Ssstrange Company

 

Miss Cordie's Homestead

"Welcome, young'uns," Miss Cordie offered in greeting as the unsuspecting would-be adventurers filed into her humble abode.

"Ainsley," Miss Cordie called out.

The so-named gal stepped through the kitchen door, with the blue-eyed hound dog Teeter at her heels.

"Yes, Miss Cordie," she replied.  

"Fetch us all a pitcher of lemonade and come sit.  We got some tidings to discuss."

Ainsley Kells smiled cryptically to herself and disappeared back into the kitchen.

Miss Cordie took er favorite rocking chair next to the large picture window that looked out over her covered porch and into the hills surrounding the Holler.

The house itself was small, but cozy.  The main room, where all were now assembled, was part living room, part study and part storage closet.  In addition to Miss Cordie's rocking chair, several tables were set up throughout the chamber, with a particularly large example placed right in the center of the room.  Each table was covered with (well, strewn with would have been more accurate) with a hodge podge of bundled herbs, half burnt candles, scrolls, jars, beakers and dozens of other trinkets.

Although cluttered, it was well known that Miss Cordie had a keen mind, and it was unlikely that she did not know the identity and placement of every single item in her sanctum.

In the blink of an eye, Ainsley returned with the pitcher of lemonade and several mugs.  She set the tray down and very efficiently cleared out a space by the window and pulled up several chairs for all their visiting guests, who took their seats and chatted familiarly amongst themselves.

Once everyone was seated, Miss Cordie drew out her pipe and carefully set it to light.  After a few moments of refection, the host set to the purpose of the gathering.

"Thank y'all fer comin' out to visit this afternoon," she began. "You might think it odd that I should call such a meeting on a cheery Sunday afternoon,"

"I assure you I would not have done so if it warn't fer a matter of some import."

"I also have it in my mind that each of ye are the restless sort, strong with the spirit of, if not all necessarily the blood of, mighty Cu Chulainn.  Each of y'are now of the age of adulthood, and are as such, the masters of yer own destinies.

Corda Broome drew long on her corncob pipe.

"Such bein' the case, I have a proposition for ye," she said, almost mischievously.  "An opportunity presents itself to scratch that restless itch and seek out a bit o' adventure."

The young villagers looked at each other excitedly.  Was the well respected wise woman going to send them out on an epic quest of some kind?  Sensing their eagerness, the greying dame quickly supplied a bit of reality.

"Now afore y'all get to worked up, mind ye, this proposition ain't fer no grand quest across the breadth of the Splinters, or no such thing."

"But it ain't fer no trifling matter, neither.  Before I proceed what say y'all?  Are y'interested?"

With a consensus of expressions from the assembled lot, Miss Cordie continued.

She let out a series of short barks and whistles, and, as if from tin air, a number of small, snouted faces peeked out furtively from around various barrels, tables and other items of furniture.

Kobolds!


Before a general alarm could break out, Miss Cordie shushed all present.

Settle down, settle down!" she admonished.  "Don't ye fear.  They ain't here for no mischief.  The are my guests and are sworn to be on their best behavior!  Ain't that right, MakTuk?"

In response, one of the kobolds perched behind a particularly large barrel slipped out from behind its hidey hole.

"You ssspeak truly, Corda Broome," it spoke in halting common speech. ''We have come to you in a time of great need."

Miss Cordie reached into the folds of her garment and drew forth what seemed to be a blackened rock.  She handed it to Ainsley, who then passed it around to the others for examination.  The stone was smooth and somehow familiar to the touch, and yet unlike any stone they had seen before.  When it returned to Miss Cordie, she held it forth before them.

"What we have here, my young friends, is a curious matter.  It appears that my other guests have stumbled upon an old dwarven mine and got themselves into a bit of a pickle."

"The mine was a jade mine, and as you all are like t'know, the dwarves o' the Splinters mind the jade very carefully.  What I have here before you is a bit o' that precious stone, though not as such as I have ever seen before."

"It's been burned from the inside out . . . "

At the mention of the withered stone, the kobold identified as MakTuk burst out in fervent request.

"We bessseech you, Corda Broome!"  it pled aloud in its growling tone. "Your wisssdom and invessstment in the Green is well known, even to usss.  We do not posssesss the meansss to confront these wretched eventsss, we have been driven from our dwellingsss . . . "

Miss Cordie held up her hand.

