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	<title>Encounter-a-Day &#187; Urban</title>
	<atom:link href="http://www.encounteraday.com/tag/urban/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.encounteraday.com</link>
	<description>A new RPG encounter, every Monday through Friday!</description>
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		<title>Peculiar Places: Marrowgrim, the City of Eternal Slaves</title>
		<link>http://www.encounteraday.com/2008/11/07/peculiar-places-marrowgrim-the-city-of-eternal-slaves/</link>
		<comments>http://www.encounteraday.com/2008/11/07/peculiar-places-marrowgrim-the-city-of-eternal-slaves/#comments</comments>
		<pubDate>Fri, 07 Nov 2008 07:24:49 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Peculiar Places]]></category>
		<category><![CDATA[Undead]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/11/07/peculiar-places-marrowgrim-the-city-of-eternal-slaves/</guid>
		<description><![CDATA[Marrowgrim is a fairly affluent city located where the Sinhe River and Yellow Peaks nearly run along-side each other. It started off as a small mining town, growing fat off the gold from which the Yellow Peaks take their names, and the river allowed for convenient shipping. It didn&#8217;t take long for a bustling trading [...]]]></description>
			<content:encoded><![CDATA[<p>Marrowgrim is a fairly affluent city located where the Sinhe River and Yellow Peaks nearly run along-side each other. It started off as a small mining town, growing fat off the gold from which the Yellow Peaks take their names, and the river allowed for convenient shipping. It didn&#8217;t take long for a bustling trading town and eventually large metropolis to take route there.</p>
<p>Many generations ago, the miners dug too deep and broke through into the lava tubes. All of the men working the mines that day died, and work ground to a halt. A few weeks later, work would resume once more, thanks in no small part to inflated wages to entice more workers. A month after that, lava flooded the mines once more, burning dozens alive.</p>
<p>Men are nothing if not stubborn, particularly when gold is involved, but after three similar incidents over the course of the next year, it got to the point where no one was willing to work the mines for any price. Trade continued thanks to the Sinhe, but the city was reduced to a shadow of its former glory.</p>
<p>Many generations later, the city was attacked by a lich named Krool&#8217;thex, who easily overwhelmed the modest defenses. Krool&#8217;thex was mostly interested in the mines, though. He animated zombies and skeletons to work them, but this proved inefficient. Though they did not complain, the sheer number of corpses required and frequency of the lava breakthroughs was inconvenient, to say the least.</p>
<p>Then Krool&#8217;thex had a breakthrough. He developed a lesser form of the ritual used to convert himself into a lich, and used this to create his new servants. These liches were little more threatening than they had been in life and retained their sentience, and the up-front costs were huge in comparison to animating lesser undead.</p>
<p>It paid for itself soon after, though, when lava once more wiped through the mines. Krool&#8217;thex had but to wait a few days and all of his servants had regrown and were once more forced to work the mines. The lich-king of the city used his wealth and free labor to construct himself a magnificent palace in Marrowgrim, and at the heart of the palace is a vault where all his slaves&#8217; phylacteries are kept.</p>
<p>Today, Marrowgrim is even more successful than it was in ages past. Most are unaware of Krool&#8217;thex&#8217;s undead labor force, and those who do know of it overlook it in light of the profits to be made at the town. The city itself has become a bit of a hot spot for the surrounding nobility, who like to vacation there due to the surprisingly-complete lack of &#8220;riff-raff.&#8221; Free from beggars and thieves, the nobles walk the streets freely and peruse the varied goods which come along the river. For his part, Krool&#8217;thex seems content to enjoy the finer things in un-life and watch his city grow.</p>
<h1>Encounters at Marrowgrim</h1>
<p>The PCs meet a lich-slave who&#8217;s managed to run off from work. The slave begs for the peace of the grave, but unless the PCs can destroy his phylactery he&#8217;ll never get it.</p>
<p>The PCs are hired by a man who claims to be the rightful heir to the city&#8217;s throne, from before it was taken over by Krool&#8217;thex. The man tasks them with destroying the lich&#8217;s phylactery and then the lich himself, so that the city might once more return to his family.</p>
<p>Krool&#8217;thex quickly assimilates any foolish enough to beg in his city into his workforce. However, this is not enough to satisfy his ambitions, and the PCs discover that he&#8217;s arranging for merchants to kidnap beggars and vagrants from other cities and smuggle them Marrowgrim. This raises the question of exactly why Krool&#8217;thex needs so many slaves, as well&#8230;</p>
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		<item>
		<title>Peculiar Places: Maiden&#8217;s Watch</title>
		<link>http://www.encounteraday.com/2008/10/30/peculiar-places-maidens-watch/</link>
		<comments>http://www.encounteraday.com/2008/10/30/peculiar-places-maidens-watch/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 20:54:10 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Peculiar Places]]></category>
		<category><![CDATA[Rural]]></category>
		<category><![CDATA[Sea]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/10/30/peculiar-places-maidens-watch/</guid>
		<description><![CDATA[She lights up a candle for hope to be found Captive and blind by the darkness around Firm as a mountain, she never will mourn Timeless, she waits for the break of dawn -The Maiden&#8217;s Hymn On the northeastern coasts, just below the frozen wastes of Nordica, a small town named Maiden&#8217;s Watch operates a [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><i>She lights up a candle for hope to be found<br />
Captive and blind by the darkness around<br />
Firm as a mountain, she never will mourn<br />
Timeless, she waits for the break of dawn</i><br />
-The Maiden&#8217;s Hymn</p></blockquote>
<p>On the northeastern coasts, just below the frozen wastes of Nordica, a small town named Maiden&#8217;s Watch operates a small, but successful, port.</p>
<p>The town is named for a statue found on a rocky outcropping of a mountain overlooking the town and abutting the sea. The statue is of an amazingly-lifelike maiden carrying a candle, and legend holds that it was once a woman who refused to accept that she&#8217;d been widowed.</p>
<p>For many years after her husband, a sailor, failed to return home, every night she would walk up to the outcropping and light a candle so that he might find his way home.</p>
<p>She did this until she died, and the gods took pity upon her. They rewarded her vigilance by turning her into a statue, and now every night after the sun sets and the stars come out, the stony candle held in the statue&#8217;s hands ignites into a brilliant light visible for miles around.</p>
<p>The Maiden herself has become a symbol of fidelity, dedication and love, and the statue also serves as a tourist attraction. It stands in the center of a ring of dirt, serving as a clear demarcation against the grass. Anyone or anything which crosses this threshold simply disappears, which has certainly saved the statue from vandalism over the many years, but also has stymied any attempts to study it.</p>
<h1>Encounters at Maiden&#8217;s Watch</h1>
<p>One night, the statue fails to light, causing chaos among the sailors depending on it to find their way to the harbor safely. The PCs are hired to investigate what&#8217;s happened and restore the maiden&#8217;s light.</p>
<p>The PCs need a star to activate some ancient machinery, and surmise that the maiden&#8217;s candle is a star itself. They must find a way to retrieve the candle, never mind dealing with the townsfolk who won&#8217;t be happy if they find out what the PCs are doing.</p>
<p><small>The Maiden&#8217;s Hymn stolen (though slightly changed) from <a href="http://kamelot.com/">Kamelot&#8217;s</a> <i>A Sailorman&#8217;s Hymn</i></small></p>
