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Ssa-Tun’s Lake of Milk

When activated through specific rituals “when the stars are right”, the three pillars of Ssa-Tun act as portals to anchor points in the Alabaster Hells. One of the three pillar-gates leads here, to a small cavern containing a lake of milky-white fluid. As with most things in the Alabaster Hells, everything here is not-quite-white in colour – from the pale grey walls to the heavy quartz pillars that seem to hold up the ceiling of the cave, to the milky-white liquid that seems to be slowly filling the cave.

Ssa-Tun's Lake of MilkSsa-Tun’s Lake of Milk

Guests here quickly discover that the pillar in the centre of the alabaster node doesn’t act as a return gate – and instead they must return through one of the four other gates that can be summoned. At the end of each row of quartz pillars a gate can be called with a quick ritual and splashing the milky waters on the inward faces of the two pillars in question. The ritual, fortunately, is inscribed on the walls of the hall to the “west”. The waters, unfortunately, are both toxic and strongly alkali.

And most importantly, it would be foolish to thing that nothing resides under those waters…

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Ruins at the Three Pillars of Ssa-Tun

Along the blighted coast, beyond the lands of snow and ice and the adventurers’ boom-town of Gravelthorpe there is an old white stone pier on a quiet lonely shore. In the right seasons you can sometimes find the ruined road that leads into the hills from there and eventually to the valley of the Three Pillars of Ssa-Tun.

Ruins at the Three Pillars of Ssa-TunRuins at the Three Pillars of Ssa-Tun

The three pillars of Ssa-Tun are massive spires of marbled white and purple stone that reach up over a hundred feet from the ground and descend to unknown depths. Leading to these pillars are a few old ruins reduced to small mounds of rubble, and a much more intact set of ruins built up around the pillars themselves.

And of course, these ruins are inhabited by something unpleasant, alien, and milky white in colour. For the pillars of Ssa-Tun are used, when the stars are right and the proper incantations made, to travel to three specific sites in the Alabaster Hells…

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Four Against Darkness – The Dragons Nest

In my efforts to level up my Four Against Darkness party to level 5 to try out the “Four Against the Abyss” book, I played what ended up being my shortest game to date at just under 20 minutes.

The Dragons NestThe Dragons Nest

In the first room of the dungeon we ran into our first-ever dragon. As a level 6 boss monster, this would have been ruinous for a low level party. But right now our Barbarian is packing a +5 bonus in combat, the elf lays out a nice +3 (+4 with his bow), and the cleric and rogue are essentially there as meatshields / healers (the rogue’s high defense means he’s almost always the first thing that monsters attack).

If anything, the dragon’s breath weapon is a welcome attack form, as it spreads its damage over the whole party, grants a saving throw of 3+ (2+ for the barbarian) and keeps the dragon from clawing at us. The battle ended up running for a few rounds as the barbarian beat the beast to death, with the rogue never landing a single blow.

An encounter with a firebreathing chimera awaits us in the next hall, and then we meet the white lady who tasks us with a quest to bring back the next dragon we find… alive.

And in the next room, we meet the Dragon. And this one is also the “boss monster” of the dungeon. This battle is a lot harder – we are fighting at -1 because we are trying to subdue the beast. This means the rogue needs to roll a 7+ to hit it, the cleric a 6+ (effectively the same thing), the Elf a 4+, and the Barbarian a 2+. And it has extra toughness. And an extra claw attack. And the alternate to beating it unconscious at -1 to attacks is to knock it out with a sleep spell… which dragons are immune to.

The fight took many more rounds than I expected. I gave the boss dragon its extra claw attack even on rounds where it breathed fire, and neither the rogue nor the cleric ever landed a blow on the beast, leaving the battle to the elf and barbarian again. But the Barbarian’s Rage helped a lot, and the dragon was beaten bloody, thrown in a giant dragon-dragging-sack, and hauled back to the White Lady who rewarded us with The Book of Skalitos – a full spellbook for the elf that can be used as six individual scrolls, or to add spells to his spell selection. Plus dealing with a dragon as the final boss gives 2 XP rolls, and completing the quest for the white lady gave us another, bringing the Barbarian to level 5, and the rest of the party to level 3.

