Magic Mondays

With The Ruined City released, it behoves us to make sure you are as protected as can be when out on the dangerous streets of Middelburg.

This week we give you the Swift Shining Judgement array.

Notation: Transmute Copper, Gold, Iron, Lead, Silver, Tin and Wood into Silver and put on the Silver the effect of Created Lightning.

Description: An illustrious name for a fairly simple defensive array, but seeing as there is a Lightning rune in the array it means this array is very, very new in the city of Middelburg and ostentatious names are the flavour of the month. However, credit must be given where it is due and the ostentatious name of this array certainly matches up to its effects. As with most defensive arrays, the Swift Shining Judgement transmutes whatever is about to hit you into something that can be used offensively against your attacker. In this specific case, the array transmutes a variety of materials into silver while at the same time creating lightning on that silver. This comes with a few positives and negatives.

The positives is that silver is the most conductive of all metals and so transmuting whatever is hitting you into silver means that it will only take the smallest amount of electricity to shock your opponent enough into either dropping his weapon or even completely incapacitating him. Because of this, there is no reason to put a If-Then trigger in order to build up energy. The force from whatever hits the array should be enough to both transmute the part that is hitting the array and electrify it.

The problems with this method of defence are immediate. This array is meant for hand to hand combat, since you need the array to electrocute whomever is attacking you and that won’t work if they are shooting arrows, bolts or rounds at you. The other major issue is that this array simply creates electricity, it does nothing to prevent you getting shocked. So if you want to use this array, put it on something that isn’t very conductive, like a wooden shield, or thick leather armour. As its name implies, its judgement is swift and you don’t want to accidentally get electrocuted by your own array.

Quest Giver Fridays

The Ruined City, is an excellent campaign and a great source of adventures, both randomly encountered and planned, however there are far more to the The Runed Age and the Grand City of Middelburg than just one campaign.

So for the next few weeks we will be giving you Quest Giver Fridays, where we take one of the many factions in Middelburg and adjust the Adventure Generator in the Runed Age Corebook to them to give you more varied and unique missions and jobs to do in the city.

First up this week are the Religious Organisations! Just because they are holy and (seemingly) just does not mean they avoid criminals altogether now. In fact, some of the messiest and most lethal missions you can get will be given by one priest or another. And when it’s one religion against another, then all bets are off.

There are ten prominent religious factions in Middelburg (8 eastern and 2 western as you can see by their coats of arms) and none of them particularly like each other, not even the two different Prodigalist factions. Every faction has its own unique way of doing things and unique way of worship, so each type of mission will be coloured and themed depending on which faction you get it from.

The ten coat of arms are (from left to right): Revered Prodigalists, August Prodigalists, Progenitorists, Eilanni, Mergamin, Neoists, Completists, Starchild Cultists, Runists, Pagans. If you want to know more about them, all of these factions are described and discussed in The Runed Age Corebook and The Ruined City Adventure Book that you can get from DriveThruRPG.

Magic Mondays

With The Ruined City just released, this week we are giving you a way to maximise the effects of the arrays you already have.

This week we give you the Remote Trap array-mod.

Notation: Top Array: Create Sulphur if a Human is present within the array’s field of effect and Send that Sulphur.
Bottom Array: Receive the Sulphur if Antimony is present and use it in the MAIN ARRAY.

Description: As you can hopefully see, this array is not complete; the most crucial part is missing. That is because this is not an array per se, but a mod for an array. Every single array that has ever been designed and created can be modified in an infinite number of ways, and this is merely a simple way of modifying most arrays into becoming remote activated traps. That’s correct, whether it’s a Walking Bomb or a Splinter array, you can slot any array into the big Question Mark on the Remote Trap and it will instantly become a remotely activated trap. You can even turn non-offensive arrays like the Star Flare or Angel Wings into remotely activated arrays.

Of course, things aren’t always quite so simple. First off, remember that this is a remote activated array, so if a human walks over the top array at Location A, then the array at Location B will activate. Clearly, if you just want to attack the human at Location A, you would just use an ordinary trap array. This is more for the bait-and-switch type plans or for advanced warnings of enemy actions. Remember, of course, that you can switch out the Human rune that triggers the top array for any rune that would be more appropriate to the situation. If you know a horse-drawn carriage will approach, you can use an Animal or Wood rune to trigger the array.

Also note how the Remote Trap uses sulphur and antimony, both substances which are fairly rare in any given situation. This is because you don’t want to accidentally trigger the receive array into creating your trap/utility array’s effects prematurely. Again, these runes can be switched for others, but keep in mind to use materials and substances rare to the situation you find yourself in.

Lastly, the sulphur that the bottom array receives must be used in some form or fashion, even if only as an If-Then trigger, so modify your Main Array appropriately. You can of course also transmute this sulphur into whatever it is your Main Array is doing and it will save you some energy.

