Thursday, December 27, 2012
Tuesday, December 25, 2012
I'm looking for more examples on this idea so if you know of them or have done them yourself, be sure to share.
Sunday, December 23, 2012
An extensive listing of the inns and road houses of Arduin were provided to us in the famous treatise Welcome to Skull Tower. Also covered, was their place in the fabric of society. While the Inns have come and gone as the years have drifted by us, the original listing has changed some (and not a few owners to say the least) the overview is still a fairly accurate one.
Inns are the center point of Arduinian life. Whether you live in a small outlying farming community near Foxton or in the largest mansion of Talismonde, Inns are where its at!!! Inns provide every form of entertainment a citizen or traveler to Arduin could want. Whether it’s a small roadside tavern with an occasional bard stopping by and a simple dart board and nightly game of swords and dragons or a large Inn in the center of Melkalund featuring nightly shows, gambling tables and dancing. It always comes down to the Inn. Need a drink—drop by the pub. Desire to gamble? Stake your fortune at spin of the dice in the backroom. Need a bit of “loving” companionship ? Drop by the next street to the left and see Bruno at the door; he can take care of that for you, for just a few SP of course.
But you know all of this! You have ventured in and out of pubs and taverns all your life. Have you ever considered what life is like from the other side of the railing? Dealing with your nightly regulars as they cry on your counter, drowning their sorrows not only in ale, but in your bar keep’s endless supply of wit wisdom and yes, my friend, sometimes love. Have you contemplated what life is like for Efwryn the Curvaceous, the tavern wench, constantly sashaying her hips for tips while avoiding over-reaching lushes with lovin’ on their minds? How about Mousewhisker? Who is Mousewhisker you ask? Why he is the little guy who always wipes the table before you sit down and brings you your bangers and mash without a word..
On Fast Fall Hill, ‘round the Circle Way with its sodden, wilted trees and dilapidated buildings lies the ramshackle inn, Pearly Gates. It’s in the older part of Khurahaen, where the taint of the vulgar waters of the Misty Sea have worn haggard aging timber and the stone is pitted and crumbling from the pass of time. Winding up the lopsided hill, the leaning buildings sag against one another and are little broken by change: giving more meaning to the sudden appearance of the haggard but still off-white pearl like curving arch that leads to the Inn of the same name.
“Once a dive, always a dive”, they say and it ranked among the seediest of the city. It was quite a trove for the beggars and thieves that infest the roads as more than one corpse or almost corpse found out quickly how the hill got its name (usually face first down the sheer side. Splat!) Its looking up a little these days. It was during the Spice Ale Riots some six years, that the Royal troops took time out from smacking rioters to round up some of the City’s less reputable citizens and make them involuntary guests of the throne.
The interior is comfortable and aged, like a worn boot or veteran courtesan. It is thick with rafters and heavy ceiling beams, not to mention dozens of niches and nooks. Its to the “Pearl” that everyone comes here to do their dealings, you know the kind I am talking about, the ones that you really don’t want your neighbors aware of. Whether you need a little trysting, a secret meeting with a guy you shouldn’t know, or perhaps you just want to pick up a little something for missus at bargain basement prices (considering it just came out of the Twuahn the Goldsmith’s basement, it really is a bargain tonight). Or perhaps you really do just wish to tip a flagon of Rumble Tummy Ale (yeah right).
Of course, no one comes in through the front door; that’s for the young in life and tourists (also referred to as fresh meat) who don’t know any better. Anyone with the least sense of the place comes in the other ways, the most common through Prat’s Bean Emporium at the “mouth” of Circle Way or Jongle’s Rent a Wreck near the Slash. A couple of the more daring nobles have taken to running the rooftops and wandering in via Shank’s Wares on the Shingle or across the span from Vrenduor’s Hot Spot. (Better take care going that way, since the women get real peckish if you don’t give them their piece, no not a silver piece; for the other type you pay ALOT more—and don’t think about shorting them! They tossed the young and stuck up lord Zig Malr-Tyvo headfirst off the side when he jilted them.)
