The Beams

Reunion-Lore Notes
The Shambler

Having been so recruited, I’m going to be outlining some basic strategies of mine for fighting in expos here. My goal is to make sure everyone in our guild can tackle level three expeditions easily! The level 4 expo…I leave to perfectionists :P
At my current level and ability, I can fight past everything-barring the last leg of the 3rd level expo. I’m hoping I can help people in the guild do the same.
~Atk and Defense bonuses
It is not readily apparent unless you think to look, but the AI steadily increases its attack and defense bonuses as you continue to tackle higher difficulties-you can see this on the combat screen by mousing over the enemy units. This changes based on the direct difficulty of the expedition, the progress you’ve made in the expedition, and the age you are in.
From IA to HMA you have little to worry about. Enemies will only receive a minor bonus of 5% even at the highest level.
Starting at LMA and higher, the Lv.3 expedition will begin to have a serious difficulty spike. At INA and above, it extends to Lv.2 expeditions, and so on and so forth.
A good rule of thumb is to expect at least a 15% increase in enemy stats every age after LMA.

Eventually, if you intend to tackle a combat focused strategy, you will need specific Great Buildings to boost your combat stats. It will make earlier expeditions much easier, at the very least. I’ll list the ones available to me.

Statue of Zeus: Available in BA, this should be a no-brainer. Provides +3% a level.


(Lore Fix) Argentia-only affects silver weapons. If applied to a steel weapon, disadvantage on all damage rolls for 1 minute

Bombs (Expanded from rule book)
Bombs can be constructed as with other alchemical items. Each bomb can be made in an intensity of standard, enhanced, or superior. Standard bombs are weaker, but their duration is longer-and inversely so for enhanced and superior.

[Dancing Star]
You can toss this bomb against a flat surface that you can see-when Dancing star hits the ground, it creates an intense bonfire at the location in a 5ft cube. Any creature in the bonfire’s space when you toss the bomb must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

Standard: 1d8 damage, fire persists for 3 turns
Enhanced: 2d8 damage for 2 turns
Superior: 3d8 damage for 1 turn

[Devils Puffball]
This bomb can be tossed against flat surface where it explodes in a small cloud of gas in a 5ft cube. Any creature in clouds space when you toss the bomb must succeed on a Dexerity saving throwing or take poison damage and must make a Constitution saving throwing or suffer the poisoned effect. This effect persists until the save is passed, which the creature can attempt at the start of its turn.

Standard: 1d4 damage, DC 10 CON Save
Enhanced: 2d4 damage, DC 12 CON Save
Superior: 3d4 damage, DC 15 CON save

Standard (20 GP)
Enhanced (50 GP)
Superior (75 GP)

King of Dragon pass!

Origin/Gimmick: The character’s powers all come from devices of some kind. One of the character’s mental abilities (your choice) is increased by +2.

Prowess: 4
Coordination: 3
Strength: 6
Intellect: 4
Awareness: 5
Willpower: 4

Powers (4)
Control: Wizardy [Cosmic Power (Awareness)]~You can simply will effects into being using a cosmic or primal power. Choose a suitable weakness for your Cosmic Power, such as an inability to affect a certain subject (material, color, etc.). ~~Superspeed, Precognition~
~Defensive/Life Support

Welcome to your campaign!
A blog for your campaign

Name: !
Profession: !
Race/Gender: !
Skills: Are free-form and entirely made up by the player. Skills may be as broad to cover a field of expertise but should never be usable outside a specific area. Skills like “Close Combat” is as broad as it should get but you can build on top of this with increasingly specific skills like Sword Fighting followed by Fencing if you wish. Choose Five.
Hitpoints: 5/5
Aspects: Are your general defensive/offensive qualities. You start with 1.
~Body: 1 (Your general physical fitness)
~Arcana: 1 (Your affinity at manipulating and resisting the arcane)
~Psyche : 1 (Your charisma and strength of will)
~Luck: 1 (You often roll luck to save yourself from some sort of catastrophe-your luck roll can increase the degrees of success of a roll you have just failed. You can call for a luck before your action is rolled or specify when it should be rolled-it will automatically be rolled if a threat would otherwise end your life. Making a Luck roll, however, reduces this stat by 1, and you can’t make roll with no luck.)
Quality: Are very broad skills, jobs or stereotypes like Charismatic, Strong, Soldier, Diplomat, Ranger or Smart for instance. You can only have a single Quality.