]]></content:encoded>
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		<item>
		<title>For King &amp; Country</title>
		<link>http://www.encounteraday.com/2008/09/01/for-king-country/</link>
		<comments>http://www.encounteraday.com/2008/09/01/for-king-country/#comments</comments>
		<pubDate>Mon, 01 Sep 2008 05:01:32 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Investigation]]></category>
		<category><![CDATA[Nobility]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/09/01/for-king-country/</guid>
		<description><![CDATA[The PCs travel to the desert city of Baiyra and, thanks to their reputations, are welcomed as guests of the Sultan. Baiyra has long been famed for its peaceful streets, beautiful architecture, and exotic wares, but when the PCs arrive much of the city seems neglected. Crime is rife, buildings are in a state of [...]]]></description>
			<content:encoded><![CDATA[<p>The PCs travel to the desert city of Baiyra and, thanks to their reputations, are welcomed as guests of the Sultan. Baiyra has long been famed for its peaceful streets, beautiful architecture, and exotic wares, but when the PCs arrive much of the city seems neglected. Crime is rife, buildings are in a state of disrepair if not outright crumbling, and statues and sculptures are defaced and unkept.</p>
<p>Sultan Abdurahman is 104 years old, and survived only by one of his nine grandchildren, Rasshid ibn Taj ibn Abdurahman, the current heir to the throne. Abdurahman is always accompanied by his advisor, Nazim, a man who seems almost as old as the king himself. Known only to the Sultan himself, Nazim is actually a genie who&#8217;s advised every sultan in the city&#8217;s history. Nazim is bound to three duties: enforce the city&#8217;s laws, ensure the city prospers, and follow the dictates of the sultan. Each of the duties is equally important and given equal weight.</p>
<p>The PCs arrive at a somewhat inopportune time, as the same night they arrive there is an assassination attempt on Sultan Abdurahman. The attempt is botched, and it is relatively easy to discover that Nazim was behind it.</p>
<p>If the PCs suggest to the Sultan that it was Nazim, he dismisses that as preposterous (since he believes Nazim cannot harm him) When confronted, Nazim is clearly despondent about the attack, but unapologetic. He explains that Abdurahman, though once a great and powerful leader, has simply grown too old. He is older than any mortal has any right to be, and his mind has been ravaged by age. The Sultan no longer looks after his city as he should, is easily confused and his memory is all but gone.</p>
<p>The laws of the city are very clear, though: so long as Abdurahman still draws breath, only he may lead it. Thus Nazim orchestrated the assassination attempt so that the leadership would pass to Rasshid.</p>
<p>As if to punctuate Nazim&#8217;s accusations, the next day the Sultan holds court, and many seek him out for help. He seems to listen to them, but when asked for aid he has no idea what was just said, but rather he was (for example) entranced by the memory of a monkey he once saw stealing a fig from a goat. Nazim does his best to cover up for the Sultan, but there is little that can be done.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Steal This Setting: Ravnica, Part 3</title>
		<link>http://www.encounteraday.com/2008/08/01/steal-this-setting-ravnica-part-3/</link>
		<comments>http://www.encounteraday.com/2008/08/01/steal-this-setting-ravnica-part-3/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 05:01:25 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Steal This Setting]]></category>
		<category><![CDATA[4e Items]]></category>
		<category><![CDATA[4e Monsters]]></category>
		<category><![CDATA[Magic: the Gathering]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/08/01/steal-this-setting-ravnica-part-3/</guid>
		<description><![CDATA[RSS Subscribers: Please view this post on the actual site because the stat blocks below will not be formatted correctly in your RSS reader. Please download and install the D&#38;D 4e Attack Icons font to see the stat blocks below correctly. Without it, the 4th edition icons, like the recharge dice and basic attack icons, [...]]]></description>
			<content:encoded><![CDATA[<p><span class='rssonly'><br />
<h1>RSS Subscribers: Please view <a href="http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/">this post</a> on the actual site because the stat blocks below will not be formatted correctly in your RSS reader.</h1>
<p></span></p>
<p><small>Please download and install the <a href="http://www.encounteraday.com/wp-content/uploads/2008/07/dd-4e-icons-v3.ttf" title="D&amp;D 4e Attack Icons font">D&amp;D 4e Attack Icons font</a> to see the stat blocks below correctly. Without it, the 4th edition icons, like the recharge dice and basic attack icons, won&#8217;t show up correctly. Thanks, and sorry for the inconvenience!</small></p>
<link href="http://www.encounteraday.com/wp-content/uploads/2008/07/4e.css" rel="stylesheet" type="text/css">Welcome back to this third and final installment of Steal This Setting: Ravnica! If you&#8217;ve missed them, please see part 1 where I go over <a href="http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/">the setting and the Azorius and Boros</a> guilds, and part 2 where I expound on <a href="http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/">the Dimir, Golgari, Gruul and Izzet</a>.
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/orzhovcrest.jpg' title='Orzhov'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/orzhovcrest.thumbnail.jpg' alt='Orzhov' align=left></a><b>The Orzhov Syndicate</b> Imagine a cross between the Catholic Church at the height of its power and influence with the mafia, and you&#8217;ve basically got the Orzhov. Though run as a religion, the church is extremely corrupt and its leaders are unashamed in their pursuit of wealth and power.</p>
<p>To the Orzhov, death isn&#8217;t an end and it&#8217;s not a new beginning. If anything, it&#8217;s more of the same. After death, those who still owed debts to the Orzhov serve them in unlife as indentured zombie servants. All the leaders of the Orzhov continue expanding their power and influence after death.</p>
<p><!-- START HALLOWHAUNT SPECTRE --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Hallowhaunt Spectre</span></td>
<td><span class=role>Level 5 Lurker</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Medium Shadow Humanoid (undead)</span></td>
<td><span class=exp>XP 200</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +9</span></td>
<td><span class=senses><b>Senses</b> Perception +7, darkvision</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 49; <b>Bloodied</b> 24</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 19; <b>Fortitude</b> 16, <b>Reflex</b> 18, <b>Will</b> 19</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Immune</b> disease, poison; <b>Resist</b> 10 necrotic, insubstantial; <b>Vulnerable</b> 5 radiant</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> fly 6 (perfect)</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Touch of the Grave</b> (Standard; at-will) &#x2666; <b>necrotic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+8 vs. Fortitdude; 1d6+4 damage and target is weakened (save ends).</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Haunting Echoes</b> (Immediate Reaction, when reduced to 0 hit points) &#x2666; <b>psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>The enemy which reduced the spectre to 0 hit points takes ongoing 5 psychic damage and is weakened (save ends both).</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Evil</span></td>
<td><span class=languages><b>Languages</b> Understands common</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td><span class=skills><b>Skills</b> Stealth +10</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 5 (-1)</span></td>
<td><span class=dex><b>Dex</b> 17 (+5)</span></td>
<td><span class=wis><b>Wis</b> 10 (+2)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 13 (+3)</span></td>
<td><span class=int><b>Int</b> 12 (+3)</span></td>
