying, adopting the same mission, or by living out of similar perspectives.
  • Ancestral Rebodying. These runes can bond an ancestral spirit to an animal that the ancestor had an affinity to in life. The animal gains the ability to talk, and takes on shades of the ancestor’s personality and memories. An enchanter can spend 1 Vitality to coax the ancestor’s shadow into the animal for a brief conversation, or 1 permanent Resolve to bond the ancestor to the animal for the rest of the animal’s lifespan. A permanent bonding is a challenge/risk test, where the risk is breaking the rune and losing the spirit echo and the challenge is sucessful bonding; neither success nor failure means the bond doesn’t work, the Resolve is not lost, and the enchanter can try again with another animal (but that particular one will never work for that echo.)
    • There are powerful iterations of this rune that bring physical mutation to a hybrid animal/dwarf, or allow the fusion to use one or more abilities the ancestor had in life. There are cheaper versions that only bring forward one or two aspects of the echo. Some versions retain the memories the echo earns in each body and conversations, others start from the reset point each time, others don’t bring memories only personality and some abilities.

Guardians of the Nest

Tags

, ,

Clan Rumbleseed, played 4.25.20 IRL (in real life) and 10/25/2121 IG (in game).

  • Miraeg Dunn (Jonathan) Leader, Performer, Mechanic.
  • Ivo Flynt (Imre) Support, Gunsmith, Engineer.
  • Cagroot Hopstrider (KC) Skirmisher, Brewer, Delver.
  • Thoreson Grimeater (Anders) Berserker, Chef, Healer.

Loaded for Bear

The Fellowship left the vent in the hillside and returned to Lebrim Manor’s construction site, performing battle haka and armoring up. They equipped themselves with the best climbing gear they could, including a climbing harness Ivo was experimenting with that could support a human. Ivo asked Justicar Trays to go with them, and he agreed.

As the Fellowship was grimly headed out of the camp, they were met by Magistrate Lyrin. The dwarves swore they were going to prove there were monsters under the hill; the magistrate agreed they would do just that. Unfortunately, that proof wouldn’t shift the growing human conviction that the dwarves were perhaps responsible for the monsters. Frustrated, the dwarves went to take out their feelings on the nest below.

Down Below

They found the vent, following it to the chasm, then to the pit. Cagroot, the best climber, anchored the rope so Miraeg could climb down first. Halfway down, Miraeg was ambushed by a cave pouncer. Thoreson leaped to his aid, rappelling down fast, and Ivo supported with gunfire. The pouncer was slain, and Thoreson and Miraeg reached the bottom of the shaft to face off with more cave pouncers–after the fear drinker psychically assaulted them and left them vulnerable. Concentrated fire from above, blades and brawn below, and the timely intervention of the justicar won the day.

Ivo earnestly persuaded Cagroot and Miraeg to arm themselves with his pistols. Then the Fellowship pursued the fear drinker further in.

The Sprawling Lair

The Fellowship and the justicar came to a more open area with a vent to the sky far above, and some faint bioluminescent nesting filth. The cave pouncers hung back, and a massive “breathless” monster charged the Fellowship as the fear drinker redoubled their panic. A combination of Ivo’s explosive bullets and Thoreson’s massive sword brought the breathless down, and Thoreson dug deep with the blade, imbduing it with the breathless’s dissipating life force.

Cagroot scrambled up the uneven slope towards where the fear drinker lurked, fighting his terror. Miraeg joined him, and was inspired to fire the killing shot that took the fear drinker down. Cagroot climbed up to verify, and he was spotted by the queen of the nest.

Yaas Queen

The hideous bulk reared and hissed, and Cagroot snapped off a couple hollowpoints and blew it away. The Fellowship surveyed the mounds of jelly with basketball sized eggs embedded within, feeling some trepidation. Fortunately the dying queen vented chemical signals that didn’t enrage the cave pouncers, a symbiotic species, so the opportunistic predators began eating the jelly and eggs and ignoring the dwarves.