Imperial: Tales of the ‘Empire’ filter through every land-they say it’s a tribe larger than any other, one that continues to grow and conquer with every passing year. To look at, Imperials don’t seem very imposing-they are not as wise or quick as Tallfolk, nor tough as Stoneborn, and lack the cunning of the Smallfolk…however, their pale skin and bright hair are usually hidden under layers of armor and guarded by their Soul powered weaponry, the manufacture of which is superb to anything made in the Highlands, and nearly the equal of the Stoneborn. They are known to be disciplined and prepared for nearly anything, and no place has yet been able to resist their conquests…but, what about the Fortress of Bones?

Affinity (Discipline): +3 starting Hitpoints
Soulweapon: Imperial weapons are more magic than metal, though they contain elements of both-an Imperial Soulweapon typically resemble a shaft of pure energy, and is always related to the users personality-a hammer of blazing fire, a scythe of living shadows, a scimitar of ice cold water…these weapons are unique to Imperials, and no earthly force and sunder or rob them from their owners except death itself. The user of this blade never needs another-it grows in strength as he does, and he can call it to his side at a thought. He can even absorb the energy from other magical weapons to add to his own.

Stoneborn: Coming from their own Fortresses in the depths of mighty Terra, Stoneborn can usually pass as the thing they are named of-patient, stoic, and stubborn to a fault. They resemble slightly rumpled, bearded boulders wearing horned or spiked caps-and shirts of finely worked metal, often sprouting their favorite weapon-the axe-in both hands. They are widely known to be resistant to heat, cold, magic and intoxication due to their ability to literally become rock-if poisoned, for example, they merely increase their density of their bodies until it dries up. It certainly explains their fondness for drinking…creatures of pride and industry, Stoneborn have long shared stories that their race once owned the place now called the “Fortress of Bones”-and, honor demands they reclaim it…and purge any outsiders who disagree.

Affinity (Earth): +1 Body
Stoneskin: Stoneborn can magically harden their bodies to stone by a thought, allowing them to weather nearly any blow or physical discomfort. They are immune or resistant to many physical and magical affects-anything that wouldn’t shatter a stone wall, will have no effect on them. The only downside is that this slows them down, turning them into statues-and it is much more difficult going back to flesh, than vice versa,

Tallfolk: Creatures of the forests and dales, both fey and yet half-mortal, the marriage of two worlds. Clever, quick, and with a natural affinity for magic, Tallfolk tend to be clever, proud and arrogant. In ascending order. Their forms are often compared to Imperials, but where as Imperials are somewhat crude and stunted, Tallfolk are almost always possessed of unearthly beauty. They often wield weapons at range-bows, slings, and darts-but their long lives typically give them at least passing skill in nearly all forms of combat…which they engage in, gladly and without reservation-immortality is nothing, if not boredom! Tallfolk never die of Old Age, much to their consternation. Only conflict and strife and spice up the centuries…many Tallfolk have heeded the call to delve the Fortress of Bones out of a sheer sense of irony, since they are so clearly not wanted. Also, they were probably around when it was built.

Affinity (Magic): +1 Arcana
Staying Alive: Tallfolk pick up a bit of everything over their long, long lives-thus, they can perform any skill they can think of. No task physical or mental is impossible for them, and they never take a dice penalty on any advanced task either. Their skill choices will often be considered ‘easy’ tasks, not even requiring a roll. In addition, they can also fluently read, write, speak and understand all languages.

Smallfolk: A people with a slow kindled courage, always blessed with luck, the Smallfolk are usually most happy tending to their steppe-farms and hill-homes-but, each of them eventually feels the need to go on an adventure, at least once in their life. These beings are, at first glance, odd-not as stocky as a Stoneborn, and about the height of an Imperial Child…why one of these plucky little people would brave the Fortress of Bones is surely a mystery-it would test even their much renowned luck!

Affinity (Fortune): +1 Luck (~And for Smallfolk, Luck cannot be lower than 1)
Staying Alive: Tallfolk pick up a bit of everything over their long, long lives-thus, they can perform any skill they can think of. No task physical or mental is impossible for them, and they never take a dice penalty on any advanced task either. Their skill choices will often be considered ‘easy’ tasks, not even requiring a roll. In addition, they can also fluently read, write, speak and understand all languages.



I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.