<td><span class=cha><b>Cha</b> 20 (+7)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END HALLOWHAUNT SPECTRE --></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/rakdoscrest.jpg' title='Rakdos'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/rakdoscrest.thumbnail.jpg' alt='Rakdos' align=right></a><b>The Cult of Rakdos</b> I&#8217;ll make this one simple. The Cult of Rakdos is <a href="http://en.wikipedia.org/wiki/Metalocalypse">Metalocalypse</a>, and Rakdos himself is Dethklok. The other Ravnican guilds look to the cult for assassins and mercenaries, but the fact of the matter is everyone in the cult is psychotic and wants nothing more than to kill, destroy, and wreak havok in Rakdos&#8217;s name. Rakdos, for his part, is usually content to sit back and enjoy the antics, preferring to whip his followers into a frenzy and let them commit the carnage.</p>
<p><!-- START RITEKNIFE --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=item>
<thead class=item>
<tr>
<td>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=name>Rakdos Riteknife</span></td>
<td><span class=itemlevel>Level 10+</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=backgif>
<td><span class=flavortext>This wicked, curved dagger seems to drink in the blood of your foes.</span></td>
</tr>
<tr>
<td>
<table class=itemlevels>
<tr>
<td>Lvl 10</td>
<td>+2</td>
<td>5,000 gp</td>
<td>Lvl 25</td>
<td>+5</td>
<td>625,000 gp</td>
</tr>
<tr>
<td>Lvl 15</td>
<td>+3</td>
<td>25,000 gp</td>
<td>Lvl 30</td>
<td>+6</td>
<td>3,125,000 gp</td>
</tr>
<tr>
<td>Lvl 20</td>
<td>+4</td>
<td>125,000 gp</td>
<td></td>
<td></td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td><b>Weapon:</b> Dagger</td>
</tr>
<tr>
<td><b>Enhancement:</b> Attack rolls and damage rolls</td>
</tr>
<tr>
<td><b>Critical:</b> +1d6 damage per plus</td>
</tr>
<tr class=backgif>
<td><b>Special:</b> The first time each encounter when you reduce a non-minion opponent&#8217;s HP to 0 using the Rakdos Riteknife, its enhancement bonus increases 1 point. If the Riteknife is at least level 20 or 25, instead it increases 2 points. If the Riteknife is level 30, instead it increases 3 points.</td>
</tr>
</table>
<p></center><br />
<!-- END RITEKNIFE --></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/selesnyacrest.jpg' title='Selesnya'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/selesnyacrest.thumbnail.jpg' alt='Selesnya' align=left></a><b>The Selesnya Conclave</b> Depending on your point of view, the Selesnya are either a communal utopia, a utopian community, or a cult of brainwashed <a href="http://www.imdb.com/title/tt0620224/">Janes</a>. The conclave seeks peace and harmony with nature, which is somewhat difficult what with their being no nature left on Ravnica.</p>
<p>When you get right down to it, Ravnica&#8217;s a pretty dark world. Except for maybe the Boros, the Selesnya are about as close to good as you get on this plane.</p>
<p><!-- BEGIN CHANTER --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Selesnya Chanter</span></td>
<td><span class=role>Level 3 Controller (Leader)</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Medium Natural Humanoid</span></td>
<td><span class=exp>XP 150</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +0</span></td>
<td><span class=senses><b>Senses</b> Perception +4</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=aura><b>Soothing Song</b> aura 10; Allies within the aura gain a +2 bonus to their Will defense.</span></td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 46; <b>Bloodied</b> 23</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 17; <b>Fortitude</b> 15, <b>Reflex</b> 14, <b>Will</b> 18</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 6</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Mace</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+8 vs. AC; 1d6+3 damage.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>R</font> <b>Light of the Selesnya</b> (Cannot use, see below) &#x2666; <b>convocation, radiant</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 10; +7 vs. Reflex; 1d6+3 damage. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power. Chanter may also use this power when granted a basic ranged attack by any other effect.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>r</font> <b>Convoke</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 10; Targeted ally may make a basic attack or use a power with the convocation keyword.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>c</font> <b>Chant of Vitu-Ghazi</b> (Cannot use, see below) &#x2666; <b>convocation</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Close burst 10; one ally is protected. The next time during this encounter the protected ally would be dealt damage, it takes no damage instead. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>a</font> <b>Entangling Roots</b> (Cannot use, see below) &#x2666; <b>convocation</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Area 1 burst within 10 squares; all squares in burst are treated as difficult terrain until the end of the encounter. Chanter may not use this power on her own; an ally must use the convoke power on her to trigger this power.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Good</span></td>
<td><span class=languages><b>Languages</b> Common</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td><span class=skills><b>Skills</b> Nature +12</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 10 (+1)</span></td>
<td><span class=dex><b>Dex</b> 12 (+2)</span></td>
<td><span class=wis><b>Wis</b> 17 (+4)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 14 (+3)</span></td>
<td><span class=int><b>Int</b> 12 (+2)</span></td>
<td><span class=cha><b>Cha</b> 20 (+6)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END CHANTER --><br />
<!-- BEGIN SAPROLING --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Saproling</span></td>
<td><span class=role>Level 1 Minion</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Tiny Elemental Animate</span></td>
<td><span class=exp>XP 25</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +1</span></td>
<td><span class=senses><b>Senses</b> Perception +1</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 1; a missed attack never damages a minion.</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 15; <b>Fortitude</b> 14, <b>Reflex</b> 13, <b>Will</b> 13</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 5</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Slam</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+6 vs. AC; 4 damage</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>r</font> <b>Convoke</b> (Standard; encounter)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 5; Targeted ally may make a basic attack or use a power with the convocation keyword.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Good</span></td>
<td><span class=languages><b>Languages</b> &#8211;</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 8 (-1)</span></td>
<td><span class=dex><b>Dex</b> 13 (+1)</span></td>
<td><span class=wis><b>Wis</b> 12 (+1)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 16 (+3)</span></td>
<td><span class=int><b>Int</b> 1 (-5)</span></td>
<td><span class=cha><b>Cha</b> 4 (-3)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END SAPROLING --></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/simiccrest.jpg' title='Simic'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/simiccrest.thumbnail.jpg' alt='Simic' align=right></a><b>The Simic Combine</b> Originally tasked with the preservation of Ravnican ecology, today the Simic are basically mad scientists. Like the proverbial asylum run by lunatics, the line between experimenter and experimentee within the guild is a fine one, if it exists at all.</p>
<p>While the Izzet are passionate researchers looking to expand their technical and magical knowledge, the Simic are at once both more rigorous and more reckless. The Simic&#8217;s method is more stringent and tempered, focused on perfection and improvements, but they also have few qualms about experimenting on the unwilling or on themselves. After all, who <i>wouldn&#8217;t</i> want to be improved?</p>
<p><!-- BEGIN KRAJ --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Experiment Kraj</span></td>
<td><span class=role>Level 18 Solo Brute</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Huge Aberrant Animate</span></td>