Malakai Peerse runs the bar and doesn’t bat an eye when his patrons wander in from seemingly everywhere; he’s used to the comings and goings after all these years. Newcomers are always a treat and he gets a smirk or two when the new ones “have a Vroat” ( isn’t that what the kids say now?) watching folks appearing and disappearing from everywhere, (“By the moons, you mean to tell me a roof’s out there!?”), all over the place, all the time and doors opening and closing almost out of thin air it seems. Mixed drinks are his specialty. Need a Spiga Slammer or perhaps, on a really bad day of three dancing dwarves and two spitting elves, you find the need for something truly potent, like a Windego Wangdango. The man is half artist and half Wizard when it comes to mixing mash, that much I will say. He talks about as fast as he mixes and is notorious for lecturing about the various potables, and the Inn. With the right amount of coin and a taste for trying his drinks, he’ll explain it all to you (yeah, but don’t drink the blue flaming one until he blows it out!).
It’s less a mystery or magik than just that the Inn is riddled with doors of all shapes and variety, leading off into one room or another. Its not the finding of a door hidden in the wall or floor that’s challenging, its the realization that there is a door within that door and another within that one, like some vast intricate puzzle that really boggles the mind. Where they go is another question, and while Malakai has maps, or so its said, he openly admits he doesn’t really know either. Then again, he doesn’t want to know, his concern is coin and where it comes from is “no business of mine”. That the whole block has doors that lead to / from his inn is a surety as well as to the sewers and deeper into the under cities. Ah my friend, don’t ask him about the undercity. If you need something, tell him with a coin in your palm, but don’t ask about his trade secrets or your life isn’t worth the silver ten ‘pence you slid him across the wooden bar.
If you need something Malakai is there for you. Need a loan? No problem, he knows where you live. Girl problems? “Fine, lets talk to Kyra Burning Eyes over at the Blue Light, she specializes in such things as make women fiery with desire”, he’ll say with a wink and palming of your sovereigns. Understand this though, before you take a gander inside that like most things in Arduin, both Malakai and the “Pearl” are as complex as a minotaur’s maze. Always claiming its about the “da coin”, Malakai helps all who ask, sometimes even helping for ‘nah cost’. Other times he’s recalcitrant when he could make a baron’s ransom, refusing to grant aid at all, though it would cost him nothing.
Many people think that Malakai works the Inn by himself. A minute of clear thought will dispel this illusion. Malakai actually has five full-time bar wenches along with a full cleaning crew and his own security staff. When asked why he allows the bar to look so dilapidated, he has been known to reply, “neighbor, remember a pearl that shines bright is coveted by all, one of dull luster fewer look at, despite the fact with, but a wipe of a rag, one would realize its true worth”. Many think he is just a small time owner of a shabby Inn. Follow him home one morning (DON”T GET CAUGHT!!!!), as he winds his way from the odorous mists of the harbor up to his mansion on Three Jewel Hill. Apparently he does “alright” by the “Pearl”.
The “Pearl” isn’t to be taken lightly. Its a nexus between the upper world of “the straights” and the dancers of the undercities. For those in the know or those who need to find it, the “Pearl” can lead to salvation or damnation. Many wish to walk its roads from the light to the dark side of the city and back. There are toughs and other strong types that rent their services out just to lead and guard the adventurous through the paths of the inn. Where those travels may lead is rarely made public. It is always an incredibly unpredictable trip, which is why people come, but be warned, you would not be the first to enter and be lost. That however, is a tale for another time.
Tuesday, December 18, 2012
Wednesday, December 12, 2012
All, until December 30, 2012 Eastern Standard time Emperors Choice will give you free with the purchase of any three items a copy of the Country map of Arduin, the country map of Chorynth (folded) and a copy of the Swords and Dragons card set.
Basically buy ANY three items get those three items listed above for free. The free items will probably not show up in your shopping cart but Emperors Choice will still add them to you order.
Some items are limited in stock so if you do order and any items are placed on back order for manufacturing purposes you will still get the free items, your order just might take a little longer to get out to you.
Thank you all for your continued support!