(Source: Dyson’s Dodecahedron)
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Wharton Mine

Old Wharton Mine was a small local source of onyx in its prime, but its location deep in the jungle made it nigh impossible to maintain supply lines or defenses. In the end the mine was abandoned because of prowling beasts and the difficulty in maintaining a workforce out here.

Wharton MineWharton Mine

But onyx is a troubling stone. It is the standard material component for animating the dead, and it seems some dark magic is present in the old mine as well as many chips and bits of black and white banded onyx. Now the dead crawl the mine, waiting for prey to kill and try to consume. Animals that came here to get out of the heat were the first victims, but the other beasts of the area have learned to avoid it.

Now the dead wait for those foolhardy enough to try to reopen the mine, or to claim the onyx that remains.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Release the Kraken on Melad Crossings

Release-The-Kraken

The heat of summer is upon me – and just when I was hoping it was safe to get in the water, a kraken was released! The first of the two maps being re-released under a commercial license is Melad Crossings, a small village map I drew in the summer of 2014.

Melad CrossingsMelad Crossings

Foul things are afoot in the town of Melad Crossings. One of the two mills has stopped, the smell of death creeps by in the wind from many buildings, the streets are barren, and those who live are not likely to be out of doors except as is necessary.

The water along the west fork of the river is running milky white, and none of the fishermen are among the living, struck dead two weeks ago just as the river began to change. But that doesn’t explain all the deaths – something else must be working it’s way through the townfolk… while the headsman says it is disease and begs for the church to send healers or paladins, others believe something far more sentient and sinister is behind the continued deaths.

Melad CrossingsMelad Crossings

Or, you know, it could just be a pleasant little town for your adventuring party to chill out at en route to their next adventure.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Baraloba: The Eagle Hills Mines

This post is one of a series presenting the hexmaps of Baraloba and the areas around it. You can see the rest of the set here: [Baraloba and Environs].


To the south of Baraloba are the Eagle Hills and the imaginatively named Eagle Hills River that runs through it from south to north before joining the Hewbank. The Eagle Hills have a mix of chalk and coal deposits that were attractive to miners. Most of the deposits have now been worked, leaving a collection of open mines and shaft mines in the area. The central point of interest in this hex is the old open chalk mine that takes up 11 of the subhexes right in the middle of the map. The hills here are bright white and are a mix of natural hills and tailings from the mining operations.

Baraloba - The Eagle Hills MinesBaraloba – The Eagle Hills Mines

On the opposite side of the river and small lake from the mines is a boggy marshland slowly being reclaimed by the forest. If one were to dig beneath the immediate mud and water, it would be noted that the reason this area is low and doesn’t drain properly is that it too was an open mine at some point.

Further south along the river is a small drift mine that has become home to a modest group of humanoids. They keep a low profile and farm the area around the minehead, using grain stolen from caravan a decade ago as their original seed stock. There are less than a score of them living here and they take significant pains to not be noticed by the residents of Baraloba only seven miles away.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Artifact: Map of the Wilderlands

One of the wonderful things about buying used RPG stuff is finding artifacts left behind by other gamers.

This was inside the cover of the City State of the Invincible Overlord book. The blue is lighter in person, and almost appears to be pale blue “white out” in consistency. Definitely a paint of some kind, and hand-mixed (thus the different shades from section to section).

The Wilderlands Home MapThe Wilderlands Home Map

(Source: Dyson’s Dodecahedron)
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SCAR

Steve Carter et Antoinette Rydyr sont deux dessinateurs ayant réalisé des dessins pour Loup-Garou l’Apocalypse pour White Wolf, sous le pseudo SCAR. Ils font tout ensemble, y compris leur biographie…

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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White Queen (The) (Top Secret : New World Order)

La version physique de cet ouvrage se présente sous la forme d’un livret de 36 Pages dans un folio de 4 pages servant de couverture.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Rosnar Hill

The patriarch of the cult of the White Archons retired to a tiny little thorp built up around a small bridge over an almost equally small river. He spent a small sum on fixing up the old church where he was first inducted into the order of the White Archons, and a significantly larger sum on a small tower on a hill overlooking the river and the thorp.