<td><span class=exp>XP 10,000</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +4</span></td>
<td><span class=senses><b>Senses</b> Perception +7; blindsight</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 900; <b>Bloodied</b> 450</span></td>
</tr>
<tr class=mainstats>
<td><span class=regeneration><b>Regeneration</b> 10</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 32; <b>Fortitude</b> 35, <b>Reflex</b> 24, <b>Will</b> 22</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Resist</b> variable 5</span></td>
</tr>
<tr class=mainstats>
<td><span class=savingthrows><b>Saving Throws</b> +5</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 4</span></td>
</tr>
<tr class=mainstats>
<td><span class=actionpoints><b>Action Points</b> 2</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>m</font> <b>Slam</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+21 vs. AC; 3d8+7 damage.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Rapid Evolution</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Whenever any power targets Experiment Kraj, Kraj gains that power until the end of the encounter. Kraj has the same attack bonus and damage as the original power (i.e. don&#8217;t recalculate them based on Kraj&#8217;s stats).</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Unaligned</span></td>
<td><span class=languages><b>Languages</b> &#8211;</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 25 (+16)</span></td>
<td><span class=dex><b>Dex</b> 6 (+7)</span></td>
<td><span class=wis><b>Wis</b> 6 (+7)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 28 (+18)</span></td>
<td><span class=int><b>Int</b> 1 (+4)</span></td>
<td><span class=cha><b>Cha</b> 1 (+4)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END KRAJ --></p>
<p>And that brings us to the end of this experiment. This weekend I&#8217;ll post a PDF with statblocks for all the creatures herein. Hope you enjoyed it!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.encounteraday.com/2008/08/01/steal-this-setting-ravnica-part-3/feed/</wfw:commentRss>
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		</item>
		<item>
		<title>Steal This Setting: Ravnica, Part 2</title>
		<link>http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/</link>
		<comments>http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/#comments</comments>
		<pubDate>Mon, 28 Jul 2008 05:01:51 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Steal This Setting]]></category>
		<category><![CDATA[4e Monsters]]></category>
		<category><![CDATA[Magic: the Gathering]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/</guid>
		<description><![CDATA[RSS Subscribers: Please view this post on the actual site because the stat blocks below will not be formatted correctly in your RSS reader. Please download and install the D&#38;D 4e Attack Icons font to see the stat blocks below correctly. Without it, the 4th edition icons, like the recharge dice and basic attack icons, [...]]]></description>
			<content:encoded><![CDATA[<p><span class='rssonly'><br />
<h1>RSS Subscribers: Please view <a href="http://www.encounteraday.com/2008/07/28/steal-this-setting-ravnica-part-2/">this post</a> on the actual site because the stat blocks below will not be formatted correctly in your RSS reader.</h1>
<p></span></p>
<p><small>Please download and install the <a href="http://www.encounteraday.com/wp-content/uploads/2008/07/dd-4e-icons-v3.ttf" title="D&amp;D 4e Attack Icons font">D&amp;D 4e Attack Icons font</a> to see the stat blocks below correctly. Without it, the 4th edition icons, like the recharge dice and basic attack icons, won&#8217;t show up correctly. Thanks, and sorry for the inconvenience!</small></p>
<p>Welcome back to the second in my 3-part series on adapting the Magic: the Gathering setting Ravnica to RPGs. If you missed it, please read <a href="http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/">part 1</a> first. Last time, we went over the background of the setting and the first two of the 10 guilds, the Azorius and the Boros. Today we&#8217;ll explore the Dimir, Golgari, Gruul and Izzet guilds.</p>
<link href="http://www.encounteraday.com/wp-content/uploads/2008/07/4e.css" rel="stylesheet" type="text/css"><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/dimircrest.jpg' title='Dimir'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/dimircrest.thumbnail.jpg' alt='Dimir' align=left></a><b>House Dimir:</b> A bit unusual in that it doesn&#8217;t actually exist&#8230; or so most believe. Sort of a &#8220;boogieman&#8221; guild; people are probably aware of the guild, but believe it is not defunct if it actually ever did exist.
<p>The Dimir basically act as a network of spies, seeking out knowledge they can leverage against their enemies. The ultimate example of the left hand not knowing what the right hand&#8217;s doing, every Dimir agent is basically alone, most only knowing their direct superior. Surely, the Dimir could be wonderful allies for the PCs, but cross them and one had best be very careful&#8230; If the characters should stumble a bit too close to ancient Dimir secrets in their exploits, it&#8217;s only natural that the Dimir might act to keep those secrets secret through any means necessary.</p>
<p><!-- BEGIN SZADEK--><br />
<center><br />
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Szadek, Lord of Secrets</span></td>
<td><span class=role>Level 15 Solo Lurker</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Medium Shadow Humanoid (psionic, undead)</span></td>
<td><span class=exp>XP 6,000</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +20</span></td>
<td><span class=senses><b>Senses</b> Perception +18</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=aura><b>Mindleech Aura (psychic)</b> aura 10; Enemies within the aura take a -2 penalty to their Will defenses.</span></td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 740; <b>Bloodied</b> 370</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 31; <b>Fortitude</b> 27, <b>Reflex</b> 33, <b>Will</b> 28</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Resist</b> Psychic 10; <b>Vulnerable</b> Radiant 5</span></td>
</tr>
<tr class=mainstats>
<td><span class=savingthrows><b>Saving Throws</b> +5</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 6; fly 10</span></td>
</tr>
<tr class=mainstats>
<td><span class=actionpoints><b>Action Points</b> 2</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Sapping Claw</b> (Standard; at-will) &#x2666; <b>psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+20 vs. AC, 1d10+6 damage and secondary attack +18 vs. will, the target loses a healing surge and Szadek heals 15 hp.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>r</font> <b>Shadow of Doubt</b> (Immediate Interrupt, when an enemy uses any power within 10 squares of Szadek; at-will) &#x2666; <b>psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 10; The triggering enemy cannot use that power until the end of Szadek&#8217;s next turn. The enemy does not lose whatever action the power required, and may do something else with that action including using a different power.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>c</font> <b>Syphon Psyche</b> (Immediate Reaction, when first bloodied; daily) &#x2666; <b>psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Close burst 10; +18 vs. Will; the target loses a healing surge and Szadek heals 15 hp.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Fade into Shadow</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>As long as Szadek is not in bright illumination, he may make stealth checks to hide even while being observed.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Evil</span></td>
<td><span class=languages><b>Languages</b> Common, telepathy 30</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td><span class=skills><b>Skills</b> Bluff +20, Stealth +25</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 20 (+12)</span></td>
<td><span class=dex><b>Dex</b> 26 (+15)</span></td>
<td><span class=wis><b>Wis</b> 22 (+13)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 20 (+12)</span></td>
<td><span class=int><b>Int</b> 28 (+16)</span></td>