Thoreson enlisted Cagroot’s help to harvest the queen monster glandular tract to make rare spices, avoiding the gut parasites filling the torso cavity. Miraeg plucked the golden orb eyes from the breathless to keep as glassy trophies. Ivo contemplated how best to bring down the cavern with the few explosives he had on hand; there was a fissure, high up, and he climbed towards it to wedge the grenades in just the right spot. His climbing skills did not match his engineering analysis, and he took a bad tumble, banging his way down the craggy slope to squash into a wad of egg jelly.

Deeper Still

Cagroot noticed a hole behind one of the egg wads, and he had a waking vision where the ghost of the baroness hiding in his life energy retreated to him, begging for help, as the wavering meat forest trembled with the approach of a predator. The echo fever infection in him was nearing a merging point once again with a corrupt psychic field like the one that the baroness’s ghost escaped from in the first place. Cagroot could eject the ghost into that starving field, or shelter her in his own life force. He chose to shelter her.

Cagroot told the Fellowship to face what was down the hole, and he retreated to protect his refugee ghost. Linking up with the justicar, Cagroot found the man babbling non-stop as his stoic silence was shaken apart by supernatural fear.

The Corrupter

Meanwhile, fresh terror tore through the rest of the Fellowship as something in that hole trembled the earth. While Miraeg resisted, and Ivo clamped down on his sanity using his resolve, Thoreson embraced the inexorable sensation and retreated into his berserker fury, diving down the hole.

He confronted the corrupter worm writhing below, noting its bite radius matched the victims in the wreck of Lebrim’s Manor. He charged the foul thing, and the world went red.

When Thoreson regained his senses, seven minutes had passed and he was climbing out of the pit covered in blood not his own. He announced the thing was slain. All of the Fellowship felt the echo fever evaporate. Cagroot saw a dead gleam in Thoreson’s eyes, once again reminding him of the stare of a cave moray.

The ecology of the underground could be complex, and the echo fever projected by the fear drinker had been flavored by the worm thing in the pit. Their fields had interacted, probably boosting each other. It was not a surprise that the two forces had reached some kind of uneasy chemical truce, and settled near the queen nest and the cave pouncers attracted to her service. Still, knocking apart the alliance greatly diminished the threat of the nest.

Return

The Fellowship returned to the surface and hefted their monster trophies back to Lebrim Manor’s construction site. They had a terse exchange with the magistrate, then loaded up the wagon and prepared to leave.

Baron Lebrim came to see them off. He assured them they could come back anytime. The teeth in his smile seemed much too sharp. With that, the Fellowship departed.

Legendary Weapon: Breathless Blade

This two-handed blade can be activated by its bearer by spending a Resolve and a defend action. All foes in melee range count as being targeted by a successful defend action.

The Hotbed: Entry to Rumbleseed’s Delve

Tags

,

The entry to the Delve is a dwarf gate called the Hotbed. The dwarves see the location as a fortification with a trading post added as something of an afterthought, with a fringe of human settlement that has built up over time (enough that humans now have to get a permit to build near the gate.) Humans see the Hotbed as a permanent town flavored by trade with the dwarves. When humans want to deal with dwarves, they go to the Hotbed.

The Exchange

The central exchange of the settlement is a stepwell with shops built in to the walls. A bright mix of restaurants, merchants, and artists must get permission from the Trade Council to locate in the public exchange. The exchange is rigged to flood should aggressors try to lay siege to the dwarfgate. Beyond the exchange, there is a mix of human and dwarven construction for the families of merchants, workers, and servants as well as the hospitality industry for travelers.