Magic Mondays

The Ruined City adventure out in two days, we thought we’d help you prepare for what is to come with the only array that will save your life 100% of the time.

This week we give the Vanity’s Tomb array.

Notation: Stop Time, excluding Light, in a Domed area 100 times the array’s size and apply to this the effect of 1 lumen of Light Created per square metre.

Description: No other defensive array has a 100% success rate. No other defensive array can save you every single time. That is a title and award only the Vanity’s Tomb can claim. However, saying that this array “saves your life” is perhaps only correct in the technical sense. Should you ever use this array you will never (well, almost never) be able to do anything else. That is because this array stops time. It is intended to be an array of last resort, to be used only when you are sure you are going to die.

The Vanity’s Tomb is normally inscribed upon a small disk 10 cm in diameter so that the effect is 10 metres across. If you think you are about to die, simply touch stone to disk and you will be saved from death, only to be frozen. But they say it’s better to be trapped in a type of suspended animation for who knows how many decades or centuries with the slim hope that someone in the future will be able to save you, than to be killed.

There’s a few interesting features about the Vanity’s Tomb than simply stopping time. The first is that it stops time for everything, except light. This is very important, because if it didn’t exclude light from this effect (and thus light was stopped along with everything else) all you would see from the outside the effect is a black dome, since if light can’t move, it can’t enter our eyes and we can’t see where it came from. So if you ever want someone to find your unliving statue and hopefully make preparations for your now-quite-predictable-future, you want light to be able freely move throughout the array’s effect.

Other than the trigger for the array (which is fairly standard in order to save up enough energy to freeze all matter within 10 metres for decades if not centuries) the second interesting feature about this array is that is meant to glow. Unlike the ability to allow light to pass through the time frozen dome, this feature is for the good of others, not the one stuck inside. If you chose to freeze yourself for the foreseeable future, you don’t want some poor innocent bystander to walk past and unknowingly get a hand or foot stuck in the time-field and then be glued to your dome for the rest of their life, now do you? That is why this dome glows ever so softly and gently, to warn others not to come closer.

Five more days

That’s right. Just five more days until The Ruined City is released on DriveThruRPG! Until then, here’s the map of the Grand City of Middelburg in all its glory for you to peruse and use for your own homebrewed adventures, or even to keep track of the campaign as it goes along.

Also, don’t forget to keep our publisher page over on DriveThruRPG bookmarked so you can always be the first to get every fantastic new product we produce: http://www.drivethrurpg.com/browse/pub/9023/Stormforge-Productions

Magic Mondays

This week for Magic Mondays we put the power of the gods in your very own hands.

This week we show you the Thunderstruck incantation.

Notation: Create Lightning in an area Contained to the circumference of the array and to a length one million times that of the array’s diameter. Apply to this the effect of a Containment field one tenth as deep as the array’s circumference that excludes Lightning. Cast this from the Right Hand.

Incantation: Behg Fîtî Blîkse Dün Môk Non Ob Hohd Ant Rônde Ant Mürgrot Ant Mürgrot Ant Mürgrot Cob Kîtî Dün Fîtî Ob Hohd Ant Rônde Sôner Blîkse Cob Kîtî Ent Fin Regahnd.

Description: It’s quite a mouthful to incant and nearly a paragraph to notate, but I’m sure you will instantly see something familiar in this incantation, and that is the Hammer of the Gods array. It is the very same array that the airships that float above the clouds of Alfresia use for their thunder cannons shrunk down to fit, quite literally, in the palm of your hand. With a range of one million times the array’s (or in this case your hand’s) circumference, the Thunderstruck incantation can hit anything that you can see. For all that, I am sure you can imagine what would happen if you link yourself to an object by a bolt of lightning. You might kill it, but you know you will die in the process.

That is why the secondary array in the top left exists. It is the safeguard that a person needs that the airship can do away with. If a wooden cannon get’s destroyed, it means nothing, however a person only has one chance. The secondary creates a containment field right against the array (or hand) that excludes lightning. This means that the lightning bolt can still fire (because the secondary array does not cover the whole containment field created by the primary array), but the lightning created can not bounce back or even touch your hand. It will be as if the lightning starts in mid air.

While a lightning strike is an immensely powerful weapon to have in one’s arsenal, just remember that because of the safeguard secondary array, the incantation is quite long, which means it will not be easy to ever use this in combat.

Ruined City Free Mission

Ruined Man Promo 2 photo ruined city 1.jpg

With the Ruined City little more than a week away from releasing, we’re giving you the first mission absolutely free so that you can see what all the fuss is about. Mission 1 appears exactly as it does in the book, with all the maps and NPCs and arrays you as the GM needs to run through this mission with your group and give them the challenges they need to overcome the madness that the Ruined Man has spread in his wake.

Check out the Ruined City Mission 1 now over at DriveThruRPG: http://www.drivethrurpg.com/product/184664/The-Ruined-City–Mission-1