<td><span class=cha><b>Cha</b> 20 (+12)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END SZADEK --></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/golgaricrest.jpg' title='Golgari'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/golgaricrest.thumbnail.jpg' alt='Golgari' align=right></a><b>The Golgari Swarm:</b> Epitomizing the unstoppable circle of life and death, the Golgari let little go to waste. Where the Orzhov exploit death, the Golgari embrace it as part of the natural order. Equally important to them, though, is life.</p>
<p>The Golgari Swarm makes a good bit of background flavor, but lacking any overarching goals or ambitions as a guild, its usefulness seems somewhat limited. Individual members of the guild are probably more useful, as they are driven for personal growth and could easily become a threat, ally, or benefactor to the PCs.</p>
<p><!-- START GRAVE-SHELL SCARAB --><br />
<center><br />
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Grave-Shell Scarab</span></td>
<td><span class=role>Level 8 Brute</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Large Natural Beast</span></td>
<td><span class=exp>XP 350</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +7</span></td>
<td><span class=senses><b>Senses</b> Perception +7</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 110; <b>Bloodied</b> 55</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 20; <b>Fortitude</b> 21, <b>Reflex</b> 20, <b>Will</b> 20</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 8</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Bite</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+11 vs. AC; 2d8+5 damage.</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Dredge</b> &#x2666; <b>Necrotic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>At the beginning of each round after Grave-Shell Scarab is reduced to 0 hit points, roll a d6. On a 6, the Scarab reanimates, regaining a number of HP equal to its bloodied value and gaining the undead keyword. Each Scarab can only reanimate once.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Unaligned</span></td>
<td><span class=languages><b>Languages</b> &#8211;</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 20 (+9)</span></td>
<td><span class=dex><b>Dex</b> 17 (+7)</span></td>
<td><span class=wis><b>Wis</b> 17 (+7)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 20 (+9)</span></td>
<td><span class=int><b>Int</b> 1 (-1)</span></td>
<td><span class=cha><b>Cha</b> 11 (+4)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END GRAVE-SHELL SCARAB --></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/gruulcrest.jpg' title='Gruul'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/gruulcrest.thumbnail.jpg' alt='Gruul' align=left></a><b>The Gruul Clans</b> An anachronism from the days when Ravnica still had nature and natural settings, the Gruul guild split into barbaric clans in recent times. The clans are not specifically associated with each other, except in name, and live a nomadic life rife with looting and pillaging.</p>
<p>Ultimately, the Gruul clans do what they must to survive in a world that no longer needs them. Any time you need a barbaric clan, the Gruul are probably a good choice.</p>
<p><!-- BEGIN GRUUL HORDE --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Gruul Horde</span></td>
<td><span class=role>Level 3 Solo Brute</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Gargantuan Natural Humanoid (swarm)</span></td>
<td><span class=exp>XP 750</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +1</span></td>
<td><span class=senses><b>Senses</b> Perception +0</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=aura><b>Swarm Attack</b> aura 1; the Gruul Horde makes a basic attack as a free action against each enemy that begins its turn in the aura.</span></td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 208; <b>Bloodied</b> 104</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 17; <b>Fortitude</b> 18, <b>Reflex</b> 15, <b>Will</b> 17</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Immune</b> fear; <b>Resist</b> half damage from melee and ranged attacks; <b>Vulnerable</b> 5 against close and area attacks</span></td>
</tr>
<tr class=mainstats>
<td><span class=savingthrows><b>Saving Throws</b> +5</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 5</span></td>
</tr>
<tr class=mainstats>
<td><span class=actionpoints><b>Action Points</b> 2</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>M</font> <b>Pummel</b> (Standard; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+6 vs. AC; 2d6+3 damage</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>R</font> <b>Pelt with Debris</b> (Minor; at-will)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 5; +6 vs. AC; 1d6+3 damage</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>a</font> <b>Lob Statue</b> (Standard; recharge <font face='D&#038;D 4e icons'>56</font>)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Area 1 burst within 5 squares; +6 vs. Reflex; 2d10+3 damage</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Unaligned</span></td>
<td><span class=languages><b>Languages</b> Common</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 17 (+4)</span></td>
<td><span class=dex><b>Dex</b> 14 (+3)</span></td>
<td><span class=wis><b>Wis</b> 8 (+0)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 20 (+6)</span></td>
<td><span class=int><b>Int</b> 6 (-1)</span></td>
<td><span class=cha><b>Cha</b> 14 (+3)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END GRUUL HORDE --></p>
<p><small>The Gruul Horde is meant to be a rampaging horde of barbarians, primarily humans, but dotted with ogres, elves and other races as well.</small></p>
<p><a href='http://www.encounteraday.com/wp-content/uploads/2008/07/izzetcrest.jpg' title='Izzet'><img src='http://www.encounteraday.com/wp-content/uploads/2008/07/izzetcrest.thumbnail.jpg' alt='Izzet' align=right></a><b>The Izzet League</b> Finally, we start to get to the more interesting guilds. The Izzet are lead by an ancient dragon named Niv Mizzet, the most intelligent creature on the plane. His intellect, in fact, is matched only by his vanity. The Izzet League runs the infrastructure of the world, and has managed to entirely stop natural disasters. Unfortunately, their passion for research and experimentation leads to more than enough <i>unnatural</i> disasters to make up for it!</p>
<p>The Izzet give you plenty of opportunities for adventure. An Izzet scientist might hire the PCs to take him down into the sewers to investigate a broken boiler, or ask for an escort to the bowels of the planet to study geothermal vents and plasmatic energy and test his new Electrosprocket Analyzer. Oh, and then there&#8217;s the giant steampunk robots and half-bound elementals just itching to escape and start rampaging through the streets of Ravnica&#8230;</p>
<p><!-- BEGIN ELEMENTAL WEIRD --><br />
<center><br />
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Elemental Weird</span></td>
<td><span class=role>Level 6 Artillery</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Medium Elemental Humanoid</span></td>
<td><span class=exp>XP 250</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +9</span></td>
<td><span class=senses><b>Senses</b> Perception +5</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 58; <b>Bloodied</b> 29</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 18; <b>Fortitude</b> 18, <b>Reflex</b> 21, <b>Will</b> 18</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Immune</b> <i>See adaptation</i></span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 8</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>R</font> <b>Energy Bolt</b> (Standard; at-will) &#x2666; <b>electricity, <i>see Adaptation below</i></b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>+11 vs. Reflex; 1d10+4 damage, and an effect or effects based on the keywords of this power. For all the effects, saves end.<br />
Acid: Ongoing 4 acid damage<br />
Cold: -2 penalty to AC<br />
Fire: Ongoing 4 fire damage<br />
Force: Knocked prone<br />
Lightning: -2 penalty to reflex defense<br />
Necrotic: Weakened<br />
Poison: -2 penalty to fortitude defense<br />
Psychic: -2 penalty to will defense<br />
Radiant: Blinded<br />