Rosnar HillRosnar Hill

The town took on his name and became Rosnar Hill and is growing ever-so-slowly. The central point in town, just west of the river and attached to the bridge, is the “new bridge inn” – a quiet and rustic establishment that serves decent lamb, fair beer, and an excellent imported red wine from the vinyards of Angel’s Dell.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 300 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Swords & Wizardry Continual Light (Swords & Wizardry)

Cette version simplifiée de Swords & Wizardry, condensée en une vingtaine de pages, est destinée à jouer jusqu’au niveau 7. Néanmoins, des règles sont proposées pour acquérir des capacités supplémentaires après ce niveau. Globalement fidèle au jeu d’origine dans sa version White Box, Swords & Wizardry Continual Light propose tout de même quelques règles spécifiques, telles des variantes de classes de personnages et un système d’expérience original. Le document commence par une couverture, une page blanche et une page de crédits ; le reste de l’ouvrage se divise en trois parties.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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We’ll Take the Baby to the Goblin City!

What kind of magic spell to use?

Between here and the goblin city is a great underground maze. Well, maybe that’s a bit of an exaggeration. But there’s a maze. And it is underground. And while most people entering it will be looking to get out the other end as soon as possible, there are chambers within the maze with their own hidden tricks, symbols, and messages.

The Goblin's MazeThe Goblin’s Maze

And of course… the goblins. Not regular goblins, of course not. That would be convenient. Instead we are dealing once again with the infamous shroom-goblins. For those unfamiliar with these strange fungal humanoids, we have a lovely table explaining what’s special about them:

Shroom Goblin Species & Powers (roll 1d12)

  1. Violet Goblin – has scary-looking antlers.
  2. White Goblin – typical goblin but very, very pale.
  3. Lumpy Goblin – goblin is misshapen with massive nose, ears or other body parts.
  4. Explosive Goblin – this goblin explodes in a pressurized blast of harmless spores when slain. Frightening but harmless.
  5. Shrieking Goblin – screams very loudly when alarmed. Attracts other goblins to the scene of the action.
  6. Ascomoid Goblin – tucks himself into his heavy armour (+2 AC) and rolls down the caves, charging into his opponents at double normal speed. However, he must make a save versus paralysis after charging an opponent or spend the next round stunned.
  7. Basidirond Goblin – when killed, this goblin erupts into a 15′ radius cloud of spores that last for 1 round and cause confusion (DC 10 Con save to resist) for 1d6+1 rounds for anyone who contacts or breathes them during that round.
  8. Contagious Goblin – anyone wounded by this goblin must make a DC 10 Con save or become infected with a horrible fungal infection that deals 1d30 damage per day that cannot be healed until the infection is removed (via restoration). If the disease kills the victim, 1d4 shroom-goblins erupt from the corpse.
  9. Spotted Goblin – massive warts cover the goblin. Anyone touching the goblin (such as attacking with natural weapons) must make a DC 8 Con save or grow similar nasty warts.
  10. Cubic Goblin – roll 1d6 twice on this table.
  11. Absurd Goblin – roll 1d8 twice on this table.
  12. The Nuclear Option – treat as a cubic goblin, but explodes as contagious, spotted basidirond goblin.

I have some pretty strong opinions about mazes and labyrinths in RPGs. (Hint: it involves not using a map – navigating a labyrinth is a mix of luck and skill, not cartography. Make appropriate skill checks, play it “theatre of the mind”, and include a few random locations to run into).

HOWEVER, Since I drew one as an illustration before GenCon, I’ve had the bloody things running through my head lately, so I tried to exorcise it here.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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4/5 – Sombre N° 4 (Sombre)

Le scénario, White Trash, met en scène une famille de rednecks dégénérés qui se nourrissent sur les campeurs et randonneurs… sympa aaaah. La mise en place, le contexte et les stratégies du Meneur sont toujours aussi bien posées. Un point très appréciable du Feedback sur le scénario est ici le dosage des forces entre joueurs et PNJs. Très bien expliqué par l’auteur !…

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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3/5 – White Lies (White Lies)

Pour faire rapide, je n’ai pas été franchement enthousiasmé.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Ecorcheur (L’) (Loup-Garou : l’Apocalypse)

Skinner est un scénario d’enquête et d’horreur pour personnages de niveau moyen, dans lequel les héros vont affronter l’héritage du fondateur des Skin Dancers, Sam Haight. Les Skin Dancers sont des Parents qui ont créé un rituel maléfique afin de devenir des garous. Haight fut un ennemi rencontré dans plusieurs scénarios des premières éditions des jeux du Monde des Ténèbres, comme The Chaos Factor. Skinner est donc un clin d’oeil de l’auteur au passé de White Wolf.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Elderan Reliquary and Rectory

The Elderan Reliquary shares much with other mid-sized temples in the city, extending even to having a rectory for the wizard-sage Brondianix Serel Oje who maintains both structures and provides tours and information on the various relics and their origins to those interested.

