I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Saturday, February 24, 2007

Arcanescape: The Cataclysm Maelstrom

Few places are as hazardous as the Cataclysm Maelstrom, where evocation magic is drawn from. Here, what's more dangerous than the forms of energy themselves is the conflict between them all, and the constant shifting a types. Though a wizard may proof himself against fire, he may find himself dropped into freezing cold or even into spikes of force or waves of sound.

Thankfully, the outer circle isn't quite as hazardous. It can still be deadly, but in a generally mundane fashion. Here, the landscape is blasted to raw, sharp stone landscapes by the various energies which rip across it. Rifts and calderas open up periodically, exhaling ash, smoke, and flames. Almost as important is the sound they make when first appearing, a high-pitched grinding that can harm the ears. Across the skies, cold winds blow, and occasionally snow, sleet or hail will fall, cooling the vents as lightning strikes the ground, weakening it once more.

Few things live in the outer circle, though. With plants being blasted off the landscape, only elemental and energy lifeforms find a proper existence here... if a harsh one. A small number of spellcasters forge towers here, but they must often fortify and repair their homes. The constant sounds of violent energies can be maddening to some, making it difficult for many sentient beings to find sleep or rest while here.

The outer circle has the following traits:

  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is only made at (DC 10 + the level of the spell).
  • Enhanced Magic: All evocation spells are heightened by one level (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one (such as for extend spell, silent spell, or still spell).
  • Constant Noise: Though not always nearby, the sound of thunderclaps, earthquakes, and eruptions echoes throughout the plane. Anybody attempting to sleep in this plane must succeed at a DC 15 Concentration check to do so for every 2 hours of sleep. If the check is failed, the character must wait (1d6 x 10) minutes before attempting sleep again. This DC may be increased if the disturbances are particularly close, of course.

In the first inner circle, the ground breaks up into floating stones that float randomly throughout its expanse. Here, the energies become more polarized. While there is still some crossover, for the large part they drift into several types of regions. Where the magma flows drift out from the outer circle, they become free-floating specks of heat, superheating the air about them. The clouds discharge their electricity into the more conductive rocks, which results in areas where lightning arcs from stone to stone constantly, and towards any other body which should happen to verge too close. The clouds themselves shift into motes of pure cold, the polar opposite of the superheated areas. And from it all flows waves of sound, which result in areas where the stones constantly vibrate and resound with power, dispersing other energies.

Elemental and energy creatures find a better life here, forming an ecology much richer than that of the outer circle. The creatures here are often aggressive and hardy, as the struggle for existence is still quite difficult here. There are rumors that a rare few explorers and hermits carve out homes inside the stones, though few confirmations. Such folk that do actually life here are probably part-elemental as it is, through long-term use of elemental magic or an unusual heritage.

The first inner circle has the following traits:

  • Objective Directional Gravity: The stones exert gravity, but only for a very short distance - only six to fifteen feet, depending on the size of the stone. Otherwise, there is no gravity.
  • Energy-Dominant: Characters take 3d10 points of energy damage per round under most circumstances, with the type varying by the region they are in (fire, sound, cold, or electricity). In some of the "border regions", the damage is half of one type and half of another.
  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is only made at (DC 15 + the level of the spell), however.
  • Enhanced Magic: All evocation spells are heightened by two levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one or two (such as for extend spell or empower spell).

In the second inner circle of the Maelstrom, things become even too hazardous for many forms of elemental life. Here the essential forms of energy manifest, capable of bypassing even advanced magical defenses. There is no stones or land here - only a dangerous, shifting sea of pure energy. Though some elementals do exist here, they tend to be rare, enormous, and voracious in the extreme.

Here, some types of energy can be "harvested" by particularly skilled spellcasters to enhance their evocation spells. Some of the greatest evocation spells require these elements as spell components or for their source, and so this region is a area of great research interest, though few remain for long.

The second inner circle has the following traits:

  • No Gravity.
  • Energy-Dominant: Characters take 3d10 points of energy damage per round under most circumstances, with the type varying by the region they are in (fire, sound, cold, or electricity). Energy resistance does not protect against this damage, but energy immunity halves it. Creatures with an elemental subtype still ignore the damage. Creatures that take an extra +50% damage from a type of element instead take double damage from said element in this area. In some of the "border regions", the damage is half of one type and half of another.
  • Impeded Magic: All spells that are not evocation or universal spells. The Spellcraft check is made at (DC 20 + the level of the spell).
  • Enhanced Magic: All evocation spells are heightened by three levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one to three (such as for extend spell, empower spell, or maximize spell).

The third inner circle of the Maelstrom is something of a mystery even to archmagi and loremasters, however. An enormous globe of force surrounds the circle, making so purely magical means are required to find one's way inside. Due to the overwhelming presence of evocation magic, generally force effects are used to pierce the skin of the third inner circle or exit - without such, entry is difficult and exit is nearly impossible. Within is a maze of abstract patterns of force, lit by the elements outside the globe. Constantly shifting, the greatest danger is that of simply being crushed; few things can withstand the indomitable pressure of interlocking force effects.

Some say force is created here by the pressure created by the elements and energy surrounding it. Others claim that force is the purest expression of evocation magic, and thus it forms the core of all without. Others say it is the "anchor" for the plane that keeps it all from mixing and falling prey to entropy. Some say that if the shifting patterns could be puzzled out, great magics could be worked with the knowledge, but so far such musings are merely theoretical.