Thunder Deafened<br /></span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Adaptation</b> (Immediate Reaction, when targetted by power with acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder keyword; recharge <font face='D&#038;D 4e icons'>456</font>)</span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>The weird adapts, changing its form to be composed almost entirely of the energy type(s) of the triggering power. The weird and its Energy Bolt power gain the energy-type keywords of the triggering power, and the weird becomes immune to those energy types. Each time Adaptation is used, the weird loses all previous keywords and immunities.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Unaligned</span></td>
<td><span class=languages><b>Languages</b> &#8211;</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 5 (+0)</span></td>
<td><span class=dex><b>Dex</b> 22 (+9)</span></td>
<td><span class=wis><b>Wis</b> 15 (+5)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 16 (+6)</span></td>
<td><span class=int><b>Int</b> 4 (+0)</span></td>
<td><span class=cha><b>Cha</b> 8 (+2)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END ELEMENTAL WEIRD --></p>
<p><b>Stick around later this week as I wrap up the Ravnica series with the final 4 clans&#8211; the corrupt Orzhov Syndicate, psychotic Cult of Rakdos, communal Selesnya Conclave, and my personal favorite, the biomantic Simic Combine!</b></p>
]]></content:encoded>
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		<item>
		<title>Steal This Setting: Ravnica, Part 1</title>
		<link>http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/</link>
		<comments>http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/#comments</comments>
		<pubDate>Fri, 25 Jul 2008 05:01:07 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Steal This Setting]]></category>
		<category><![CDATA[4e Items]]></category>
		<category><![CDATA[4e Monsters]]></category>
		<category><![CDATA[Magic: the Gathering]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/</guid>
		<description><![CDATA[Today I&#8217;m posting the first in a 3-part series on using the Magic: the Gathering plane of Ravnica in RPGs. In this series I&#8217;ll also be giving some sample rules components for D&#38;D 4th edition. At the end of the series, I&#8217;ll also release a PDF with all the stat blocks used in the series [...]]]></description>
			<content:encoded><![CDATA[<link href="http://www.encounteraday.com/wp-content/uploads/2008/07/4e.css" rel="stylesheet" type="text/css"><i>Today I&#8217;m posting the first in a 3-part series on using the <i>Magic: the Gathering</i> plane of Ravnica in RPGs. In this series I&#8217;ll also be giving some sample rules components for D&amp;D 4th edition. At the end of the series, I&#8217;ll also release a PDF with all the stat blocks used in the series so that you can print those out without getting all the extra crap. </i><i>I&#8217;m still trying to keep things general enough that they can be applied to any RPG, but think of the rules content as a value-added bonus to those who play 4th edition D&amp;D, and I hope it should be easy enough to ignore if you don&#8217;t. In any case, please, let me know what you think about all this!</i>
<p>Ravnica: City of Guilds. A planet covered entirely by city, ruled by ten guilds vying for control and kept in check only by an ancient enchantment called the Guildpact.</p>
<p>Ravnica is the setting for the Ravnica block, the twelfth block of Magic: The Gathering, and setting for the Ravnica, Guildpact and Dissension sets. It is also an absolutely fantastic setting for your favorite fantasy RPG.</p>
<h2>Pros</h2>
<ul>
<li><b>The Guilds:</b> The ten guilds which are central to the plot of Ravnica are also amazing resources for gamers. There&#8217;s so much intrigue and so many interactions and plot hooks that I don&#8217;t even know where to begin. Characters might belong to the guilds, trying to join them, trying to <i>escape</i> them, etc.</li>
<li><b>Room for Expansion:</b> Aside from the guilds, Ravnica&#8217;s actually not been explored that much. There&#8217;s room for pretty much anything in the city which spans an entire world.</li>
<li><b>Dungeons:</b> The city of Ravnica is like an urban parfait, with layers upon layers of streets and buildings. More importantly, while much of the city is constantly being demolished and rebuilt, there&#8217;s also room for ancient tenements thousands of years old, inhabited by Urza-only-knows what, and filled with ancient secrets and treasures.</li>
</ul>
<h2>Cons</h2>
<ul>
<li><b>Lack of Diversity:</b> Actually, not as big a problem as you might think. Despite the fact that Ravnica&#8217;s just one giant city, the city is actually quite diverse. Upscale high rises kept in pristine condition, dilapidated slums, dark and noxious sewers, etc. That said, at the end of the day, it <i>is</i> still a giant city, so you&#8217;ll never find, say, a mountain or a forest.</li>
<li><b>Narrow power band:</b> Ravnica seems like a setting with a relatively narrow band of power, where it&#8217;s difficult for me to envision truly epic stories. Using 4e D&amp;D as a reference, I can certainly come up with a couple of challenges for 30th level characters (Niv Mizzet and Rakdos immediately spring to mind), but I can&#8217;t really see a whole lot there to challenge a group of really high-level characters. Ultimately what it comes down to is that, without making some radical alterations to the assumptons of your system, the &#8220;big fish&#8221; aren&#8217;t as a rule much more powerful than the &#8220;small fries.&#8221; Still in the D&amp;D 4e paradigm, I probably would have difficulty coming up with much else to do beyond, say, 15th level. Then again, maybe not. Who knows?</li>
</ul>
<h1>The Guilds</h1>
<p>Wikipedia, as usual, has a really great article on Ravnica, including <a href="http://en.wikipedia.org/wiki/Ravnica_(plane)#Guilds">awesome descriptions of the guilds</a>. I&#8217;ll be going over each of the ten guilds in a bit of detail, and today we&#8217;ll be talking about two of them, the Azorius Senate and the Boros Legion. Not the most exciting pair, to be completely honest, but they have an interesting dichotomy. In essence, you might think of the Azorius as the lawmakers and the Boros as their enforcers. It&#8217;s a bit of a simplification, but not much.</p>
<p><a href="http://www.encounteraday.com/wp-content/uploads/2008/07/azoriuscrest.jpg" title="Azorius"><img src="http://www.encounteraday.com/wp-content/uploads/2008/07/azoriuscrest.thumbnail.jpg" alt="Azorius" align="left"></a> <b>The Azorius Senate:</b> A bunch of pencil pushers and lawmakers who seek to create absolute order by stifling everything under layers and layers of bureaucracy.</p>
<p>To be completely honest, the senate is probably one of the more boring guilds, for roleplaying purposes. Sure, there&#8217;s some potential for entertainment as you stymie the players and have them arrested for not filing the proper paperwork before sticking their gum to the bottom of that table, but that would get old pretty fast.</p>
<p><span class='rssonly'><br />
<h1>RSS Subscribers: Please view <a href="http://www.encounteraday.com/2008/07/25/steal-this-setting-ravnica-part-1/">this post</a> on the actual site because the stat blocks below will not be formatted correctly in your RSS reader.</h1>
<p></span><br />
<!-- START AUGUSTIN --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=monster>
<thead>
<tr>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=name>Grand Arbiter Augustin IV</span></td>
<td><span class=role>Level 12 Elite Controller (Leader)</span></td>
</tr>
</table>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=type>Medium Natural Humanoid</span></td>
<td><span class=exp>XP 1,400</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=mainstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td width=150><span class=initiative><b>Initiative</b> +9</span></td>
<td><span class=senses><b>Senses</b> Blind; perception +25</span></td>
</tr>
</table>
</td>
</tr>
<tr class=mainstats>
<td><span class=aura><b>Stifling Bureaucracy (Psychic)</b> aura 10; Enemies within the aura must take 1 fewer action each turn, for example if an enemy spends an action point, it only takes 3 actions that turn instead of 4.</span></td>
</tr>
<tr class=mainstats>
<td><span class=hp><b>HP</b> 242; <b>Bloodied</b> 121</span></td>
</tr>
<tr class=mainstats>
<td><span class=defenses><b>AC</b> 28; <b>Fortitude</b> 23, <b>Reflex</b> 26, <b>Will</b> 30</span></td>