Much of the base art for the Continent map is done, it still needs to be finished as far as painting and lettering. It is at least 3 months out for the painting (best estimate) and then the lettering who knows who long...
Tuesday, December 4, 2012
Thursday, November 22, 2012
Saturday, November 17, 2012
Monday, November 12, 2012
Sunday, November 11, 2012
Take a second and thank a veteran. Its their service that keeps us safe.
For those who don't agree with the military, its their service and dedication that allow you to be as vocal as you want in your disagreement. Or, to be spit at, like I was today.
Saturday, November 3, 2012
Sunday, September 16, 2012
Wednesday, September 12, 2012
Panta are a kind of lizard seen in the Mickleback Mountains of west Arduin. Their primary defense is to swell, similar to a porcupine. This rotates their iron like quills outward and makes them nearly double in size, presenting a formidable defense towards predators.
Wednesday, September 5, 2012
The following new items were added to the Emperors Choice store:
1. Map of Chorynth - folded, 17x22 inches
2. Map of Chorynth - rolled and shipped in its own tube like the Arduin map
3. Bloodbeast miniature
4. Air Shark 2 - a larger version of the original air shark, this one does not have a rider
5. Air Shark 2 - a larger version of the original air shark, this one has an archer on its back
6. Air Shark 2 - a larger version of the original air shark, this one has the rider with sword
The Air Shark 2 is just a larger version of the original Airshark and has a more pointed snout, some saddlery additions and is a little bit stockier.
7. Air Shark - Hammerhead - no rider
8. Air Shark - Hammerhead with archer rider
9. Air Shark - Hammerhead with rider that has sword and shield
10. Giant Vampire bat with rider that has sword and shield
11. Giant Vampire bat with Melkalund city rider that is shooting a bow at its target
12. Giant Vampire bat with Melkalund city rider that has armor from head to waist, sword and shield
13. Giant Vampire bat with rider that has axe and shield
14. Mushrooms, large Mushrooms (2 pieces) for encounters from foliage to actual attack musrooms - whatever you might need them for!
15. Gworm miniature
16. painted photo of the new Throon Tolparg
I've spent quite some time working on the Techno recently. I've liked what I found but can see some areas of improvement. Especially in the manufacturing and design section. My plan is to outline some updates in a series of articles.
Nothing will change dramatically but you should see more tools and easier organization to the production of items.
Not to mention a mess of new designs!
Monday, September 3, 2012
As a firmly grounded piece of legend, its used frequently to represent the danger or the threat of danger.
Sunday, September 2, 2012
Its used often as a parable of the dangers of life, the ones we confront as we live it. In the end, we all have a final course that ends in death.
Saturday, September 1, 2012
Friday, August 31, 2012
Thursday, August 30, 2012
Wednesday, August 29, 2012
Tuesday, August 28, 2012
Mist Burn, as it would come to be called, was a stretch of three nights of infamy that started when someone mis-delivered a crate of Fire-In-A-Bottle. Now, everyone knows the stuff is volatile, even the alchemists that make it. Most typically treat it with caution. The cautious strap it in and pack it in crates to prevent explosions. The more foolish throw it in the back on a couple of furs. That do little to prevent the bottle from being dropped off a wagon after a flyby by Vord sent the horses jumping everywhere.
The looks of surprise and then fear on the faces of travelers was only matched by the greater fear on the faces of those who watched the flames eat away the wagon and then the large trees of the wood that the wagon crashed into.
The resultant explosion burned the north of Treehaven for three days, creating a toxic smoke that burned away the mist that floated over the city. It took summoning a mist elemental out of the forest to quench the flames.
Monday, August 27, 2012
First, Knockdowns require a roll against the target's DEF and then a comparison of BODY to see if you knocked them down. I've generalized it to a roll against their DEF, since you can perform Knockdowns with Athletics, Style, Weapon and half a dozen other skills. The BODY comparison, however, is an often missed step. You have to have more BODY than your opponent or you can't knock them down. Obviously skill, secrets, having four legs, and other things can modify this value (not to mention add realism). Still, you have to have a greater value. Equal means it doesn't work. Smaller means it definitely doesn't work. If you do succeed, they get knocked prone in the space they are standing, lose -5 CF, and take your BODY damage.