The third inner circle has the following traits:

  • No Gravity
  • Energy Dominant: Interlocking force effects generally give a Reflex save DC 15 save to avoid, but this may be higher for larger fields and shapes. Anybody caught in such an effect takes 1d10 points of damage for every increment of 5 the DC exceeds 10 (so DC 15 = 1d10, DC 20 = 2d10, and so on). To escape from the effect, the character must take a standard action and a Strength check against a DC equal to the original Reflex save. If the roll is failed, the damage increases by 1d10 and the Strength check DC to escape the effect increases by 5. So if the character has a Reflex save DC 15 to avoid the effect, the damage is 1d10 and the Strength check to escape is DC 15, and if he fails to escape, the damage increases to 2d20 and the Strength check DC increases to 20, and so on.
  • Limited Magic: All spells that are not evocation or universal spells do not function.
  • Enhanced Magic: All evocation spells are heightened by four levels (as if Heighten Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already heightened are unaffected by this benefit. Alternately, instead of gaining this benefit, a spellcaster may decide to add a single metamagic feat to an evocation spell, but only if the metamagic feat normally requires that the spell's level is increased by one to four (such as for empower spell, maximize spell, or quicken spell).

Tuesday, February 20, 2007

Legend of the Five Rings: Scrolls of the Phoenix 3

Continuing with my "Rolling Thunder" program...

(Warning: You may have to be a profound L5R geek to get that.)

My Lord Shiba Yoma,

I could both regale and bore you to tears with petty rumors, quiet trysts, and unheralded titters from this year’s Winter Court here in White Oak. But as I feel it would do my lord unjust harm in reciting it all, I shall keep only to what I feel is relevant facts. Should my lord have need of these other matters, he has but to ask.

It seems that Lord Kaneka is, unhappy with his post and his presence here at White Oak. From rumor and observation it appears that the Council politely asked him to move his encampment to another area. This seems to account for his lateness to the dinner. However, he could have easily delegated it to a retainer, thus assuring his presence. It is believed that his lateness was a not quite subtle slight against the Council. Dangerous times, dangerous times indeed. I have been unable to gather any more information on this current situation.

There was also an impromptu performance by the Shiba performers after the dinner out near the gate. From what I hear, under the direction of the shugenja directing it a kami in the shape of a dragon of water in to a gallant dance, ending in a small, harmless thundercloud. Dramatic, wondrous, and from what I hear beautiful. I have begun talking with the performers and find them to be most pleasant company.

I have continues to talk at great length with the Crane, so far I have found them most pleasant conversation companions, especially Lady Kakita Sukune. Our conversations have been highly entertaining, and I can only watch in awe when she turns her sharpened tongue against someone. So far she has been, lenient with me. Given her demeanor, it is unlikely that she would either be so without reason, or do so behind my back. But this is of little use to you.

The Unicorn’s contingent is understandably small given the unique nature of the relationship between Lord Kaneka and Lord Moto Chagatai. This has left Ida Kunyo, who appears to be here on his own rather than official business, and Moto Bataar, a samurai of so far little reputation, apparently a storyteller as well as bushi.

We had a short conversation with Lady Kuni Tansho. Our audience was brief and informative. In the way of her clan she seeks kansen across Rokugan. She seeks to spread the ways to defend the Empire from the Shadowland’s twisted influence. I have offered, with your leave, to help her in what I feel is a noble goal in anyway I can. The Council and the Seppun work closely already with the Kuni Witch Hunters, so I do not feel that this will cause problems.

The Dragon have been quiet.

It appears that the Lion had a much large contingent, but imperial forces stopped them, some problem with their travel papers. I will have to look into this. I wonder what happened.

The Scorpion have also been quiet, apparently practicing their paya, from what I hear, it will be a farce of some kind. I do look forward to it.

It seems that Lord Isawa Nodotai met with Lord Tamori Shaitung covertly a few nights ago, and this has caused some slight murmurs among the court. Few have heard this and I have been appropriately quiet on the matte. But I believe I know the reason for the meeting now. It seems that a relatively minor Dragon was killed in a duel by a ronin duelist in his lands the day I arrived at White Oak. From what I understand, Lord Isawa Nodotai approached Lord Tamori Shaitung with appropriate discreetness to both deliver the message of the poor Dragon’s passing, and to ask to which lord he need send his respects. Apparently he was rebuffed in this simple gesture of courtesy. But I only know what I have been told. What I do know however is that Lord Isawa Nodotai has requested that my fellow retainers and I assist in the investigation. He wishes to know the Dragon’s business in his lands, the reason for the duel, and to which lord he should send his respects.

I feel that his retainer, Isawa Kenjiro, has done his Lord a discourtesy in his manner, especially with the manner by which he requested our assistence. Not so much a request as it was a statement of fact. I had by missive offered my services to Lord Isawa Nodotai in anyway that he felt I could assist him, so I was happy to be of value to the good Lord. However, I feel slightly rebuffed by his retainer. But enough of this.

Assisting in our investigation Lord Isawa Nodotai has enlisted Moto Bataar. How the Unicorn was assigned to this investigation I do not know, but he has so far seemed quite civilized, despite his dress. It seems he was witness to the duel itself, so he may be invaluable to the investigation.

We leave in the morning; I hope to not be away from court long.

May the Fortunes guide your way.

    Some observations in retrospect:

  • The Shiba performers mentioned are the Shiba Tejina (found in Winter Court: Kyuden Asako), now simply known as the Shiba Illusionists in the current edition.
  • Kakita Sukune may have been just a footnote in Secrets of the Crane, and the jester school of the Kakita Artisan Academy may have been eliminated in the new edition, but I still got a lot out of her. It's always fun to fill in the blanks of such a barely-defined "canon" NPC.
  • Oh, and for the record, I just used the jester ability from Secrets of the Crane, with the 3e update being that the roll is Awareness / Performance rather than Jester / Awareness.
  • Isawa Kenjiro was a new PC, an Isawa shugenja of air with a surprising bluntness.

And that's it for the moment... notes are a bit shorter, I suppose because the plot starts to swing at about this point. Lots more to cover in the days to come.