</tr>
<tr class=mainstats>
<td><span class=damagetypemodifiers><b>Resist</b> Psychic 10</span></td>
</tr>
<tr class=mainstats>
<td><span class=savingthrows><b>Saving Throws</b> +2</span></td>
</tr>
<tr class=mainstats>
<td><span class=speed><b>Speed</b> 4</span></td>
</tr>
<tr class=mainstats>
<td><span class=actionpoints><b>Action Points</b> 1</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>R</font> <b>Axiomatic Light</b> (Standard; at-will) &#x2666; <b>Radiant, Psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 15; +16 vs. Fortitude; 1d8+5 damage, and the target must take 1 fewer action on its next turn (this ability stacks with the Stifling Bureaucracy aura, but not with itself).</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>r</font> <b>Decree of Apathy</b> (Standard; recharge <font face='D&#038;D 4e icons'>56</font>) &#x2666; <b>Psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Ranged 15; 3d8+5 psychic damage and the target is stunned (save ends)</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><font face='D&#038;D 4e icons'>c</font> <b>Paralyzing Edict</b> (Standard; encounter) &#x2666; <b>Psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>Enemies in Close Burst 20; +16 vs. Will; the target is immobilized (save ends).</span></td>
</tr>
<tr class=powerhead>
<td><span class=powerheadspan><b>Rule of Law</b> (Immediate Interrupt, when targeted by an attack by enemy within 20 squares; recharge <font face='D&#038;D 4e icons'>6</font>) &#x2666; <b>Psychic</b></span></td>
</tr>
<tr class=powerbody>
<td><span class=powerbodyspan>The attack is cancelled and the triggering enemy cannot take any standard actions until the end of Augustin&#8217;s next turn.</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=alignment><b>Alignment</b> Unaligned</span></td>
<td><span class=languages><b>Languages</b> Common</span></td>
</tr>
</table>
</td>
</tr>
<tr class=secondstats>
<td><span class=skills><b>Skills</b> Arcana +15, Diplomacy +18, History +15, Insight +20</span></td>
</tr>
<tr class=secondstats>
<td>
<table cellpadding=0 cellspacing=0 >
<tr>
<td><span class=str><b>Str</b> 15 (+8)</span></td>
<td><span class=dex><b>Dex</b> 16 (+9)</span></td>
<td><span class=wis><b>Wis</b> 24 (+13)</span></td>
</tr>
<tr>
<td><span class=con><b>Con</b> 17 (+9)</span></td>
<td><span class=int><b>Int</b> 20 (+11)</span></td>
<td><span class=cha><b>Cha</b> 22 (+12)</span></td>
</tr>
</table>
</td>
</tr>
</table>
<p></center><br />
<!-- END AUGUSTIN --></p>
<p><small>Please download and install the <a href="http://www.encounteraday.com/wp-content/uploads/2008/07/dd-4e-icons-v3.ttf" title="D&amp;D 4e Attack Icons font">D&amp;D 4e Attack Icons font</a> to see the above stat block correctly.</small></p>
<p><a href="http://www.encounteraday.com/wp-content/uploads/2008/07/boroslogo.jpg" title="Boros"><img src="http://www.encounteraday.com/wp-content/uploads/2008/07/boroslogo.thumbnail.jpg" alt="Boros" align="right"></a><b>The Boros Legion:</b> Think of the Boros as the natural result when you&#8217;ve got a town guard in a city that takes up an entire planet. They&#8217;re a regimented military which concerns itself with upholding the laws and morality, preferring swift action and retribution.</p>
<p>Again, not one that jumps out with any really interesting possibilities, but they&#8217;re sure to show up a lot. Whenever the characters are involved in some hijinx, a Boros guard&#8217;s probably not far off.</p>
<p><!-- START SUNFORGER --><br />
<center></p>
<table cellpadding=0 cellspacing=0 class=item>
<thead class=item>
<tr>
<td>
<table cellpadding=0 cellspacing=0>
<tr>
<td><span class=name>Sunforger</span></td>
<td><span class=itemlevel>Level 10+</span></td>
</tr>
</table>
</td>
</tr>
</thead>
<tr class=backgif>
<td><span class=flavortext>The business end of this hammer bears the fist-in-sun insignia of the Boros Legion, leaving its mark of justice on the guilty.</span></td>
</tr>
<tr>
<td>
<table class=itemlevels>
<tr>
<td>Lvl 10</td>
<td>+2</td>
<td>5,000 gp</td>
<td>Lvl 25</td>
<td>+5</td>
<td>625,000 gp</td>
</tr>
<tr>
<td>Lvl 15</td>
<td>+3</td>
<td>25,000 gp</td>
<td>Lvl 30</td>
<td>+6</td>
<td>3,125,000 gp</td>
</tr>
<tr>
<td>Lvl 20</td>
<td>+4</td>
<td>125,000 gp</td>
<td></td>
<td></td>
<td></td>
</tr>
</table>
</td>
</tr>
<tr>
<td><b>Weapon:</b> Hammer</td>
</tr>
<tr>
<td><b>Enhancement:</b> Attack rolls and damage rolls</td>
</tr>
<tr>
<td><b>Critical:</b> +1d6 radiant damage per plus</td>
</tr>
<tr class=backgif>
<td><b>Power (Daily):</b> Minor action. You regain the use of an expended encounter power with the weapon or radiant keyword.</td>
</tr>
</table>
<p></center><br />
<!-- END SUNFORGER --></p>
<p><b>Tune in next week for House Dimir, the Golgari Swarms, the Gruul Clans, and the Izzet League!</b>	</p>
]]></content:encoded>
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		<item>
		<title>Friends &amp; Foes: The Ibanovs</title>
		<link>http://www.encounteraday.com/2008/07/07/friends-foes-the-ibanovs/</link>
		<comments>http://www.encounteraday.com/2008/07/07/friends-foes-the-ibanovs/#comments</comments>
		<pubDate>Mon, 07 Jul 2008 05:01:16 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Friends & Foes]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/07/07/friends-foes-the-ibanovs/</guid>
		<description><![CDATA[Lexandr Ibanov was the definition of a self-made man. His mother was a prostitute impregnated by a sailor, and he grew up destitute in the docks district of Kardiev. He took up odd jobs around the docks as a child and eventually became a sailor himself. By the age of thirty, Lexandr had made a [...]]]></description>
			<content:encoded><![CDATA[<p>Lexandr Ibanov was the definition of a self-made man. His mother was a prostitute impregnated by a sailor, and he grew up destitute in the docks district of Kardiev. He took up odd jobs around the docks as a child and eventually became a sailor himself. By the age of thirty, Lexandr had made a small fortune in the shipping business, and he used his wealth to expand his empire into several other trades. Today, Ibanov&#8217;s business has branches in every major city in the world and no small amount of influence in many governments.</p>
<p>At twenty-six, Lexandr married a prostitute he&#8217;d fallen in love with named Misty. Misty would end up giving him four children, all girls. Natasha was the eldest, followed by Tania and then the twins Rada and Raisa. Eventually Lexandr got a boy named Dmitri as well, from an affair with a woman who died during childbirth.</p>
<p>Over the past few years, Lexandr&#8217;s health has begun waning, causing a great deal of infighting as the siblings jockey for position as the heir to the family business. For her part, Misty seems content to party, get drunk, and bunk with whatever handsome suitor her affluence can attract.</p>
<p>Natasha, who grew up as the presumptive heir, is extremely jealous and fearful of Dmitri. She knows that her father was always disappointed in his lack of a male heir, and worries that even though the boy&#8217;s barely a teenager Lexandr may pass control on to him.</p>
<p>Dmitri feels little empathy towards his half-sisters. His father&#8217;s told him that he&#8217;s the son of a duchess, and he takes great delight in rubbing in the fact that his sisters are daughters of a common harlot.</p>
<p>The twins don&#8217;t care very much what happens to the business, so long as they&#8217;re taken care of. Where Natasha is a driven and ruthless woman, the twins are spoiled brats who take after their mother and want nothing more than a life of luxury and decadence.</p>
<p>Tania ran away when she was a teenager. Lexandr searched for her half-heartedly for a while, but in the end decided he didn&#8217;t miss her all that much. She was sick of living in her sister&#8217;s shadow, and decided to run away and make a new name for herself.</p>
<h1>Encounters with the Ibanovs</h1>
<p>One of the PCs becomes the object of Misty&#8217;s affections, and is showered with gifts. If he scorns her, however, she takes a grudge against him and does everything in his power to make his life a living hell.</p>
<p>Lexandr hires the PCs to find Tania. He&#8217;s become disgusted with the sycophants that surround him and believes that only Tania, who spurned him and his wealth so long ago, is truly fit to run the business.</p>