Second, if you fail you don't take any damage normally unless they have some ability, skill, secret, etc. that provides for this ability. Nor do foes automatically get a show back at you. Wrong game.
Third, the CF penalty is immediate and repeatable. If you knock someone down more than once in a melee round, they keep on taking the CF penalty. So, yes, its an very good tactic to knock someone down and keep knocking them down to keep them from ever going. Especially if you stagger it among two or three people versus one foe.
Fourth, you can't knock someone down that's prone or already knocked down. They have to be up, active and moving under their own power. Manhandling someone until that point is just that. Manhandling.
Fifth, if you employ a weapon or tool to make the knockdown, the weapon must be able to handle the total BODY of your foe. Otherwise it breaks or gets damaged in the knockdown attempt and you fail.
Six, even if you have a favored position of Prone, you still take the Knockdown damage and penalties. You just don't suffer the problems associated with being prone.
Sunday, August 26, 2012
"A weapon must be capable o being set against a Charge action, such as a halberd, spear or similar weapon. If you set a weapon against a Charge action, you get to make an attack against the Charging opponent when they first enter your ER with a +10 CRIT chance."
So, by default, a polearm or weapon capable of being set against a Charge is NOT readied. It requires an action, a quickened action at that, to ready a weapon against a Charge action. You can expend that quickened action AT ANY TIME, so you could indeed wait to ready it right as your opponent charges. That's a very valid action to take. If you have a quickened action. If you have already used it then you are out of luck.
Saturday, August 25, 2012
First, the only requirement of distance to travel is your SIZE in feet to build up enough momentum. No where does it say you have to travel in a straight line, without deviation or change, in order to charge. So, if you drop back 5 ft to get some distance and then drive straight at someone (Charge), its a perfectly acceptable use of Charge (just cross the appropriate distance). Same applies for going around something or someone, zigzagging, and so on. As long as you travel the distance, it doesn't matter much how you did it; excepting that if you don't employ a straight line you do have to cover twice the distance to build up enough steam.
Second, the benefit to Charge is your add one-half your MASS to damage. It doesn't mean you inflict double damage or double dice or anything like it. You do incorporate MASS from other things into this calculation, such as the benefit provided by armor (see the Enc value on armor). Weight you are carrying doesn't count unless its rigged or adjusted to work with your body (e.g, armor). A sack over your shoulder doesn't fit under this ruling though a GM might rule a good backpack would and provide an Enc value.
Third, the penalty to Charge is the -30 penalty to all MANEUVER skills. That's everything from Acrobatics to Style and includes Parrying (a use of Guard), for example as well as Weapon and Style attacks. So, brash and reckless charges inflict greater damage but also suffer a penalty to hit.
Fourth, a Bestial Charge is a Charge action. Just because the Savage profession adds some additional bonuses to it doesn't make it not a Charge action. Same for the Gladiator version or for the Aerial or Jumping versions unless they specify otherwise.
Fifth, a Charge action is more than building up power and hitting someone. You can also use it to Dash or double full move on your CF Action Count. You can also Overrun someone as well. With an Overrun your focus is not on hitting them for damage but walking over them on the way to something else, though you can surely make it your focus if desired. To blow over someone, make an Athletics roll versus their DEF, compare your BODY to theirs: if you are higher, you succeed and trample them, inflicting your BODY damage and Charge damage as well as knocking them down while you continue merrily on. You could also Press and pretty much do the same thing as outlined in Overrun, just to push them in a direction you desire.
Friday, August 24, 2012
Thursday, August 23, 2012
Wednesday, August 22, 2012
Tuesday, August 21, 2012
Monday, August 20, 2012
Sunday, August 19, 2012
It lists directions and samples on how to enter data and very much makes the process easier. Enjoy!
Friday, August 17, 2012
This would equate out to 2816 miles x 2112 miles – roughly.