The Trade Council

The Trade Council has seven voting seats, with five dwarves representing Rumbleseed families and two humans. The humans have only had seats for the last two centuries, grudgingly granted to try and reduce tensions between the races. The representation has not eased matters much, since wealthy merchants have taken the human spots and deal with the dwarves from a trade perspective that doesn’t do much to address the concerns of the numerous poor living in and near the Hotbed. Dwarves take care of their own, and expect humans to do the same.

The Greatest Flattery

The last century has seen an economic resistance movement growing up in the Hotbed as artisans gather under the direction of The Polishers, a criminal organization focused on imitation dwarven goods. They study real goods, and hone their skill at crafting forgeries. Adding insult to injury, the organization moves the goods through channels that will do as much damage as possible to the dwarven reputation. Over the last sixty years, eight of the leaders have been caught and punished, but humans crop up as fast as you can uproot them.

The Dragon in the Tower

Tags

, ,

Clan Caskbound, played 4.24.20 IRL, 9.10.2121 IG.

This adventure was a Strange Mission, with shared GM duties, classified as History (it really happened!)

  • Devron Leveller (Mark) Berserker. Chosen, Mason.
  • Dandel “The Dan” Deeptunnel (Simon) Berserker. Carouser, Miner, Brewer.
  • Korvask Wyrt (Michael) Vanguard. Enchanter, Scholar.
  • Zuuker (Andrew) Support. Topsider, Brewer.

Return to Ryvolko

The Fellowship returned to Ryvolko and The Beetleback Brewery. They met with Magistrate Plaxton, who dropped in for a drink. He was salty that they withdrew directly overseas and did not check in with Ryvolko. Still, their return was well timed, as the city faced a strange threat. Constructs of water had appeared in the city, and when fought back, they glowed with an arcane sign that belonged to Yaru, a local wizard. Another local wizard, Iskavol, went to check on her tower on a nearby island about an hour away by airship. She left yesterday, and since then three more water constructs have emerged and menaced the city. Would the dwarves take a look?

Roll Tide!

Three massive water constructs converged on the brewhouse, and the Fellowship leaped into action. They broke two down, and narrowly saved the magistrate as the third blew through the wall and targeted him; Korvask defended him as only a vanguard could, and the magistrate struck the killing blow with his hidden prosthetic forearm cannon.

To the Tower

The Fellowship packed up and headed out at once. Nymeer let them take the Sea Scout airship, with Zuuker at the helm (as he was a topsider trained on the controls.) They were well underway when the airship started spraying smoke.

Outside, goblins mounted on bats swirled around the airship, hurling smokebombs, queuing up fire bombs. The Fellowship fired the Sea Scout’s new deck guns at them, then the goblins formed up to all hurl bombs at once and Zuuker fired a heroically aimed shot, blasting one bomb and triggering the others, spraying fire all over the goblins and their bats. They retreated in disarray.

The Portraits and the Door

They reached the lonely tower, and inside they found a foyer with a massive spell set into the floor connected to two portraits of children on the walls. Devron tried to lead the way across the spellwork, but he was repulsed, and the aspect of the portraits darkened and twisted towards something evil.

The Fellowship flanked Devron and charged at the opposite door, hurling him into it with his full berserk momentum, smashing through the door and going deeper into the tower.

The Crossroads Chamber

The other side of the door was stairs going down, and as Devron toppled painfully down them, the rest of the Fellowship followed to discover a chamber with walkways over a central pit with a shaft in the center, supporting an orb. The room got colder, and they spotted Iskavol trapped in the orb.

They approached, and Devron reached through the magical crystal somehow, from his center to its center, bypassing the surface; he could led the Fellowship in, or pull the wizard out. He pulled Iskavol out of the orb to rejoin them, and as he did, the central column cracked and released foul magical waste wraiths that flowed up at the Fellowship, who dispatched them swiftly; Korvask repelled the mystic assault with his Shard Shield, and only Zuuker succumbed to the corrupted monsters harvesting insecurity and fear and armoring themselves with it.