<p>Natasha and Dmitri each hire the PCs to dig up dirt on the other.</p>
<p>While the PCs are attending a formal party, the twins crash it and make a huge scene, flouting all senses of decency and propriety.</p>
]]></content:encoded>
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		<title>Friends &amp; Foes: The Renegade Reaper</title>
		<link>http://www.encounteraday.com/2008/07/02/friends-foes-the-renegade-reaper/</link>
		<comments>http://www.encounteraday.com/2008/07/02/friends-foes-the-renegade-reaper/#comments</comments>
		<pubDate>Wed, 02 Jul 2008 05:01:19 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Friends & Foes]]></category>
		<category><![CDATA[Time Travel]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/07/02/friends-foes-the-renegade-reaper/</guid>
		<description><![CDATA[Something odd happened in the city of Ling&#8217;hurak one day: reapers started dying. The hive never reacted to the metatons&#8217; destructions, at least not in any way visible to the squatters living there, but a reaper&#8217;s unmoving shell is a bizarre and unforgettable sight in the city. The culprit is a peculiar reaper designated 12-8-x, [...]]]></description>
			<content:encoded><![CDATA[<p>Something odd happened in the city of <a href="http://www.encounteraday.com/2008/05/09/peculiar-places-the-city-of-squatters/">Ling&#8217;hurak</a> one day: reapers started dying. The hive never reacted to the metatons&#8217; destructions, at least not in any way visible to the squatters living there, but a reaper&#8217;s unmoving shell is a bizarre and unforgettable sight in the city.</p>
<p>The culprit is a peculiar reaper designated 12-8-x, though he prefers Marek. Marek is unusual in that he doesn&#8217;t actually belong to the hive&#8211; at least, not <i>this</i> hive. Cut off from the hive, he must steal other reapers&#8217; power sources to sustain himself.</p>
<p>Marek is stuck&#8211; voluntarily&#8211; in a time loop. Even he&#8217;s not sure how many times he&#8217;s been through it; part of the loop involves overwriting his memory. He could have been through dozens of times or billions. He&#8217;s not even sure where he&#8217;s originally from; by all logic, he simply shouldn&#8217;t even exist. But exist he does, and it is his goal to make his existence count.</p>
<p>His ultimate goal is simple: to help protect, arm, and inform those who can destroy the motori when the time portal reopens and <a href="http://www.encounteraday.com/2008/05/16/setting-seeds-while-you-were-gone/">they return to Ling&#8217;hurak</a>. He hasn&#8217;t yet been successful, but each time he gets a bit closer. He carries with him a spare core, into which he programs specific information and instructions to help guide him in his next loop.</p>
<p>Only the most important information is stored in the core. As a sentient being, if he were to maintain the same continuous memory throughout all of his time loops he&#8217;d quite literally go insane. Much of his knowledge is based on triggering events. For example, a particular chance encounter introduces him to his charges (the PCs, of course).</p>
<p>Shortly after meeting the PCs, Marek believes the housewarming protocol is about to be enacted. He hurriedly rushes them out of the city so that they might escape the reapers&#8217; slaughter.</p>
<p>Eventually, when the city re-opens, Marek helps smuggle the PCs inside. He informs them of how to destroy the time portal and stop any further motori reinforcements; however, before they can do that, they must help him jump back in time. This will require resetting the portal to just a few weeks prior and swapping out Marek&#8217;s core with the spare he&#8217;s been programming from this time loop. Heading back in time at the last possible moment, he&#8217;ll never know if the PCs were able to defeat the motori or not.</p>
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		<title>Peculiar Places: The City of Devils</title>
		<link>http://www.encounteraday.com/2008/06/30/peculiar-places-the-city-of-devils/</link>
		<comments>http://www.encounteraday.com/2008/06/30/peculiar-places-the-city-of-devils/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 05:01:02 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Peculiar Places]]></category>
		<category><![CDATA[Infernal]]></category>
		<category><![CDATA[Planes]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/06/30/peculiar-places-the-city-of-devils/</guid>
		<description><![CDATA[It sits like a massive red boil on the landscape; a huge, red dome visible from miles away. Malus Mundi, commonly known as The City of Devils. Malus Mundi is quite literally a little bit of hell on Earth. At its heart lies a gate to hell, and infernal creatures come and go freely, allowing [...]]]></description>
			<content:encoded><![CDATA[<p>It sits like a massive red boil on the landscape; a huge, red dome visible from miles away. Malus Mundi, commonly known as The City of Devils.</p>
<p>Malus Mundi is quite literally a little bit of hell on Earth. At its heart lies a gate to hell, and infernal creatures come and go freely, allowing them to enter our world. Thankfully, they cannot stray too far. While any mortal creature can pass through the red veil of the dome with no more difficulty than passing through a light curtain, the denizens of hell find it more solid than any wall ever built.</p>
<p>It is usually not advised for mortals to enter Malus Mundi, though they usually need not fear wanton slaughter. The fact that they can leave and return freely makes any mortal foolhardy enough to enter quite valuable to the wretched creatures within. Some mortals even have established permanent residences within the dome, though that requires the protection of a truly powerful devil to ensure that no &#8220;accidents&#8221; happen.</p>
<h1>Encounters in The City of Devils</h1>
<p>A farmer&#8217;s son, discontent with a rural lifestyle and seeing no alternatives, has ventured to Malus Mundi to forge a partnership with a devil. The PCs must stop him.</p>
<p>The PCs manage to earn the attention of two devils, who offer them jobs. Not accepting is not an option the devils offer; unfortunately, the two are rivals and working for either also earns the other&#8217;s ire.</p>
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		<title>Love at First Sight</title>
		<link>http://www.encounteraday.com/2008/06/27/love-at-first-sight/</link>
		<comments>http://www.encounteraday.com/2008/06/27/love-at-first-sight/#comments</comments>
		<pubDate>Fri, 27 Jun 2008 05:01:23 +0000</pubDate>
		<dc:creator>Asmor</dc:creator>
				<category><![CDATA[Encounters]]></category>
		<category><![CDATA[Fae]]></category>
		<category><![CDATA[Investigation]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://www.encounteraday.com/2008/06/27/love-at-first-sight/</guid>
		<description><![CDATA[While cleaning out his attic, a clerk named Arnett Quimby finds a large mirror. He decides to donate it to the city hall, placing it in the reception area. What he doesn&#8217;t know is that the mirror is home to a fae trickster which feeds on jealousy and love. It randomly chooses people who look [...]]]></description>
			<content:encoded><![CDATA[<p>While cleaning out his attic, a clerk named Arnett Quimby finds a large mirror. He decides to donate it to the city hall, placing it in the reception area. What he doesn&#8217;t know is that the mirror is home to a fae trickster which feeds on jealousy and love. It randomly chooses people who look into the mirror, and gives them visions of their one true love.</p>
<p>It also fills them with a deep obsession, leading them to go to extreme lengths to win their love&#8217;s affections. A few days after the mirror is installed, people all over town are going insane. Friends and siblings fight and sometimes even kill each other due to the madness.</p>
<p>Doing some investigation, the PCs might find out that Arnett&#8217;s uncle was killed when he was a boy in a duel for a maid&#8217;s honor, and his grandfather killed a man to win over his grandmother. Shattering the mirror will release the fae, which must then be killed or bargained with to release everyone from its glamour.</p>
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