Chronicles of Gumba: Chapter 2

May 20, 2013 § Leave a Comment

Last we left the party they were on the subway with the ominous and not quite trustworthy Rand, Mr. Dead and Mr. Plant.

The subway ride lasts for two hours, taking the party nearly 800 miles all the way to the sprawling metropolis biome of Hommlet. During the ride Daedalus creates a unique gramaric output circuit from the ice-wood he preserved. He isn’t quite sure what it does, as at the moment he doesn’t have an input. He also creates a magisterial script, as per the Magister of Tongues, in Old Thrik and scribes it over the ice-wood now formed into a rough likeness of the Rat’s Whip the group not so long ago encountered. Mynthe spends the time writing in a notebook, and Faple spends it talking with her friend Milbo the Mold and Mr. Plant.

When the subway pulls into the station for Hommlet several things happen all at once. Mr. Plant apparently goes mad, leaping onto the platform at the revealed three loxo. Rand calmly informs the rest that he and Mr. Dead shall be taking the subway to the next stop, the stop inside the nightmare zone – nobody knows how that will go, but the party has to leap off quickly and angrily at Rand’s abandonment of Mr. Plant.

The Loxo begin trumpeting about intruders as soon as the players leap out onto the platform, they’re glothed in gobbin leather harnesses and loose robes of what the party is pretty sure is elf-skin leather. Their gobbin harnesses lead to heavy quartz circles tat cover the center of their chests. Affter a few short, vicious rounds of combat all three Loxo are dead, as is Mr. Plant and the subway is off and away to who knows exactly where. « Read the rest of this entry »

Chronicles of Gumba: Chapter 1

May 13, 2013 § Leave a Comment

The Party

Mynthe – A young princess of the PaintWing people, descended from one of Gumba’s founders, Nai’am. Looking around at the sorry state of the world, she is determined to find a use for the magnificent power trapped beneath Gumba’s surface. In a world without divine magic, she has managed to revive the practice of a form of druidism – tapping into the magic beneath the land, and channeling the power of ley lines. She now seeks to create a true faith, to manifest a new god all Gumba’s own through focused belief.

Daedalus/Icarus- Mynthe’s twin brother, who in his youth traveled too close to the ruins and walked out a split man. Half of him is good, the other evil, but both work in relative concert towards the goal of using the loosed outsiders and “demons” in the world to further it, and improve life. Daedalus (the good half) is a gramaric inventor, a tinkerer prince lost mostly in his notebooks. Icarus (the evil half) is more concerned with raw power, than the finesse of its possible applications. Both are, however, suffering from lack of materials to work their magics.

Faple Severleaf- The twin’s royal family have hired Faple to be their guide to the Noon, Gumba’s center point. For Mynthe, it will be a chance to bind the single largest geomantic pole in the world and harness its power. For Daedalus/Icarus it is a chance to be closest to the largest single body of elementals – the ring above the Noon itself. Faple is a highly adaptable seedling (plant person) acutely attuned to the poles and environments that cover Gumba’s surface – a practiced ranger and guide. She is also a stern moral Carnan. Which is well, a plant’s version of Vegan. She only eats meat.

Nerwa – A half-elven/half-devil sorceress from far away hired as the twin’s bodyguard. She isn’t nice, and is rather bored, but could prove both an asset or detractor to the group. Her partial outsider nature makes her highly malleable to the beliefs of others, especially strong minds like those possessed by the party.

So Our Adventure Begins
Beware this is quite rambly, and only the barest of vague summaries. Read at your own peril.

The party sets out from the PaintWing “city” of New-Watch on a wagon pulled by a Daedalus tamed earth-elemental mule nicknamed “Earthy.” Their eventual goal is the Noon, but for now, they are aiming for the old “subway” station in the changelands which will hopefully cut their journey nearly in half. « Read the rest of this entry »

Gumba’s Got Class: Magister of Tongues

May 10, 2013 § Leave a Comment

You’ll need to read my post from yesterday to get the full effect of the Magister of Tongues, as the class’ abilities are heavily  drawn from the language.

The Magister of Tongues, beyond any other class, knows that there is a power in words. In the force of Language itself. Not combat focused, the Magister can still be a considerable asset both on and off the field. Using their verbal invocations and their written scripts, they change the shape of the world. Magisters can fit well, I think, in worlds that make heavy use of gramarie like Gumba.

Magister of Tongues uses the special language set designed for my campaign, but could be pretty easily adapted to use the languages of your regular pathfinder campaign. « Read the rest of this entry »

The Laguages of Gumba

May 9, 2013 § 3 Comments

A Short Introduction

Language is going to be pretty important in this upcoming campaign, considering traditional magic and magic items aren’t readily available, and one of the first points of order will be to traverse half the planet. Communicating with the many, many different tribes and monsters they could encounter will be troublesome. Especially considering I won’t be using the traditional languages, but languages that have developed in the shattered and scattered environs the players shall be adventuring through. Linguistics is going to be a very important skill, as even a proficiency in a language won’t get someone everywhere. (Dialects  and sub-languages will be prevalent.) « Read the rest of this entry »

The New World: Gumba

May 7, 2013 § 1 Comment

So last week I talked about writing DnD play reports again. I fully intended to, too, except then the campaign ended and now I’m busy preparing to be the DM again for the new game starting this Friday. Long story short goes something like this.

Ch’kao was being assaulted by a massive Illithid fleet, who had compromised the native Abeil governance and were in the process of exterminating the other species on the planet; including the homes of two of our characters. Several of our characters had recently obtained a great deal of power at the cost of geas’ to support free will and general goody-two-shoesness, and we were accompanied by allied djinn and a group of yak-folk that had rediscovered their ancient magi-science of gramarie (a homebrew alternate magic system that I really enjoyed and so we included in the campaign.)

My own character, a wyrd-walker(think elemental vampire that drinks dreams) thri-kreen knight of genesis and psionic-smith was traveling on an empowered dreadnought command ship. The ship was made of biollurgic, living, metal, that served as the new body for my character’s cohort – which was an intellect that developed sentience in his living armor. At this point we had to engage, but we were pretty much just a single ship of mid level characters. Even if that ship did have a forecefield hosted by hundreds of psionic elementals bound into quiessence generators. (Yeah we had too much time on our hands.) « Read the rest of this entry »

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