Elderan Reliquary and RectoryElderan Reliquary and Rectory

Unlike most reliquaries, however, the focus of this collection isn’t upon holy relics of martyred saints, ancient paladins and long-dead clerics, but bits and pieces of strange hardware and devices that were collected ages ago from the Temple of Iron and from areas around the Barrier Peaks. None of the relics are magical, but few of them are made from materials familiar to anyone who is not already a sage of the Temple of Iron – strange bone-like materials shaped into odd devices, panes of light leaded glass that do not shatter when dropped, and a bone-white device evidently meant to be hand-held along with a number of crystalline cubes that sit perfectly in a small depression on one side of it.

Brondianix Serel Oje has explanations for what each item is, where it was found, and what it was believed to be used for. But much like a mermaid trying to explain the use of a common table fork, many of these documents and assertions are based on the bias of his predecessors and a complete lack of understanding of the people who built the Temple of Iron many ages ago.

But if someone had come back from the Barrier Peaks with strange items that have run out of charges, the Elderan Reliquary would be one of the few places in the world likely to have a disc or two that would recharge the item, if only for a while.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Release the Kraken on Tramur’s Lakehouse!

Release-The-Kraken

Every month that Patreon funding remains over the $400 mark I sift through my back catalog and bring up a selection of maps that my patrons then vote on as to which will be released under the free commercial-use license. This month the top choice was one I posted back in 2014 right before I started the Dyson MegaDelve – Tramur’s Lakehouse.

Tramur's LakehouseTramur’s Lakehouse

The old stone structure at the end of the lake by Devil’s Creek has been quiet but not abandoned for a few years now and the town folk know to keep their distance. Once the lakehouse of Viscount Tramur, it is now home to strange and somewhat disturbing demonic Kabuki infestation. The white-faced demons maintain the grounds immediately around the lakehouse and are said to grab anyone coming too close and forcing them to watch their endless plays… and then something even more foul perhaps, as no one has yet returned.

Tramur's Lakehouse (without screens)Tramur’s Lakehouse (without screens)

Sure, the white-faced Kabuki demons might actually be a team of hobgoblins with a penchant for makeup and scary stories, but either way, they have managed to cow the locals and thus to live in some semblance of peace out here. And perhaps their disguise and performance skills are honed enough that they could pass themselves off as not-so-local farmers when they come into town to resupply…

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Some D&D5e Magic Items

I’ve wanted to post these items for some time, but keep trying to illustrate them first. But my illustration skills remain weak, and I’m finally posting them to get them out of my “to do” list. These are magic items I created for our last D&D5e campaign that is now over – I believe some of them were never found or were not used after being found.

Esturk’s Amaranthine Blades

Require Attunement
These leather bracers with silver buckles and edging allow the wearer to attack with any number of darts (limited by the character’s attacks per round). These darts are created as the wearer “draws” them from the bracers. The darts exist for 3 rounds once drawn, and shed a white light with the intensity of a torch. They are treated as magic weapons, but gain no attack or damage bonus. The bracers must be worn as a pair to function.

The Black Orb of Defiance

Requires Attunement
This 2.5″ sphere is semi-transluscent and must be made of something remarkably dense as it weighs 20 pounds. When held or mounted into an icon, blunt weapon head, or shield, it provides the wearer with a +5 bonus on saves against fear and charm effects. Once per day the wielder may cast an abjuration spell as if they had used a slot one level higher than the spell slot actually used.

Dashing Blade

Requires Attunement
This clever and delicate silvery short sword has an intelligence of 12 and can speak to its wielder telepathically. It tends to spend most of its time commenting negatively upon the skills and abilities of those it observes. A +1 short sword in most respects, it deals +1d6 damage to creatures with less than 12 Charisma, and grants bards that wield it an additional Bardic Inspiration die (as long as the blade and the bard are getting along, at least).