Wednesday, August 15, 2012
We will be presenting the rest of the countries in the World Book, with their expansions over the rest of the year and into the next.
"Never poke a thorg; you're likely to get mauled", is one of those pieces of wisdom parents are wont to throw out. Thorg are tiger-like creatures, excepting they are half again as long and possessed of eight limbs versus four. They also have a nasty disposition.
"A black blade in the queen's court" is a swords and dragons reference to a very powerful but pretty rare hand. Good to have; very advantageous but hard to setup. Its used the same way in speech.
Tuesday, August 14, 2012
- Pale/Med/ Gray
- Pale Green
- Light/Med/Dark Brown
- Earthy Brown
- Blue-green aqua or two-tone hazel (roll again for another color)
- Jade Green
- Icy/Dark/Volcanic Blue
- Gold edges, roll again
- Pitch black
- Very long/very short
- Natural Colors (choose)
- Dyed (obvious)
- False natural
- Porcelain /Ivory
- Pinked (Ruddy)
- Light Tan
- Dark Tan
- Jewelry and accouterments
- Body modifications
- Body painting
- Rings (around neck, wrist, etc.)
- Poker face | Pronounced canines
- Mismatched eyes (two different colors) | Facial tics
- Wicked arched eyebrows
- No chin / Cold to the touch
- Never looks a person in the eye | Fearful of the opposite sex
- Crooked, obviously previously broken appendance/facial feature (like your nose)
- Addiction (choose)
- Pronounced accent | Lisp or stutter
- Albino | rat-like features
- Missing limb or sense / Hirsute
- Gigantic ambition
- Very long neck | Horrible acne
- Very long, delicate fingers | lizard lips (very thin lips)
- No sense of humor
- Theatrical, dramatic, larger than life
- Jittery, restless, no attention span
- Sharp chin
- Extremely expressive face
- Vocal imitation | fake accent
- Gaunt | Scrofulous
- Annoying laugh
- Shifty eyes | Hair lip
- Major allergy
- Stiff old wound, impairs mobility / argumentative
- Loud mouthed drunk
- Strange smell
- Gluttonous, always hungry
- Death wish / megalomaniac
- Color blind
- Keeper of the peace
- Rabble Rousing
Sunday, August 12, 2012
More to come!
Wednesday, August 8, 2012
Tuesday, August 7, 2012
- It may seem commonsense but you can't ride something that isn't big enough or strong enough to carry you. Not that smaller super strong beings couldn't carry you but a certain amount of size relative to your own is required – 25% more BODY to be exact – to allow it to act as a mount.
- Mounts that have four or more legs and mounts that are built to carry riders add a +20 bonus to this value to determine their capacity to carry a rider. If a four-legged creature stands on two legs and has a rider, they lose this bonus until they return to four-legged movement.
- It requires a TD 50 Ride skill check to function as a single unit in melee. Without the check, you are just a passenger, potentially an aggressive and/or active one, but still a passenger on a moving creature. You have a –30 penalty to Maneuver skills and ATK rolls. However, if you succeed, you and your mount function as a single being, ignoring this penalty and combining your BODY into a single unit for the purposes of BODY damage and your SIZE scores to determine ER. Otherwise, the benefits of unifying BODY and SIZE are negated by your lack of skill.
- If you are a rider (instead of a passenger) you synchronize your CF with your mount and the mount handles movement, without an action on your part until you are forced to make an additional Ride check. This also means your mount is using its normal action to move and potentially its quickened action as well if you are spurring it on, asking it to dodge, etc. Synchronized CF also means its movement occurs on your CF. Mounted movement uses the mount's movement score, adjusted for carrying load and terrain.
- Passengers are a different story. The mount moves on its own CF and takes action as it deems fit. You have no control until you retake it with a new TD 50 Ride skill check.
- Unless unhorsed, you dismount or fall off, you continue to move with the mount. Doesn't matter whether you are a passenger or a rider.
- If you fall from your mount, use the rules under Acrobatics on pg 238 to determine how to control it and slips and trips in the Battle and Melee section on page 454.