"Whether it be by your own deeds, or no, I do not sense any wicked intent from you MakTuk of the scaly folk.  Such bein' your case, it is to the benefit of your people, and my own, and to the Green, that we suss out th' truth o' this matter.

She then turned back to the assembled young adventurers.

"Well, there y' have it young'uns.  Something has burned jade from the inside out, one of our most valuable warding stones against the Black.  I need more of it to examine, and yon scaly folk lack the capacity to retrieve it for me, having been driven out of their abodes."

"What say y'all?"


SETTING THE GAME TABLE - Wizards and Their Ways

 

A Wizard's Work Bench


In the environs of Firefly Holler, those who pursue the wizardly arts do not compile spellbooks, as legend says the great mages of old were wont to do.  instead, a wizard infuses each of his spells into a singular fetish.  Such trinkets can take nearly any form, although all are peculiar in some way.

Three iron nails wrapped in a copper wire  A handful of beads strung on a leather cord.  An eagle's feather tucked into the brim of a cap.  Only the imagination of the wizard themself is the limit.

In game terms, each spell known to a wizard must be "written" into a singular fetish item.  If the fetish is lost or destroyed, use the rules on page 114 of the PHB for how o handle.  The same for "copying" spells into your own system of magical trinkets.

As an additional aside, included below are house rules for The Occult skill and how translocational magics are adjudicated:

DARK TIDES HOUSE RULES 

THE OCCULT (Int Skill Check)
You are educated in the field of occult study and can use your Intelligence to answer both simple and complex questions related to such topics as possession and haunting, psychic mysteries and traditions, ley lines, occult rituals and symbols, and aberrations.

CONJURATION

Teleportation and Other Translocation Spells: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

In Primordia the path through the Astral Plane passes dangerously close to Outer Realms whose names mortals dare not speak.  As a result, powerful Teleportation magic (spells of 5th level or higher, or spell-like abilities of comparable effect) requires lengthy rituals that both focus the caster's concentration and draw up powerful psychic defenses.  Such rituals can take an hour or more to perform, require significant resources, and are still not guaranteed of success.

Traveling so close to alien planes far removed from your home plane creates a risk that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed.  You must succeed on an Intelligence check against DC16 to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for 5 weeks, and you become unable to cast arcane spells. No magic short of a wish is known to overcome such a blight.  You cannot take 10 on this check. If you lose Intelligence and Charisma, the effect strikes as soon as the spell is completed.

The success of casting Teleportation in Primordia cannot exceed the threshold of "seen casually," i.e. the chance of success can never be greater than: On target 01-88%, Off target 89-94%, Similar area 95-98%, Mishap 99-100%.



ROGUES GALLERY - Amos "Doc" Faust

 

Amos "Doc" Faust

AMOS "DOC" FAUST
NG Human Bard 8

Amos Faust was man of middling years when he met Davina of the Calladyr Sheehee. She was beautiful and youthful in appearance even though she had been born long before Amos had ever walked Primordia. He never understood why a Sheehee maiden would ever take interest in an old mountain savage like himself… but she had, and they were very happy together. Davina had borne him a son, who the locals know as Ransom, and they worked their small farm together. Then when young Ransom was only knee-high to a grasshopper Davina left them. Amos never knew why, perhaps she just grew bored when her “Sheehee wanderlust" beckoned to her. Or maybe it was “Old Scratch” what took her down to his black furnaces when she was off foraging for herbs for making medicinal poultices to sell in town. 

Whatever it was that took her from Amos she was well and truly gone and had been for nearly twenty years. Now Amos was an old man, but he’d taught Ransom all he knew. He taught him how to spin a tale and play a banjo, how to hunt, and how to fight. Amos’ crooked hands and stooped shoulders didn’t allow him to do much nowadays except to cook up a mighty fine ‘shine and make poultices to remedy what ailed folks. He is well-respected in Firefly Holler and has delivered most of the babies born there over the last 20 years or so and folks had gone to calling him “Old Doc Faust.” 

Ransom, on the other hand, had a bit of Old Scratch in him, but he was a good boy at heart. He’d taken to chasin’ after the young lasses and wrastlin’ and fightin’ the other young bucks in the Holler, but who hadn’t at his age? But Amos knew he wasn’t long for the world, and he could tell that the Sheehee side of Ransom was a callin’ to him and it was only a matter of time before the young'un would answer it