Elemental Cards

These ivory playing cards have a painting of an element on them (fire, cold, acid, lightning). When snapped in half, the card creates a cone of that element 15 long by 15 feet at the base dealing 5d8 damage of the appropriate type (DC 14 Dex save for half damage)

Willow Lantern

This wicker lantern levitates and follows its owner around, generally floating 2-4 feet above and behind the owner’s head. It is treated as a normal lantern unless fed specific ingredients or equipped with special lenses. It casts bright light  in a 30-foot radius and dim light for an additional 30  feet. Once lit, it burns for 6 hours on a flask (1 pint) of  oil.
Fuels with the normal lens or no lens:
50gp of opium grants 1 extra hit die of healing for all within 30′ during a short rest
Diamonds provide bright light in a 45′ radius and dim light for an additional 45′ and burns for 1 hour per gp value of the diamond.
Fuels with the Ruby Lens
Oil from an Outsider (lasts 1 hour / CR) makes all fiends withing 60 feet glow red (even if invisible)
Ruby provides dim light in a 15′ radius for 1 day per 10gp value of the ruby. The owner may spend an action to have it cast Scorching Ray as a level 3 spell reducing the ruby’s value by 250gp per use.
Fuels with the Sapphire Lens
Holy Water casts dim light in a 10′ radius for 12 hours. Anything invisible coming within 30′ is limned in pale white flames, making them clearly visible.

(Source: Dyson’s Dodecahedron)
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Hebdo du 6 mars 2017

Le Cercle Parfait de la Liberté Retrouvé était lancé dans une délicate mission, mi-exploration et mi-diplomatie. Il s’agissait de trouver le moyen d’accéder à Autochton, le Primordial qui avait quitté Création, et de comprendre pourquoi il n’avait pas tenu sa promesse de revenir. 5000 ans d’attente, cela commence à faire long.
Le trajet avait été long et compliqué, mais une fois trouvé le portail approprié et le moyen de le réactiver, la mission avait changée d’ambiance. Le peuple d’Autochton l’avait en grande partie accompagné dans son exil semi-volontaire et ils n’avaient que rarement revu, depuis leur départ, des exaltés solaires. Néanmoins, le cercle trouva rapidement des moyens de communication, parfois un peu frustres, certes.
Ils étaient prêt à envisager des échanges commerciaux, en dépit du trajet compliqué. Et puis ils ont besoin d’humains, de nombreux humains ou plus exactement de leurs âmes. Mais c’est surtout un autre sujet qui les met en transe. Leur divinité Autochton est inconsciente, et de son corps au-delà du colossal émerge de plus en plus souvent des créatures perverties. Et pour comprendre ce qui se passe et le réparer, ils souhaitent avoir accès à sa forge, qui reste déserte, à Yu-Shan, la cité des dieux. Et parler à son avatar, car ils pensent qu’il en a laissé un en Création.
Voilà qui est complexe et dangereux à réaliser. Le Cercle commence par aller visiter Yu-Shan et se renseigner au sein de la Bureaucratie Céleste sur cette fameuse forge. Elle est toujours là, inviolée, d’autant plus qu’y pénétrer est considéré comme un crime de la pire espèce.
Il va falloir partir se renseigner auprès d’un des rares dieux mineurs ayant survécu à tous les bouleversements depuis cette époque pour avoir une piste pour rentrer dans ce lieu légendaire. Et sa description de son contenu nous enchante : Symbaroum, Pathfinder, D&D5, White Box, Star Without Numbers et Petits Détectives de Monstres. Comment le Cercle pourrait-il renoncer à découvrir ces merveilles issues du Premier Age et depuis longtemps oubliées ? Restait à passer les défenses effarantes de ces lieux…
 
(1221 jeux, 12362 ouvrages, 27 systèmes, 15450 critiques, 488 jeux amateurs, 1105 éditeurs, 2211 bios, 4869 utilisateurs)

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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White Box

Auto-éditionWhite Box. Pour faire du donjon plus blanc que blanc, votre choix s’étend encore, avec cette nouvelle variante des règles archaïques de notre loisir, simple mais enrichie.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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