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Story Locale (Banlan Backlash): Nyamo Wall

Underground_tunnel_RCW_02Nyamo is a walled city; years of outside threats necessitated the construction of a sturdy barrier hundreds of years ago. Originally designed to repel intruders, it now serves a slightly different purpose—as the settlement became a center of commerce, traders from all over the world arrived in Nyamo to sell their wares and exchange ideas.
While the goods and money were welcome, the ideas were not.

The visiting merchants and migrants were mostly housed in the migrant district, which was composed of most of the northern half of the city. Construction began on a new section of the Nyamo Wall that effectively split the city in half, running down the middle and connecting each end to the original outer wall. Taller and thicker than the original wall, the huge gatehouse built into its center gave each side of the barrier its own portcullis.

Traffic between the sections of the Nyamo Wall is strictly regulated—in order to pass, the person must provide an acceptable reason, a gate tax must be paid, and a stamp issued. Those wishing to stay overnight must obtain permission and purchase a special permit to do so. Guards from the Order of the Staff search each and every person that passes through the gate, ensuring that no contraband makes its way into Nyamo (normal magic items are not illegal, but may not pass through the gate; these items must be surrendered or passage is also prohibited.) Usually, traveler are given the option of simply turning around and not passing through the Nyamo Wall if they do not wish to surrender their items—in this city of Timeaus, this is just the cost of doing business. Those that pass through the gate are often followed by a member of the Order of the Staff, who make careful notes on interactions they make and often follow up questioning where searches occur (often using Nyamo scribe orbs).

Those that wish to enter the city from outside must go to the Migrants’ Gate on the outer wall (unless they are a Timerian citizen) where they are still subject to search and seizure, declaring all of their enchanted items; undeclared magic items are subject to confiscation. Those that wish to stay more than 24 hours must apply at the gate or at a Timerian embassy for a permit, and anyone found entering the city under false pretenses are subject to expulsion or arrest.

Only Timerian citizens are allowed entry through the Timerian Gate. They must present the proper papers and declare any magic or valuable items obtained outside of Timeaus. Generally speaking, most citizens comply and seizures at this gate are rare.

When the Nyamo Wall was constructed, the sewers under the city were modified, blocking passages with bars and grates, and in some cases blocking tunnels altogether. Over the years enterprising smugglers and other criminal elements have reopened some of these sealed passages to facilitate the burgeoning black market in Nyamo. While some goods are sold, it is most often news of the outside world that is traded, as well as books and other forms of publication. Several competing guilds operate underneath the Nyamo Wall, including those that support revolution; simple thievery and smuggling are often overlooked, with the occasional blatant offender caught and made an example of. However, the revolutionaries that deal in information and subterfuge are almost always put to the death when caught.

Entry into the tunnels that connect the two sides of the cities is a closely guarded secret. A select few safe houses on each side contain concealed entrances to the underground labyrinth—these are moved on a regular basis, the old entrances sealed up. Few people know of the existence of more than one way into the network under the Nyamo Wall, and even some of the guild masters do not know every entrance under their control.

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Weird Wednesday (Banlan Backlash): Nyamo Scribe Orb

Nyamo Scribe Orb

Aura moderate divination; CL 11th
Slot none; Weight 1 lbs.

DESCRIPTION
This many-faceted orb has been run through with a long adamantine needle extending out one end.

earthbound gem nyamo scribe orb
When analyzed for magical properties, a Nyamo scribe orb indicates that it is a regular scribe orb, made red as a mark of identification for the wizards of Timeaus. In truth this magical item has a secret function—any analysis it performs is immediately communicated to the Order of the Staff in Nyamo (regardless of distance), and it can always be easily found by mages of the organization (located with a DC 13 Will save).

CREATION
Magic Items scribe orb

Shortly after their presence in Nyamo is known, diplomatic wizards from the Order of the Staff seek out the PCs and insist that they accept a gift for their troubled (likely botched) delivery of alligotoniuma Nyamo scribe orb. The mages insist that any adventurer can make use of the magic item identifying device, and that no compensation is required; they feel horrible about the entire ordeal (a DC 20 Sense Motive check reveals that they do not, though they sincerely want the party to accept their gift).

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Magic Item Monday (Banlan Backlash!): Dimensional Wheel

DIMENSIONAL WHEEL
Aura strong conjuration; CL 13th
Slot —; Price 4,200 gp; Weight 50 lbs.
DESCRIPTION
This wagon wheel has a 5% chance of activating whenever it hits a pothole, divot, or any similar irregularity on a road. When activated. the wagon, its passengers, and its cargo are transported to a random plane (as plane shift). Each creature transported can resist with a successful DC 24 Will save; the wheel is a single charge item and cannot be used for further planar travel once expended.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift; Cost 2,100 gp
[Originally appearing as the planar wheel on TrapADay.com. -MM]

578px-1905_Fire_Wagon_wheelBorys has a final task for the PCs—after the pass was blasted and the alligotonium cloud descended upon Steamtown, PNE has more enchanted ore than they know what to do with, and it may be possessed by revenants (or worse). Too valuable to leave here in its raw state and too dangerous to try to fashion useful items out of, since it’s rightly the property of PNE, they’ve decided to send it to a smelter in the city of Nyamo in far off Timeaus, a facility in good standing with the Samsara Mining Conglomerate. They have both the facilities and magical knowledge to deal with this ore safely.

Borys points at four full wagons of the ore. “These need to get to Nyamo, and I need you to guard them along the way. Some agents from SMC have just arrived and they’ll travel with you as well. Once these safely reach Nyamo, you are to be given 100 pounds of the ore as a reward; once it is determined to be safe, of course.

Six agents (male LN human fighter 4/wizard 2) travel with the PCs, each carrying a hidden magic item that acts as a dimensional anchor. During the journey, they talk to the PCs to feel them out—the conversation eventually focuses on the authoritarian nature of Timerian rule and the different groups opposing it.

The party makes a series of Diplomacy checks during the course of the trip to try to befriend the agents, who start out with an Indifferent attitude toward the adventurers (the difficulty of each check is the base DC of the attitude +7.) On a failure of 5 or more, an agent’s attitude drops by one step, and on a success, it increases by one step. These checks can be done once per day. After one week the agents spring a trap, but if the attitude of the agents towards the PCs is Helpful, they hand one member of the party a hand written note before springing the trap. [The note’s contents to be revealed in an upcoming post! – RT ]

Each wagon has a single dimensional wheel and the hidden items carried by the subversive agents traveling with the PCs are enchanted to not only allow the alligotonium to teleport (which it normally cannot do), but to send it within 50 ft. to a specific location in Nyamo—the wheels simply have to hit a big enough pothole to activate. About a week in to the journey, the caravan reaches a road littered with potholes and instead of avoiding them, the drivers purposely head towards the pits and divots. Each of the 4 wagon wheels activates, triggering a DC 29 Will save to avoid being teleported, the specialized trinkets of the bandits facilitating the transition.