A Net of Orbs

Iskavol earnestly explained that there were ten orbs in the extradimensional interior of the tower, forming the Crossroads, and she knew where the Crucible of Waves was–that would be the one causing these water construct problems. The temperature continued falling in the Crossroads Chamber, so they headed for an exit as the exits were magically iced over. The ice repelled a few attacks, so the Fellowship rammed Devron into the barrier and broke it enough for them to slip through. Iksavol quoth the command word “YehBASsik” and calmed the ice defenses down so they could continue to the chamber with the Crucible of Waves.

A Dragon, Chained

The orb was on a stand, and a 30 foot dragon chained to the floor was dazed and somehow draining its blood in crystal drops, its essence pinning the orb open. The Fellowship examined the situation, and Korvask’s enchanting and scholarly lore combined to reveal that the markings on the orb base were those used by the sea witches; they had somehow infiltrated, and were keeping the portal open using the dragon’s life force. The Fellowship considered trying to go through, but peering through the orb suggested that the other side was crush depth. As they looked through, something on the other side spotted them.

Flood and Fighting

The portal released a column of high-pressure water, with a massive tendril and some horrible sea creatures included. The room began filling with water at an alarming rate, and the dwarves retreated far enough to form a plan.

Iskavol dove into the pool and used her magic to free the dragon from its chains. As it reared up, the tendril from the deep grappled it, and the dragon bit out chunks of its flesh so its acid blood flavored the water. An eel-like swimming nightmare closed with Devron as the rest of the Fellowship dragged Korvask to the stand, where he used his knowledge of mystical writings to dislodge the orb and snap the portal shut.

The severed tendril thrashed around the room, and the flood of water dragged the Fellowship out of the chamber and down the hall towards the deep shaft in the Crossroads Chamber.

A Dragon, Revealed

The injured dragon leaped over the chasm to the central column and sagged down, weakly calling for help. The Fellowship and Iskavol cautiously approached, and the dragon revealed she was Yaru; she asked them to keep her secret, and they agreed.

Iskavol helped Yaru resume her wizard shape, and Yaru explained that the sea witches had somehow infiltrated her tower and caught her unawares, trapping her and draining her life force to hold theCrucible of Waves open. She did not know why they did this, or what they accomplished in addition to sending some water constructs through the streets of Ryvolko (and possibly targeting the magistrate specifically.) The danger was now past, and it was time for the Fellowship to leave the two wizards alone in the tower.

The Fellowship earned 3 Ledger, and this tale is historical.

Movement Runes (Enchanter Upgrade)

Tags

, ,

Here is a new upgrade for enchanters who can access Caskbound clan secrets.

MOVEMENT RUNES [ENCHANTERS]

These runes enhance the bearer’s ability to move through an environment.

  • Needs of the Beast. Each of these runes evokes a kind of animal. When activated, these runes convert your needs to the needs of the animal for air, food, or water. Usually runes will focus on one kind of need, but masters can invest more to make broad-spectrum need substitution. These runes are most often used to imitate fish to allow water breathing or imitate desert creatures to minimize water needs. Dark uses for the depraved or desperate can evoke predators and scavengers, to eat raw meat or carrion. Some are cursed, invoking the hunger of birds who need to eat constantly to survive.
  • Grace of the Beast. Each of these runes imitates a movement ability of the animal it evokes. Generally, movement is increased or expanded, and spending a resource can grant a feat of motion. Examples include the wall-scuttling ability of spiders, the patagia gliding of cave lizards, the swimming of sharks, and the leaping of cats.
  • Friction Control. These runes allow the bearer to adjust friction on a touched surface. Some focus on making objects slippery, some focus on greatly increasing resistance to motion, and some are flexible enough to do either or do both with a sliding scale. Motion reducers are often put on locked gauntlets to protect against disarmament, or doors to make them difficult to open while the rune is engaged.

Each rune type has many, many sub types that have specific effects and durations negotiated in exchange for the creation and activation costs.